// tile.hxx -- routines to handle a scenery tile // // Written by Curtis Olson, started May 1998. // // Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ // (Log is kept at end of this file) #ifndef _TILE_HXX #define _TILE_HXX #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include "Include/compiler.h" #include STL_FUNCTIONAL #include STL_ALGORITHM FG_USING_NAMESPACE(std); // FG_USING_STD(string); // FG_USING_STD(vector); #include #include #include #include // Scenery tile class class fgTILE { public: typedef vector < fgFRAGMENT > container; typedef container::iterator FragmentIterator; typedef container::const_iterator FragmentConstIterator; public: // node list (the per fragment face lists reference this node list) double (*nodes)[3]; int ncount; // culling data for whole tile (course grain culling) Point3D center; double bounding_radius; Point3D offset; GLdouble model_view[16]; // this tile's official location in the world fgBUCKET tile_bucket; // the tile cache will mark here if the tile is being used bool used; container fragment_list; public: FragmentIterator begin() { return fragment_list.begin(); } FragmentConstIterator begin() const { return fragment_list.begin(); } FragmentIterator end() { return fragment_list.end(); } FragmentConstIterator end() const { return fragment_list.end(); } void add_fragment( fgFRAGMENT& frag ) { frag.tile_ptr = this; fragment_list.push_back( frag ); } // size_t num_fragments() const { return fragment_list.size(); } // Step through the fragment list, deleting the display list, then // the fragment, until the list is empty. void release_fragments(); // int ObjLoad( const string& path, const fgBUCKET& p ); // Constructor fgTILE ( void ); // Destructor ~fgTILE ( void ); // Calculate this tile's offset void SetOffset( const Point3D& off) { offset = center - off; } // Calculate the model_view transformation matrix for this tile inline void UpdateViewMatrix(GLdouble *MODEL_VIEW) { #if defined( USE_MEM ) || defined( WIN32 ) memcpy( model_view, MODEL_VIEW, 16*sizeof(GLdouble) ); #else bcopy( MODEL_VIEW, model_view, 16*sizeof(GLdouble) ); #endif // This is equivalent to doing a glTranslatef(x, y, z); model_view[12] += (model_view[0]*offset.x() + model_view[4]*offset.y() + model_view[8]*offset.z()); model_view[13] += (model_view[1]*offset.x() + model_view[5]*offset.y() + model_view[9]*offset.z()); model_view[14] += (model_view[2]*offset.x() + model_view[6]*offset.y() + model_view[10]*offset.z() ); // m[15] += (m[3]*x + m[7]*y + m[11]*z); // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx // so m[15] is unchanged } private: // not defined fgTILE( const fgTILE& ); fgTILE& operator = ( const fgTILE& ); }; #endif // _TILE_HXX // $Log$ // Revision 1.22 1998/12/03 01:18:16 curt // Converted fgFLIGHT to a class. // Tweaks for Sun Portability. // Tweaked current terrain elevation code as per NHV. // // Revision 1.21 1998/11/09 23:40:47 curt // Bernie Bright writes: // I've made some changes to the Scenery handling. Basically just tidy ups. // The main difference is in tile.[ch]xx where I've changed list to // vector. Studying our usage patterns this seems reasonable. // Lists are good if you need to insert/delete elements randomly but we // don't do that. All access seems to be sequential. Two additional // benefits are smaller memory usage - each list element requires pointers // to the next and previous elements, and faster access - vector iterators // are smaller and faster than list iterators. This should also help // Charlie Hotchkiss' problem when compiling with Borland and STLport. // // ./Lib/Bucket/bucketutils.hxx // Convenience functions for fgBUCKET. // // ./Simulator/Scenery/tile.cxx // ./Simulator/Scenery/tile.hxx // Changed fragment list to a vector. // Added some convenience member functions. // // ./Simulator/Scenery/tilecache.cxx // ./Simulator/Scenery/tilecache.hxx // use const fgBUCKET& instead of fgBUCKET* where appropriate. // // ./Simulator/Scenery/tilemgr.cxx // ./Simulator/Scenery/tilemgr.hxx // uses all the new convenience functions. // // Revision 1.20 1998/10/16 00:55:46 curt // Converted to Point3D class. // // Revision 1.19 1998/09/17 18:36:17 curt // Tweaks and optimizations by Norman Vine. // // Revision 1.18 1998/08/25 16:52:42 curt // material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to // ../Objects // // Revision 1.17 1998/08/22 14:49:58 curt // Attempting to iron out seg faults and crashes. // Did some shuffling to fix a initialization order problem between view // position, scenery elevation. // // Revision 1.16 1998/08/22 02:01:34 curt // increased fragment list size. // // Revision 1.15 1998/08/20 15:12:06 curt // Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate // the need for "void" pointers and casts. // Quick hack to count the number of scenery polygons that are being drawn. // // Revision 1.14 1998/08/12 21:13:06 curt // material.cxx: don't load textures if they are disabled // obj.cxx: optimizations from Norman Vine // tile.cxx: minor tweaks // tile.hxx: addition of num_faces // tilemgr.cxx: minor tweaks // // Revision 1.13 1998/07/24 21:42:08 curt // material.cxx: whups, double method declaration with no definition. // obj.cxx: tweaks to avoid errors in SGI's CC. // tile.cxx: optimizations by Norman Vine. // tilemgr.cxx: optimizations by Norman Vine. // // Revision 1.12 1998/07/22 21:41:42 curt // Add basic fgFACE methods contributed by Charlie Hotchkiss. // intersect optimization from Norman Vine. // // Revision 1.11 1998/07/12 03:18:28 curt // Added ground collision detection. This involved: // - saving the entire vertex list for each tile with the tile records. // - saving the face list for each fragment with the fragment records. // - code to intersect the current vertical line with the proper face in // an efficient manner as possible. // Fixed a bug where the tiles weren't being shifted to "near" (0,0,0) // // Revision 1.10 1998/07/08 14:47:22 curt // Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen. // polare3d.h renamed to polar3d.hxx // fg{Cartesian,Polar}Point3d consolodated. // Added some initial support for calculating local current ground elevation. // // Revision 1.9 1998/07/06 21:34:34 curt // Added using namespace std for compilers that support this. // // Revision 1.8 1998/07/04 00:54:30 curt // Added automatic mipmap generation. // // When rendering fragments, use saved model view matrix from associated tile // rather than recalculating it with push() translate() pop(). // // Revision 1.7 1998/06/12 00:58:05 curt // Build only static libraries. // Declare memmove/memset for Sloaris. // // Revision 1.6 1998/06/08 17:57:54 curt // Working first pass at material proporty sorting. // // Revision 1.5 1998/06/06 01:09:32 curt // I goofed on the log message in the last commit ... now fixed. // // Revision 1.4 1998/06/06 01:07:18 curt // Increased per material fragment list size from 100 to 400. // Now correctly draw viewable fragments in per material order. // // Revision 1.3 1998/06/05 22:39:54 curt // Working on sorting by, and rendering by material properties. // // Revision 1.2 1998/06/03 00:47:50 curt // No .h for STL includes. // Minor view culling optimizations. // // Revision 1.1 1998/05/23 14:09:21 curt // Added tile.cxx and tile.hxx. // Working on rewriting the tile management system so a tile is just a list // fragments, and the fragment record contains the display list for that fragment. //