// tilemgr.hxx -- routines to handle dynamic management of scenery tiles // // Written by Curtis Olson, started January 1998. // // Copyright (C) 1997 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. // // $Id$ #ifndef _TILEMGR_HXX #define _TILEMGR_HXX #ifndef __cplusplus # error This library requires C++ #endif #include #include #include FG_USING_STD(list); #define FG_LOCAL_X_Y 81 // max(o->tile_diameter) ** 2 #define FG_SQUARE( X ) ( (X) * (X) ) #if defined(USE_MEM) || defined(WIN32) # define FG_MEM_COPY(to,from,n) memcpy(to, from, n) #else # define FG_MEM_COPY(to,from,n) bcopy(from, to, n) #endif class FGLoadRec { public: FGBucket b; int cache_index; }; #define MAX_HITS 100 class FGTileMgr { private: // Tile loading state enum load_state { Start = 0, Inited = 1, Running = 2 }; load_state state; // pending tile load queue list < FGLoadRec > load_queue; // schedule a tile for loading int sched_tile( const FGBucket& b ); // load a tile void load_tile( const FGBucket& b, int cache_index ); int hitcount; sgdVec3 hit_pts [ MAX_HITS ] ; public: // Constructor FGTileMgr ( void ); // Destructor ~FGTileMgr ( void ); // Initialize the Tile Manager subsystem int init( void ); // given the current lon/lat, fill in the array of local chunks. // If the chunk isn't already in the cache, then read it from // disk. int update( void ); // Determine scenery altitude. Normally this just happens when we // render the scene, but we'd also like to be able to do this // explicitely. lat & lon are in radians. abs_view_pos in // meters. Returns result in meters. double current_elev( double lon, double lat, const Point3D& abs_view_pos ); void my_ssg_los( string s, ssgBranch *branch, sgdMat4 m, const sgdVec3 p, const sgdVec3 dir ); double current_elev_ssg( const Point3D& abs_view_pos, const Point3D& view_pos ); double current_elev_new( const FGBucket& p ); // Prepare the ssg nodes ... for each tile, set it's proper // transform and update it's range selector based on current // visibilty void prep_ssg_nodes( void ); }; // the tile manager extern FGTileMgr global_tile_mgr; #endif // _TILEMGR_HXX