// tilecache.cxx -- routines to handle scenery tile caching // // 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. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include #include
#include
#include #include #include "tile.hxx" #include "tilecache.hxx" // the tile cache fgTILECACHE global_tile_cache; // Constructor fgTILECACHE::fgTILECACHE( void ) { } // Initialize the tile cache subsystem void fgTILECACHE::init( void ) { int i; FG_LOG( FG_TERRAIN, FG_INFO, "Initializing the tile cache." ); for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { if ( tile_cache[i].used ) { entry_free(i); } tile_cache[i].used = 0; tile_cache[i].tile_bucket.make_bad(); } } // Search for the specified "bucket" in the cache int fgTILECACHE::exists( const FGBucket& p ) { int i; for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { if ( tile_cache[i].tile_bucket == p ) { FG_LOG( FG_TERRAIN, FG_DEBUG, "TILE EXISTS in cache ... index = " << i ); return( i ); } } return( -1 ); } // Fill in a tile cache entry with real data for the specified bucket void fgTILECACHE::fill_in( int index, FGBucket& p ) { // Load the appropriate data file and build tile fragment list FGPath tile_path( current_options.get_fg_root() ); tile_path.append( "Scenery" ); tile_path.append( p.gen_base_path() ); tile_path.append( p.gen_index_str() ); tile_cache[index].used = true; tile_cache[index].tile_bucket = p; fgObjLoad( tile_path.str(), &tile_cache[index] ); // tile_cache[ index ].ObjLoad( tile_path, p ); // cout << " ncount before = " << tile_cache[index].ncount << "\n"; // cout << " fragments before = " << tile_cache[index].fragment_list.size() // << "\n"; string apt_path = tile_path.str() + ".apt"; fgAptGenerate( apt_path, &tile_cache[index] ); // cout << " ncount after = " << tile_cache[index].ncount << "\n"; // cout << " fragments after = " << tile_cache[index].fragment_list.size() // << "\n"; } // Free a tile cache entry void fgTILECACHE::entry_free( int index ) { tile_cache[index].release_fragments(); } // Return index of next available slot in tile cache int fgTILECACHE::next_avail( void ) { Point3D delta, abs_view_pos; int i; float max, med, min, tmp; float dist, max_dist; int max_index; max_dist = 0.0; max_index = 0; for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) { if ( ! tile_cache[i].used ) { return(i); } else { // calculate approximate distance from view point abs_view_pos = current_view.get_abs_view_pos(); FG_LOG( FG_TERRAIN, FG_DEBUG, "DIST Abs view pos = " << abs_view_pos ); FG_LOG( FG_TERRAIN, FG_DEBUG, " ref point = " << tile_cache[i].center ); delta.setx( fabs(tile_cache[i].center.x() - abs_view_pos.x() ) ); delta.sety( fabs(tile_cache[i].center.y() - abs_view_pos.y() ) ); delta.setz( fabs(tile_cache[i].center.z() - abs_view_pos.z() ) ); max = delta.x(); med = delta.y(); min = delta.z(); if ( max < med ) { tmp = max; max = med; med = tmp; } if ( max < min ) { tmp = max; max = min; min = tmp; } dist = max + (med + min) / 4; FG_LOG( FG_TERRAIN, FG_DEBUG, " distance = " << dist ); if ( dist > max_dist ) { max_dist = dist; max_index = i; } } } // If we made it this far, then there were no open cache entries. // We will instead free the furthest cache entry and return it's // index. entry_free( max_index ); return( max_index ); } // Destructor fgTILECACHE::~fgTILECACHE( void ) { }