// tile.cxx -- routines to handle a scenery tile // // Written by Curtis Olson, started May 1998. // // Copyright (C) 1998, 1999 Curtis L. Olson - curt@flightgear.org // // 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. // // $Id$ #include #ifdef FG_MATH_EXCEPTION_CLASH # include #endif #include STL_FUNCTIONAL #include STL_ALGORITHM #include #include #include "tileentry.hxx" FG_USING_STD(for_each); FG_USING_STD(mem_fun_ref); // Constructor FGTileEntry::FGTileEntry ( void ) : ncount(0), state(Unused) { nodes.clear(); } // Destructor FGTileEntry::~FGTileEntry ( void ) { // cout << "nodes = " << nodes.size() << endl;; // delete[] nodes; } // recurse an ssg tree and call removeKid() on every node from the // bottom up. Leaves the original branch in existance, but empty so // it can be removed by the calling routine. static void my_remove_branch( ssgBranch * branch ) { for ( ssgEntity *k = branch->getKid( 0 ); k != NULL; k = branch->getNextKid() ) { if ( k -> isAKindOf ( ssgTypeBranch() ) ) { my_remove_branch( (ssgBranch *)k ); branch -> removeKid ( k ); } else if ( k -> isAKindOf ( ssgTypeLeaf() ) ) { branch -> removeKid ( k ) ; } } } // Step through the fragment list, deleting the display list, then the // fragment, until the list is empty. Also delete the arrays used by // ssg as well as the whole ssg branch void FGTileEntry::free_tile() { int i; FG_LOG( FG_TERRAIN, FG_DEBUG, "FREEING TILE = (" << tile_bucket << ")" ); // mark tile unused mark_unused(); // delete fragment list and node list FG_LOG( FG_TERRAIN, FG_DEBUG, " deleting " << fragment_list.size() << " fragments" ); fragment_list.clear(); FG_LOG( FG_TERRAIN, FG_DEBUG, " deleting " << nodes.size() << " nodes" ); nodes.clear(); // delete the ssg structures FG_LOG( FG_TERRAIN, FG_DEBUG, " deleting (leaf data) vertex, normal, and " << " texture coordinate arrays" ); for ( i = 0; i < (int)vec3_ptrs.size(); ++i ) { delete vec3_ptrs[i]; } vec3_ptrs.clear(); for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) { delete vec2_ptrs[i]; } vec2_ptrs.clear(); for ( i = 0; i < (int)index_ptrs.size(); ++i ) { delete index_ptrs[i]; } index_ptrs.clear(); // delete the ssg branch int pcount = select_ptr->getNumParents(); if ( pcount > 0 ) { // find the first parent (should only be one) ssgBranch *parent = select_ptr->getParent( 0 ) ; if( parent ) { my_remove_branch( select_ptr ); parent->removeKid( select_ptr ); } else { FG_LOG( FG_TERRAIN, FG_ALERT, "parent pointer is NULL! Dying" ); exit(-1); } } else { FG_LOG( FG_TERRAIN, FG_ALERT, "Parent count is zero for an ssg tile! Dying" ); exit(-1); } } // when a tile is still in the cache, but not in the immediate draw // list, it can still remain in the scene graph, but we use a range // selector to disable it from ever being drawn. void FGTileEntry::ssg_disable() { // cout << "TILE STATE = " << state << endl; if ( state == Scheduled_for_use ) { state = Scheduled_for_cache; } else if ( state == Scheduled_for_cache ) { // do nothing } else if ( (state == Loaded) || (state == Cached) ) { state = Cached; // cout << "DISABLING SSG NODE" << endl; select_ptr->select(0); } else { FG_LOG( FG_TERRAIN, FG_ALERT, "Trying to disable an unused tile! Dying" ); exit(-1); } // cout << "TILE STATE = " << state << endl; }