// 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 #ifdef __sun__ extern "C" void *memmove(void *, const void *, size_t); extern "C" void *memset(void *, int, size_t); #endif #include // STL list #ifdef NEEDNAMESPACESTD using namespace std; #endif #include #include #include // Maximum nodes per tile #define MAX_NODES 1000 typedef struct { int n1, n2, n3; } fgFACE; // Object fragment data class class fgFRAGMENT { public: // culling data for this object fragment (fine grain culling) fgPoint3d center; double bounding_radius; // variable offset data for this object fragment for this frame // fgCartesianPoint3d tile_offset; // saved transformation matrix for this fragment (used by renderer) // GLfloat matrix[16]; // tile_ptr & material_ptr are set so that when we traverse the // list of fragments we can quickly reference back the tile or // material property this fragment is assigned to. // material property pointer void *material_ptr; // tile pointer void *tile_ptr; // OpenGL display list for fragment data GLint display_list; // face list (this indexes into the master tile vertex list) list < fgFACE > faces; // Constructor fgFRAGMENT ( void ); // Add a face to the face list void add_face(int n1, int n2, int n3); // test if line intesects with this fragment. p0 and p1 are the // two line end points of the line. If side_flag is true, check // to see that end points are on opposite sides of face. Returns // 1 if it does, 0 otherwise. If it intesects, result is the // point of intersection int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag, fgPoint3d *result); // Destructor ~fgFRAGMENT ( void ); }; // Scenery tile class class fgTILE { 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) fgPoint3d center; double bounding_radius; fgPoint3d 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 int used; list < fgFRAGMENT > fragment_list; // Constructor fgTILE ( void ); // Destructor ~fgTILE ( void ); }; #endif // _TILE_HXX // $Log$ // 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. //