// fragment.hxx -- routines to handle "atomic" display objects // // Written by Curtis Olson, started August 1998. // // Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu // // 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 _FRAGMENT_HXX #define _FRAGMENT_HXX #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #if defined ( __sun__ ) extern "C" void *memmove(void *, const void *, size_t); extern "C" void *memset(void *, int, size_t); #endif #include #include // #include #include "Include/fg_constants.h" #include #include #ifdef NEEDNAMESPACESTD using namespace std; #endif // Maximum nodes per tile #define MAX_NODES 2000 // Forward declarations class fgTILE; class fgMATERIAL; // Object fragment data class class fgFRAGMENT { private: struct fgFACE { int n1, n2, n3; fgFACE( int a = 0, int b =0, int c =0 ) : n1(a), n2(b), n3(c) {} fgFACE( const fgFACE & image ) : n1(image.n1), n2(image.n2), n3(image.n3) {} ~fgFACE() {} }; public: // culling data for this object fragment (fine grain culling) Point3D 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 fgMATERIAL *material_ptr; // tile pointer fgTILE *tile_ptr; // OpenGL display list for fragment data GLint display_list; // face list (this indexes into the master tile vertex list) typedef vector < fgFACE > container; typedef container::iterator iterator; typedef container::const_iterator const_iterator; container faces; // number of faces in this fragment int num_faces() { return faces.size(); } // Add a face to the face list void add_face(int n1, int n2, int n3) { faces.push_back( fgFACE(n1,n2,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 intersection found, 0 otherwise. If it intesects, // result is the point of intersection int intersect( const Point3D& end0, const Point3D& end1, int side_flag, Point3D& result) const; // Constructors fgFRAGMENT () { /*faces.reserve(512);*/} fgFRAGMENT ( const fgFRAGMENT &image ); // Destructor ~fgFRAGMENT() { faces.erase( faces.begin(), faces.end() ); } // operators fgFRAGMENT & operator = ( const fgFRAGMENT & rhs ); bool operator < ( const fgFRAGMENT & rhs ) const { // This is completely arbitrary. It satisfies RW's STL implementation return bounding_radius < rhs.bounding_radius; } void init() { faces.erase( faces.begin(), faces.end() ); } int deleteDisplayList() { xglDeleteLists( display_list, 1 ); return 0; } }; inline bool operator == ( const fgFRAGMENT::fgFACE& lhs, const fgFRAGMENT::fgFACE& rhs ) { return (lhs.n1 == rhs.n1) && (lhs.n2 == rhs.n2) && (lhs.n3 == rhs.n3); } inline bool operator == ( const fgFRAGMENT & lhs, const fgFRAGMENT & rhs ) { return lhs.center == rhs.center; } #endif // _FRAGMENT_HXX // $Log$ // Revision 1.6 1998/10/16 00:54:38 curt // Converted to Point3D class. // // Revision 1.5 1998/09/15 01:35:04 curt // cleaned up my fragment.num_faces hack :-) to use the STL (no need in // duplicating work.) // Tweaked fgTileMgrRender() do not calc tile matrix unless necessary. // removed some unneeded stuff from fgTileMgrCurElev() // // Revision 1.4 1998/09/10 19:07:09 curt // /Simulator/Objects/fragment.hxx // Nested fgFACE inside fgFRAGMENT since its not used anywhere else. // // ./Simulator/Objects/material.cxx // ./Simulator/Objects/material.hxx // Made fgMATERIAL and fgMATERIAL_MGR bona fide classes with private // data members - that should keep the rabble happy :) // // ./Simulator/Scenery/tilemgr.cxx // In viewable() delay evaluation of eye[0] and eye[1] in until they're // actually needed. // Change to fgTileMgrRender() to call fgMATERIAL_MGR::render_fragments() // method. // // ./Include/fg_stl_config.h // ./Include/auto_ptr.hxx // Added support for g++ 2.7. // Further changes to other files are forthcoming. // // Brief summary of changes required for g++ 2.7. // operator->() not supported by iterators: use (*i).x instead of i->x // default template arguments not supported, // doesn't have mem_fun_ref() needed by callbacks. // some std include files have different names. // template member functions not supported. // // Revision 1.3 1998/09/08 21:40:44 curt // Updates from Bernie Bright. // // Revision 1.2 1998/09/01 19:03:08 curt // Changes contributed by Bernie Bright // - The new classes in libmisc.tgz define a stream interface into zlib. // I've put these in a new directory, Lib/Misc. Feel free to rename it // to something more appropriate. However you'll have to change the // include directives in all the other files. Additionally you'll have // add the library to Lib/Makefile.am and Simulator/Main/Makefile.am. // // The StopWatch class in Lib/Misc requires a HAVE_GETRUSAGE autoconf // test so I've included the required changes in config.tgz. // // There are a fair few changes to Simulator/Objects as I've moved // things around. Loading tiles is quicker but thats not where the delay // is. Tile loading takes a few tenths of a second per file on a P200 // but it seems to be the post-processing that leads to a noticeable // blip in framerate. I suppose its time to start profiling to see where // the delays are. // // I've included a brief description of each archives contents. // // Lib/Misc/ // zfstream.cxx // zfstream.hxx // C++ stream interface into zlib. // Taken from zlib-1.1.3/contrib/iostream/. // Minor mods for STL compatibility. // There's no copyright associated with these so I assume they're // covered by zlib's. // // fgstream.cxx // fgstream.hxx // FlightGear input stream using gz_ifstream. Tries to open the // given filename. If that fails then filename is examined and a // ".gz" suffix is removed or appended and that file is opened. // // stopwatch.hxx // A simple timer for benchmarking. Not used in production code. // Taken from the Blitz++ project. Covered by GPL. // // strutils.cxx // strutils.hxx // Some simple string manipulation routines. // // Simulator/Airports/ // Load airports database using fgstream. // Changed fgAIRPORTS to use set<> instead of map<>. // Added bool fgAIRPORTS::search() as a neater way doing the lookup. // Returns true if found. // // Simulator/Astro/ // Modified fgStarsInit() to load stars database using fgstream. // // Simulator/Objects/ // Modified fgObjLoad() to use fgstream. // Modified fgMATERIAL_MGR::load_lib() to use fgstream. // Many changes to fgMATERIAL. // Some changes to fgFRAGMENT but I forget what! // // Revision 1.1 1998/08/25 16:51:23 curt // Moved from ../Scenery // //