// tilemgr.cxx -- 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. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include #include #include #include // #include #include
#include
#include #ifndef FG_OLD_WEATHER # include #else # include #endif #include "scenery.hxx" #include "tilecache.hxx" #include "tilemgr.hxx" #define TEST_LAST_HIT_CACHE extern ssgRoot *scene; extern ssgBranch *terrain; // the tile manager FGTileMgr global_tile_mgr; // a temporary hack until we get everything rewritten with sgdVec3 static inline Point3D operator + (const Point3D& a, const sgdVec3 b) { return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]); } // Constructor FGTileMgr::FGTileMgr ( void ): state( Start ) { } // Destructor FGTileMgr::~FGTileMgr ( void ) { } // Initialize the Tile Manager subsystem int FGTileMgr::init( void ) { FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." ); if ( state != Start ) { FG_LOG( FG_TERRAIN, FG_INFO, "... Reinitializing." ); destroy_queue(); } else { FG_LOG( FG_TERRAIN, FG_INFO, "... First time through." ); } global_tile_cache.init(); hit_list.clear(); state = Inited; tile_diameter = current_options.get_tile_diameter(); FG_LOG( FG_TERRAIN, FG_INFO, "Tile Diameter = " << tile_diameter); previous_bucket.make_bad(); current_bucket.make_bad(); scroll_direction = SCROLL_INIT; tile_index = -9999; longitude = latitude = -1000.0; last_longitude = last_latitude = -1000.0; return 1; } // schedule a tile for loading int FGTileMgr::sched_tile( const FGBucket& b ) { // see if tile already exists in the cache int cache_index = global_tile_cache.exists( b ); if ( cache_index >= 0 ) { // tile exists in cache, reenable it. // cout << "REENABLING DISABLED TILE" << endl; FGTileEntry *t = global_tile_cache.get_tile( cache_index ); t->select_ptr->select( 1 ); t->mark_loaded(); } else { // find the next available cache entry and mark it as // scheduled cache_index = global_tile_cache.next_avail(); FGTileEntry *t = global_tile_cache.get_tile( cache_index ); t->mark_scheduled_for_use(); // register a load request FGLoadRec request; request.b = b; request.cache_index = cache_index; load_queue.push_back( request ); } return cache_index; } // load a tile void FGTileMgr::load_tile( const FGBucket& b, int cache_index) { FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b ); global_tile_cache.fill_in(cache_index, b); FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded for cache index: " << cache_index ); } // Determine scenery altitude via ssg. 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. view_pos in current world // coordinate translated near (0,0,0) (in meters.) Returns result in // meters. bool FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos, const Point3D& view_pos ) { sgdVec3 orig, dir; sgdSetVec3(orig, view_pos.x(), view_pos.y(), view_pos.z() ); sgdSetVec3(dir, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() ); hit_list.Intersect( terrain, orig, dir ); int this_hit=0; Point3D geoc; double result = -9999; int hitcount = hit_list.num_hits(); for ( int i = 0; i < hitcount; ++i ) { geoc = sgCartToPolar3d( scenery.center + hit_list.get_point(i) ); double lat_geod, alt, sea_level_r; sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod, &alt, &sea_level_r); if ( alt > result && alt < 10000 ) { result = alt; this_hit = i; } } if ( result > -9000 ) { scenery.cur_elev = result; scenery.cur_radius = geoc.radius(); sgVec3 tmp; sgSetVec3(tmp, hit_list.get_normal(this_hit)); ssgState *IntersectedLeafState = ((ssgLeaf*)hit_list.get_entity(this_hit))->getState(); globals->get_current_view()->CurrentNormalInLocalPlane(tmp, tmp); sgdSetVec3( scenery.cur_normal, tmp ); // cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl; return true; } else { FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" ); scenery.cur_elev = 0.0; float *up = globals->get_current_view()->get_local_up(); sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]); return false; } } FGBucket FGTileMgr::BucketOffset( int dx, int dy ) { double clat, clon, span; if( scroll_direction == SCROLL_INIT ) { // use current latitude and longitude // walk dy units in the lat direction clat = current_bucket.get_center_lat() + dy * FG_BUCKET_SPAN; // find the lon span for the new latitude span = bucket_span( clat ); // walk dx units in the lon direction clon = longitude + dx * span; } else { // use previous latitude and longitude // walk dy units in the lat direction clat = previous_bucket.get_center_lat() + dy * FG_BUCKET_SPAN; // find the lon span for the new latitude span = bucket_span( clat ); // walk dx units in the lon direction clon = last_longitude + dx * span; } while ( clon < -180.0 ) clon += 360.0; while ( clon >= 180.0 ) clon -= 360.0; pending.set_bucket( clon, clat ); FG_LOG( FG_TERRAIN, FG_DEBUG, " fgBucketOffset " << pending ); return pending; } // schedule a tile row(column) for loading void FGTileMgr::scroll( void ) { FG_LOG( FG_TERRAIN, FG_DEBUG, "schedule_row: Scrolling" ); int i, dw, dh; switch( scroll_direction ) { case SCROLL_NORTH: FG_LOG( FG_TERRAIN, FG_DEBUG, " (North) Loading " << tile_diameter << " tiles" ); dw = tile_diameter / 2; dh = dw + 1; for ( i = 0; i < tile_diameter; i++ ) { sched_tile( BucketOffset( i - dw, dh ) ); } break; case SCROLL_EAST: FG_LOG( FG_TERRAIN, FG_DEBUG, " (East) Loading " << tile_diameter << " tiles" ); dh = tile_diameter / 2; dw = dh + 1; for ( i = 0; i < tile_diameter; i++ ) { sched_tile( BucketOffset( dw, i - dh ) ); } break; case SCROLL_SOUTH: FG_LOG( FG_TERRAIN, FG_DEBUG, " (South) Loading " << tile_diameter << " tiles" ); dw = tile_diameter / 2; dh = -dw - 1; for ( i = 0; i < tile_diameter; i++ ) { sched_tile( BucketOffset( i - dw, dh ) ); } break; case SCROLL_WEST: FG_LOG( FG_TERRAIN, FG_DEBUG, " (West) Loading " << tile_diameter << " tiles" ); dh = tile_diameter / 2; dw = -dh - 1; for ( i = 0; i < tile_diameter; i++ ) { sched_tile( BucketOffset( dw, i - dh ) ); } break; default: FG_LOG( FG_TERRAIN, FG_WARN, "UNKNOWN SCROLL DIRECTION in schedule_row" ); ; } FG_LOG( FG_TERRAIN, FG_DEBUG, "\tschedule_row returns" ); } void FGTileMgr::initialize_queue() { // First time through or we have teleported, initialize the // system and load all relavant tiles FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << current_bucket ); FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << current_bucket ); FG_LOG( FG_TERRAIN, FG_INFO, " Loading " << tile_diameter * tile_diameter << " tiles" ); int i; scroll_direction = SCROLL_INIT; // wipe/initialize tile cache global_tile_cache.init(); previous_bucket.make_bad(); // build the local area list and schedule tiles for loading // start with the center tile and work out in concentric // "rings" sched_tile( current_bucket ); for ( i = 3; i <= tile_diameter; i = i + 2 ) { int j; int span = i / 2; // bottom row for ( j = -span; j <= span; ++j ) { sched_tile( BucketOffset( j, -span ) ); } // top row for ( j = -span; j <= span; ++j ) { sched_tile( BucketOffset( j, span ) ); } // middle rows for ( j = -span + 1; j <= span - 1; ++j ) { sched_tile( BucketOffset( -span, j ) ); sched_tile( BucketOffset( span, j ) ); } } // Now force a load of the center tile and inner ring so we // have something to see in our first frame. for ( i = 0; i < 9; ++i ) { if ( load_queue.size() ) { FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" ); FGLoadRec pending = load_queue.front(); load_queue.pop_front(); load_tile( pending.b, pending.cache_index ); } } } // forced emptying of the queue // This is necessay to keep bookeeping straight for the // tile_cache -- which actually handles all the // (de)allocations void FGTileMgr::destroy_queue() { while( load_queue.size() ) { FG_LOG( FG_TERRAIN, FG_INFO, "Load queue not empty, popping a tile" ); FGLoadRec pending = load_queue.front(); load_queue.pop_front(); FGTileEntry *t = global_tile_cache.get_tile( pending.cache_index ); // just t->mark_unused() should be enough // but a little paranoia doesn't hurt us here if(t->is_scheduled_for_use()) t->mark_unused(); else load_tile( pending.b, pending.cache_index ); } } // given the current lon/lat (in degrees), fill in the array of local // chunks. If the chunk isn't already in the cache, then read it from // disk. int FGTileMgr::update( double lon, double lat ) { // FG_LOG( FG_TERRAIN, FG_DEBUG, "FGTileMgr::update()" ); // FGInterface *f = current_aircraft.fdm_state; // lonlat for this update // longitude = f->get_Longitude() * RAD_TO_DEG; // latitude = f->get_Latitude() * RAD_TO_DEG; longitude = lon; latitude = lat; // FG_LOG( FG_TERRAIN, FG_DEBUG, "lon "<< lonlat[LON] << // " lat " << lonlat[LAT] ); current_bucket.set_bucket( longitude, latitude ); // FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating Tile list for " << current_bucket ); tile_index = global_tile_cache.exists(current_bucket); // FG_LOG( FG_TERRAIN, FG_DEBUG, "tile index " << tile_index ); if ( tile_index >= 0 ) { current_tile = global_tile_cache.get_tile(tile_index); scenery.next_center = current_tile->center; } else { FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found (Ok if initializing)" ); } if ( state == Running ) { if( current_bucket == previous_bucket) { FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" ); scroll_direction = SCROLL_NONE; } else { // We've moved to a new bucket, we need to scroll our // structures, and load in the new tiles // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES. // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION. if ( (current_bucket.get_lon() > previous_bucket.get_lon()) || ( (current_bucket.get_lon() == previous_bucket.get_lon()) && (current_bucket.get_x() > previous_bucket.get_x()) ) ) { scroll_direction = SCROLL_EAST; } else if ( (current_bucket.get_lon() < previous_bucket.get_lon()) || ( (current_bucket.get_lon() == previous_bucket.get_lon()) && (current_bucket.get_x() < previous_bucket.get_x()) ) ) { scroll_direction = SCROLL_WEST; } if ( (current_bucket.get_lat() > previous_bucket.get_lat()) || ( (current_bucket.get_lat() == previous_bucket.get_lat()) && (current_bucket.get_y() > previous_bucket.get_y()) ) ) { scroll_direction = SCROLL_NORTH; } else if ( (current_bucket.get_lat() < previous_bucket.get_lat()) || ( (current_bucket.get_lat() == previous_bucket.get_lat()) && (current_bucket.get_y() < previous_bucket.get_y()) ) ) { scroll_direction = SCROLL_SOUTH; } scroll(); } } else if ( state == Start || state == Inited ) { initialize_queue(); state = Running; } if ( load_queue.size() ) { FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" ); FGLoadRec pending = load_queue.front(); load_queue.pop_front(); load_tile( pending.b, pending.cache_index ); } if ( scenery.center == Point3D(0.0) ) { // initializing // cout << "initializing ... " << endl; Point3D geod_pos = Point3D( longitude * DEG_TO_RAD, latitude * DEG_TO_RAD, 0.0); Point3D tmp_abs_view_pos = sgGeodToCart( geod_pos ); scenery.center = tmp_abs_view_pos; // cout << "abs_view_pos = " << tmp_abs_view_pos << endl; prep_ssg_nodes(); current_elev_ssg( tmp_abs_view_pos, Point3D( 0.0 ) ); } else { // cout << "abs view pos = " << current_view.abs_view_pos // << " view pos = " << current_view.view_pos << endl; current_elev_ssg( globals->get_current_view()->get_abs_view_pos(), globals->get_current_view()->get_view_pos() ); } // cout << "current elevation (ssg) == " << scenery.cur_elev << endl; previous_bucket = current_bucket; last_longitude = longitude; last_latitude = latitude; return 1; } // Prepare the ssg nodes ... for each tile, set it's proper // transform and update it's range selector based on current // visibilty void FGTileMgr::prep_ssg_node( int idx ) { } void FGTileMgr::prep_ssg_nodes( void ) { FGTileEntry *t; float ranges[2]; ranges[0] = 0.0f; double vis = 0.0; #ifndef FG_OLD_WEATHER if ( WeatherDatabase != NULL ) { vis = WeatherDatabase->getWeatherVisibility(); } else { vis = 16000; } #else vis = current_weather.get_visibility(); #endif // cout << "visibility = " << vis << endl; // traverse the potentially viewable tile list and update range // selector and transform for ( int i = 0; i < (int)global_tile_cache.get_size(); i++ ) { t = global_tile_cache.get_tile( i ); if ( t->is_loaded() ) { // set range selector (LOD trick) to be distance to center // of tile + bounding radius ranges[1] = vis + t->bounding_radius; t->range_ptr->setRanges( ranges, 2 ); // calculate tile offset t->SetOffset( scenery.center ); // calculate ssg transform sgCoord sgcoord; sgSetCoord( &sgcoord, t->offset.x(), t->offset.y(), t->offset.z(), 0.0, 0.0, 0.0 ); t->transform_ptr->setTransform( &sgcoord ); } } }