// 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 #include
#include #include "tileentry.hxx" FG_USING_STD(for_each); FG_USING_STD(mem_fun_ref); // Constructor FGTileEntry::FGTileEntry () : ncount(0) { nodes.clear(); } // Destructor FGTileEntry::~FGTileEntry () { // 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 ) ; } } } // Clean up the memory used by this tile and 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 << ")" ); 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 ) { #ifdef macintosh delete [] vec3_ptrs[i]; #else delete vec3_ptrs[i]; #endif } vec3_ptrs.clear(); for ( i = 0; i < (int)vec2_ptrs.size(); ++i ) { #ifdef macintosh delete [] vec2_ptrs[i]; #else delete vec2_ptrs[i]; #endif } vec2_ptrs.clear(); for ( i = 0; i < (int)index_ptrs.size(); ++i ) { delete index_ptrs[i]; } index_ptrs.clear(); // delete the terrain branch int pcount = terra_transform->getNumParents(); if ( pcount > 0 ) { // find the first parent (should only be one) ssgBranch *parent = terra_transform->getParent( 0 ) ; if( parent ) { // my_remove_branch( select_ptr ); parent->removeKid( terra_transform ); terra_transform = NULL; } 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); } if ( lights_transform ) { // delete the terrain lighting branch pcount = lights_transform->getNumParents(); if ( pcount > 0 ) { // find the first parent (should only be one) ssgBranch *parent = lights_transform->getParent( 0 ) ; if( parent ) { parent->removeKid( lights_transform ); lights_transform = NULL; } 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 light tile! Dying" ); exit(-1); } } } // Update the ssg transform node for this tile so it can be // properly drawn relative to our (0,0,0) point void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) { SetOffset( p ); // #define USE_UP_AND_COMING_PLIB_FEATURE #ifdef USE_UP_AND_COMING_PLIB_FEATURE terra_range->setRange( 0, SG_ZERO ); terra_range->setRange( 1, vis + bounding_radius ); lights_range->setRange( 0, SG_ZERO ); lights_range->setRange( 1, vis + bounding_radius ); #else float ranges[2]; ranges[0] = SG_ZERO; ranges[1] = vis + bounding_radius; terra_range->setRanges( ranges, 2 ); lights_range->setRanges( ranges, 2 ); #endif sgVec3 sgTrans; sgSetVec3( sgTrans, offset.x(), offset.y(), offset.z() ); terra_transform->setTransform( sgTrans ); if ( lights_transform ) { // we need to lift the lights above the terrain to avoid // z-buffer fighting. We do this based on our altitude and // the distance this tile is away from scenery center. sgVec3 up; sgCopyVec3( up, globals->get_current_view()->get_world_up() ); double agl; if ( current_aircraft.fdm_state ) { agl = current_aircraft.fdm_state->get_Altitude() * FEET_TO_METER - scenery.cur_elev; } else { agl = 0.0; } // sgTrans just happens to be the // vector from scenery center to the center of this tile which // is what we want to calculate the distance of sgVec3 to; sgCopyVec3( to, sgTrans ); double dist = sgLengthVec3( to ); sgScaleVec3( up, agl / 20.0 + dist / 10000 ); sgAddVec3( sgTrans, up ); lights_transform->setTransform( sgTrans ); } }