// 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 // STL list #include #include #include "Include/fg_constants.h" #include #ifdef NEEDNAMESPACESTD using namespace std; #endif // Maximum nodes per tile #define MAX_NODES 2000 // Forward declarations class fgTILE; class fgMATERIAL; class fgFACE { public: int n1, n2, n3; explicit 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() {} bool operator < ( const fgFACE & rhs ) { return n1 < rhs.n1; } }; inline bool operator == ( const fgFACE& lhs, const fgFACE & rhs ) { return (lhs.n1 == rhs.n1) && (lhs.n2 == rhs.n2) && (lhs.n3 == rhs.n3); } // 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 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 list < fgFACE > container; typedef container::iterator iterator; typedef container::const_iterator const_iterator; container faces; // number of faces in this fragment int num_faces; // Add a face to the face list void add_face(int n1, int n2, int n3) { faces.push_back( fgFACE(n1,n2,n3) ); num_faces++; } // 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 fgPoint3d *end0, const fgPoint3d *end1, int side_flag, fgPoint3d *result) const; // Constructors fgFRAGMENT () {} fgFRAGMENT ( const fgFRAGMENT &image ); // Destructor ~fgFRAGMENT() { faces.erase( faces.begin(), faces.end() ); } // operators fgFRAGMENT & operator = ( const fgFRAGMENT & rhs ); bool operator < ( const fgFRAGMENT & rhs ) { // This is completely arbitrary. It satisfies RW's STL implementation return bounding_radius < rhs.bounding_radius; } void init() { faces.erase( faces.begin(), faces.end() ); num_faces = 0; } void deleteDisplayList() { xglDeleteLists( display_list, 1 ); } }; inline bool operator == ( const fgFRAGMENT & lhs, const fgFRAGMENT & rhs ) { return (( lhs.center.x - rhs.center.x ) < FG_EPSILON && ( lhs.center.y - rhs.center.y ) < FG_EPSILON && ( lhs.center.z - rhs.center.z ) < FG_EPSILON ); } #endif // _FRAGMENT_HXX // $Log$ // 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 // //