// tile.cxx -- 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) // #include // #include #include #include #include "Bucket/bucketutils.hxx" #include "tile.hxx" // Constructor fgTILE::fgTILE ( void ) : nodes(new double[MAX_NODES][3]), ncount(0), used(false) { } // Destructor fgTILE::~fgTILE ( void ) { // free(nodes); delete[] nodes; } // Step through the fragment list, deleting the display list, then // the fragment, until the list is empty. void fgTILE::release_fragments() { FG_LOG( FG_TERRAIN, FG_DEBUG, "FREEING TILE = (" << tile_bucket << ")" ); for_each( begin(), end(), mem_fun_ref( &fgFRAGMENT::deleteDisplayList )); fragment_list.erase( begin(), end() ); used = false; } // $Log$ // Revision 1.13 1998/11/09 23:40:46 curt // Bernie Bright writes: // I've made some changes to the Scenery handling. Basically just tidy ups. // The main difference is in tile.[ch]xx where I've changed list to // vector. Studying our usage patterns this seems reasonable. // Lists are good if you need to insert/delete elements randomly but we // don't do that. All access seems to be sequential. Two additional // benefits are smaller memory usage - each list element requires pointers // to the next and previous elements, and faster access - vector iterators // are smaller and faster than list iterators. This should also help // Charlie Hotchkiss' problem when compiling with Borland and STLport. // // ./Lib/Bucket/bucketutils.hxx // Convenience functions for fgBUCKET. // // ./Simulator/Scenery/tile.cxx // ./Simulator/Scenery/tile.hxx // Changed fragment list to a vector. // Added some convenience member functions. // // ./Simulator/Scenery/tilecache.cxx // ./Simulator/Scenery/tilecache.hxx // use const fgBUCKET& instead of fgBUCKET* where appropriate. // // ./Simulator/Scenery/tilemgr.cxx // ./Simulator/Scenery/tilemgr.hxx // uses all the new convenience functions. // // Revision 1.12 1998/10/16 00:55:45 curt // Converted to Point3D class. // // Revision 1.11 1998/09/02 14:37:08 curt // Use erase() instead of while ( size() ) pop_front(); // // Revision 1.10 1998/08/25 16:52:42 curt // material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to // ../Objects // // Revision 1.9 1998/08/24 20:11:39 curt // Tweaks ... // // Revision 1.8 1998/08/22 14:49:58 curt // Attempting to iron out seg faults and crashes. // Did some shuffling to fix a initialization order problem between view // position, scenery elevation. // // Revision 1.7 1998/08/20 15:12:05 curt // Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate // the need for "void" pointers and casts. // Quick hack to count the number of scenery polygons that are being drawn. // // Revision 1.6 1998/08/12 21:13:05 curt // material.cxx: don't load textures if they are disabled // obj.cxx: optimizations from Norman Vine // tile.cxx: minor tweaks // tile.hxx: addition of num_faces // tilemgr.cxx: minor tweaks // // Revision 1.5 1998/07/24 21:42:08 curt // material.cxx: whups, double method declaration with no definition. // obj.cxx: tweaks to avoid errors in SGI's CC. // tile.cxx: optimizations by Norman Vine. // tilemgr.cxx: optimizations by Norman Vine. // // Revision 1.4 1998/07/22 21:41:42 curt // Add basic fgFACE methods contributed by Charlie Hotchkiss. // intersect optimization from Norman Vine. // // Revision 1.3 1998/07/16 17:34:24 curt // Ground collision detection optimizations contributed by Norman Vine. // // Revision 1.2 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 1.1 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. //