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flightgear/src/Scenery/tileentry.hxx

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8.2 KiB
C++

// tileentry.hxx -- routines to handle an individual scenery tile
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 - 2001 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.
//
// $Id$
#ifndef _TILEENTRY_HXX
#define _TILEENTRY_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#include <vector>
#include STL_STRING
#include <simgear/bucket/newbucket.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/misc/sg_path.hxx>
#if defined( sgi )
#include <strings.h>
#endif
SG_USING_STD(string);
SG_USING_STD(vector);
typedef vector < Point3D > point_list;
typedef point_list::iterator point_list_iterator;
typedef point_list::const_iterator const_point_list_iterator;
class ssgLeaf;
class ssgBranch;
class ssgTransform;
class ssgSelector;
class ssgRangeSelector;
class ssgVertexArray;
class FGTileEntry;
/**
* A class to hold deferred model loading info
*/
class FGDeferredModel {
private:
string model_path;
string texture_path;
FGTileEntry *tile;
ssgTransform *obj_trans;
SGBucket bucket;
public:
inline FGDeferredModel() { }
inline FGDeferredModel( const string mp, const string tp, SGBucket b,
FGTileEntry *t, ssgTransform *ot )
{
model_path = mp;
texture_path = tp;
bucket = b;
tile = t;
obj_trans = ot;
}
inline ~FGDeferredModel() { }
inline string get_model_path() const { return model_path; }
inline string get_texture_path() const { return texture_path; }
inline SGBucket get_bucket() const { return bucket; }
inline FGTileEntry *get_tile() const { return tile; }
inline ssgTransform *get_obj_trans() const { return obj_trans; }
};
/**
* A class to encapsulate everything we need to know about a scenery tile.
*/
class FGTileEntry {
public:
// global tile culling data
Point3D center;
double bounding_radius;
Point3D offset;
// this tile's official location in the world
SGBucket tile_bucket;
private:
// ssg tree structure for this tile is as follows:
// ssgRoot(scene)
// - ssgBranch(terrain)
// - ssgTransform(tile)
// - ssgRangeSelector(tile)
// - ssgEntity(tile)
// - kid1(fan)
// - kid2(fan)
// ...
// - kidn(fan)
// pointer to ssg transform for this tile
ssgTransform *terra_transform;
ssgTransform *vasi_lights_transform;
ssgTransform *rwy_lights_transform;
ssgTransform *taxi_lights_transform;
ssgTransform *gnd_lights_transform;
// pointer to ssg range selector for this tile
ssgRangeSelector *terra_range;
ssgRangeSelector *gnd_lights_range;
// we create several preset brightness and can choose which one we
// want based on lighting conditions.
ssgSelector *gnd_lights_brightness;
// we need to be able to turn runway lights on or off (doing this
// via a call back would be nifty, but then the call back needs to
// know about the higher level application's global state which is
// a problem if we move the code into simgear.)
ssgSelector *vasi_lights_selector;
ssgSelector *rwy_lights_selector;
ssgSelector *taxi_lights_selector;
/**
* Indicates this tile has been loaded from a file and connected
* into the scene graph. Note that this may be set asynchronously
* by another thread.
*/
volatile bool loaded;
/**
* Count of pending models to load for this tile. This tile
* cannot be removed until this number reaches zero (i.e. no
* pending models to load for this tile.)
*/
volatile int pending_models;
bool obj_load( const string& path,
ssgBranch* geometry,
ssgBranch* vasi_lights,
ssgBranch* rwy_lights,
ssgBranch* taxi_lights,
ssgVertexArray* gound_lights,
bool is_base );
ssgLeaf* gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
int inc, float bright );
double timestamp;
/**
* this value is used by the tile scheduler/loader to mark which
* tiles are in the primary ring (i.e. the current tile or the
* surrounding eight.) Other routines then can use this as an
* optimization and not do some operation to tiles outside of this
* inner ring. (For instance vasi color updating)
*/
bool is_inner_ring;
/**
* this variable tracks the status of the incremental memory
* freeing.
*/
enum {
NODES = 0x01,
VEC_PTRS = 0x02,
TERRA_NODE = 0x04,
GROUND_LIGHTS = 0x08,
VASI_LIGHTS = 0x10,
RWY_LIGHTS = 0x20,
TAXI_LIGHTS = 0x40,
LIGHTMAPS = 0x80
};
int free_tracker;
public:
// Constructor
FGTileEntry( const SGBucket& b );
// Destructor
~FGTileEntry();
// Clean up the memory used by this tile and delete the arrays
// used by ssg as well as the whole ssg branch. This does a
// partial clean up and exits so we can spread the load across
// multiple frames. Returns false if work remaining to be done,
// true if dynamically allocated memory used by this tile is
// completely freed.
bool free_tile();
// Calculate this tile's offset
void SetOffset( const Point3D& p)
{
offset = center - p;
}
// Return this tile's offset
inline Point3D get_offset() const { return offset; }
// Update the ssg transform node for this tile so it can be
// properly drawn relative to our (0,0,0) point
void prep_ssg_node( const Point3D& p, sgVec3 up, float vis);
/**
* Load tile data from a file.
* @param base name of directory containing tile data file.
* @param is_base is this a base terrain object for which we should generate
* random ground light points */
void load( const string_list &base_path, bool is_base );
/**
* Return true if the tile entry is loaded, otherwise return false
* indicating that the loading thread is still working on this.
*/
inline bool is_loaded() const { return loaded; }
/**
* decrement the pending models count
*/
inline void dec_pending_models() { pending_models--; }
/**
* return the number of remaining pending models for this tile
*/
inline int get_pending_models() const { return pending_models; }
/**
* Return the "bucket" for this tile
*/
inline SGBucket get_tile_bucket() const { return tile_bucket; }
/**
* Add terrain mesh and ground lighting to scene graph.
*/
void add_ssg_nodes( ssgBranch *terrain_branch,
ssgBranch *gnd_lights_branch,
ssgBranch *vasi_lights_branch,
ssgBranch *rwy_lights_branch,
ssgBranch *taxi_lights_branch );
/**
* disconnect terrain mesh and ground lighting nodes from scene
* graph for this tile.
*/
void disconnect_ssg_nodes();
/**
* return the SSG Transform node for the terrain
*/
inline ssgTransform *get_terra_transform() { return terra_transform; }
inline double get_timestamp() const { return timestamp; }
inline void set_timestamp( double time_ms ) { timestamp = time_ms; }
inline bool get_inner_ring() const { return is_inner_ring; }
inline void set_inner_ring( bool val ) { is_inner_ring = val; }
};
#endif // _TILEENTRY_HXX