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flightgear/src/Scenery/tileentry.cxx
curt da3271e103 Simplify ssg branch deletion code. Saying we were doing it the
round-a-bout hard way would be an understatement.
1999-10-06 20:59:52 +00:00

163 lines
4.2 KiB
C++

// 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 <Include/compiler.h>
#ifdef FG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#include STL_FUNCTIONAL
#include STL_ALGORITHM
#include <Debug/logstream.hxx>
#include <Bucket/newbucket.hxx>
#include "tileentry.hxx"
FG_USING_STD(for_each);
FG_USING_STD(mem_fun_ref);
// Constructor
FGTileEntry::FGTileEntry ( void )
: ncount(0),
state(Unused),
vtlist(NULL),
vnlist(NULL),
tclist(NULL)
{
nodes.clear();
}
// Destructor
FGTileEntry::~FGTileEntry ( void ) {
// cout << "nodes = " << nodes.size() << endl;;
// delete[] nodes;
}
// Step through the fragment list, deleting the display list, then the
// fragment, until the list is empty. Also delete the arrays used by
// ssg as well as the whole ssg branch
void
FGTileEntry::free_tile()
{
FG_LOG( FG_TERRAIN, FG_DEBUG,
"FREEING TILE = (" << tile_bucket << ")" );
// mark tile unused
mark_unused();
// delete fragment list and node list
FG_LOG( FG_TERRAIN, FG_DEBUG,
" deleting " << fragment_list.size() << " fragments" );
fragment_list.clear();
FG_LOG( FG_TERRAIN, FG_DEBUG,
" deleting " << nodes.size() << " nodes" );
nodes.clear();
// delete the ssg structures
FG_LOG( FG_TERRAIN, FG_DEBUG,
" deleting vertex, normal, and texture coordinate arrays" );
FG_LOG( FG_TERRAIN, FG_DEBUG,
" deleting vertex array" );
if ( vtlist != NULL ) {
delete vtlist;
}
FG_LOG( FG_TERRAIN, FG_DEBUG,
" deleting normal array" );
if ( vnlist != NULL ) {
delete vnlist;
}
FG_LOG( FG_TERRAIN, FG_DEBUG,
" deleting texture coordinate array" );
if ( tclist != NULL ) {
delete tclist;
}
// delete the ssg branch
int pcount = select_ptr->getNumParents();
if ( pcount > 0 ) {
// find the first parent (should only be one)
ssgBranch *parent = select_ptr->getParent( 0 ) ;
if( parent ) {
parent->removeKid(select_ptr);
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"parent pointer is NULL! Dying" );
exit(-1);
}
#if 0
// find the number of kids this parent has
int kcount = parent->getNumKids();
// find the kid that matches our original select_ptr
bool found_kid = false;
for ( int i = 0; i < kcount; ++i ) {
ssgEntity *kid = parent->getKid( i );
if ( kid == select_ptr ) {
FG_LOG( FG_TERRAIN, FG_DEBUG,
"Found a kid to delete " << kid);
found_kid = true;
parent->removeKid( i );
}
}
if ( ! found_kid ) {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Couldn't find the kid to delete! Dying" );
exit(-1);
}
#endif
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Parent count is zero for an ssg tile! Dying" );
exit(-1);
}
}
// when a tile is still in the cache, but not in the immediate draw
// list, it can still remain in the scene graph, but we use a range
// selector to disable it from ever being drawn.
void
FGTileEntry::ssg_disable() {
// cout << "TILE STATE = " << state << endl;
if ( state == Scheduled_for_use ) {
state = Scheduled_for_cache;
} else if ( state == Scheduled_for_cache ) {
// do nothing
} else if ( (state == Loaded) || (state == Cached) ) {
state = Cached;
// cout << "DISABLING SSG NODE" << endl;
select_ptr->select(0);
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Trying to disable an unused tile! Dying" );
exit(-1);
}
// cout << "TILE STATE = " << state << endl;
}