295 lines
8.8 KiB
C++
295 lines
8.8 KiB
C++
// fragment.hxx -- routines to handle "atomic" display objects
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//
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// Written by Curtis Olson, started August 1998.
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//
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// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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// (Log is kept at end of this file)
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#ifndef _FRAGMENT_HXX
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#define _FRAGMENT_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <Include/compiler.h>
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#include <vector>
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#include <Include/fg_constants.h>
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#include <Math/mat3.h>
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#include <Math/point3d.hxx>
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FG_USING_STD(vector);
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struct fgFACE {
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int n1, n2, n3;
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fgFACE( int a = 0, int b =0, int c =0 )
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: n1(a), n2(b), n3(c) {}
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fgFACE( const fgFACE & image )
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: n1(image.n1), n2(image.n2), n3(image.n3) {}
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fgFACE& operator= ( const fgFACE & image ) {
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n1 = image.n1; n2 = image.n2; n3 = image.n3; return *this;
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}
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~fgFACE() {}
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};
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inline bool
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operator== ( const fgFACE& lhs, const fgFACE& rhs )
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{
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return (lhs.n1 == rhs.n1) && (lhs.n2 == rhs.n2) && (lhs.n3 == rhs.n3);
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}
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// Forward declarations
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class fgTILE;
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class fgMATERIAL;
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// Object fragment data class
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class fgFRAGMENT {
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private:
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public:
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// culling data for this object fragment (fine grain culling)
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Point3D center;
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double bounding_radius;
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// variable offset data for this object fragment for this frame
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// fgCartesianPoint3d tile_offset;
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// saved transformation matrix for this fragment (used by renderer)
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// GLfloat matrix[16];
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// tile_ptr & material_ptr are set so that when we traverse the
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// list of fragments we can quickly reference back the tile or
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// material property this fragment is assigned to.
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// material property pointer
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fgMATERIAL *material_ptr;
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// tile pointer
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fgTILE *tile_ptr;
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// OpenGL display list for fragment data
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GLint display_list;
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// face list (this indexes into the master tile vertex list)
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typedef vector < fgFACE > container;
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typedef container::iterator iterator;
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typedef container::const_iterator const_iterator;
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container faces;
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public:
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// number of faces in this fragment
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int num_faces() {
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return faces.size();
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}
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// Add a face to the face list
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void add_face(int n1, int n2, int n3) {
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faces.push_back( fgFACE(n1,n2,n3) );
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}
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// test if line intesects with this fragment. p0 and p1 are the
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// two line end points of the line. If side_flag is true, check
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// to see that end points are on opposite sides of face. Returns
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// 1 if it intersection found, 0 otherwise. If it intesects,
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// result is the point of intersection
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int intersect( const Point3D& end0,
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const Point3D& end1,
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int side_flag,
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Point3D& result) const;
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// Constructors
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fgFRAGMENT () { /*faces.reserve(512);*/}
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fgFRAGMENT ( const fgFRAGMENT &image );
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// Destructor
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~fgFRAGMENT() { faces.erase( faces.begin(), faces.end() ); }
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// operators
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fgFRAGMENT & operator = ( const fgFRAGMENT & rhs );
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bool operator < ( const fgFRAGMENT & rhs ) const {
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// This is completely arbitrary. It satisfies RW's STL implementation
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return bounding_radius < rhs.bounding_radius;
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}
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void init() {
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faces.erase( faces.begin(), faces.end() );
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}
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int deleteDisplayList() {
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xglDeleteLists( display_list, 1 ); return 0;
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}
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friend bool operator== ( const fgFRAGMENT & lhs, const fgFRAGMENT & rhs );
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};
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inline bool
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operator == ( const fgFRAGMENT & lhs, const fgFRAGMENT & rhs ) {
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return lhs.center == rhs.center;
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}
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#endif // _FRAGMENT_HXX
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// $Log$
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// Revision 1.12 1999/04/05 02:14:21 curt
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// Moved max node per tile definition to fg_constants.h
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//
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// Revision 1.11 1999/03/25 19:02:53 curt
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// Removed an unneeded include.
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//
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// Revision 1.10 1999/03/15 17:59:12 curt
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// MSVC++ portability tweaks contributed by Bernie Bright.
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// Un-nested struct fgFace.
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// Made fgFragment::deleteDisplayList() a non-const member.
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//
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// Revision 1.9 1999/03/02 01:03:23 curt
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// Tweaks for building with native SGI compilers.
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//
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// Revision 1.8 1999/02/26 22:09:57 curt
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// Added initial support for native SGI compilers.
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//
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// Revision 1.7 1998/11/02 18:29:00 curt
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// Portability changes for the Borland compiler.
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//
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// Revision 1.6 1998/10/16 00:54:38 curt
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// Converted to Point3D class.
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//
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// Revision 1.5 1998/09/15 01:35:04 curt
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// cleaned up my fragment.num_faces hack :-) to use the STL (no need in
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// duplicating work.)
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// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
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// removed some unneeded stuff from fgTileMgrCurElev()
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//
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// Revision 1.4 1998/09/10 19:07:09 curt
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// /Simulator/Objects/fragment.hxx
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// Nested fgFACE inside fgFRAGMENT since its not used anywhere else.
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//
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// ./Simulator/Objects/material.cxx
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// ./Simulator/Objects/material.hxx
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// Made fgMATERIAL and fgMATERIAL_MGR bona fide classes with private
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// data members - that should keep the rabble happy :)
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//
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// ./Simulator/Scenery/tilemgr.cxx
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// In viewable() delay evaluation of eye[0] and eye[1] in until they're
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// actually needed.
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// Change to fgTileMgrRender() to call fgMATERIAL_MGR::render_fragments()
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// method.
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//
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// ./Include/fg_stl_config.h
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// ./Include/auto_ptr.hxx
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// Added support for g++ 2.7.
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// Further changes to other files are forthcoming.
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//
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// Brief summary of changes required for g++ 2.7.
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// operator->() not supported by iterators: use (*i).x instead of i->x
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// default template arguments not supported,
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// <functional> doesn't have mem_fun_ref() needed by callbacks.
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// some std include files have different names.
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// template member functions not supported.
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//
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// Revision 1.3 1998/09/08 21:40:44 curt
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// Updates from Bernie Bright.
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//
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// Revision 1.2 1998/09/01 19:03:08 curt
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// Changes contributed by Bernie Bright <bbright@c031.aone.net.au>
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// - The new classes in libmisc.tgz define a stream interface into zlib.
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// I've put these in a new directory, Lib/Misc. Feel free to rename it
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// to something more appropriate. However you'll have to change the
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// include directives in all the other files. Additionally you'll have
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// add the library to Lib/Makefile.am and Simulator/Main/Makefile.am.
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//
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// The StopWatch class in Lib/Misc requires a HAVE_GETRUSAGE autoconf
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// test so I've included the required changes in config.tgz.
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//
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// There are a fair few changes to Simulator/Objects as I've moved
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// things around. Loading tiles is quicker but thats not where the delay
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// is. Tile loading takes a few tenths of a second per file on a P200
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// but it seems to be the post-processing that leads to a noticeable
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// blip in framerate. I suppose its time to start profiling to see where
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// the delays are.
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//
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// I've included a brief description of each archives contents.
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//
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// Lib/Misc/
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// zfstream.cxx
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// zfstream.hxx
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// C++ stream interface into zlib.
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// Taken from zlib-1.1.3/contrib/iostream/.
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// Minor mods for STL compatibility.
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// There's no copyright associated with these so I assume they're
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// covered by zlib's.
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//
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// fgstream.cxx
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// fgstream.hxx
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// FlightGear input stream using gz_ifstream. Tries to open the
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// given filename. If that fails then filename is examined and a
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// ".gz" suffix is removed or appended and that file is opened.
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//
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// stopwatch.hxx
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// A simple timer for benchmarking. Not used in production code.
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// Taken from the Blitz++ project. Covered by GPL.
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//
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// strutils.cxx
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// strutils.hxx
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// Some simple string manipulation routines.
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//
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// Simulator/Airports/
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// Load airports database using fgstream.
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// Changed fgAIRPORTS to use set<> instead of map<>.
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// Added bool fgAIRPORTS::search() as a neater way doing the lookup.
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// Returns true if found.
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//
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// Simulator/Astro/
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// Modified fgStarsInit() to load stars database using fgstream.
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//
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// Simulator/Objects/
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// Modified fgObjLoad() to use fgstream.
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// Modified fgMATERIAL_MGR::load_lib() to use fgstream.
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// Many changes to fgMATERIAL.
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// Some changes to fgFRAGMENT but I forget what!
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//
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// Revision 1.1 1998/08/25 16:51:23 curt
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// Moved from ../Scenery
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//
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//
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