4c10ef139c
I have done a patch to eliminate the jitter of 3D-objects near the viewpoint (for example 3D cockpit objects). The problem is the roundoff accuracy of the float values used in the scenegraph together with the transforms of the eyepoint relative to the scenery center. The solution will be to move the scenery center near the view point. This way floats relative accuracy is enough to show a stable picture. To get that right I have introduced a transform node for the scenegraph which is responsible for that shift and uses double values as long as possible. The scenery subsystem now has a list of all those transforms required to place objects in the world and will tell all those transforms that the scenery center has changed when the set_scenery_center() of the scenery subsystem is called. The problem was not solvable by SGModelPlacement and SGLocation, since not all objects, especially the scenery, are placed using these classes. The first approach was to have the scenery center exactly at the eyepoint. This works well for the cockpit. But then the ground jitters a bit below the aircraft. With our default views you can't see that, but that F-18 has a camera view below the left engine intake with the nose gear and the ground in its field of view, here I could see that. Having the scenery center constant will still have this roundoff problems, but like it is now too, the roundoff error here is exactly the same in each frame, so you will not notice any jitter. The real solution is now to keep the scenery center constant as long as it is in a ball of 30m radius around the view point. If the scenery center is outside this ball, just put it at the view point. As a sideeffect of now beeing able to switch the scenery center in the whole scenegraph with one function call, I was able to remove a one half of a problem when switching views, where the scenery center was far off for one or two frames past switching from one view to the next. Also included is a fix to the other half of this problem, where the view position was not yet copied into a view when it is switched (at least under glut). This was responsible for the 'Error: ...' messages of the cloud subsystem when views were switched.
287 lines
8.1 KiB
C++
287 lines
8.1 KiB
C++
// tileentry.hxx -- routines to handle an individual scenery tile
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//
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// Written by Curtis Olson, started May 1998.
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//
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// Copyright (C) 1998 - 2001 Curtis L. Olson - http://www.flightgear.org/~curt
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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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#ifndef _TILEENTRY_HXX
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#define _TILEENTRY_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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#include <simgear/compiler.h>
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#include <vector>
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#include STL_STRING
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#include <simgear/bucket/newbucket.hxx>
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#include <simgear/math/point3d.hxx>
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#include <simgear/misc/sg_path.hxx>
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#if defined( sgi )
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#include <strings.h>
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#endif
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SG_USING_STD(string);
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SG_USING_STD(vector);
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typedef vector < Point3D > point_list;
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typedef point_list::iterator point_list_iterator;
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typedef point_list::const_iterator const_point_list_iterator;
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class ssgLeaf;
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class ssgBranch;
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class ssgTransform;
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class ssgPlacementTransform;
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class ssgSelector;
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class ssgRangeSelector;
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class ssgVertexArray;
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class FGTileEntry;
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/**
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* A class to hold deferred model loading info
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*/
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class FGDeferredModel {
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private:
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string model_path;
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string texture_path;
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FGTileEntry *tile;
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ssgTransform *obj_trans;
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SGBucket bucket;
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public:
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inline FGDeferredModel() { }
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inline FGDeferredModel( const string mp, const string tp, SGBucket b,
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FGTileEntry *t, ssgTransform *ot )
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{
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model_path = mp;
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texture_path = tp;
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bucket = b;
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tile = t;
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obj_trans = ot;
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}
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inline ~FGDeferredModel() { }
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inline string get_model_path() const { return model_path; }
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inline string get_texture_path() const { return texture_path; }
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inline SGBucket get_bucket() const { return bucket; }
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inline FGTileEntry *get_tile() const { return tile; }
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inline ssgTransform *get_obj_trans() const { return obj_trans; }
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};
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/**
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* A class to encapsulate everything we need to know about a scenery tile.
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*/
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class FGTileEntry {
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public:
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// global tile culling data
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Point3D center;
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double bounding_radius;
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// this tile's official location in the world
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SGBucket tile_bucket;
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private:
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// ssg tree structure for this tile is as follows:
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// ssgRoot(scene)
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// - ssgBranch(terrain)
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// - ssgTransform(tile)
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// - ssgRangeSelector(tile)
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// - ssgEntity(tile)
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// - kid1(fan)
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// - kid2(fan)
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// ...
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// - kidn(fan)
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// pointer to ssg transform for this tile
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ssgPlacementTransform *terra_transform;
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ssgPlacementTransform *vasi_lights_transform;
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ssgPlacementTransform *rwy_lights_transform;
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ssgPlacementTransform *taxi_lights_transform;
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ssgPlacementTransform *gnd_lights_transform;
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// pointer to ssg range selector for this tile
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ssgRangeSelector *terra_range;
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ssgRangeSelector *gnd_lights_range;
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// we create several preset brightness and can choose which one we
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// want based on lighting conditions.
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ssgSelector *gnd_lights_brightness;
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// we need to be able to turn runway lights on or off (doing this
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// via a call back would be nifty, but then the call back needs to
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// know about the higher level application's global state which is
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// a problem if we move the code into simgear.)
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ssgSelector *vasi_lights_selector;
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ssgSelector *rwy_lights_selector;
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ssgSelector *taxi_lights_selector;
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/**
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* Indicates this tile has been loaded from a file and connected
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* into the scene graph. Note that this may be set asynchronously
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* by another thread.
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*/
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volatile bool loaded;
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/**
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* Count of pending models to load for this tile. This tile
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* cannot be removed until this number reaches zero (i.e. no
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* pending models to load for this tile.)
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*/
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volatile int pending_models;
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bool obj_load( const string& path,
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ssgBranch* geometry,
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ssgBranch* vasi_lights,
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ssgBranch* rwy_lights,
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ssgBranch* taxi_lights,
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ssgVertexArray* gound_lights,
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bool is_base );
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ssgLeaf* gen_lights( SGMaterialLib *matlib, ssgVertexArray *lights,
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int inc, float bright );
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double timestamp;
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/**
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* this value is used by the tile scheduler/loader to mark which
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* tiles are in the primary ring (i.e. the current tile or the
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* surrounding eight.) Other routines then can use this as an
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* optimization and not do some operation to tiles outside of this
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* inner ring. (For instance vasi color updating)
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*/
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bool is_inner_ring;
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/**
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* this variable tracks the status of the incremental memory
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* freeing.
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*/
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enum {
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NODES = 0x01,
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VEC_PTRS = 0x02,
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TERRA_NODE = 0x04,
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GROUND_LIGHTS = 0x08,
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VASI_LIGHTS = 0x10,
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RWY_LIGHTS = 0x20,
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TAXI_LIGHTS = 0x40,
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LIGHTMAPS = 0x80
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};
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int free_tracker;
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public:
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// Constructor
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FGTileEntry( const SGBucket& b );
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// Destructor
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~FGTileEntry();
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// Clean up the memory used by this tile and delete the arrays
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// used by ssg as well as the whole ssg branch. This does a
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// partial clean up and exits so we can spread the load across
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// multiple frames. Returns false if work remaining to be done,
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// true if dynamically allocated memory used by this tile is
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// completely freed.
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bool free_tile();
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// Update the ssg transform node for this tile so it can be
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// properly drawn relative to our (0,0,0) point
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void prep_ssg_node( const Point3D& p, sgVec3 up, float vis);
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/**
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* Load tile data from a file.
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* @param base name of directory containing tile data file.
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* @param is_base is this a base terrain object for which we should generate
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* random ground light points */
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void load( const string_list &base_path, bool is_base );
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/**
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* Return true if the tile entry is loaded, otherwise return false
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* indicating that the loading thread is still working on this.
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*/
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inline bool is_loaded() const { return loaded; }
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/**
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* decrement the pending models count
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*/
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inline void dec_pending_models() { pending_models--; }
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/**
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* return the number of remaining pending models for this tile
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*/
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inline int get_pending_models() const { return pending_models; }
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/**
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* Return the "bucket" for this tile
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*/
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inline SGBucket get_tile_bucket() const { return tile_bucket; }
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/**
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* Apply ssgLeaf::makeDList to all leaf of a branch
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*/
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void makeDList( ssgBranch *b );
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/**
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* Add terrain mesh and ground lighting to scene graph.
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*/
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void add_ssg_nodes( ssgBranch *terrain_branch,
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ssgBranch *gnd_lights_branch,
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ssgBranch *vasi_lights_branch,
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ssgBranch *rwy_lights_branch,
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ssgBranch *taxi_lights_branch );
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/**
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* disconnect terrain mesh and ground lighting nodes from scene
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* graph for this tile.
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*/
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void disconnect_ssg_nodes();
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/**
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* return the SSG Transform node for the terrain
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*/
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inline ssgPlacementTransform *get_terra_transform() { return terra_transform; }
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inline double get_timestamp() const { return timestamp; }
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inline void set_timestamp( double time_ms ) { timestamp = time_ms; }
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inline bool get_inner_ring() const { return is_inner_ring; }
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inline void set_inner_ring( bool val ) { is_inner_ring = val; }
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};
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#endif // _TILEENTRY_HXX
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