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flightgear/src/Scenery/tilemgr.hxx
2001-05-18 20:31:23 +00:00

177 lines
4.2 KiB
C++

// tilemgr.hxx -- routines to handle dynamic management of scenery tiles
//
// Written by Curtis Olson, started January 1998.
//
// Copyright (C) 1997 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.
//
// $Id$
#ifndef _TILEMGR_HXX
#define _TILEMGR_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#include <simgear/compiler.h>
#include <queue>
#include <plib/ssg.h>
#include <simgear/bucket/newbucket.hxx>
#ifdef ENABLE_THREADS
# include <simgear/threads/SGQueue.hxx>
#endif // ENABLE_THREADS
#include "FGTileLoader.hxx"
#include "hitlist.hxx"
#include "newcache.hxx"
#if defined(USE_MEM) || defined(WIN32)
# define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
#else
# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
#endif
// forward declaration
class FGTileEntry;
class FGTileMgr {
private:
// Tile loading state
enum load_state {
Start = 0,
Inited = 1,
Running = 2
};
load_state state;
// initialize the cache
void initialize_queue();
// forced emptying of the queue. This is necessay to keep
// bookeeping straight for the tile_cache -- which actually
// handles all the (de)allocations
void destroy_queue();
// schedule a tile for loading
void sched_tile( const SGBucket& b );
// schedule a needed buckets for loading
void schedule_needed();
// see comment at prep_ssg_nodes()
void prep_ssg_node( int idx );
// int hitcount;
// sgdVec3 hit_pts [ MAX_HITS ] ;
// ssgEntity *last_hit;
FGHitList hit_list;
SGBucket previous_bucket;
SGBucket current_bucket;
SGBucket pending;
FGTileEntry *current_tile;
// x and y distance of tiles to load/draw
float vis;
int xrange, yrange;
// current longitude latitude
double longitude;
double latitude;
double last_longitude;
double last_latitude;
/**
* tile cache
*/
FGNewCache tile_cache;
/**
* Queue tiles for loading.
*/
FGTileLoader loader;
int counter_hack;
/**
* Tiles to add to scene graph.
*/
#ifdef ENABLE_THREADS
static SGLockedQueue<FGTileEntry*> loaded_queue;
#else
static queue<FGTileEntry*> loaded_queue;
#endif // ENABLE_THREADS
public:
/**
* Add a loaded tile to the scene graph queue.
*/
static void loaded( FGTileEntry* t ) { loaded_queue.push(t); }
public:
// Constructor
FGTileMgr();
// Destructor
~FGTileMgr();
// Initialize the Tile Manager subsystem
int init();
// given the current lon/lat (in degrees), fill in the array of
// local chunks. If the chunk isn't already in the cache, then
// read it from disk.
int update( double lon, double lat );
// Determine scenery altitude. Normally this just happens when we
// render the scene, but we'd also like to be able to do this
// explicitely. lat & lon are in radians. abs_view_pos in
// meters. Returns result in meters.
void my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
const sgdVec3 p, const sgdVec3 dir, sgdVec3 normal );
void my_ssg_los( ssgBranch *branch, sgdMat4 m,
const sgdVec3 p, const sgdVec3 dir,
FGHitList *list );
bool current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev );
// Prepare the ssg nodes ... for each tile, set it's proper
// transform and update it's range selector based on current
// visibilty
void prep_ssg_nodes();
};
// the tile manager
extern FGTileMgr global_tile_mgr;
#endif // _TILEMGR_HXX