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flightgear/Scenery/tile.hxx
curt 262b2f0607 Added ground collision detection. This involved:
- saving the entire vertex list for each tile with the tile records.
- saving the face list for each fragment with the fragment records.
- code to intersect the current vertical line with the proper face in
  an efficient manner as possible.
Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
1998-07-12 03:18:27 +00:00

200 lines
5.6 KiB
C++

// tile.hxx -- routines to handle a scenery tile
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 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.
//
// $Id$
// (Log is kept at end of this file)
#ifndef _TILE_HXX
#define _TILE_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
#ifdef __sun__
extern "C" void *memmove(void *, const void *, size_t);
extern "C" void *memset(void *, int, size_t);
#endif
#include <list> // STL list
#ifdef NEEDNAMESPACESTD
using namespace std;
#endif
#include <Bucket/bucketutils.h>
#include <Include/fg_types.h>
#include <Math/mat3.h>
// Maximum nodes per tile
#define MAX_NODES 1000
typedef struct {
int n1, n2, n3;
} fgFACE;
// Object fragment data class
class fgFRAGMENT {
public:
// culling data for this object fragment (fine grain culling)
fgPoint3d center;
double bounding_radius;
// variable offset data for this object fragment for this frame
// fgCartesianPoint3d tile_offset;
// saved transformation matrix for this fragment (used by renderer)
// GLfloat matrix[16];
// tile_ptr & material_ptr are set so that when we traverse the
// list of fragments we can quickly reference back the tile or
// material property this fragment is assigned to.
// material property pointer
void *material_ptr;
// tile pointer
void *tile_ptr;
// OpenGL display list for fragment data
GLint display_list;
// face list (this indexes into the master tile vertex list)
list < fgFACE > faces;
// Constructor
fgFRAGMENT ( void );
// Add a face to the face list
void add_face(int n1, int n2, int n3);
// test if line intesects with this fragment. p0 and p1 are the
// two line end points of the line. If side_flag is true, check
// to see that end points are on opposite sides of face. Returns
// 1 if it does, 0 otherwise. If it intesects, result is the
// point of intersection
int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
fgPoint3d *result);
// Destructor
~fgFRAGMENT ( void );
};
// Scenery tile class
class fgTILE {
public:
// node list (the per fragment face lists reference this node list)
double (*nodes)[3];
int ncount;
// culling data for whole tile (course grain culling)
fgPoint3d center;
double bounding_radius;
fgPoint3d offset;
GLdouble model_view[16];
// this tile's official location in the world
fgBUCKET tile_bucket;
// the tile cache will mark here if the tile is being used
int used;
list < fgFRAGMENT > fragment_list;
// Constructor
fgTILE ( void );
// Destructor
~fgTILE ( void );
};
#endif // _TILE_HXX
// $Log$
// Revision 1.11 1998/07/12 03:18:28 curt
// Added ground collision detection. This involved:
// - saving the entire vertex list for each tile with the tile records.
// - saving the face list for each fragment with the fragment records.
// - code to intersect the current vertical line with the proper face in
// an efficient manner as possible.
// Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
//
// Revision 1.10 1998/07/08 14:47:22 curt
// Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
// polare3d.h renamed to polar3d.hxx
// fg{Cartesian,Polar}Point3d consolodated.
// Added some initial support for calculating local current ground elevation.
//
// Revision 1.9 1998/07/06 21:34:34 curt
// Added using namespace std for compilers that support this.
//
// Revision 1.8 1998/07/04 00:54:30 curt
// Added automatic mipmap generation.
//
// When rendering fragments, use saved model view matrix from associated tile
// rather than recalculating it with push() translate() pop().
//
// Revision 1.7 1998/06/12 00:58:05 curt
// Build only static libraries.
// Declare memmove/memset for Sloaris.
//
// Revision 1.6 1998/06/08 17:57:54 curt
// Working first pass at material proporty sorting.
//
// Revision 1.5 1998/06/06 01:09:32 curt
// I goofed on the log message in the last commit ... now fixed.
//
// Revision 1.4 1998/06/06 01:07:18 curt
// Increased per material fragment list size from 100 to 400.
// Now correctly draw viewable fragments in per material order.
//
// Revision 1.3 1998/06/05 22:39:54 curt
// Working on sorting by, and rendering by material properties.
//
// Revision 1.2 1998/06/03 00:47:50 curt
// No .h for STL includes.
// Minor view culling optimizations.
//
// Revision 1.1 1998/05/23 14:09:21 curt
// Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list
// fragments, and the fragment record contains the display list for that fragment.
//