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flightgear/Scenery/tile.cxx
curt f8e4de2d13 Bernie Bright <bbright@c031.aone.net.au> writes:
I've made some changes to the Scenery handling.  Basically just tidy ups.
The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
vector<fgFRAGMENT>.  Studying our usage patterns this seems reasonable.
Lists are good if you need to insert/delete elements randomly but we
don't do that.  All access seems to be sequential.  Two additional
benefits are smaller memory usage - each list element requires pointers
to the next and previous elements, and faster access - vector iterators
are smaller and faster than list iterators.  This should also help
Charlie Hotchkiss' problem when compiling with Borland and STLport.

./Lib/Bucket/bucketutils.hxx
  Convenience functions for fgBUCKET.

./Simulator/Scenery/tile.cxx
./Simulator/Scenery/tile.hxx
  Changed fragment list to a vector.
  Added some convenience member functions.

./Simulator/Scenery/tilecache.cxx
./Simulator/Scenery/tilecache.hxx
  use const fgBUCKET& instead of fgBUCKET* where appropriate.

./Simulator/Scenery/tilemgr.cxx
./Simulator/Scenery/tilemgr.hxx
  uses all the new convenience functions.
1998-11-09 23:40:46 +00:00

147 lines
5.1 KiB
C++

// tile.cxx -- 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)
// #include <Include/fg_constants.h>
// #include <Math/mat3.h>
#include <Debug/logstream.hxx>
#include <Scenery/tile.hxx>
#include "Bucket/bucketutils.hxx"
#include "tile.hxx"
// Constructor
fgTILE::fgTILE ( void )
: nodes(new double[MAX_NODES][3]),
ncount(0),
used(false)
{
}
// Destructor
fgTILE::~fgTILE ( void ) {
// free(nodes);
delete[] nodes;
}
// Step through the fragment list, deleting the display list, then
// the fragment, until the list is empty.
void
fgTILE::release_fragments()
{
FG_LOG( FG_TERRAIN, FG_DEBUG,
"FREEING TILE = (" << tile_bucket << ")" );
for_each( begin(), end(),
mem_fun_ref( &fgFRAGMENT::deleteDisplayList ));
fragment_list.erase( begin(), end() );
used = false;
}
// $Log$
// Revision 1.13 1998/11/09 23:40:46 curt
// Bernie Bright <bbright@c031.aone.net.au> writes:
// I've made some changes to the Scenery handling. Basically just tidy ups.
// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
// Lists are good if you need to insert/delete elements randomly but we
// don't do that. All access seems to be sequential. Two additional
// benefits are smaller memory usage - each list element requires pointers
// to the next and previous elements, and faster access - vector iterators
// are smaller and faster than list iterators. This should also help
// Charlie Hotchkiss' problem when compiling with Borland and STLport.
//
// ./Lib/Bucket/bucketutils.hxx
// Convenience functions for fgBUCKET.
//
// ./Simulator/Scenery/tile.cxx
// ./Simulator/Scenery/tile.hxx
// Changed fragment list to a vector.
// Added some convenience member functions.
//
// ./Simulator/Scenery/tilecache.cxx
// ./Simulator/Scenery/tilecache.hxx
// use const fgBUCKET& instead of fgBUCKET* where appropriate.
//
// ./Simulator/Scenery/tilemgr.cxx
// ./Simulator/Scenery/tilemgr.hxx
// uses all the new convenience functions.
//
// Revision 1.12 1998/10/16 00:55:45 curt
// Converted to Point3D class.
//
// Revision 1.11 1998/09/02 14:37:08 curt
// Use erase() instead of while ( size() ) pop_front();
//
// Revision 1.10 1998/08/25 16:52:42 curt
// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
// ../Objects
//
// Revision 1.9 1998/08/24 20:11:39 curt
// Tweaks ...
//
// Revision 1.8 1998/08/22 14:49:58 curt
// Attempting to iron out seg faults and crashes.
// Did some shuffling to fix a initialization order problem between view
// position, scenery elevation.
//
// Revision 1.7 1998/08/20 15:12:05 curt
// Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate
// the need for "void" pointers and casts.
// Quick hack to count the number of scenery polygons that are being drawn.
//
// Revision 1.6 1998/08/12 21:13:05 curt
// material.cxx: don't load textures if they are disabled
// obj.cxx: optimizations from Norman Vine
// tile.cxx: minor tweaks
// tile.hxx: addition of num_faces
// tilemgr.cxx: minor tweaks
//
// Revision 1.5 1998/07/24 21:42:08 curt
// material.cxx: whups, double method declaration with no definition.
// obj.cxx: tweaks to avoid errors in SGI's CC.
// tile.cxx: optimizations by Norman Vine.
// tilemgr.cxx: optimizations by Norman Vine.
//
// Revision 1.4 1998/07/22 21:41:42 curt
// Add basic fgFACE methods contributed by Charlie Hotchkiss.
// intersect optimization from Norman Vine.
//
// Revision 1.3 1998/07/16 17:34:24 curt
// Ground collision detection optimizations contributed by Norman Vine.
//
// Revision 1.2 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 1.1 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.
//