1 // tile.hxx -- routines to handle a scenery tile
3 // Written by Curtis Olson, started May 1998.
5 // Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
22 // (Log is kept at end of this file)
30 # error This library requires C++
45 extern "C" void *memmove(void *, const void *, size_t);
46 extern "C" void *memset(void *, int, size_t);
49 #include <list> // STL list
50 #ifdef NEEDNAMESPACESTD
54 #include <Bucket/bucketutils.h>
55 #include <Include/fg_types.h>
56 #include <Math/mat3.h>
59 // Maximum nodes per tile
60 #define MAX_NODES 1000
68 // Object fragment data class
72 // culling data for this object fragment (fine grain culling)
74 double bounding_radius;
76 // variable offset data for this object fragment for this frame
77 // fgCartesianPoint3d tile_offset;
79 // saved transformation matrix for this fragment (used by renderer)
80 // GLfloat matrix[16];
82 // tile_ptr & material_ptr are set so that when we traverse the
83 // list of fragments we can quickly reference back the tile or
84 // material property this fragment is assigned to.
86 // material property pointer
92 // OpenGL display list for fragment data
95 // face list (this indexes into the master tile vertex list)
96 list < fgFACE > faces;
101 // Add a face to the face list
102 void add_face(int n1, int n2, int n3);
104 // test if line intesects with this fragment. p0 and p1 are the
105 // two line end points of the line. If side_flag is true, check
106 // to see that end points are on opposite sides of face. Returns
107 // 1 if it does, 0 otherwise. If it intesects, result is the
108 // point of intersection
109 int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
113 ~fgFRAGMENT ( void );
117 // Scenery tile class
122 // node list (the per fragment face lists reference this node list)
126 // culling data for whole tile (course grain culling)
128 double bounding_radius;
130 GLdouble model_view[16];
132 // this tile's official location in the world
133 fgBUCKET tile_bucket;
135 // the tile cache will mark here if the tile is being used
138 list < fgFRAGMENT > fragment_list;
152 // Revision 1.11 1998/07/12 03:18:28 curt
153 // Added ground collision detection. This involved:
154 // - saving the entire vertex list for each tile with the tile records.
155 // - saving the face list for each fragment with the fragment records.
156 // - code to intersect the current vertical line with the proper face in
157 // an efficient manner as possible.
158 // Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
160 // Revision 1.10 1998/07/08 14:47:22 curt
161 // Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
162 // polare3d.h renamed to polar3d.hxx
163 // fg{Cartesian,Polar}Point3d consolodated.
164 // Added some initial support for calculating local current ground elevation.
166 // Revision 1.9 1998/07/06 21:34:34 curt
167 // Added using namespace std for compilers that support this.
169 // Revision 1.8 1998/07/04 00:54:30 curt
170 // Added automatic mipmap generation.
172 // When rendering fragments, use saved model view matrix from associated tile
173 // rather than recalculating it with push() translate() pop().
175 // Revision 1.7 1998/06/12 00:58:05 curt
176 // Build only static libraries.
177 // Declare memmove/memset for Sloaris.
179 // Revision 1.6 1998/06/08 17:57:54 curt
180 // Working first pass at material proporty sorting.
182 // Revision 1.5 1998/06/06 01:09:32 curt
183 // I goofed on the log message in the last commit ... now fixed.
185 // Revision 1.4 1998/06/06 01:07:18 curt
186 // Increased per material fragment list size from 100 to 400.
187 // Now correctly draw viewable fragments in per material order.
189 // Revision 1.3 1998/06/05 22:39:54 curt
190 // Working on sorting by, and rendering by material properties.
192 // Revision 1.2 1998/06/03 00:47:50 curt
193 // No .h for STL includes.
194 // Minor view culling optimizations.
196 // Revision 1.1 1998/05/23 14:09:21 curt
197 // Added tile.cxx and tile.hxx.
198 // Working on rewriting the tile management system so a tile is just a list
199 // fragments, and the fragment record contains the display list for that fragment.