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++
44 #if defined ( __sun__ )
45 extern "C" void *memmove(void *, const void *, size_t);
46 extern "C" void *memset(void *, int, size_t);
49 #include <list> // STL list
51 #include <Bucket/bucketutils.h>
52 #include <Include/fg_types.h>
53 #include <Math/mat3.h>
55 #ifdef NEEDNAMESPACESTD
60 // Maximum nodes per tile
61 #define MAX_NODES 1000
70 fgFACE( const fgFACE & image );
71 bool operator < ( const fgFACE & rhs );
72 bool operator == ( const fgFACE & rhs );
76 // Object fragment data class
80 // culling data for this object fragment (fine grain culling)
82 double bounding_radius;
84 // variable offset data for this object fragment for this frame
85 // fgCartesianPoint3d tile_offset;
87 // saved transformation matrix for this fragment (used by renderer)
88 // GLfloat matrix[16];
90 // tile_ptr & material_ptr are set so that when we traverse the
91 // list of fragments we can quickly reference back the tile or
92 // material property this fragment is assigned to.
94 // material property pointer
100 // OpenGL display list for fragment data
103 // face list (this indexes into the master tile vertex list)
104 list < fgFACE > faces;
106 // number of faces in this fragment
109 // Add a face to the face list
110 void add_face(int n1, int n2, int n3);
112 // test if line intesects with this fragment. p0 and p1 are the
113 // two line end points of the line. If side_flag is true, check
114 // to see that end points are on opposite sides of face. Returns
115 // 1 if it does, 0 otherwise. If it intesects, result is the
116 // point of intersection
117 int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
122 fgFRAGMENT ( const fgFRAGMENT &image );
128 fgFRAGMENT & operator = ( const fgFRAGMENT & rhs );
129 bool operator == ( const fgFRAGMENT & rhs );
130 bool operator < ( const fgFRAGMENT & rhs );
134 // Scenery tile class
139 // node list (the per fragment face lists reference this node list)
143 // culling data for whole tile (course grain culling)
145 double bounding_radius;
147 GLdouble model_view[16];
149 // this tile's official location in the world
150 fgBUCKET tile_bucket;
152 // the tile cache will mark here if the tile is being used
155 list < fgFRAGMENT > fragment_list;
169 // Revision 1.14 1998/08/12 21:13:06 curt
170 // material.cxx: don't load textures if they are disabled
171 // obj.cxx: optimizations from Norman Vine
172 // tile.cxx: minor tweaks
173 // tile.hxx: addition of num_faces
174 // tilemgr.cxx: minor tweaks
176 // Revision 1.13 1998/07/24 21:42:08 curt
177 // material.cxx: whups, double method declaration with no definition.
178 // obj.cxx: tweaks to avoid errors in SGI's CC.
179 // tile.cxx: optimizations by Norman Vine.
180 // tilemgr.cxx: optimizations by Norman Vine.
182 // Revision 1.12 1998/07/22 21:41:42 curt
183 // Add basic fgFACE methods contributed by Charlie Hotchkiss.
184 // intersect optimization from Norman Vine.
186 // Revision 1.11 1998/07/12 03:18:28 curt
187 // Added ground collision detection. This involved:
188 // - saving the entire vertex list for each tile with the tile records.
189 // - saving the face list for each fragment with the fragment records.
190 // - code to intersect the current vertical line with the proper face in
191 // an efficient manner as possible.
192 // Fixed a bug where the tiles weren't being shifted to "near" (0,0,0)
194 // Revision 1.10 1998/07/08 14:47:22 curt
195 // Fix GL_MODULATE vs. GL_DECAL problem introduced by splash screen.
196 // polare3d.h renamed to polar3d.hxx
197 // fg{Cartesian,Polar}Point3d consolodated.
198 // Added some initial support for calculating local current ground elevation.
200 // Revision 1.9 1998/07/06 21:34:34 curt
201 // Added using namespace std for compilers that support this.
203 // Revision 1.8 1998/07/04 00:54:30 curt
204 // Added automatic mipmap generation.
206 // When rendering fragments, use saved model view matrix from associated tile
207 // rather than recalculating it with push() translate() pop().
209 // Revision 1.7 1998/06/12 00:58:05 curt
210 // Build only static libraries.
211 // Declare memmove/memset for Sloaris.
213 // Revision 1.6 1998/06/08 17:57:54 curt
214 // Working first pass at material proporty sorting.
216 // Revision 1.5 1998/06/06 01:09:32 curt
217 // I goofed on the log message in the last commit ... now fixed.
219 // Revision 1.4 1998/06/06 01:07:18 curt
220 // Increased per material fragment list size from 100 to 400.
221 // Now correctly draw viewable fragments in per material order.
223 // Revision 1.3 1998/06/05 22:39:54 curt
224 // Working on sorting by, and rendering by material properties.
226 // Revision 1.2 1998/06/03 00:47:50 curt
227 // No .h for STL includes.
228 // Minor view culling optimizations.
230 // Revision 1.1 1998/05/23 14:09:21 curt
231 // Added tile.cxx and tile.hxx.
232 // Working on rewriting the tile management system so a tile is just a list
233 // fragments, and the fragment record contains the display list for that fragment.