1 // tileentry.hxx -- routines to handle an individual scenery tile
3 // Written by Curtis Olson, started May 1998.
5 // Copyright (C) 1998 - 2001 Curtis L. Olson - curt@flightgear.org
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.
24 #ifndef _TILEENTRY_HXX
25 #define _TILEENTRY_HXX
29 # error This library requires C++
43 #include <simgear/compiler.h>
48 #include <plib/ssg.h> // plib includes
50 #include <simgear/bucket/newbucket.hxx>
51 #include <simgear/math/point3d.hxx>
61 typedef vector < Point3D > point_list;
62 typedef point_list::iterator point_list_iterator;
63 typedef point_list::const_iterator const_point_list_iterator;
69 * A class to hold deferred model loading info
71 class FGDeferredModel {
78 ssgTransform *obj_trans;
82 inline FGDeferredModel() { }
83 inline FGDeferredModel( const string mp, const string tp,
84 FGTileEntry *t, ssgTransform *ot )
91 inline ~FGDeferredModel() { }
92 inline string get_model_path() const { return model_path; }
93 inline string get_texture_path() const { return texture_path; }
94 inline FGTileEntry *get_tile() const { return tile; }
95 inline ssgTransform *get_obj_trans() const { return obj_trans; }
100 * A class to encapsulate everything we need to know about a scenery tile.
106 typedef vector < sgVec3 * > free_vec3_list;
107 typedef vector < sgVec2 * > free_vec2_list;
108 typedef vector < unsigned short * > free_index_list;
114 // global tile culling data
116 double bounding_radius;
119 // this tile's official location in the world
120 SGBucket tile_bucket;
122 // list of pointers to memory chunks that need to be freed when
123 // tile entry goes away
124 free_vec3_list vec3_ptrs;
125 free_vec2_list vec2_ptrs;
126 free_index_list index_ptrs;
130 // ssg tree structure for this tile is as follows:
132 // - ssgBranch(terrain)
133 // - ssgTransform(tile)
134 // - ssgRangeSelector(tile)
141 // pointer to ssg transform for this tile
142 ssgTransform *terra_transform;
143 ssgTransform *lights_transform;
145 // pointer to ssg range selector for this tile
146 ssgRangeSelector *terra_range;
147 ssgRangeSelector *lights_range;
149 // we create several preset brightness and can choose which one we
150 // want based on lighting conditions.
151 ssgSelector *lights_brightness;
154 * Indicates this tile has been loaded from a file and connected
155 * into the scene graph. Note that this may be set asynchronously
158 volatile bool loaded;
161 * Count of pending models to load for this tile. This tile
162 * cannot be removed until this number reaches zero (i.e. no
163 * pending models to load for this tile.)
165 volatile int pending_models;
167 ssgBranch* obj_load( const std::string& path,
168 ssgVertexArray* lights, bool is_base );
170 ssgLeaf* gen_lights( ssgVertexArray *lights, int inc, float bright );
175 FGTileEntry( const SGBucket& b );
180 // Schedule tile to be freed/removed
181 void sched_removal();
183 // Clean up the memory used by this tile and delete the arrays
184 // used by ssg as well as the whole ssg branch
187 // Calculate this tile's offset
188 void SetOffset( const Point3D& p)
193 // Return this tile's offset
194 inline Point3D get_offset() const { return offset; }
196 // Update the ssg transform node for this tile so it can be
197 // properly drawn relative to our (0,0,0) point
198 void prep_ssg_node( const Point3D& p, float vis);
201 * Load tile data from a file.
202 * @param base name of directory containing tile data file.
203 * @param is_base is this a base terrain object for which we should generate
204 * random ground light points */
205 void load( const SGPath& base, bool is_base );
208 * Return true if the tile entry is loaded, otherwise return false
209 * indicating that the loading thread is still working on this.
211 inline bool is_loaded() const { return loaded; }
214 * decrement the pending models count
216 inline void dec_pending_models() { pending_models--; }
219 * return the number of remaining pending models for this tile
221 inline int get_pending_models() const { return pending_models; }
224 * Return the "bucket" for this tile
226 inline SGBucket get_tile_bucket() const { return tile_bucket; }
229 * Add terrain mesh and ground lighting to scene graph.
231 void add_ssg_nodes( ssgBranch* terrain, ssgBranch* ground );
234 * disconnect terrain mesh and ground lighting nodes from scene
235 * graph for this tile.
237 void disconnect_ssg_nodes();
241 #endif // _TILEENTRY_HXX