1 // tileentry.hxx -- routines to handle an individual scenery tile
3 // Written by Curtis Olson, started May 1998.
5 // Copyright (C) 1998, 1999 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 <Include/compiler.h>
48 #include <ssg.h> // plib includes
50 #include <Bucket/newbucket.hxx>
51 #include <Math/mat3.h>
52 #include <Math/point3d.hxx>
53 #include <Objects/fragment.hxx>
55 #ifdef FG_HAVE_NATIVE_SGI_COMPILERS
63 typedef vector < Point3D > point_list;
64 typedef point_list::iterator point_list_iterator;
65 typedef point_list::const_iterator const_point_list_iterator;
76 Scheduled_for_use = 1,
77 Scheduled_for_cache = 2,
84 typedef vector < fgFRAGMENT > container;
85 typedef container::iterator FragmentIterator;
86 typedef container::const_iterator FragmentConstIterator;
89 // node list (the per fragment face lists reference this node list)
93 // global tile culling data
95 double bounding_radius;
98 // model view matrix for this tile
99 GLfloat model_view[16];
101 // this tile's official location in the world
102 FGBucket tile_bucket;
104 // the tile cache will keep track here if the tile is being used
107 container fragment_list;
109 // ssg related structures
114 // ssg tree structure for this tile is as follows:
116 // - ssgBranch(terrain)
117 // - ssgSelector(tile)
118 // - ssgTransform(tile)
119 // - ssgRangeSelector(tile)
126 // selector (turn tile on/off)
127 ssgSelector *select_ptr;
129 // pointer to ssg transform for this tile
130 ssgTransform *transform_ptr;
132 // pointer to ssg range selector for this tile
133 ssgRangeSelector *range_ptr;
138 FGTileEntry ( void );
141 ~FGTileEntry ( void );
143 FragmentIterator begin() { return fragment_list.begin(); }
144 FragmentConstIterator begin() const { return fragment_list.begin(); }
146 FragmentIterator end() { return fragment_list.end(); }
147 FragmentConstIterator end() const { return fragment_list.end(); }
149 void add_fragment( fgFRAGMENT& frag ) {
150 frag.tile_ptr = this;
151 fragment_list.push_back( frag );
154 size_t num_fragments() const {
155 return fragment_list.size();
158 // Step through the fragment list, deleting the display list, then
159 // the fragment, until the list is empty. Also delete the arrays
160 // used by ssg as well as the whole ssg branch
163 // Calculate this tile's offset
164 void SetOffset( const Point3D& off)
166 offset = center - off;
169 // Return this tile's offset
170 inline Point3D get_offset( void ) const { return offset; }
172 // Calculate the model_view transformation matrix for this tile
173 inline void update_view_matrix(GLfloat *MODEL_VIEW)
176 #if defined( USE_MEM ) || defined( WIN32 )
177 memcpy( model_view, MODEL_VIEW, 16*sizeof(GLfloat) );
179 bcopy( MODEL_VIEW, model_view, 16*sizeof(GLfloat) );
182 // This is equivalent to doing a glTranslatef(x, y, z);
183 model_view[12] += (model_view[0]*offset.x() +
184 model_view[4]*offset.y() +
185 model_view[8]*offset.z());
186 model_view[13] += (model_view[1]*offset.x() +
187 model_view[5]*offset.y() +
188 model_view[9]*offset.z());
189 model_view[14] += (model_view[2]*offset.x() +
190 model_view[6]*offset.y() +
191 model_view[10]*offset.z() );
192 // m[15] += (m[3]*x + m[7]*y + m[11]*z);
193 // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
194 // so m[15] is unchanged
197 inline bool is_unused() const { return state == Unused; }
198 inline bool is_scheduled_for_use() const {
199 return state == Scheduled_for_use;
201 inline bool is_scheduled_for_cache() const {
202 return state == Scheduled_for_cache;
204 inline bool is_loaded() const { return state == Loaded; }
205 inline bool is_cached() const { return state == Cached; }
207 inline void mark_unused() { state = Unused; }
208 inline void mark_scheduled_for_use() { state = Scheduled_for_use; }
209 inline void mark_scheduled_for_cache() { state = Scheduled_for_use; }
210 inline void mark_loaded() { state = Loaded; }
213 // when a tile is still in the cache, but not in the immediate
214 // draw l ist, it can still remain in the scene graph, but we use
215 // a range selector to disable it from ever being drawn.
220 typedef vector < FGTileEntry > tile_list;
221 typedef tile_list::iterator tile_list_iterator;
222 typedef tile_list::const_iterator const_tile_list_iterator;
225 #endif // _TILEENTRY_HXX