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 <plib/ssg.h> // plib includes
50 #include <Bucket/newbucket.hxx>
51 #include <Math/point3d.hxx>
52 #include <Objects/fragment.hxx>
62 typedef vector < Point3D > point_list;
63 typedef point_list::iterator point_list_iterator;
64 typedef point_list::const_iterator const_point_list_iterator;
75 Scheduled_for_use = 1,
76 Scheduled_for_cache = 2,
83 typedef vector < fgFRAGMENT > container;
84 typedef container::iterator FragmentIterator;
85 typedef container::const_iterator FragmentConstIterator;
87 typedef vector < sgVec3 * > free_vec3_list;
88 typedef vector < sgVec2 * > free_vec2_list;
89 typedef vector < unsigned short * > free_index_list;
92 // node list (the per fragment face lists reference this node list)
96 // global tile culling data
98 double bounding_radius;
101 // model view matrix for this tile
102 GLfloat model_view[16];
104 // this tile's official location in the world
105 FGBucket tile_bucket;
107 // the tile cache will keep track here if the tile is being used
110 container fragment_list;
112 // ssg related structures
117 // list of pointers to memory chunks that need to be freed when
118 // tile entry goes away
119 free_vec3_list vec3_ptrs;
120 free_vec2_list vec2_ptrs;
121 free_index_list index_ptrs;
123 // ssg tree structure for this tile is as follows:
125 // - ssgBranch(terrain)
126 // - ssgSelector(tile)
127 // - ssgTransform(tile)
128 // - ssgRangeSelector(tile)
135 // selector (turn tile on/off)
136 ssgSelector *select_ptr;
138 // pointer to ssg transform for this tile
139 ssgTransform *transform_ptr;
141 // pointer to ssg range selector for this tile
142 ssgRangeSelector *range_ptr;
147 FGTileEntry ( void );
150 ~FGTileEntry ( void );
152 FragmentIterator begin() { return fragment_list.begin(); }
153 FragmentConstIterator begin() const { return fragment_list.begin(); }
155 FragmentIterator end() { return fragment_list.end(); }
156 FragmentConstIterator end() const { return fragment_list.end(); }
158 void add_fragment( fgFRAGMENT& frag ) {
159 frag.tile_ptr = this;
160 fragment_list.push_back( frag );
163 size_t num_fragments() const {
164 return fragment_list.size();
167 // Step through the fragment list, deleting the display list, then
168 // the fragment, until the list is empty. Also delete the arrays
169 // used by ssg as well as the whole ssg branch
172 // Calculate this tile's offset
173 void SetOffset( const Point3D& p)
178 // Return this tile's offset
179 inline Point3D get_offset( void ) const { return offset; }
181 // Calculate the model_view transformation matrix for this tile
182 inline void update_view_matrix(GLfloat *MODEL_VIEW)
185 #if defined( USE_MEM ) || defined( WIN32 )
186 memcpy( model_view, MODEL_VIEW, 16*sizeof(GLfloat) );
188 bcopy( MODEL_VIEW, model_view, 16*sizeof(GLfloat) );
191 // This is equivalent to doing a glTranslatef(x, y, z);
192 model_view[12] += (model_view[0]*offset.x() +
193 model_view[4]*offset.y() +
194 model_view[8]*offset.z());
195 model_view[13] += (model_view[1]*offset.x() +
196 model_view[5]*offset.y() +
197 model_view[9]*offset.z());
198 model_view[14] += (model_view[2]*offset.x() +
199 model_view[6]*offset.y() +
200 model_view[10]*offset.z() );
201 // m[15] += (m[3]*x + m[7]*y + m[11]*z);
202 // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
203 // so m[15] is unchanged
206 inline bool is_unused() const { return state == Unused; }
207 inline bool is_scheduled_for_use() const {
208 return state == Scheduled_for_use;
210 inline bool is_scheduled_for_cache() const {
211 return state == Scheduled_for_cache;
213 inline bool is_loaded() const { return state == Loaded; }
214 inline bool is_cached() const { return state == Cached; }
216 inline void mark_unused() { state = Unused; }
217 inline void mark_scheduled_for_use() { state = Scheduled_for_use; }
218 inline void mark_scheduled_for_cache() { state = Scheduled_for_use; }
219 inline void mark_loaded() { state = Loaded; }
222 // when a tile is still in the cache, but not in the immediate
223 // draw l ist, it can still remain in the scene graph, but we use
224 // a range selector to disable it from ever being drawn.
229 typedef vector < FGTileEntry > tile_list;
230 typedef tile_list::iterator tile_list_iterator;
231 typedef tile_list::const_iterator const_tile_list_iterator;
234 #endif // _TILEENTRY_HXX