1 // tilemgr.cxx -- routines to handle dynamic management of scenery tiles
3 // Written by Curtis Olson, started January 1998.
5 // Copyright (C) 1997 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.
33 #include <simgear/xgl/xgl.h>
35 #include <simgear/constants.h>
36 #include <simgear/debug/logstream.hxx>
37 #include <simgear/math/fg_geodesy.hxx>
38 #include <simgear/math/point3d.hxx>
39 #include <simgear/math/polar3d.hxx>
40 #include <simgear/math/vector.hxx>
42 // #include <Aircraft/aircraft.hxx>
43 #include <Main/options.hxx>
44 #include <Main/views.hxx>
45 #include <Objects/obj.hxx>
47 #ifndef FG_OLD_WEATHER
48 # include <WeatherCM/FGLocalWeatherDatabase.h>
50 # include <Weather/weather.hxx>
53 #include "scenery.hxx"
54 #include "tilecache.hxx"
55 #include "tilemgr.hxx"
57 #define TEST_LAST_HIT_CACHE
59 extern ssgRoot *scene;
60 extern ssgBranch *terrain;
63 FGTileMgr global_tile_mgr;
66 // a temporary hack until we get everything rewritten with sgdVec3
67 static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
69 return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
74 FGTileMgr::FGTileMgr ( void ):
81 FGTileMgr::~FGTileMgr ( void ) {
85 // Initialize the Tile Manager subsystem
86 int FGTileMgr::init( void ) {
87 FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." );
89 if ( state != Start ) {
90 FG_LOG( FG_TERRAIN, FG_INFO,
91 "... Reinitializing." );
94 FG_LOG( FG_TERRAIN, FG_INFO,
95 "... First time through." );
98 global_tile_cache.init();
103 tile_diameter = current_options.get_tile_diameter();
104 FG_LOG( FG_TERRAIN, FG_INFO, "Tile Diameter = " << tile_diameter);
106 previous_bucket.make_bad();
107 current_bucket.make_bad();
109 scroll_direction = SCROLL_INIT;
112 longitude = latitude = -1000.0;
113 last_longitude = last_latitude = -1000.0;
119 // schedule a tile for loading
120 int FGTileMgr::sched_tile( const FGBucket& b ) {
121 // see if tile already exists in the cache
122 int cache_index = global_tile_cache.exists( b );
124 if ( cache_index >= 0 ) {
125 // tile exists in cache, reenable it.
126 // cout << "REENABLING DISABLED TILE" << endl;
127 FGTileEntry *t = global_tile_cache.get_tile( cache_index );
128 t->select_ptr->select( 1 );
131 // find the next available cache entry and mark it as
133 cache_index = global_tile_cache.next_avail();
134 FGTileEntry *t = global_tile_cache.get_tile( cache_index );
135 t->mark_scheduled_for_use();
137 // register a load request
140 request.cache_index = cache_index;
141 load_queue.push_back( request );
149 void FGTileMgr::load_tile( const FGBucket& b, int cache_index) {
151 FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
152 global_tile_cache.fill_in(cache_index, b);
153 FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded for cache index: " << cache_index );
157 // Determine scenery altitude via ssg. Normally this just happens
158 // when we render the scene, but we'd also like to be able to do this
159 // explicitely. lat & lon are in radians. view_pos in current world
160 // coordinate translated near (0,0,0) (in meters.) Returns result in
164 FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos,
165 const Point3D& view_pos )
169 sgdSetVec3(orig, view_pos.x(), view_pos.y(), view_pos.z() );
170 sgdSetVec3(dir, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
172 hit_list.Intersect( terrain, orig, dir );
176 double result = -9999;
178 int hitcount = hit_list.num_hits();
179 for ( int i = 0; i < hitcount; ++i ) {
180 geoc = fgCartToPolar3d( scenery.center + hit_list.get_point(i) );
181 double lat_geod, alt, sea_level_r;
182 fgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
184 if ( alt > result && alt < 10000 ) {
190 if ( result > -9000 ) {
191 scenery.cur_elev = result;
192 scenery.cur_radius = geoc.radius();
194 sgSetVec3(tmp, hit_list.get_normal(this_hit));
195 ssgState *IntersectedLeafState =
196 ((ssgLeaf*)hit_list.get_entity(this_hit))->getState();
197 current_view.CurrentNormalInLocalPlane(tmp, tmp);
198 sgdSetVec3( scenery.cur_normal, tmp );
199 // cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
202 FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
203 scenery.cur_elev = 0.0;
204 float *up = current_view.local_up;
205 sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]);
211 FGBucket FGTileMgr::BucketOffset( int dx, int dy )
213 double clat, clon, span;
214 if( scroll_direction == SCROLL_INIT ) {
215 // use current latitude and longitude
216 // walk dy units in the lat direction
217 clat = current_bucket.get_center_lat() + dy * FG_BUCKET_SPAN;
219 // find the lon span for the new latitude
220 span = bucket_span( clat );
222 // walk dx units in the lon direction
223 clon = longitude + dx * span;
225 // use previous latitude and longitude
226 // walk dy units in the lat direction
227 clat = previous_bucket.get_center_lat() + dy * FG_BUCKET_SPAN;
229 // find the lon span for the new latitude
230 span = bucket_span( clat );
232 // walk dx units in the lon direction
233 clon = last_longitude + dx * span;
236 while ( clon < -180.0 ) clon += 360.0;
237 while ( clon >= 180.0 ) clon -= 360.0;
238 pending.set_bucket( clon, clat );
240 FG_LOG( FG_TERRAIN, FG_DEBUG, " fgBucketOffset " << pending );
245 // schedule a tile row(column) for loading
246 void FGTileMgr::scroll( void )
248 FG_LOG( FG_TERRAIN, FG_DEBUG, "schedule_row: Scrolling" );
252 switch( scroll_direction ) {
254 FG_LOG( FG_TERRAIN, FG_DEBUG,
255 " (North) Loading " << tile_diameter << " tiles" );
256 dw = tile_diameter / 2;
258 for ( i = 0; i < tile_diameter; i++ ) {
259 sched_tile( BucketOffset( i - dw, dh ) );
263 FG_LOG( FG_TERRAIN, FG_DEBUG,
264 " (East) Loading " << tile_diameter << " tiles" );
265 dh = tile_diameter / 2;
267 for ( i = 0; i < tile_diameter; i++ ) {
268 sched_tile( BucketOffset( dw, i - dh ) );
272 FG_LOG( FG_TERRAIN, FG_DEBUG,
273 " (South) Loading " << tile_diameter << " tiles" );
274 dw = tile_diameter / 2;
276 for ( i = 0; i < tile_diameter; i++ ) {
277 sched_tile( BucketOffset( i - dw, dh ) );
281 FG_LOG( FG_TERRAIN, FG_DEBUG,
282 " (West) Loading " << tile_diameter << " tiles" );
283 dh = tile_diameter / 2;
285 for ( i = 0; i < tile_diameter; i++ ) {
286 sched_tile( BucketOffset( dw, i - dh ) );
290 FG_LOG( FG_TERRAIN, FG_WARN, "UNKNOWN SCROLL DIRECTION in schedule_row" );
293 FG_LOG( FG_TERRAIN, FG_DEBUG, "\tschedule_row returns" );
297 void FGTileMgr::initialize_queue()
299 // First time through or we have teleported, initialize the
300 // system and load all relavant tiles
302 FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << current_bucket );
303 FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << current_bucket );
304 FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
305 << tile_diameter * tile_diameter << " tiles" );
308 scroll_direction = SCROLL_INIT;
310 // wipe/initialize tile cache
311 global_tile_cache.init();
312 previous_bucket.make_bad();
314 // build the local area list and schedule tiles for loading
316 // start with the center tile and work out in concentric
319 sched_tile( current_bucket );
321 for ( i = 3; i <= tile_diameter; i = i + 2 ) {
326 for ( j = -span; j <= span; ++j ) {
327 sched_tile( BucketOffset( j, -span ) );
331 for ( j = -span; j <= span; ++j ) {
332 sched_tile( BucketOffset( j, span ) );
336 for ( j = -span + 1; j <= span - 1; ++j ) {
337 sched_tile( BucketOffset( -span, j ) );
338 sched_tile( BucketOffset( span, j ) );
343 // Now force a load of the center tile and inner ring so we
344 // have something to see in our first frame.
345 for ( i = 0; i < 9; ++i ) {
346 if ( load_queue.size() ) {
347 FG_LOG( FG_TERRAIN, FG_DEBUG,
348 "Load queue not empty, loading a tile" );
350 FGLoadRec pending = load_queue.front();
351 load_queue.pop_front();
352 load_tile( pending.b, pending.cache_index );
358 // forced emptying of the queue
359 // This is necessay to keep bookeeping straight for the
360 // tile_cache -- which actually handles all the
362 void FGTileMgr::destroy_queue() {
363 while( load_queue.size() ) {
364 FG_LOG( FG_TERRAIN, FG_INFO,
365 "Load queue not empty, popping a tile" );
366 FGLoadRec pending = load_queue.front();
367 load_queue.pop_front();
368 FGTileEntry *t = global_tile_cache.get_tile( pending.cache_index );
369 // just t->mark_unused() should be enough
370 // but a little paranoia doesn't hurt us here
371 if(t->is_scheduled_for_use())
374 load_tile( pending.b, pending.cache_index );
379 // given the current lon/lat (in degrees), fill in the array of local
380 // chunks. If the chunk isn't already in the cache, then read it from
382 int FGTileMgr::update( double lon, double lat ) {
383 // FG_LOG( FG_TERRAIN, FG_DEBUG, "FGTileMgr::update()" );
385 // FGInterface *f = current_aircraft.fdm_state;
387 // lonlat for this update
388 // longitude = f->get_Longitude() * RAD_TO_DEG;
389 // latitude = f->get_Latitude() * RAD_TO_DEG;
392 // FG_LOG( FG_TERRAIN, FG_DEBUG, "lon "<< lonlat[LON] <<
393 // " lat " << lonlat[LAT] );
395 current_bucket.set_bucket( longitude, latitude );
396 // FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating Tile list for " << current_bucket );
398 tile_index = global_tile_cache.exists(current_bucket);
399 // FG_LOG( FG_TERRAIN, FG_DEBUG, "tile index " << tile_index );
401 if ( tile_index >= 0 ) {
402 current_tile = global_tile_cache.get_tile(tile_index);
403 scenery.next_center = current_tile->center;
405 FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found (Ok if initializing)" );
408 if ( state == Running ) {
409 if( current_bucket == previous_bucket) {
410 FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
411 scroll_direction = SCROLL_NONE;
413 // We've moved to a new bucket, we need to scroll our
414 // structures, and load in the new tiles
415 // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
416 // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
417 // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
419 if ( (current_bucket.get_lon() > previous_bucket.get_lon()) ||
420 ( (current_bucket.get_lon() == previous_bucket.get_lon()) &&
421 (current_bucket.get_x() > previous_bucket.get_x()) ) )
423 scroll_direction = SCROLL_EAST;
425 else if ( (current_bucket.get_lon() < previous_bucket.get_lon()) ||
426 ( (current_bucket.get_lon() == previous_bucket.get_lon()) &&
427 (current_bucket.get_x() < previous_bucket.get_x()) ) )
429 scroll_direction = SCROLL_WEST;
432 if ( (current_bucket.get_lat() > previous_bucket.get_lat()) ||
433 ( (current_bucket.get_lat() == previous_bucket.get_lat()) &&
434 (current_bucket.get_y() > previous_bucket.get_y()) ) )
436 scroll_direction = SCROLL_NORTH;
438 else if ( (current_bucket.get_lat() < previous_bucket.get_lat()) ||
439 ( (current_bucket.get_lat() == previous_bucket.get_lat()) &&
440 (current_bucket.get_y() < previous_bucket.get_y()) ) )
442 scroll_direction = SCROLL_SOUTH;
448 } else if ( state == Start || state == Inited ) {
453 if ( load_queue.size() ) {
454 FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" );
456 FGLoadRec pending = load_queue.front();
457 load_queue.pop_front();
458 load_tile( pending.b, pending.cache_index );
461 if ( scenery.center == Point3D(0.0) ) {
463 // cout << "initializing ... " << endl;
464 Point3D geod_pos = Point3D( longitude * DEG_TO_RAD,
465 latitude * DEG_TO_RAD,
467 Point3D tmp_abs_view_pos = fgGeodToCart( geod_pos );
468 scenery.center = tmp_abs_view_pos;
469 // cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
471 current_elev_ssg( tmp_abs_view_pos,
474 // cout << "abs view pos = " << current_view.abs_view_pos
475 // << " view pos = " << current_view.view_pos << endl;
476 current_elev_ssg( current_view.abs_view_pos,
477 current_view.view_pos );
480 // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
482 previous_bucket = current_bucket;
483 last_longitude = longitude;
484 last_latitude = latitude;
489 // Prepare the ssg nodes ... for each tile, set it's proper
490 // transform and update it's range selector based on current
492 void FGTileMgr::prep_ssg_node( int idx ) {
495 void FGTileMgr::prep_ssg_nodes( void ) {
501 #ifndef FG_OLD_WEATHER
502 if ( WeatherDatabase != NULL ) {
503 vis = WeatherDatabase->getWeatherVisibility();
508 vis = current_weather.get_visibility();
510 // cout << "visibility = " << vis << endl;
512 // traverse the potentially viewable tile list and update range
513 // selector and transform
514 for ( int i = 0; i < (int)global_tile_cache.get_size(); i++ ) {
515 t = global_tile_cache.get_tile( i );
517 if ( t->is_loaded() ) {
518 // set range selector (LOD trick) to be distance to center
519 // of tile + bounding radius
521 ranges[1] = vis + t->bounding_radius;
522 t->range_ptr->setRanges( ranges, 2 );
524 // calculate tile offset
525 t->SetOffset( scenery.center );
527 // calculate ssg transform
529 sgSetCoord( &sgcoord,
530 t->offset.x(), t->offset.y(), t->offset.z(),
532 t->transform_ptr->setTransform( &sgcoord );