1 // tilemgr.hxx -- 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.
29 # error This library requires C++
32 #include <simgear/compiler.h>
38 #include <simgear/bucket/newbucket.hxx>
40 #include "hitlist.hxx"
45 #if defined(USE_MEM) || defined(WIN32)
46 # define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
48 # define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
52 // forward declaration
69 // pending tile load queue
70 list < FGBucket > load_queue;
72 // initialize the cache
73 void initialize_queue();
75 // forced emptying of the queue. This is necessay to keep
76 // bookeeping straight for the tile_cache -- which actually
77 // handles all the (de)allocations
80 // schedule a tile for loading
81 void sched_tile( const FGBucket& b );
84 void load_tile( const FGBucket& b );
86 // schedule a needed buckets for loading
87 void FGTileMgr::schedule_needed();
89 // see comment at prep_ssg_nodes()
90 void prep_ssg_node( int idx );
93 // sgdVec3 hit_pts [ MAX_HITS ] ;
95 // ssgEntity *last_hit;
98 FGBucket previous_bucket;
99 FGBucket current_bucket;
102 FGTileEntry *current_tile;
104 // x and y distance of tiles to load/draw
107 // current longitude latitude
110 double last_longitude;
111 double last_latitude;
121 // Initialize the Tile Manager subsystem
124 // given the current lon/lat (in degrees), fill in the array of
125 // local chunks. If the chunk isn't already in the cache, then
126 // read it from disk.
127 int update( double lon, double lat );
129 // Determine scenery altitude. Normally this just happens when we
130 // render the scene, but we'd also like to be able to do this
131 // explicitely. lat & lon are in radians. abs_view_pos in
132 // meters. Returns result in meters.
133 void my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
134 const sgdVec3 p, const sgdVec3 dir, sgdVec3 normal );
136 void my_ssg_los( ssgBranch *branch, sgdMat4 m,
137 const sgdVec3 p, const sgdVec3 dir,
140 bool current_elev_ssg( sgdVec3 abs_view_pos,
142 double *terrain_elev );
144 // Prepare the ssg nodes ... for each tile, set it's proper
145 // transform and update it's range selector based on current
147 void prep_ssg_nodes();
149 inline int queue_size() const { return load_queue.size(); }
154 extern FGTileMgr global_tile_mgr;
157 #endif // _TILEMGR_HXX