#include <GL/glut.h>
#include <XGL/xgl.h>
-#if defined ( __sun__ )
-extern "C" void *memmove(void *, const void *, size_t);
-extern "C" void *memset(void *, int, size_t);
-#endif
+#include <Include/compiler.h>
-#include <list> // STL list
+#include <vector>
+#include STL_STRING
#include <Bucket/bucketutils.h>
-#include <Include/fg_types.h>
#include <Math/mat3.h>
+#include <Math/point3d.hxx>
+#include <Objects/fragment.hxx>
-#ifdef NEEDNAMESPACESTD
-using namespace std;
-#endif
-
-
-// Maximum nodes per tile
-#define MAX_NODES 1000
-
-
-// Forward declarations
-class fgTILE;
-class fgMATERIAL;
-
-
-class fgFACE {
-public:
- int n1, n2, n3;
-
- fgFACE();
- ~fgFACE();
- fgFACE( const fgFACE & image );
- bool operator < ( const fgFACE & rhs );
- bool operator == ( const fgFACE & rhs );
-};
-
-
-// Object fragment data class
-class fgFRAGMENT {
-
-public:
- // culling data for this object fragment (fine grain culling)
- fgPoint3d center;
- double bounding_radius;
-
- // variable offset data for this object fragment for this frame
- // fgCartesianPoint3d tile_offset;
-
- // saved transformation matrix for this fragment (used by renderer)
- // GLfloat matrix[16];
-
- // tile_ptr & material_ptr are set so that when we traverse the
- // list of fragments we can quickly reference back the tile or
- // material property this fragment is assigned to.
-
- // material property pointer
- fgMATERIAL *material_ptr;
-
- // tile pointer
- fgTILE *tile_ptr;
-
- // OpenGL display list for fragment data
- GLint display_list;
-
- // face list (this indexes into the master tile vertex list)
- list < fgFACE > faces;
-
- // number of faces in this fragment
- int num_faces;
-
- // Add a face to the face list
- void add_face(int n1, int n2, int n3);
-
- // test if line intesects with this fragment. p0 and p1 are the
- // two line end points of the line. If side_flag is true, check
- // to see that end points are on opposite sides of face. Returns
- // 1 if it does, 0 otherwise. If it intesects, result is the
- // point of intersection
- int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
- fgPoint3d *result);
-
- // Constructors
- fgFRAGMENT ();
- fgFRAGMENT ( const fgFRAGMENT &image );
-
- // Destructor
- ~fgFRAGMENT ( );
-
- // operators
- fgFRAGMENT & operator = ( const fgFRAGMENT & rhs );
- bool operator == ( const fgFRAGMENT & rhs );
- bool operator < ( const fgFRAGMENT & rhs );
-};
+FG_USING_STD(string);
+FG_USING_STD(vector);
+#ifdef FG_HAVE_NATIVE_SGI_COMPILERS
+#include <strings.h>
+#endif
// Scenery tile class
class fgTILE {
public:
+ typedef vector < fgFRAGMENT > container;
+ typedef container::iterator FragmentIterator;
+ typedef container::const_iterator FragmentConstIterator;
+
+public:
// node list (the per fragment face lists reference this node list)
double (*nodes)[3];
int ncount;
// culling data for whole tile (course grain culling)
- fgPoint3d center;
+ Point3D center;
double bounding_radius;
- fgPoint3d offset;
+ Point3D offset;
GLdouble model_view[16];
// this tile's official location in the world
fgBUCKET tile_bucket;
// the tile cache will mark here if the tile is being used
- int used;
+ bool used;
+
+ container fragment_list;
+
+public:
+
+ FragmentIterator begin() { return fragment_list.begin(); }
+ FragmentConstIterator begin() const { return fragment_list.begin(); }
+
+ FragmentIterator end() { return fragment_list.end(); }
+ FragmentConstIterator end() const { return fragment_list.end(); }
+
+ void add_fragment( fgFRAGMENT& frag ) {
+ frag.tile_ptr = this;
+ fragment_list.push_back( frag );
+ }
- list < fgFRAGMENT > fragment_list;
+ //
+ size_t num_fragments() const {
+ return fragment_list.size();
+ }
+
+ // Step through the fragment list, deleting the display list, then
+ // the fragment, until the list is empty.
+ void release_fragments();
+
+// int ObjLoad( const string& path, const fgBUCKET& p );
// Constructor
fgTILE ( void );
// Destructor
~fgTILE ( void );
+
+ // Calculate this tile's offset
+ void SetOffset( const Point3D& off)
+ {
+ offset = center - off;
+ }
+
+
+ // Calculate the model_view transformation matrix for this tile
+ inline void
+ UpdateViewMatrix(GLdouble *MODEL_VIEW)
+ {
+
+#if defined( USE_MEM ) || defined( WIN32 )
+ memcpy( model_view, MODEL_VIEW, 16*sizeof(GLdouble) );
+#else
+ bcopy( MODEL_VIEW, model_view, 16*sizeof(GLdouble) );
+#endif
+
+ // This is equivalent to doing a glTranslatef(x, y, z);
+ model_view[12] += (model_view[0]*offset.x() +
+ model_view[4]*offset.y() +
+ model_view[8]*offset.z());
+ model_view[13] += (model_view[1]*offset.x() +
+ model_view[5]*offset.y() +
+ model_view[9]*offset.z());
+ model_view[14] += (model_view[2]*offset.x() +
+ model_view[6]*offset.y() +
+ model_view[10]*offset.z() );
+ // m[15] += (m[3]*x + m[7]*y + m[11]*z);
+ // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
+ // so m[15] is unchanged
+ }
+
+private:
+
+ // not defined
+ fgTILE( const fgTILE& );
+ fgTILE& operator = ( const fgTILE& );
};
// $Log$
+// Revision 1.25 1999/03/02 01:03:30 curt
+// Tweaks for building with native SGI compilers.
+//
+// Revision 1.24 1999/02/26 22:10:02 curt
+// Added initial support for native SGI compilers.
+//
+// Revision 1.23 1999/02/02 20:13:41 curt
+// MSVC++ portability changes by Bernie Bright:
+//
+// Lib/Serial/serial.[ch]xx: Initial Windows support - incomplete.
+// Simulator/Astro/stars.cxx: typo? included <stdio> instead of <cstdio>
+// Simulator/Cockpit/hud.cxx: Added Standard headers
+// Simulator/Cockpit/panel.cxx: Redefinition of default parameter
+// Simulator/Flight/flight.cxx: Replaced cout with FG_LOG. Deleted <stdio.h>
+// Simulator/Main/fg_init.cxx:
+// Simulator/Main/GLUTmain.cxx:
+// Simulator/Main/options.hxx: Shuffled <fg_serial.hxx> dependency
+// Simulator/Objects/material.hxx:
+// Simulator/Time/timestamp.hxx: VC++ friend kludge
+// Simulator/Scenery/tile.[ch]xx: Fixed using std::X declarations
+// Simulator/Main/views.hxx: Added a constant
+//
+// Revision 1.22 1998/12/03 01:18:16 curt
+// Converted fgFLIGHT to a class.
+// Tweaks for Sun Portability.
+// Tweaked current terrain elevation code as per NHV.
+//
+// Revision 1.21 1998/11/09 23:40:47 curt
+// Bernie Bright <bbright@c031.aone.net.au> writes:
+// I've made some changes to the Scenery handling. Basically just tidy ups.
+// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
+// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
+// Lists are good if you need to insert/delete elements randomly but we
+// don't do that. All access seems to be sequential. Two additional
+// benefits are smaller memory usage - each list element requires pointers
+// to the next and previous elements, and faster access - vector iterators
+// are smaller and faster than list iterators. This should also help
+// Charlie Hotchkiss' problem when compiling with Borland and STLport.
+//
+// ./Lib/Bucket/bucketutils.hxx
+// Convenience functions for fgBUCKET.
+//
+// ./Simulator/Scenery/tile.cxx
+// ./Simulator/Scenery/tile.hxx
+// Changed fragment list to a vector.
+// Added some convenience member functions.
+//
+// ./Simulator/Scenery/tilecache.cxx
+// ./Simulator/Scenery/tilecache.hxx
+// use const fgBUCKET& instead of fgBUCKET* where appropriate.
+//
+// ./Simulator/Scenery/tilemgr.cxx
+// ./Simulator/Scenery/tilemgr.hxx
+// uses all the new convenience functions.
+//
+// Revision 1.20 1998/10/16 00:55:46 curt
+// Converted to Point3D class.
+//
+// Revision 1.19 1998/09/17 18:36:17 curt
+// Tweaks and optimizations by Norman Vine.
+//
+// Revision 1.18 1998/08/25 16:52:42 curt
+// material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to
+// ../Objects
+//
+// Revision 1.17 1998/08/22 14:49:58 curt
+// Attempting to iron out seg faults and crashes.
+// Did some shuffling to fix a initialization order problem between view
+// position, scenery elevation.
+//
+// Revision 1.16 1998/08/22 02:01:34 curt
+// increased fragment list size.
+//
// Revision 1.15 1998/08/20 15:12:06 curt
// Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate
// the need for "void" pointers and casts.