#include <GL/glut.h>
#include <XGL/xgl.h>
-#include <Aircraft/aircraft.h>
+#include <Aircraft/aircraft.hxx>
-#include <Bucket/bucketutils.h>
-#include <Debug/fg_debug.h>
+#include <Bucket/bucketutils.hxx>
+#include <Debug/logstream.hxx>
#include <Include/fg_constants.h>
-#include <Include/fg_types.h>
#include <Main/options.hxx>
#include <Main/views.hxx>
-#include <Math/fg_geodesy.h>
+#include <Math/fg_geodesy.hxx>
#include <Math/mat3.h>
+#include <Math/point3d.hxx>
#include <Math/polar3d.hxx>
#include <Math/vector.hxx>
#include <Objects/material.hxx>
#include <Objects/obj.hxx>
-#include <Weather/weather.h>
+#include <Weather/weather.hxx>
#include "scenery.hxx"
+#include "tile.hxx"
#include "tilecache.hxx"
+#include "tilemgr.hxx"
// to test clipping speedup in fgTileMgrRender()
#define FG_SQUARE( X ) ( (X) * (X) )
-#ifdef WIN32
-# define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
+#if defined(USE_MEM) || defined(WIN32)
+# define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
#else
-# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
+# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
#endif
// closest (potentially viewable) tiles, centered on current tile.
// Initialize the Tile Manager subsystem
int fgTileMgrInit( void ) {
- fgPrintf( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem.\n");
+ FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." );
// load default material library
material_mgr.load_lib();
// load a tile
-void fgTileMgrLoadTile( fgBUCKET *p, int *index) {
+void fgTileMgrLoadTile( const fgBUCKET& p, int *index) {
fgTILECACHE *c;
c = &global_tile_cache;
- fgPrintf( FG_TERRAIN, FG_DEBUG, "Updating for bucket %d %d %d %d\n",
- p->lon, p->lat, p->x, p->y);
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating for bucket " << p );
// if not in cache, load tile into the next available slot
- if ( (*index = c->Exists(p)) < 0 ) {
- *index = c->NextAvail();
- c->EntryFillIn(*index, p);
+ *index = c->exists(p);
+ if ( *index < 0 ) {
+ *index = c->next_avail();
+ c->fill_in(*index, p);
}
- fgPrintf( FG_TERRAIN, FG_DEBUG, "Selected cache index of %d\n", *index);
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Selected cache index: " << *index );
+}
+
+
+// Calculate shortest distance from point to line
+static double point_line_dist_squared( const Point3D& tc, const Point3D& vp,
+ MAT3vec d )
+{
+ MAT3vec p, p0;
+ double dist;
+
+ p[0] = tc.x(); p[1] = tc.y(); p[2] = tc.z();
+ p0[0] = vp.x(); p0[1] = vp.y(); p0[2] = vp.z();
+
+ dist = fgPointLineSquared(p, p0, d);
+
+ // cout << "dist = " << dist << endl;
+
+ return(dist);
+}
+
+
+// Determine scenery altitude. Normally this just happens when we
+// render the scene, but we'd also like to be able to do this
+// explicitely. lat & lon are in radians. abs_view_pos in meters.
+// Returns result in meters.
+double
+fgTileMgrCurElevNEW( const fgBUCKET& p ) {
+ fgTILE *t;
+ fgFRAGMENT *frag_ptr;
+ Point3D abs_view_pos = current_view.get_abs_view_pos();
+ Point3D earth_center(0.0);
+ Point3D result;
+ MAT3vec local_up;
+ double dist, lat_geod, alt, sea_level_r;
+ int index;
+
+ local_up[0] = abs_view_pos.x();
+ local_up[1] = abs_view_pos.y();
+ local_up[2] = abs_view_pos.z();
+
+ // Find current translation offset
+ // fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
+ index = global_tile_cache.exists(p);
+ if ( index < 0 ) {
+ FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
+ return 0.0;
+ }
+
+ t = global_tile_cache.get_tile(index);
+
+ scenery.next_center = t->center;
+
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "Current bucket = " << p << " Index = " << fgBucketGenIndex(&p) );
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "abs_view_pos = " << abs_view_pos );
+
+ // calculate tile offset
+ // x = (t->offset.x = t->center.x - scenery.center.x);
+ // y = (t->offset.y = t->center.y - scenery.center.y);
+ // z = (t->offset.z = t->center.z - scenery.center.z);
+
+ // calc current terrain elevation calculate distance from
+ // vertical tangent line at current position to center of
+ // tile.
+
+ /* printf("distance squared = %.2f, bounding radius = %.2f\n",
+ point_line_dist_squared(&(t->offset), &(v->view_pos),
+ v->local_up), t->bounding_radius); */
+
+ dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
+ if ( dist < FG_SQUARE(t->bounding_radius) ) {
+
+ // traverse fragment list for tile
+ fgTILE::FragmentIterator current = t->begin();
+ fgTILE::FragmentIterator last = t->end();
+
+ for ( ; current != last; ++current ) {
+ frag_ptr = &(*current);
+ /* printf("distance squared = %.2f, bounding radius = %.2f\n",
+ point_line_dist_squared( &(frag_ptr->center),
+ &abs_view_pos), local_up),
+ frag_ptr->bounding_radius); */
+
+ dist = point_line_dist_squared( frag_ptr->center,
+ abs_view_pos,
+ local_up);
+ if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
+ if ( frag_ptr->intersect( abs_view_pos,
+ earth_center, 0, result ) ) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
+ result );
+ // compute geocentric coordinates of tile center
+ Point3D pp = fgCartToPolar3d(result);
+ FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
+ // convert to geodetic coordinates
+ fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
+ &alt, &sea_level_r);
+
+ // printf("alt = %.2f\n", alt);
+ // exit since we found an intersection
+ if ( alt > -9999.0 ) {
+ // printf("returning alt\n");
+ return alt;
+ } else {
+ // printf("returning 0\n");
+ return 0.0;
+ }
+ }
+ }
+ }
+ }
+
+ FG_LOG( FG_TERRAIN, FG_INFO, "(new) no terrain intersection found" );
+
+ return 0.0;
+}
+
+
+// Determine scenery altitude. Normally this just happens when we
+// render the scene, but we'd also like to be able to do this
+// explicitely. lat & lon are in radians. abs_view_pos in meters.
+// Returns result in meters.
+double
+fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
+ fgTILECACHE *c;
+ fgTILE *t;
+ // fgVIEW *v;
+ fgFRAGMENT *frag_ptr;
+ fgBUCKET p;
+ Point3D earth_center(0.0);
+ Point3D result;
+ MAT3vec local_up;
+ double dist, lat_geod, alt, sea_level_r;
+ // double x, y, z;
+ int index;
+
+ c = &global_tile_cache;
+ // v = ¤t_view;
+
+ local_up[0] = abs_view_pos.x();
+ local_up[1] = abs_view_pos.y();
+ local_up[2] = abs_view_pos.z();
+
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Absolute view pos = " << abs_view_pos );
+
+ // Find current translation offset
+ fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
+ index = c->exists(p);
+ if ( index < 0 ) {
+ FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
+ return 0.0;
+ }
+
+ t = c->get_tile(index);
+
+ scenery.next_center = t->center;
+
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
+ << ") Current bucket = " << p
+ << " Index = " << fgBucketGenIndex(&p) );
+
+ // calculate tile offset
+ // x = (t->offset.x = t->center.x - scenery.center.x);
+ // y = (t->offset.y = t->center.y - scenery.center.y);
+ // z = (t->offset.z = t->center.z - scenery.center.z);
+
+ // calc current terrain elevation calculate distance from
+ // vertical tangent line at current position to center of
+ // tile.
+
+ /* printf("distance squared = %.2f, bounding radius = %.2f\n",
+ point_line_dist_squared(&(t->offset), &(v->view_pos),
+ v->local_up), t->bounding_radius); */
+
+ dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
+ if ( dist < FG_SQUARE(t->bounding_radius) ) {
+
+ // traverse fragment list for tile
+ fgTILE::FragmentIterator current = t->begin();
+ fgTILE::FragmentIterator last = t->end();
+
+ for ( ; current != last; ++current ) {
+ frag_ptr = &(*current);
+ /* printf("distance squared = %.2f, bounding radius = %.2f\n",
+ point_line_dist_squared( &(frag_ptr->center),
+ &abs_view_pos), local_up),
+ frag_ptr->bounding_radius); */
+
+ dist = point_line_dist_squared( frag_ptr->center,
+ abs_view_pos,
+ local_up);
+ if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
+ if ( frag_ptr->intersect( abs_view_pos,
+ earth_center, 0, result ) ) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
+ result );
+ // compute geocentric coordinates of tile center
+ Point3D pp = fgCartToPolar3d(result);
+ FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
+ // convert to geodetic coordinates
+ fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
+ &alt, &sea_level_r);
+
+ // printf("alt = %.2f\n", alt);
+ // exit since we found an intersection
+ if ( alt > -9999.0 ) {
+ // printf("returning alt\n");
+ return alt;
+ } else {
+ // printf("returning 0\n");
+ return 0.0;
+ }
+ }
+ }
+ }
+ }
+
+ FG_LOG( FG_TERRAIN, FG_INFO, "(old) no terrain intersection found" );
+
+ return 0.0;
}
// the chunk isn't already in the cache, then read it from disk.
int fgTileMgrUpdate( void ) {
fgTILECACHE *c;
- fgFLIGHT *f;
+ FGInterface *f;
fgBUCKET p1, p2;
static fgBUCKET p_last = {-1000, 0, 0, 0};
int tile_diameter;
int i, j, dw, dh;
c = &global_tile_cache;
- f = current_aircraft.flight;
+ f = current_aircraft.fdm_state;
tile_diameter = current_options.get_tile_diameter();
- fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p1);
+ fgBucketFind( f->get_Longitude() * RAD_TO_DEG,
+ f->get_Latitude() * RAD_TO_DEG, &p1);
dw = tile_diameter / 2;
dh = tile_diameter / 2;
- if ( (p1.lon == p_last.lon) && (p1.lat == p_last.lat) &&
- (p1.x == p_last.x) && (p1.y == p_last.y) ) {
+ if ( p1 == p_last ) {
// same bucket as last time
- fgPrintf( FG_TERRAIN, FG_DEBUG, "Same bucket as last time\n");
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
} else if ( p_last.lon == -1000 ) {
// First time through, initialize the system and load all
// relavant tiles
- fgPrintf( FG_TERRAIN, FG_INFO, " First time through ... ");
- fgPrintf( FG_TERRAIN, FG_INFO, " Updating Tile list for %d,%d %d,%d\n",
- p1.lon, p1.lat, p1.x, p1.y);
- fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
- tile_diameter * tile_diameter);
+ FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
+ FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " );
+ FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 );
+ FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
+ << tile_diameter * tile_diameter << " tiles" );
// wipe/initialize tile cache
- c->Init();
+ c->init();
// build the local area list and update cache
for ( j = 0; j < tile_diameter; j++ ) {
for ( i = 0; i < tile_diameter; i++ ) {
fgBucketOffset(&p1, &p2, i - dw, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + i]);
+ fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + i]);
}
}
} else {
// AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
// THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
- fgPrintf( FG_TERRAIN, FG_INFO, "Updating Tile list for %d,%d %d,%d\n",
- p1.lon, p1.lat, p1.x, p1.y);
+ FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
if ( (p1.lon > p_last.lon) ||
( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) {
- fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
- tile_diameter);
+ FG_LOG( FG_TERRAIN, FG_INFO,
+ " Loading " << tile_diameter << "tiles" );
for ( j = 0; j < tile_diameter; j++ ) {
// scrolling East
for ( i = 0; i < tile_diameter - 1; i++ ) {
}
// load in new column
fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) +
+ fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) +
tile_diameter - 1]);
}
} else if ( (p1.lon < p_last.lon) ||
( (p1.lon == p_last.lon) && (p1.x < p_last.x) ) ) {
- fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
- tile_diameter);
+ FG_LOG( FG_TERRAIN, FG_INFO,
+ " Loading " << tile_diameter << "tiles" );
for ( j = 0; j < tile_diameter; j++ ) {
// scrolling West
for ( i = tile_diameter - 1; i > 0; i-- ) {
}
// load in new column
fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + 0]);
+ fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + 0]);
}
}
if ( (p1.lat > p_last.lat) ||
( (p1.lat == p_last.lat) && (p1.y > p_last.y) ) ) {
- fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
- tile_diameter);
+ FG_LOG( FG_TERRAIN, FG_INFO,
+ " Loading " << tile_diameter << "tiles" );
for ( i = 0; i < tile_diameter; i++ ) {
// scrolling North
for ( j = 0; j < tile_diameter - 1; j++ ) {
}
// load in new column
fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
- fgTileMgrLoadTile(&p2, &tiles[((tile_diameter-1) *
+ fgTileMgrLoadTile( p2, &tiles[((tile_diameter-1) *
tile_diameter) + i]);
}
} else if ( (p1.lat < p_last.lat) ||
( (p1.lat == p_last.lat) && (p1.y < p_last.y) ) ) {
- fgPrintf( FG_TERRAIN, FG_INFO, " Loading %d tiles\n",
- tile_diameter);
+ FG_LOG( FG_TERRAIN, FG_INFO,
+ " Loading " << tile_diameter << "tiles" );
for ( i = 0; i < tile_diameter; i++ ) {
// scrolling South
for ( j = tile_diameter - 1; j > 0; j-- ) {
}
// load in new column
fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
- fgTileMgrLoadTile(&p2, &tiles[0 + i]);
+ fgTileMgrLoadTile( p2, &tiles[0 + i]);
}
}
}
+
+ // find our current elevation (feed in the current bucket to save work)
+ Point3D geod_pos = Point3D( f->get_Longitude(), f->get_Latitude(), 0.0);
+ Point3D tmp_abs_view_pos = fgGeodToCart(geod_pos);
+
+ scenery.cur_elev =
+ fgTileMgrCurElev( f->get_Longitude(), f->get_Latitude(),
+ tmp_abs_view_pos );
+
p_last.lon = p1.lon;
p_last.lat = p1.lat;
p_last.x = p1.x;
p_last.y = p1.y;
- return 1;
-}
-
-
-// Calculate shortest distance from point to line
-static double point_line_dist_squared( fgPoint3d *tc, fgPoint3d *vp,
- MAT3vec d )
-{
- MAT3vec p, p0;
- double dist;
-
- p[0] = tc->x; p[1] = tc->y; p[2] = tc->z;
- p0[0] = vp->x; p0[1] = vp->y; p0[2] = vp->z;
- dist = fgPointLineSquared(p, p0, d);
-
- // printf("dist = %.2f\n", dist);
-
- return(dist);
+ return 1;
}
// Calculate if point/radius is inside view frustum
-static int viewable( fgPoint3d *cp, double radius ) {
+static int viewable( const Point3D& cp, double radius ) {
int viewable = 1; // start by assuming it's viewable
double x1, y1;
double *mat;
double x, y, z;
- x = cp->x;
- y = cp->y;
- z = cp->z;
+ x = cp.x();
+ y = cp.y();
+ z = cp.z();
- mat = (double *)(current_view.WORLD_TO_EYE);
+ mat = (double *)(current_view.get_WORLD_TO_EYE());
eye[2] = x*mat[2] + y*mat[6] + z*mat[10] + mat[14];
// Check near and far clip plane
if( ( eye[2] > radius ) ||
- ( eye[2] + radius + current_weather.visibility < 0) )
+ ( eye[2] + radius + current_weather.get_visibility() < 0) )
{
return(0);
}
- eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12]) * current_view.slope_x;
+ eye[0] = (x*mat[0] + y*mat[4] + z*mat[8] + mat[12])
+ * current_view.get_slope_x();
// check right and left clip plane (from eye perspective)
- x1 = radius * current_view.fov_x_clip;
+ x1 = radius * current_view.get_fov_x_clip();
if( (eye[2] > -(eye[0]+x1)) || (eye[2] > (eye[0]-x1)) )
{
return(0);
}
- eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13]) * current_view.slope_y;
+ eye[1] = (x*mat[1] + y*mat[5] + z*mat[9] + mat[13])
+ * current_view.get_slope_y();
// check bottom and top clip plane (from eye perspective)
- y1 = radius * current_view.fov_y_clip;
+ y1 = radius * current_view.get_fov_y_clip();
if( (eye[2] > -(eye[1]+y1)) || (eye[2] > (eye[1]-y1)) )
{
return(0);
}
// Check far clip plane
- if ( eye[2] + radius < -current_weather.visibility ) {
+ if ( eye[2] + radius < -current_weather.get_visibility() ) {
return(0);
}
// the compiler should inline this for us
static int
-inrange( const double radius, const fgPoint3d *center, const fgPoint3d *vp,
+inrange( const double radius, const Point3D& center, const Point3D& vp,
const MAT3vec up)
{
MAT3vec u, u1, v;
// double tmp;
// u = p - p0
- u[0] = center->x - vp->x;
- u[1] = center->y - vp->y;
- u[2] = center->z - vp->z;
+ u[0] = center.x() - vp.x();
+ u[1] = center.y() - vp.y();
+ u[2] = center.z() - vp.z();
// calculate the projection, u1, of u along d.
// u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
}
-// Determine scenery altitude. Normally this just happens when we
-// render the scene, but we'd also like to be able to do this
-// explicitely. lat & lon are in radians. abs_view_pos in meters.
-// Returns result in meters.
-double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) {
- fgTILECACHE *c;
- fgTILE *t;
- // fgVIEW *v;
- fgFRAGMENT *frag_ptr;
- fgBUCKET p;
- fgPoint3d earth_center, result;
- fgPoint3d pp;
- MAT3vec local_up;
- list < fgFRAGMENT > :: iterator current;
- list < fgFRAGMENT > :: iterator last;
- double dist, min_dist, lat_geod, alt, sea_level_r;
- double x, y, z;
- int index, tile_diameter, i;
-
- c = &global_tile_cache;
- // v = ¤t_view;
-
- local_up[0] = abs_view_pos->x;
- local_up[1] = abs_view_pos->y;
- local_up[2] = abs_view_pos->z;
-
- // Find current translation offset
- fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
- index = c->Exists(&p);
- t = c->GetTile(index);
-
- scenery.next_center.x = t->center.x;
- scenery.next_center.y = t->center.y;
- scenery.next_center.z = t->center.z;
-
- earth_center.x = 0.0;
- earth_center.y = 0.0;
- earth_center.z = 0.0;
-
- fgPrintf( FG_TERRAIN, FG_DEBUG,
- "Pos = (%.2f, %.2f) Current bucket = %d %d %d %d Index = %ld\n",
- lon * RAD_TO_DEG, lat * RAD_TO_DEG,
- p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) );
-
- // calculate tile offset
- x = (t->offset.x = t->center.x - scenery.center.x);
- y = (t->offset.y = t->center.y - scenery.center.y);
- z = (t->offset.z = t->center.z - scenery.center.z);
-
- // calc current terrain elevation calculate distance from
- // vertical tangent line at current position to center of
- // tile.
-
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared(&(t->offset), &(v->view_pos),
- v->local_up), t->bounding_radius); */
-
- dist = point_line_dist_squared( &(t->center), abs_view_pos,
- local_up );
- if ( dist < FG_SQUARE(t->bounding_radius) ) {
-
- // traverse fragment list for tile
- current = t->fragment_list.begin();
- last = t->fragment_list.end();
-
- for ( ; current != last; ++current ) {
- frag_ptr = &(*current);
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared( &(frag_ptr->center),
- &abs_view_pos), local_up),
- frag_ptr->bounding_radius); */
-
- dist = point_line_dist_squared( &(frag_ptr->center),
- abs_view_pos, local_up);
- if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
- if ( frag_ptr->intersect( abs_view_pos,
- &earth_center, 0, &result ) ) {
- // compute geocentric coordinates of tile center
- pp = fgCartToPolar3d(result);
- // convert to geodetic coordinates
- fgGeocToGeod(pp.lat, pp.radius, &lat_geod,
- &alt, &sea_level_r);
- // printf("alt = %.2f\n", alt);
- // exit since we found an intersection
- return(alt);
- }
- }
- }
- }
-
- printf("no terrain intersection found\n");
- return(0);
-}
-
-
// NEW for legibility
// update this tile's geometry for current view
double x, y, z;
// calculate tile offset
- x = (t->offset.x = t->center.x - scenery.center.x);
- y = (t->offset.y = t->center.y - scenery.center.y);
- z = (t->offset.z = t->center.z - scenery.center.z);
+ t->offset = t->center - scenery.center;
+
+ x = t->offset.x();
+ y = t->offset.y();
+ z = t->offset.z();
m = t->model_view;
// Render the local tiles
void fgTileMgrRender( void ) {
+ FGInterface *f;
fgTILECACHE *c;
- fgFLIGHT *f;
- fgTILE *t, *last_tile_ptr;
- fgVIEW *v;
- fgBUCKET p;
- fgPoint3d frag_offset, pp;
- fgPoint3d earth_center, result;
+ fgTILE *t;
+ FGView *v;
+ Point3D frag_offset;
fgFRAGMENT *frag_ptr;
fgMATERIAL *mtl_ptr;
- GLdouble *m;
- double dist, min_dist, lat_geod, alt, sea_level_r;
- double x, y, z;
- list < fgFRAGMENT > :: iterator current;
- list < fgFRAGMENT > :: iterator last;
- int i, j, size;
- int tile_diameter, textures;
+ int i;
+ int tile_diameter;
int index;
int culled = 0;
int drawn = 0;
- int total_faces = 0;
c = &global_tile_cache;
- f = current_aircraft.flight;
+ f = current_aircraft.fdm_state;
v = ¤t_view;
tile_diameter = current_options.get_tile_diameter();
- textures = current_options.get_textures();
-
- // Find current translation offset
- fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p);
- index = c->Exists(&p);
- t = c->GetTile(index);
-
- scenery.next_center.x = t->center.x;
- scenery.next_center.y = t->center.y;
- scenery.next_center.z = t->center.z;
-
- earth_center.x = 0.0;
- earth_center.y = 0.0;
- earth_center.z = 0.0;
-
- fgPrintf( FG_TERRAIN, FG_DEBUG,
- "Pos = (%.2f, %.2f) Current bucket = %d %d %d %d Index = %ld\n",
- FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG,
- p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) );
+ // moved to fgTileMgrUpdate, right after we check if we need to
+ // load additional tiles:
+ // scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
+ // v->abs_view_pos );
+
// initialize the transient per-material fragment lists
material_mgr.init_transient_material_lists();
- min_dist = 100000.0;
-
- scenery.cur_elev = fgTileMgrCurElev( FG_Longitude, FG_Latitude,
- &(v->abs_view_pos) );
-
+
// Pass 1
// traverse the potentially viewable tile list
for ( i = 0; i < (tile_diameter * tile_diameter); i++ ) {
index = tiles[i];
// fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index);
- t = c->GetTile(index);
+ t = c->get_tile(index);
// calculate tile offset
- x = (t->offset.x = t->center.x - scenery.center.x);
- y = (t->offset.y = t->center.y - scenery.center.y);
- z = (t->offset.z = t->center.z - scenery.center.z);
-
- m = t->model_view;
- for ( j = 0; j < 16; j++ ) {
- m[j] = v->MODEL_VIEW[j];
- }
-
- // Calculate the model_view transformation matrix for this tile
- // This is equivalent to doing a glTranslatef(x, y, z);
- m[12] = m[0] * x + m[4] * y + m[8] * z + m[12];
- m[13] = m[1] * x + m[5] * y + m[9] * z + m[13];
- m[14] = m[2] * x + m[6] * y + m[10] * z + m[14];
- m[15] = m[3] * x + m[7] * y + m[11] * z + m[15];
-
-#if defined( TEST_FOV_CLIP )
- if( viewable(&(t->offset), t->bounding_radius) !=
- viewable2(&(t->offset), t->bounding_radius) )
- {
- printf("FOV PROBLEM\n");
- exit(10);
- }
-#endif // defined( TEST_FOV_CLIP )
+ t->SetOffset( scenery.center );
// Course (tile based) culling
- if ( viewable(&(t->offset), t->bounding_radius) ) {
+ if ( viewable(t->offset, t->bounding_radius) ) {
// at least a portion of this tile could be viewable
+ // Calculate the model_view transformation matrix for this tile
+ // This is equivalent to doing a glTranslatef(x, y, z);
+ t->UpdateViewMatrix( v->get_MODEL_VIEW() );
+
// xglPushMatrix();
// xglTranslatef(t->offset.x, t->offset.y, t->offset.z);
// traverse fragment list for tile
- current = t->fragment_list.begin();
- last = t->fragment_list.end();
+ fgTILE::FragmentIterator current = t->begin();
+ fgTILE::FragmentIterator last = t->end();
for ( ; current != last; ++current ) {
frag_ptr = &(*current);
if ( frag_ptr->display_list >= 0 ) {
// Fine (fragment based) culling
- frag_offset.x = frag_ptr->center.x - scenery.center.x;
- frag_offset.y = frag_ptr->center.y - scenery.center.y;
- frag_offset.z = frag_ptr->center.z - scenery.center.z;
-
-#if defined( TEST_FOV_CLIP )
- radius = frag_ptr->bounding_radius*2;
- if ( viewable(&frag_offset, radius) !=
- viewable2(&frag_offset, radius) ) {
- printf("FOV PROBLEM\n");
- exit(10);
- }
-#endif // defined( TEST_FOV_CLIP )
+ frag_offset = frag_ptr->center - scenery.center;
- if ( viewable(&frag_offset, frag_ptr->bounding_radius*2) ) {
+ if ( viewable(frag_offset, frag_ptr->bounding_radius*2) ) {
// add to transient per-material property fragment list
// frag_ptr->tile_offset.x = t->offset.x;
// frag_ptr->tile_offset.y = t->offset.y;
mtl_ptr = frag_ptr->material_ptr;
// printf(" lookup = %s\n", mtl_ptr->texture_name);
if ( ! mtl_ptr->append_sort_list( frag_ptr ) ) {
- fgPrintf( FG_TERRAIN, FG_ALERT,
- "Overran material sorting array\n" );
+ FG_LOG( FG_TERRAIN, FG_ALERT,
+ "Overran material sorting array" );
}
// xglCallList(frag_ptr->display_list);
}
if ( (drawn + culled) > 0 ) {
- v->vfc_ratio = (double)culled / (double)(drawn + culled);
+ v->set_vfc_ratio( (double)culled / (double)(drawn + culled) );
} else {
- v->vfc_ratio = 0.0;
+ v->set_vfc_ratio( 0.0 );
}
// printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled,
// v->vfc_ratio);
// $Log$
+// Revision 1.53 1999/02/05 21:29:16 curt
+// Modifications to incorporate Jon S. Berndts flight model code.
+//
+// Revision 1.52 1999/01/27 04:49:48 curt
+// Fixes so that the sim can start out at an airport below sea level.
+//
+// Revision 1.51 1998/12/09 18:50:33 curt
+// Converted "class fgVIEW" to "class FGView" and updated to make data
+// members private and make required accessor functions.
+//
+// Revision 1.50 1998/12/06 13:51:25 curt
+// Turned "struct fgWEATHER" into "class FGWeather".
+//
+// Revision 1.49 1998/12/05 15:54:26 curt
+// Renamed class fgFLIGHT to class FGState as per request by JSB.
+//
+// Revision 1.48 1998/12/05 14:20:21 curt
+// Looking into a terrain intersection problem.
+//
+// Revision 1.47 1998/12/05 14:11:19 curt
+// Sun portability tweak.
+//
+// Revision 1.46 1998/12/03 14:15:24 curt
+// Actually set the current scenery elevation based on scenery intersection point
+// rather than calculating the intesection point and throwing it away.
+//
+// Revision 1.45 1998/12/03 01:18:18 curt
+// Converted fgFLIGHT to a class.
+// Tweaks for Sun Portability.
+// Tweaked current terrain elevation code as per NHV.
+//
+// Revision 1.44 1998/11/23 21:49:48 curt
+// minor tweaks.
+//
+// Revision 1.43 1998/11/09 23:40:52 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 1.42 1998/11/06 21:18:23 curt
+// Converted to new logstream debugging facility. This allows release
+// builds with no messages at all (and no performance impact) by using
+// the -DFG_NDEBUG flag.
+//
+// Revision 1.41 1998/10/18 01:17:23 curt
+// Point3D tweaks.
+//
+// Revision 1.40 1998/10/17 01:34:28 curt
+// C++ ifying ...
+//
+// Revision 1.39 1998/10/16 00:55:50 curt
+// Converted to Point3D class.
+//
+// Revision 1.38 1998/09/17 18:36:18 curt
+// Tweaks and optimizations by Norman Vine.
+//
+// Revision 1.37 1998/09/15 01:36:45 curt
+// cleaned up my fragment.num_faces hack :-) to use the STL (no need in
+// duplicating work.)
+// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary.
+// removed some unneeded stuff from fgTileMgrCurElev()
+//
+// Revision 1.36 1998/09/14 12:45:26 curt
+// minor tweaks.
+//
// Revision 1.35 1998/09/10 19:07:16 curt
// /Simulator/Objects/fragment.hxx
// Nested fgFACE inside fgFRAGMENT since its not used anywhere else.