double bounding_radius;
Point3D offset;
- // model view matrix for this tile
- GLfloat model_view[16];
-
// this tile's official location in the world
FGBucket tile_bucket;
// Return this tile's offset
inline Point3D get_offset( void ) const { return offset; }
-
- // Calculate the model_view transformation matrix for this tile
- inline void update_view_matrix(GLfloat *MODEL_VIEW)
- {
-
-#if defined( USE_MEM ) || defined( WIN32 )
- memcpy( model_view, MODEL_VIEW, 16*sizeof(GLfloat) );
-#else
- bcopy( MODEL_VIEW, model_view, 16*sizeof(GLfloat) );
-#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
- }
-
inline bool is_unused() const { return state == Unused; }
inline bool is_scheduled_for_use() const {
return state == Scheduled_for_use;