#include <vector>
#include STL_STRING
-#include <sg.h> // plib includes
+#include <ssg.h> // plib includes
#include <Bucket/newbucket.hxx>
#include <Math/mat3.h>
// Tile state
enum tile_state {
Unused = 0,
- Scheduled = 1,
- Loaded = 2
+ Scheduled_for_use = 1,
+ Scheduled_for_cache = 2,
+ Loaded = 3,
+ Cached = 4
};
public:
// this tile's official location in the world
FGBucket tile_bucket;
- // the tile cache will mark here if the tile is being used
+ // the tile cache will keep track here if the tile is being used
tile_state state;
container fragment_list;
+ // ssg related structures
+ sgVec3 *vtlist;
+ sgVec3 *vnlist;
+ sgVec2 *tclist;
+
+ // ssg tree structure for this tile is as follows:
+ // ssgRoot(scene)
+ // - ssgBranch(terrain)
+ // - ssgSelector(tile)
+ // - ssgTransform(tile)
+ // - ssgRangeSelector(tile)
+ // - ssgEntity(tile)
+ // - kid1(fan)
+ // - kid2(fan)
+ // ...
+ // - kidn(fan)
+
+ // selector (turn tile on/off)
+ ssgSelector *select_ptr;
+
+ // pointer to ssg transform for this tile
+ ssgTransform *transform_ptr;
+
+ // pointer to ssg range selector for this tile
+ ssgRangeSelector *range_ptr;
+
public:
// Constructor
}
// Step through the fragment list, deleting the display list, then
- // the fragment, until the list is empty.
- void release_fragments();
+ // the fragment, until the list is empty. Also delete the arrays
+ // used by ssg as well as the whole ssg branch
+ void free_tile();
// Calculate this tile's offset
void SetOffset( const Point3D& off)
}
inline bool is_unused() const { return state == Unused; }
+ inline bool is_scheduled_for_use() const {
+ return state == Scheduled_for_use;
+ }
+ inline bool is_scheduled_for_cache() const {
+ return state == Scheduled_for_cache;
+ }
inline bool is_loaded() const { return state == Loaded; }
+ inline bool is_cached() const { return state == Cached; }
inline void mark_unused() { state = Unused; }
- inline void mark_scheduled() { state = Scheduled; }
+ inline void mark_scheduled_for_use() { state = Scheduled_for_use; }
+ inline void mark_scheduled_for_cache() { state = Scheduled_for_use; }
inline void mark_loaded() { state = Loaded; }
+
+
+ // when a tile is still in the cache, but not in the immediate
+ // draw l ist, it can still remain in the scene graph, but we use
+ // a range selector to disable it from ever being drawn.
+ void ssg_disable();
};