# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
+#include <plib/ssg.h>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/vector.hxx>
+#include <simgear/structure/exception.hxx>
+#include <simgear/scene/model/modellib.hxx>
-// #include <Aircraft/aircraft.hxx>
#include <Main/globals.hxx>
-#include <Objects/obj.hxx>
-
-#ifndef FG_OLD_WEATHER
-# include <WeatherCM/FGLocalWeatherDatabase.h>
-#else
-# include <Weather/weather.hxx>
-#endif
+#include <Main/fg_props.hxx>
+#include <Main/viewer.hxx>
+#include "newcache.hxx"
#include "scenery.hxx"
-#include "tilecache.hxx"
#include "tilemgr.hxx"
#define TEST_LAST_HIT_CACHE
-extern ssgRoot *scene;
-extern ssgBranch *terrain;
-
-// the tile manager
-FGTileMgr global_tile_mgr;
-
-
-// a temporary hack until we get everything rewritten with sgdVec3
-static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
-{
- return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
-}
+#ifdef ENABLE_THREADS
+SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
+SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
+#else
+queue<FGTileEntry *> FGTileMgr::attach_queue;
+queue<FGDeferredModel *> FGTileMgr::model_queue;
+#endif // ENABLE_THREADS
+queue<FGTileEntry *> FGTileMgr::delete_queue;
// Constructor
-FGTileMgr::FGTileMgr ( void ):
- state( Start )
+FGTileMgr::FGTileMgr():
+ state( Start ),
+ current_tile( NULL ),
+ vis( 16000 ),
+ counter_hack(0)
{
}
// Destructor
-FGTileMgr::~FGTileMgr ( void ) {
+FGTileMgr::~FGTileMgr() {
}
// Initialize the Tile Manager subsystem
-int FGTileMgr::init( void ) {
- FG_LOG( FG_TERRAIN, FG_INFO, "Initializing Tile Manager subsystem." );
+int FGTileMgr::init() {
+ SG_LOG( SG_TERRAIN, SG_INFO, "Initializing Tile Manager subsystem." );
- if ( state != Start ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- "... Reinitializing." );
- destroy_queue();
- } else {
- FG_LOG( FG_TERRAIN, FG_INFO,
- "... First time through." );
+ tile_cache.init();
+
+#if 0
+
+ // instead it's just a lot easier to let any pending work flush
+ // through, rather than trying to arrest the queue and nuke all
+ // the various work at all the various stages and get everything
+ // cleaned up properly.
+
+ while ( ! attach_queue.empty() ) {
+ attach_queue.pop();
}
- global_tile_cache.init();
+ while ( ! model_queue.empty() ) {
+#ifdef ENABLE_THREADS
+ FGDeferredModel* dm = model_queue.pop();
+#else
+ FGDeferredModel* dm = model_queue.front();
+ model_queue.pop();
+#endif
+ delete dm;
+ }
+ loader.reinit();
+#endif
+
hit_list.clear();
state = Inited;
- tile_diameter = globals->get_options()->get_tile_diameter();
- FG_LOG( FG_TERRAIN, FG_INFO, "Tile Diameter = " << tile_diameter);
-
previous_bucket.make_bad();
current_bucket.make_bad();
- scroll_direction = SCROLL_INIT;
- tile_index = -9999;
-
longitude = latitude = -1000.0;
last_longitude = last_latitude = -1000.0;
-
+
return 1;
}
// schedule a tile for loading
-int FGTileMgr::sched_tile( const FGBucket& b ) {
+void FGTileMgr::sched_tile( const SGBucket& b ) {
// see if tile already exists in the cache
- int cache_index = global_tile_cache.exists( b );
-
- if ( cache_index >= 0 ) {
- // tile exists in cache, reenable it.
- // cout << "REENABLING DISABLED TILE" << endl;
- FGTileEntry *t = global_tile_cache.get_tile( cache_index );
- t->select_ptr->select( 1 );
- t->mark_loaded();
- } else {
- // find the next available cache entry and mark it as
- // scheduled
- cache_index = global_tile_cache.next_avail();
- FGTileEntry *t = global_tile_cache.get_tile( cache_index );
- t->mark_scheduled_for_use();
-
- // register a load request
- FGLoadRec request;
- request.b = b;
- request.cache_index = cache_index;
- load_queue.push_back( request );
- }
+ FGTileEntry *t = tile_cache.get_tile( b );
+
+ if ( t == NULL ) {
+ // make space in the cache
+ while ( (int)tile_cache.get_size() > tile_cache.get_max_cache_size() ) {
+ long index = tile_cache.get_oldest_tile();
+ if ( index >= 0 ) {
+ FGTileEntry *old = tile_cache.get_tile( index );
+ old->disconnect_ssg_nodes();
+ delete_queue.push( old );
+ tile_cache.clear_entry( index );
+ } else {
+ // nothing to free ?!? forge ahead
+ break;
+ }
+ }
- return cache_index;
+ // create a new entry
+ FGTileEntry *e = new FGTileEntry( b );
+
+ // insert the tile into the cache
+ if ( tile_cache.insert_tile( e ) ) {
+ // Schedule tile for loading
+ loader.add( e );
+ } else {
+ // insert failed (cache full with no available entries to
+ // delete.) Try again later
+ delete e;
+ }
+ }
}
-// load a tile
-void FGTileMgr::load_tile( const FGBucket& b, int cache_index) {
+// schedule a needed buckets for loading
+void FGTileMgr::schedule_needed( double vis, SGBucket curr_bucket) {
+ // sanity check (unfortunately needed!)
+ if ( longitude < -180.0 || longitude > 180.0
+ || latitude < -90.0 || latitude > 90.0 )
+ {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Attempting to schedule tiles for bogus lon and lat = ("
+ << longitude << "," << latitude << ")" );
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "This is a FATAL error. Exiting!" );
+ exit(-1);
+ }
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
- global_tile_cache.fill_in(cache_index, b);
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded for cache index: " << cache_index );
-}
+ SG_LOG( SG_TERRAIN, SG_INFO,
+ "scheduling needed tiles for " << longitude << " " << latitude );
+ // vis = fgGetDouble("/environment/visibility-m");
-// Determine scenery altitude via ssg. 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. view_pos in current world
-// coordinate translated near (0,0,0) (in meters.) Returns result in
-// meters.
+ double tile_width = curr_bucket.get_width_m();
+ double tile_height = curr_bucket.get_height_m();
+ // cout << "tile width = " << tile_width << " tile_height = "
+ // << tile_height !<< endl;
-bool
-FGTileMgr::current_elev_ssg( sgdVec3 abs_view_pos,
- sgVec3 view_pos )
-{
- sgdVec3 orig, dir;
-
- sgdSetVec3(orig, view_pos );
- sgdCopyVec3(dir, abs_view_pos );
-
- hit_list.Intersect( terrain, orig, dir );
-
- int this_hit=0;
- Point3D geoc;
- double result = -9999;
-
- int hitcount = hit_list.num_hits();
- for ( int i = 0; i < hitcount; ++i ) {
- geoc = sgCartToPolar3d( scenery.center + hit_list.get_point(i) );
- double lat_geod, alt, sea_level_r;
- sgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
- &alt, &sea_level_r);
- if ( alt > result && alt < 10000 ) {
- result = alt;
- this_hit = i;
- }
- }
+ xrange = (int)(vis / tile_width) + 1;
+ yrange = (int)(vis / tile_height) + 1;
+ if ( xrange < 1 ) { xrange /= 1; }
+ if ( yrange < 1 ) { yrange = 1; }
- if ( result > -9000 ) {
- scenery.cur_elev = result;
- scenery.cur_radius = geoc.radius();
- sgVec3 tmp;
- sgSetVec3(tmp, hit_list.get_normal(this_hit));
- ssgState *IntersectedLeafState =
- ((ssgLeaf*)hit_list.get_entity(this_hit))->getState();
- globals->get_current_view()->CurrentNormalInLocalPlane(tmp, tmp);
- sgdSetVec3( scenery.cur_normal, tmp );
- // cout << "NED: " << tmp[0] << " " << tmp[1] << " " << tmp[2] << endl;
- return true;
- } else {
- FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
- scenery.cur_elev = 0.0;
- float *up = globals->get_current_view()->get_local_up();
- sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]);
- return false;
- }
-}
+ // note * 2 at end doubles cache size (for fdm and viewer)
+ tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 );
+ /*
+ cout << "xrange = " << xrange << " yrange = " << yrange << endl;
+ cout << "max cache size = " << tile_cache.get_max_cache_size()
+ << " current cache size = " << tile_cache.get_size() << endl;
+ */
-FGBucket FGTileMgr::BucketOffset( int dx, int dy )
-{
- double clat, clon, span;
- if( scroll_direction == SCROLL_INIT ) {
- // use current latitude and longitude
- // walk dy units in the lat direction
- clat = current_bucket.get_center_lat() + dy * FG_BUCKET_SPAN;
-
- // find the lon span for the new latitude
- span = bucket_span( clat );
-
- // walk dx units in the lon direction
- clon = longitude + dx * span;
- } else {
- // use previous latitude and longitude
- // walk dy units in the lat direction
- clat = previous_bucket.get_center_lat() + dy * FG_BUCKET_SPAN;
-
- // find the lon span for the new latitude
- span = bucket_span( clat );
-
- // walk dx units in the lon direction
- clon = last_longitude + dx * span;
- }
-
- while ( clon < -180.0 ) clon += 360.0;
- while ( clon >= 180.0 ) clon -= 360.0;
- pending.set_bucket( clon, clat );
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, " fgBucketOffset " << pending );
- return pending;
-}
+ SGBucket b;
+ // schedule center tile first so it can be loaded first
+ b = sgBucketOffset( longitude, latitude, 0, 0 );
+ sched_tile( b );
-// schedule a tile row(column) for loading
-void FGTileMgr::scroll( void )
-{
- FG_LOG( FG_TERRAIN, FG_DEBUG, "schedule_row: Scrolling" );
-
- int i, dw, dh;
-
- switch( scroll_direction ) {
- case SCROLL_NORTH:
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- " (North) Loading " << tile_diameter << " tiles" );
- dw = tile_diameter / 2;
- dh = dw + 1;
- for ( i = 0; i < tile_diameter; i++ ) {
- sched_tile( BucketOffset( i - dw, dh ) );
- }
- break;
- case SCROLL_EAST:
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- " (East) Loading " << tile_diameter << " tiles" );
- dh = tile_diameter / 2;
- dw = dh + 1;
- for ( i = 0; i < tile_diameter; i++ ) {
- sched_tile( BucketOffset( dw, i - dh ) );
- }
- break;
- case SCROLL_SOUTH:
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- " (South) Loading " << tile_diameter << " tiles" );
- dw = tile_diameter / 2;
- dh = -dw - 1;
- for ( i = 0; i < tile_diameter; i++ ) {
- sched_tile( BucketOffset( i - dw, dh ) );
- }
- break;
- case SCROLL_WEST:
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- " (West) Loading " << tile_diameter << " tiles" );
- dh = tile_diameter / 2;
- dw = -dh - 1;
- for ( i = 0; i < tile_diameter; i++ ) {
- sched_tile( BucketOffset( dw, i - dh ) );
- }
- break;
- default:
- FG_LOG( FG_TERRAIN, FG_WARN, "UNKNOWN SCROLL DIRECTION in schedule_row" );
- ;
+ int x, y;
+
+ // schedule next ring of 8 tiles
+ for ( x = -1; x <= 1; ++x ) {
+ for ( y = -1; y <= 1; ++y ) {
+ if ( x != 0 || y != 0 ) {
+ b = sgBucketOffset( longitude, latitude, x, y );
+ sched_tile( b );
+ }
+ }
+ }
+
+ // schedule remaining tiles
+ for ( x = -xrange; x <= xrange; ++x ) {
+ for ( y = -yrange; y <= yrange; ++y ) {
+ if ( x < -1 || x > 1 || y < -1 || y > 1 ) {
+ SGBucket b = sgBucketOffset( longitude, latitude, x, y );
+ sched_tile( b );
+ }
+ }
}
- FG_LOG( FG_TERRAIN, FG_DEBUG, "\tschedule_row returns" );
}
// First time through or we have teleported, initialize the
// system and load all relavant tiles
- FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << current_bucket );
- FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << current_bucket );
- FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
- << tile_diameter * tile_diameter << " tiles" );
-
- int i;
- scroll_direction = SCROLL_INIT;
+ SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
+ // cout << "tile cache size = " << tile_cache.get_size() << endl;
// wipe/initialize tile cache
- global_tile_cache.init();
+ // tile_cache.init();
previous_bucket.make_bad();
// build the local area list and schedule tiles for loading
// start with the center tile and work out in concentric
// "rings"
- sched_tile( current_bucket );
-
- for ( i = 3; i <= tile_diameter; i = i + 2 ) {
- int j;
- int span = i / 2;
-
- // bottom row
- for ( j = -span; j <= span; ++j ) {
- sched_tile( BucketOffset( j, -span ) );
- }
-
- // top row
- for ( j = -span; j <= span; ++j ) {
- sched_tile( BucketOffset( j, span ) );
- }
-
- // middle rows
- for ( j = -span + 1; j <= span - 1; ++j ) {
- sched_tile( BucketOffset( -span, j ) );
- sched_tile( BucketOffset( span, j ) );
- }
-
- }
+ double visibility_meters = fgGetDouble("/environment/visibility-m");
+ schedule_needed(visibility_meters, current_bucket);
+ // do we really want to lose this? CLO
+#if 0
// Now force a load of the center tile and inner ring so we
// have something to see in our first frame.
+ int i;
for ( i = 0; i < 9; ++i ) {
if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG,
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
"Load queue not empty, loading a tile" );
- FGLoadRec pending = load_queue.front();
+ SGBucket pending = load_queue.front();
load_queue.pop_front();
- load_tile( pending.b, pending.cache_index );
+ load_tile( pending );
}
}
+#endif
}
-// forced emptying of the queue
-// This is necessay to keep bookeeping straight for the
-// tile_cache -- which actually handles all the
-// (de)allocations
-void FGTileMgr::destroy_queue() {
- while( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- "Load queue not empty, popping a tile" );
- FGLoadRec pending = load_queue.front();
- load_queue.pop_front();
- FGTileEntry *t = global_tile_cache.get_tile( pending.cache_index );
- // just t->mark_unused() should be enough
- // but a little paranoia doesn't hurt us here
- if(t->is_scheduled_for_use())
- t->mark_unused();
- else
- load_tile( pending.b, pending.cache_index );
+/**
+ * Update the various queues maintained by the tilemagr (private
+ * internal function, do not call directly.)
+ */
+void FGTileMgr::update_queues()
+{
+ // load the next model in the load queue. Currently this must
+ // happen in the render thread because model loading can trigger
+ // texture loading which involves use of the opengl api.
+ if ( !model_queue.empty() ) {
+ // cout << "loading next model ..." << endl;
+ // load the next tile in the queue
+#ifdef ENABLE_THREADS
+ FGDeferredModel* dm = model_queue.pop();
+#else
+ FGDeferredModel* dm = model_queue.front();
+ model_queue.pop();
+#endif
+
+ ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
+ try
+ {
+ ssgEntity *obj_model =
+ globals->get_model_lib()->load_model( ".",
+ dm->get_model_path(),
+ globals->get_props(),
+ globals->get_sim_time_sec() );
+ if ( obj_model != NULL ) {
+ dm->get_obj_trans()->addKid( obj_model );
+ }
+ }
+ catch (const sg_exception& exc)
+ {
+ SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
+ }
+
+ dm->get_tile()->dec_pending_models();
+ delete dm;
+ }
+
+ // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
+
+ // activate loader thread one out of every 5 frames
+ if ( counter_hack == 0 ) {
+ // Notify the tile loader that it can load another tile
+ loader.update();
+ } else {
+ counter_hack = (counter_hack + 1) % 5;
+ }
+
+ if ( !attach_queue.empty() ) {
+#ifdef ENABLE_THREADS
+ FGTileEntry* e = attach_queue.pop();
+#else
+ FGTileEntry* e = attach_queue.front();
+ attach_queue.pop();
+#endif
+ e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
+ globals->get_scenery()->get_gnd_lights_root(),
+ globals->get_scenery()->get_taxi_lights_root(),
+ globals->get_scenery()->get_rwy_lights_root(),
+ globals->get_scenery()->get_taxi_lights_root() );
+ // cout << "Adding ssg nodes for "
+ }
+
+ if ( !delete_queue.empty() ) {
+ // cout << "delete queue = " << delete_queue.size() << endl;
+
+ while ( delete_queue.size() > 30 ) {
+ // uh oh, delete queue is blowing up, we aren't clearing
+ // it fast enough. Let's just panic, well not panic, but
+ // get real serious and agressively free up some tiles so
+ // we don't explode our memory usage.
+
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Alert: catching up on tile delete queue" );
+
+ FGTileEntry* e = delete_queue.front();
+ while ( !e->free_tile() );
+ delete_queue.pop();
+ delete e;
+ }
+
+ FGTileEntry* e = delete_queue.front();
+ if ( e->free_tile() ) {
+ delete_queue.pop();
+ delete e;
+ }
}
}
// given the current lon/lat (in degrees), fill in the array of local
// chunks. If the chunk isn't already in the cache, then read it from
// disk.
-int FGTileMgr::update( double lon, double lat ) {
- // FG_LOG( FG_TERRAIN, FG_DEBUG, "FGTileMgr::update()" );
+int FGTileMgr::update( double visibility_meters )
+{
+ SGLocation *location = globals->get_current_view()->getSGLocation();
+ sgdVec3 abs_pos_vector;
+ sgdCopyVec3( abs_pos_vector,
+ globals->get_current_view()->get_absolute_view_pos() );
+ return update( location, visibility_meters, abs_pos_vector );
+}
- // FGInterface *f = current_aircraft.fdm_state;
- // lonlat for this update
- // longitude = f->get_Longitude() * RAD_TO_DEG;
- // latitude = f->get_Latitude() * RAD_TO_DEG;
- longitude = lon;
- latitude = lat;
- // FG_LOG( FG_TERRAIN, FG_DEBUG, "lon "<< lonlat[LON] <<
- // " lat " << lonlat[LAT] );
+int FGTileMgr::update( SGLocation *location, double visibility_meters,
+ sgdVec3 abs_pos_vector )
+{
+ longitude = location->getLongitude_deg();
+ latitude = location->getLatitude_deg();
+ // add 1.0m to the max altitude to give a little leeway to the
+ // ground reaction code.
+ altitude_m = location->getAltitudeASL_ft() * SG_FEET_TO_METER + 1.0;
+
+ // if current altitude is apparently not initialized, set max
+ // altitude to something big.
+ if ( altitude_m < -1000 ) {
+ altitude_m = 10000;
+ }
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
+ // << longitude << " " << latatitude );
current_bucket.set_bucket( longitude, latitude );
- // FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating Tile list for " << current_bucket );
-
- tile_index = global_tile_cache.exists(current_bucket);
- // FG_LOG( FG_TERRAIN, FG_DEBUG, "tile index " << tile_index );
-
- if ( tile_index >= 0 ) {
- current_tile = global_tile_cache.get_tile(tile_index);
- scenery.next_center = current_tile->center;
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating tile list for "
+ // << current_bucket );
+ fgSetInt( "/environment/current-tile-id", current_bucket.gen_index() );
+
+ // set global scenery center from current tile center
+ current_tile = tile_cache.get_tile( current_bucket );
+ if ( current_tile != NULL ) {
+ globals->get_scenery()->set_next_center( current_tile->center );
} else {
- FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found (Ok if initializing)" );
+ SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
+ globals->get_scenery()->set_next_center( Point3D(0.0) );
}
+ // do tile load scheduling.
+ // Note that we need keep track of both viewer buckets and fdm buckets.
if ( state == Running ) {
- if( current_bucket == previous_bucket) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
- scroll_direction = SCROLL_NONE;
- } else {
- // We've moved to a new bucket, we need to scroll our
- // structures, and load in the new tiles
- // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
- // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
- // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
-
- if ( (current_bucket.get_lon() > previous_bucket.get_lon()) ||
- ( (current_bucket.get_lon() == previous_bucket.get_lon()) &&
- (current_bucket.get_x() > previous_bucket.get_x()) ) )
- {
- scroll_direction = SCROLL_EAST;
- }
- else if ( (current_bucket.get_lon() < previous_bucket.get_lon()) ||
- ( (current_bucket.get_lon() == previous_bucket.get_lon()) &&
- (current_bucket.get_x() < previous_bucket.get_x()) ) )
- {
- scroll_direction = SCROLL_WEST;
- }
-
- if ( (current_bucket.get_lat() > previous_bucket.get_lat()) ||
- ( (current_bucket.get_lat() == previous_bucket.get_lat()) &&
- (current_bucket.get_y() > previous_bucket.get_y()) ) )
- {
- scroll_direction = SCROLL_NORTH;
- }
- else if ( (current_bucket.get_lat() < previous_bucket.get_lat()) ||
- ( (current_bucket.get_lat() == previous_bucket.get_lat()) &&
- (current_bucket.get_y() < previous_bucket.get_y()) ) )
- {
- scroll_direction = SCROLL_SOUTH;
- }
-
- scroll();
- }
-
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "State == Running" );
+ if (!(current_bucket == previous_bucket )) {
+ // We've moved to a new bucket, we need to schedule any
+ // needed tiles for loading.
+ schedule_needed(visibility_meters, current_bucket);
+ }
} else if ( state == Start || state == Inited ) {
- initialize_queue();
- state = Running;
- }
-
- if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" );
+ SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
+ initialize_queue();
+ state = Running;
- FGLoadRec pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending.b, pending.cache_index );
+ // load the next tile in the load queue (or authorize the next
+ // load in the case of the threaded tile pager)
+ loader.update();
}
- if ( scenery.center == Point3D(0.0) ) {
- // initializing
- // cout << "initializing ... " << endl;
- sgdVec3 tmp_abs_view_pos;
- sgVec3 tmp_view_pos;
-
- Point3D geod_pos = Point3D( longitude * DEG_TO_RAD,
- latitude * DEG_TO_RAD,
- 0.0);
- Point3D tmp = sgGeodToCart( geod_pos );
- scenery.center = tmp;
- sgdSetVec3( tmp_abs_view_pos, tmp.x(), tmp.y(), tmp.z() );
-
- // cout << "abs_view_pos = " << tmp_abs_view_pos << endl;
- prep_ssg_nodes();
- sgSetVec3( tmp_view_pos, 0.0, 0.0, 0.0 );
- current_elev_ssg( tmp_abs_view_pos, tmp_view_pos );
- } else {
- // cout << "abs view pos = " << current_view.abs_view_pos
- // << " view pos = " << current_view.view_pos << endl;
- current_elev_ssg( globals->get_current_view()->get_abs_view_pos(),
- globals->get_current_view()->get_view_pos() );
- }
-
- // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
+ update_queues();
+ // save bucket...
previous_bucket = current_bucket;
- last_longitude = longitude;
- last_latitude = latitude;
+
+ // no reason to update this if we haven't moved...
+ if ( longitude != last_longitude || latitude != last_latitude ) {
+ // update current elevation...
+ if ( updateCurrentElevAtPos( abs_pos_vector, altitude_m,
+ location->get_tile_center() ) )
+ {
+ last_longitude = longitude;
+ last_latitude = latitude;
+ }
+ }
return 1;
}
-// Prepare the ssg nodes ... for each tile, set it's proper
-// transform and update it's range selector based on current
-// visibilty
-void FGTileMgr::prep_ssg_node( int idx ) {
+
+// timer event driven call to scheduler for the purpose of refreshing the tile timestamps
+void FGTileMgr::refresh_view_timestamps() {
+ SG_LOG( SG_TERRAIN, SG_INFO,
+ "Refreshing timestamps for " << current_bucket.get_center_lon()
+ << " " << current_bucket.get_center_lat() );
+ schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
}
-void FGTileMgr::prep_ssg_nodes( void ) {
- FGTileEntry *t;
- float ranges[2];
- ranges[0] = 0.0f;
- double vis = 0.0;
-#ifndef FG_OLD_WEATHER
- if ( WeatherDatabase != NULL ) {
- vis = WeatherDatabase->getWeatherVisibility();
+int FGTileMgr::updateCurrentElevAtPos( sgdVec3 abs_pos_vector,
+ double max_alt_m,
+ Point3D center)
+{
+ sgdVec3 sc;
+
+ sgdSetVec3( sc, center[0], center[1], center[2]);
+
+ // overridden with actual values if a terrain intersection is
+ // found
+ double hit_elev = -9999.0;
+ double hit_radius = 0.0;
+ sgdVec3 hit_normal = { 0.0, 0.0, 0.0 };
+
+ bool hit = false;
+ if ( fabs(sc[0]) > 1.0 || fabs(sc[1]) > 1.0 || fabs(sc[2]) > 1.0 ) {
+ // scenery center has been properly defined so any hit should
+ // be valid (and not just luck)
+ hit = fgCurrentElev(abs_pos_vector,
+ max_alt_m,
+ sc,
+ // uncomment next paramater to fly under
+ // bridges and a slightly faster algorithm
+ // but you won't be able to land on aircraft carriers
+ // current_tile->get_terra_transform(),
+ &hit_list,
+ &hit_elev,
+ &hit_radius,
+ hit_normal);
+ }
+
+ if ( hit ) {
+ // cout << "elev = " << hit_elev << " " << hit_radius << endl;
+ globals->get_scenery()->set_cur_elev( hit_elev );
+ globals->get_scenery()->set_cur_radius( hit_radius );
+ globals->get_scenery()->set_cur_normal( hit_normal );
} else {
- vis = 16000;
+ globals->get_scenery()->set_cur_elev( -9999.0 );
+ globals->get_scenery()->set_cur_radius( 0.0 );
+ globals->get_scenery()->set_cur_normal( hit_normal );
}
-#else
- vis = current_weather.get_visibility();
-#endif
- // cout << "visibility = " << vis << endl;
+ return hit;
+}
+
+
+void FGTileMgr::prep_ssg_nodes( SGLocation *location, float vis ) {
// traverse the potentially viewable tile list and update range
// selector and transform
- for ( int i = 0; i < (int)global_tile_cache.get_size(); i++ ) {
- t = global_tile_cache.get_tile( i );
-
- if ( t->is_loaded() ) {
- // set range selector (LOD trick) to be distance to center
- // of tile + bounding radius
- ranges[1] = vis + t->bounding_radius;
- t->range_ptr->setRanges( ranges, 2 );
+ Point3D center = location->get_tile_center();
+ float *up = location->get_world_up();
- // calculate tile offset
- t->SetOffset( scenery.center );
+ FGTileEntry *e;
+ tile_cache.reset_traversal();
- // calculate ssg transform
- sgCoord sgcoord;
- sgSetCoord( &sgcoord,
- t->offset.x(), t->offset.y(), t->offset.z(),
- 0.0, 0.0, 0.0 );
- t->transform_ptr->setTransform( &sgcoord );
+ while ( ! tile_cache.at_end() ) {
+ // cout << "processing a tile" << endl;
+ if ( (e = tile_cache.get_current()) ) {
+ e->prep_ssg_node( center, up, vis);
+ } else {
+ SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}
+ tile_cache.next();
}
}
+