# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <GL/glut.h>
-
#include <plib/ssg.h>
#include <simgear/constants.h>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/vector.hxx>
-#include <simgear/misc/exception.hxx>
+#include <simgear/structure/exception.hxx>
+#include <simgear/scene/model/modellib.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewer.hxx>
-#include <Model/loader.hxx>
-#include <Objects/obj.hxx>
#include "newcache.hxx"
#include "scenery.hxx"
#define TEST_LAST_HIT_CACHE
-// the tile manager
-FGTileMgr global_tile_mgr;
-
-
#ifdef ENABLE_THREADS
SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
while ( ! model_queue.empty() ) {
#ifdef ENABLE_THREADS
- FGDeferredModel* dm = model_queue.pop();
+ FGDeferredModel* dm = model_queue.pop();
#else
FGDeferredModel* dm = model_queue.front();
model_queue.pop();
longitude = latitude = -1000.0;
last_longitude = last_latitude = -1000.0;
-
+
return 1;
}
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;
- }
+ 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;
+ }
}
}
|| latitude < -90.0 || latitude > 90.0 )
{
SG_LOG( SG_TERRAIN, SG_ALERT,
- "Attempting to schedule tiles for bogus latitude and" );
+ "Attempting to schedule tiles for bogus lon and lat = ("
+ << longitude << "," << latitude << ")" );
SG_LOG( SG_TERRAIN, SG_ALERT,
- "longitude. This is a FATAL error. Exiting!" );
+ "This is a FATAL error. Exiting!" );
exit(-1);
}
// 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 );
- }
- }
+ 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 );
- }
- }
+ 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 );
+ }
+ }
}
}
}
-// 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 visibility_meters ) {
- FGLocation *location = globals->get_current_view()->getFGLocation();
- sgdVec3 abs_pos_vector;
- sgdCopyVec3( abs_pos_vector,
- globals->get_current_view()->get_absolute_view_pos() );
- return update( location, visibility_meters, abs_pos_vector,
- current_bucket, previous_bucket,
- globals->get_scenery()->get_center() );
-}
-
-
/**
* Update the various queues maintained by the tilemagr (private
* internal function, do not call directly.)
// 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
+ // cout << "loading next model ..." << endl;
+ // load the next tile in the queue
#ifdef ENABLE_THREADS
- FGDeferredModel* dm = model_queue.pop();
+ 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_loader()->load_model(dm->get_model_path());
- 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;
+
+ 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;
if ( !attach_queue.empty() ) {
#ifdef ENABLE_THREADS
- FGTileEntry* e = attach_queue.pop();
+ FGTileEntry* e = attach_queue.pop();
#else
- FGTileEntry* e = attach_queue.front();
- attach_queue.pop();
+ 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_rwy_lights_root(),
- globals->get_scenery()->get_taxi_lights_root() );
- // cout << "Adding ssg nodes for "
+ 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() ) {
}
-int FGTileMgr::update( FGLocation *location, double visibility_meters,
- sgdVec3 abs_pos_vector, SGBucket p_current,
- SGBucket p_previous, Point3D center ) {
- // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
- // << lon << " " << lat );
+// 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 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 );
+}
+
+int FGTileMgr::update( SGLocation *location, double visibility_meters,
+ sgdVec3 abs_pos_vector )
+{
longitude = location->getLongitude_deg();
latitude = location->getLatitude_deg();
- current_bucket = p_current;
- previous_bucket = p_previous;
-
- // SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] <<
- // " lat " << lonlat[LAT] );
+ // 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 );
- // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
+ current_bucket.set_bucket( longitude, latitude );
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating tile list for "
+ // << current_bucket );
+ fgSetInt( "/environment/current-tile-id", current_bucket.gen_index() );
- setCurrentTile( longitude, latitude);
+ // 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 {
+ 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 ) {
- 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);
- }
+ 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 ) {
- SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
- initialize_queue();
- state = Running;
+ SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
+ initialize_queue();
+ state = Running;
- // load the next tile in the load queue (or authorize the next
- // load in the case of the threaded tile pager)
- loader.update();
+ // load the next tile in the load queue (or authorize the next
+ // load in the case of the threaded tile pager)
+ loader.update();
}
update_queues();
// 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, center )
- )
- /*if ( updateCurrentElevAtPos( abs_pos_vector,
- globals->get_scenery()->get_next_center() )
- )*/
+ if ( updateCurrentElevAtPos( abs_pos_vector, altitude_m,
+ location->get_tile_center() ) )
{
last_longitude = longitude;
last_latitude = latitude;
return 1;
}
+
// 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() );
+ "Refreshing timestamps for " << current_bucket.get_center_lon()
+ << " " << current_bucket.get_center_lat() );
schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
}
-// check and set current tile and scenery center...
-void FGTileMgr::setCurrentTile(double longitude, double latitude) {
-
- // check tile cache entry...
- current_bucket.set_bucket( longitude, latitude );
- if ( tile_cache.exists( current_bucket ) ) {
- current_tile = tile_cache.get_tile( current_bucket );
- globals->get_scenery()->set_next_center( current_tile->center );
- } else {
- SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
- globals->get_scenery()->set_next_center( Point3D(0.0) );
- }
-}
-
-
-int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) {
-
- sgdVec3 sc;
+int FGTileMgr::updateCurrentElevAtPos( sgdVec3 abs_pos_vector,
+ double max_alt_m,
+ Point3D center)
+{
+ sgdVec3 sc;
- sgdSetVec3( sc,
- center[0],
- center[1],
- center[2]);
+ sgdSetVec3( sc, center[0], center[1], center[2]);
// overridden with actual values if a terrain intersection is
// found
// 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,
}
-void FGTileMgr::prep_ssg_nodes( FGLocation *location, float vis ) {
+void FGTileMgr::prep_ssg_nodes( SGLocation *location, float vis ) {
// traverse the potentially viewable tile list and update range
// selector and transform
while ( ! tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
- if ( (e = tile_cache.get_current()) ) {
- e->prep_ssg_node( center, up, vis);
+ 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");
+ SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}
- tile_cache.next();
- }
+ tile_cache.next();
+ }
}