#include <simgear/math/vector.hxx>
#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
#include <Main/viewer.hxx>
#include <Objects/obj.hxx>
-#ifndef FG_NEW_ENVIRONMENT
-# include <WeatherCM/FGLocalWeatherDatabase.h>
-#else
-# include <Environment/environment.hxx>
-#endif
-
#include "newcache.hxx"
#include "scenery.hxx"
#include "tilemgr.hxx"
#define TEST_LAST_HIT_CACHE
-extern ssgRoot *scene;
-extern ssgBranch *terrain;
-extern ssgBranch *ground;
-
// the tile manager
FGTileMgr global_tile_mgr;
// Constructor
FGTileMgr::FGTileMgr():
state( Start ),
+ current_tile( NULL ),
vis( 16000 ),
counter_hack(0)
{
// schedule a needed buckets for loading
-void FGTileMgr::schedule_needed() {
+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_INFO,
"scheduling needed tiles for " << longitude << " " << latitude );
-#ifndef FG_NEW_ENVIRONMENT
- if ( WeatherDatabase != NULL ) {
- vis = WeatherDatabase->getWeatherVisibility();
- } else {
- vis = 16000;
- }
-#else
- vis = current_environment.get_visibility_m();
-#endif
- // cout << "visibility = " << vis << endl;
+// vis = fgGetDouble("/environment/visibility-m");
- double tile_width = current_bucket.get_width_m();
- double tile_height = current_bucket.get_height_m();
+ 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;
if ( yrange < 1 ) { yrange = 1; }
// cout << "xrange = " << xrange << " yrange = " << yrange << endl;
- tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) );
+ // note * 2 at end doubles cache size (for fdm and viewer)
+ tile_cache.set_max_cache_size( (2*xrange + 2) * (2*yrange + 2) * 2 );
SGBucket b;
// start with the center tile and work out in concentric
// "rings"
- schedule_needed();
+ double visibility_meters = fgGetDouble("/environment/visibility-m");
+ schedule_needed(visibility_meters, current_bucket);
// do we really want to lose this? CLO
#if 0
// 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 ) {
+int FGTileMgr::update( double lon, double lat, double visibility_meters ) {
+ sgdVec3 abs_pos_vector;
+ sgdCopyVec3(abs_pos_vector , globals->get_current_view()->get_absolute_view_pos());
+ return update( lon, lat, visibility_meters, abs_pos_vector,
+ current_bucket, previous_bucket,
+ globals->get_scenery()->get_center() );
+}
+
+int FGTileMgr::update( double lon, double lat, 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 );
longitude = lon;
latitude = lat;
+ current_bucket = p_current;
+ previous_bucket = p_previous;
+
// SG_LOG( SG_TERRAIN, SG_DEBUG, "lon "<< lonlat[LON] <<
// " lat " << lonlat[LAT] );
- current_bucket.set_bucket( longitude, latitude );
// SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
- if ( tile_cache.exists( current_bucket ) ) {
- current_tile = tile_cache.get_tile( current_bucket );
- scenery.set_next_center( current_tile->center );
- } else {
- SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if initializing)" );
- }
+ setCurrentTile( longitude, latitude);
+ // 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();
- }
+ 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();
loader.update();
}
+
// 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
+ // cout << "loading next model ..." << endl;
+ // load the next tile in the queue
#ifdef ENABLE_THREADS
FGDeferredModel* dm = model_queue.pop();
#else
delete dm;
}
-
+
// cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
+
+ // save bucket...
previous_bucket = current_bucket;
- last_longitude = longitude;
- last_latitude = latitude;
// 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();
-
+ // Notify the tile loader that it can load another tile
+ loader.update();
+ } else {
+ counter_hack = (counter_hack + 1) % 5;
}
- counter_hack = (counter_hack + 1) % 5;
if ( !attach_queue.empty() ) {
#ifdef ENABLE_THREADS
FGTileEntry* e = attach_queue.front();
attach_queue.pop();
#endif
- e->add_ssg_nodes( terrain, ground );
+ e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
+ globals->get_scenery()->get_gnd_lights_branch(),
+ globals->get_scenery()->get_rwy_lights_branch() );
// cout << "Adding ssg nodes for "
}
- sgdVec3 sc;
- sgdSetVec3( sc,
- scenery.get_center()[0],
- scenery.get_center()[1],
- scenery.get_center()[2] );
+ // 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)) {
+ last_longitude = longitude;
+ last_latitude = latitude;
+ }
+ }
-#if 0
- if ( scenery.center == Point3D(0.0) ) {
- // initializing
- cout << "initializing scenery current elevation ... " << endl;
- sgdVec3 tmp_abs_view_pos;
-
- Point3D geod_pos = Point3D( longitude * SGD_DEGREES_TO_RADIANS,
- latitude * SGD_DEGREES_TO_RADIANS,
- 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();
-
- double tmp_elev;
- if ( fgCurrentElev(tmp_abs_view_pos, sc, &hit_list,
- &tmp_elev, &scenery.cur_radius, scenery.cur_normal) )
- {
- scenery.set_cur_elev( tmp_elev );
- } else {
- scenery.set_cur_elev( 0.0 );
- }
- cout << "result = " << scenery.get_cur_elev() << endl;
- } else {
-#endif
- // cout << "abs view pos = " << current_view.abs_view_pos
- // << " view pos = " << current_view.view_pos << endl;
- double tmp_elev;
- double tmp_radius;
- sgdVec3 tmp_normal;
- if ( fgCurrentElev(globals->get_current_view()->get_abs_view_pos(),
- sc, &hit_list,
- &tmp_elev, &tmp_radius, tmp_normal) )
- {
- scenery.set_cur_elev( tmp_elev );
- scenery.set_cur_radius( tmp_radius );
- scenery.set_cur_normal( tmp_normal );
- } else {
- scenery.set_cur_elev( -9999.0 );
- }
- // cout << "Current elevation = " << scenery.get_cur_elev() << endl;
#if 0
}
#endif
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() );
+ schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
+}
-void FGTileMgr::prep_ssg_nodes() {
- float vis = 0.0;
+// check and set current tile and scenery center...
+void FGTileMgr::setCurrentTile(double longitude, double latitude) {
-#ifndef FG_NEW_ENVIRONMENT
- if ( WeatherDatabase ) {
- vis = WeatherDatabase->getWeatherVisibility();
+ // 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 {
- vis = 16000;
+ 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;
+
+ 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,
+ sc,
+ current_tile->get_terra_transform(),
+ &hit_list,
+ &hit_elev,
+ &hit_radius,
+ hit_normal);
}
-#else
- vis = current_environment.get_visibility_m();
-#endif
- // cout << "visibility = " << vis << endl;
+
+ if ( hit ) {
+ 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 {
+ globals->get_scenery()->set_cur_elev( -9999.0 );
+ globals->get_scenery()->set_cur_radius( 0.0 );
+ globals->get_scenery()->set_cur_normal( hit_normal );
+ }
+ return hit;
+}
+
+void FGTileMgr::prep_ssg_nodes(float vis) {
+
+ // traverse the potentially viewable tile list and update range
+ // selector and transform
+
+ // just setup and call new function...
+
+ sgVec3 up;
+ sgCopyVec3( up, globals->get_current_view()->get_world_up() );
+
+ Point3D center;
+ center = globals->get_scenery()->get_center();
+ prep_ssg_nodes( vis, up, center );
+
+}
+
+void FGTileMgr::prep_ssg_nodes(float vis, sgVec3 up, Point3D center) {
// 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( scenery.get_center(), vis);
+ if ( (e = tile_cache.get_current()) ) {
+ e->prep_ssg_node( center, up, vis);
} else {
- cout << "warning ... empty tile in cache" << endl;
+ SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}
tile_cache.next();
}
}
+