#endif
#include <GL/glut.h>
-#include <XGL/xgl.h>
-
-#include <Aircraft/aircraft.hxx>
-
-#include <Debug/logstream.hxx>
-// #include <Bucket/bucketutils.hxx>
-#include <Include/fg_constants.h>
-#include <Main/options.hxx>
-#include <Main/views.hxx>
-#include <Math/fg_geodesy.hxx>
-#include <Math/mat3.h>
-#include <Math/point3d.hxx>
-#include <Math/polar3d.hxx>
-#include <Math/vector.hxx>
-#include <Objects/materialmgr.hxx>
-#include <Objects/obj.hxx>
-
-#ifndef FG_OLD_WEATHER
-# include <WeatherCM/FGLocalWeatherDatabase.h>
-#else
-# include <Weather/weather.hxx>
-#endif
-#include "scenery.hxx"
-#include "tilecache.hxx"
-#include "tileentry.hxx"
-#include "tilemgr.hxx"
+#include <plib/ssg.h>
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/vector.hxx>
-// to test clipping speedup in fgTileMgrRender()
-#if defined ( USE_FAST_FOV_CLIP )
-// #define TEST_FOV_CLIP
-// #define TEST_ELEV
-#endif
-
+#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
+#include <Main/viewer.hxx>
+#include <Objects/obj.hxx>
-extern ssgRoot *scene;
+#include "newcache.hxx"
+#include "scenery.hxx"
+#include "tilemgr.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;
+#else
+queue<FGTileEntry *> FGTileMgr::attach_queue;
+queue<FGDeferredModel *> FGTileMgr::model_queue;
+#endif // ENABLE_THREADS
+
+
// 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." );
+
+ tile_cache.init();
+
+#if 0
- // load default material library
- if ( ! material_mgr.loaded() ) {
- material_mgr.load_lib();
+ // 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();
+ }
+
+ 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
- global_tile_cache.init();
+ hit_list.clear();
state = Inited;
+ previous_bucket.make_bad();
+ current_bucket.make_bad();
+
+ longitude = latitude = -1000.0;
+ last_longitude = last_latitude = -1000.0;
+
return 1;
}
// schedule a tile for loading
-static void disable_tile( int cache_index ) {
+void FGTileMgr::sched_tile( const SGBucket& b ) {
// see if tile already exists in the cache
- // cout << "DISABLING CACHE ENTRY = " << cache_index << endl;
- FGTileEntry *t = global_tile_cache.get_tile( cache_index );
- t->ssg_disable();
-}
+ FGTileEntry *t = tile_cache.get_tile( b );
+ if ( t == NULL ) {
+ // create a new entry
+ FGTileEntry *e = new FGTileEntry( b );
-// schedule a tile for loading
-int FGTileMgr::sched_tile( const FGBucket& 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 );
+ // 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;
+ }
}
-
- return cache_index;
}
-// load a tile
-void FGTileMgr::load_tile( const FGBucket& b, int cache_index) {
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
-
- global_tile_cache.fill_in(cache_index, b);
+// 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 latitude and" );
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "longitude. This is a FATAL error. Exiting!" );
+ exit(-1);
+ }
- 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");
-// Calculate shortest distance from point to line
-static double point_line_dist_squared( const Point3D& tc, const Point3D& vp,
- MAT3vec d )
-{
- MAT3vec p, p0;
+ 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;
- p[0] = tc.x(); p[1] = tc.y(); p[2] = tc.z();
- p0[0] = vp.x(); p0[1] = vp.y(); p0[2] = vp.z();
+ xrange = (int)(vis / tile_width) + 1;
+ yrange = (int)(vis / tile_height) + 1;
+ if ( xrange < 1 ) { xrange = 1; }
+ if ( yrange < 1 ) { yrange = 1; }
+ // cout << "xrange = " << xrange << " yrange = " << yrange << endl;
- return fgPointLineSquared(p, p0, d);
-}
+ // 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;
-// Determine scenery altitude. 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. abs_view_pos in meters.
-// Returns result in meters.
-double
-FGTileMgr::current_elev_new( const FGBucket& p ) {
- FGTileEntry *t;
- fgFRAGMENT *frag_ptr;
- Point3D abs_view_pos = current_view.get_abs_view_pos();
- Point3D earth_center(0.0);
- Point3D result;
- MAT3vec local_up;
- double dist, lat_geod, alt, sea_level_r;
- int index;
-
- local_up[0] = abs_view_pos.x();
- local_up[1] = abs_view_pos.y();
- local_up[2] = abs_view_pos.z();
-
- // Find current translation offset
- // fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
- index = global_tile_cache.exists(p);
- if ( index < 0 ) {
- FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
- return 0.0;
- }
+ // schedule center tile first so it can be loaded first
+ b = sgBucketOffset( longitude, latitude, 0, 0 );
+ sched_tile( b );
- t = global_tile_cache.get_tile(index);
+ int x, y;
- scenery.next_center = t->center;
-
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Current bucket = " << p << " Index = " << p.gen_index_str() );
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "abs_view_pos = " << abs_view_pos );
-
- // calculate tile offset
- // x = (t->offset.x = t->center.x - scenery.center.x);
- // y = (t->offset.y = t->center.y - scenery.center.y);
- // z = (t->offset.z = t->center.z - scenery.center.z);
-
- // calc current terrain elevation calculate distance from
- // vertical tangent line at current position to center of
- // tile.
-
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared(&(t->offset), &(v->view_pos),
- v->local_up), t->bounding_radius); */
-
- dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
- if ( dist < FG_SQUARE(t->bounding_radius) ) {
-
- // traverse fragment list for tile
- FGTileEntry::FragmentIterator current = t->begin();
- FGTileEntry::FragmentIterator last = t->end();
-
- for ( ; current != last; ++current ) {
- frag_ptr = &(*current);
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared( &(frag_ptr->center),
- &abs_view_pos), local_up),
- frag_ptr->bounding_radius); */
-
- dist = point_line_dist_squared( frag_ptr->center,
- abs_view_pos,
- local_up);
- if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
- if ( frag_ptr->intersect( abs_view_pos,
- earth_center, 0, result ) ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
- result );
- // compute geocentric coordinates of tile center
- Point3D pp = fgCartToPolar3d(result);
- FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
- // convert to geodetic coordinates
- fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
- &alt, &sea_level_r);
-
- // printf("alt = %.2f\n", alt);
- // exit since we found an intersection
- if ( alt > -9999.0 ) {
- // printf("returning alt\n");
- return alt;
- } else {
- // printf("returning 0\n");
- return 0.0;
- }
- }
+ // 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 );
}
}
}
-
- FG_LOG( FG_TERRAIN, FG_INFO, "(new) no terrain intersection found" );
-
- return 0.0;
-}
-
-
-// Determine scenery altitude. 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. abs_view_pos in meters.
-// Returns result in meters.
-double
-FGTileMgr::current_elev( double lon, double lat, const Point3D& abs_view_pos ) {
- FGTileCache *c;
- FGTileEntry *t;
- fgFRAGMENT *frag_ptr;
- Point3D earth_center(0.0);
- Point3D result;
- MAT3vec local_up;
- double dist, lat_geod, alt, sea_level_r;
- int index;
-
- c = &global_tile_cache;
-
- local_up[0] = abs_view_pos.x();
- local_up[1] = abs_view_pos.y();
- local_up[2] = abs_view_pos.z();
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Absolute view pos = " << abs_view_pos );
-
- // Find current translation offset
- FGBucket p( lon * RAD_TO_DEG, lat * RAD_TO_DEG );
- index = c->exists(p);
- if ( index < 0 ) {
- FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
- return 0.0;
- }
-
- t = c->get_tile(index);
-
- scenery.next_center = t->center;
-
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
- << ") Current bucket = " << p
- << " Index = " << p.gen_index_str() );
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile center " << t->center
- << " bounding radius = " << t->bounding_radius );
-
- // calculate tile offset
- // x = (t->offset.x = t->center.x - scenery.center.x);
- // y = (t->offset.y = t->center.y - scenery.center.y);
- // z = (t->offset.z = t->center.z - scenery.center.z);
- // calc current terrain elevation calculate distance from
- // vertical tangent line at current position to center of
- // tile.
-
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared(&(t->offset), &(v->view_pos),
- v->local_up), t->bounding_radius); */
-
- dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
- FG_LOG( FG_TERRAIN, FG_DEBUG, "(gross check) dist squared = " << dist );
-
- if ( dist < FG_SQUARE(t->bounding_radius) ) {
-
- // traverse fragment list for tile
- FGTileEntry::FragmentIterator current = t->begin();
- FGTileEntry::FragmentIterator last = t->end();
-
- for ( ; current != last; ++current ) {
- frag_ptr = &(*current);
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared( &(frag_ptr->center),
- &abs_view_pos), local_up),
- frag_ptr->bounding_radius); */
-
- dist = point_line_dist_squared( frag_ptr->center,
- abs_view_pos,
- local_up);
- if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
- if ( frag_ptr->intersect( abs_view_pos,
- earth_center, 0, result ) ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
- result );
- // compute geocentric coordinates of tile center
- Point3D pp = fgCartToPolar3d(result);
- FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
- // convert to geodetic coordinates
- fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
- &alt, &sea_level_r);
-
- // printf("alt = %.2f\n", alt);
- // exit since we found an intersection
- if ( alt > -9999.0 ) {
- // printf("returning alt\n");
- return alt;
- } else {
- // printf("returning 0\n");
- return 0.0;
- }
- }
+ // 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_INFO, "(old) no terrain intersection found" );
-
- return 0.0;
}
-inline int fg_sign( const double x ) {
- return x < 0 ? -1 : 1;
-}
-
-inline double fg_min( const double a, const double b ) {
- return b < a ? b : a;
-}
-
-inline double fg_max( const double a, const double b ) {
- return a < b ? b : a;
-}
-
-// return the minimum of the three values
-inline double fg_min3( const double a, const double b, const double c ) {
- return a > b ? fg_min(b, c) : fg_min(a, c);
-}
-
-// return the maximum of the three values
-inline double fg_max3 (const double a, const double b, const double c ) {
- return a < b ? fg_max(b, c) : fg_max(a, c);
-}
-
-// check for an instersection with the individual triangles of a leaf
-static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgdMat4 m,
- const sgdVec3 p, const sgdVec3 dir,
- sgdVec3 result )
+void FGTileMgr::initialize_queue()
{
- sgdVec3 v1, v2, n;
- sgdVec3 p1, p2, p3;
- double x, y, z; // temporary holding spot for result
- double a, b, c, d;
- double x0, y0, z0, x1, y1, z1, a1, b1, c1;
- double t1, t2, t3;
- double xmin, xmax, ymin, ymax, zmin, zmax;
- double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry;
- sgdVec3 tmp;
- float *ftmp;
- int side1, side2;
- short i1, i2, i3;
-
- // cout << s << "Intersecting" << endl;
-
- // traverse the triangle list for this leaf
- for ( int i = 0; i < leaf->getNumTriangles(); ++i ) {
- // cout << s << "testing triangle = " << i << endl;
-
- leaf->getTriangle( i, &i1, &i2, &i3 );
-
- // get triangle vertex coordinates
-
- ftmp = leaf->getVertex( i1 );
- sgdSetVec3( tmp, ftmp );
- // cout << s << "orig point 1 = " << tmp[0] << " " << tmp[1]
- // << " " << tmp[2] << endl;
- sgdXformPnt3( p1, tmp, m ) ;
-
- ftmp = leaf->getVertex( i2 );
- sgdSetVec3( tmp, ftmp );
- // cout << s << "orig point 2 = " << tmp[0] << " " << tmp[1]
- // << " " << tmp[2] << endl;
- sgdXformPnt3( p2, tmp, m ) ;
-
- ftmp = leaf->getVertex( i3 );
- sgdSetVec3( tmp, ftmp );
- // cout << s << "orig point 3 = " << tmp[0] << " " << tmp[1]
- // << " " << tmp[2] << endl;
- sgdXformPnt3( p3, tmp, m ) ;
-
- // cout << s << "point 1 = " << p1[0] << " " << p1[1] << " " << p1[2]
- // << endl;
- // cout << s << "point 2 = " << p2[0] << " " << p2[1] << " " << p2[2]
- // << endl;
- // cout << s << "point 3 = " << p3[0] << " " << p3[1] << " " << p3[2]
- // << endl;
-
- // calculate two edge vectors, and the face normal
- sgdSubVec3(v1, p2, p1);
- sgdSubVec3(v2, p3, p1);
- sgdVectorProductVec3(n, v1, v2);
-
- // calculate the plane coefficients for the plane defined by
- // this face. If n is the normal vector, n = (a, b, c) and p1
- // is a point on the plane, p1 = (x0, y0, z0), then the
- // equation of the line is a(x-x0) + b(y-y0) + c(z-z0) = 0
- a = n[0];
- b = n[1];
- c = n[2];
- d = a * p1[0] + b * p1[1] + c * p1[2];
- // printf("a, b, c, d = %.2f %.2f %.2f %.2f\n", a, b, c, d);
-
- // printf("p1(d) = %.2f\n", a * p1[0] + b * p1[1] + c * p1[2]);
- // printf("p2(d) = %.2f\n", a * p2[0] + b * p2[1] + c * p2[2]);
- // printf("p3(d) = %.2f\n", a * p3[0] + b * p3[1] + c * p3[2]);
-
- // calculate the line coefficients for the specified line
- x0 = p[0]; x1 = p[0] + dir[0];
- y0 = p[1]; y1 = p[1] + dir[1];
- z0 = p[2]; z1 = p[2] + dir[2];
-
- if ( fabs(x1 - x0) > FG_EPSILON ) {
- a1 = 1.0 / (x1 - x0);
- } else {
- // we got a big divide by zero problem here
- a1 = 0.0;
- }
- b1 = y1 - y0;
- c1 = z1 - z0;
+ // First time through or we have teleported, initialize the
+ // system and load all relavant tiles
- // intersect the specified line with this plane
- t1 = b * b1 * a1;
- t2 = c * c1 * a1;
+ SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
+ // cout << "tile cache size = " << tile_cache.get_size() << endl;
- // printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2);
+ // wipe/initialize tile cache
+ // tile_cache.init();
+ previous_bucket.make_bad();
- if ( fabs(a + t1 + t2) > FG_EPSILON ) {
- x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2);
- t3 = a1 * (x - x0);
- y = b1 * t3 + y0;
- z = c1 * t3 + z0;
- // printf("result(d) = %.2f\n", a * x + b * y + c * z);
- } else {
- // no intersection point
- continue;
- }
+ // build the local area list and schedule tiles for loading
-#if 0
- if ( side_flag ) {
- // check to see if end0 and end1 are on opposite sides of
- // plane
- if ( (x - x0) > FG_EPSILON ) {
- t1 = x;
- t2 = x0;
- t3 = x1;
- } else if ( (y - y0) > FG_EPSILON ) {
- t1 = y;
- t2 = y0;
- t3 = y1;
- } else if ( (z - z0) > FG_EPSILON ) {
- t1 = z;
- t2 = z0;
- t3 = z1;
- } else {
- // everything is too close together to tell the difference
- // so the current intersection point should work as good
- // as any
- sgdSetVec3( result, x, y, z );
- return true;
- }
- side1 = fg_sign (t1 - t2);
- side2 = fg_sign (t1 - t3);
- if ( side1 == side2 ) {
- // same side, punt
- continue;
- }
- }
-#endif
+ // start with the center tile and work out in concentric
+ // "rings"
- // check to see if intersection point is in the bounding
- // cube of the face
-#ifdef XTRA_DEBUG_STUFF
- xmin = fg_min3 (p1[0], p2[0], p3[0]);
- xmax = fg_max3 (p1[0], p2[0], p3[0]);
- ymin = fg_min3 (p1[1], p2[1], p3[1]);
- ymax = fg_max3 (p1[1], p2[1], p3[1]);
- zmin = fg_min3 (p1[2], p2[2], p3[2]);
- zmax = fg_max3 (p1[2], p2[2], p3[2]);
- printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
- xmin, ymin, zmin, xmax, ymax, zmax);
-#endif
- // punt if outside bouding cube
- if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) {
- continue;
- } else if ( x > (xmax = fg_max3 (p1[0], p2[0], p3[0])) ) {
- continue;
- } else if ( y < (ymin = fg_min3 (p1[1], p2[1], p3[1])) ) {
- continue;
- } else if ( y > (ymax = fg_max3 (p1[1], p2[1], p3[1])) ) {
- continue;
- } else if ( z < (zmin = fg_min3 (p1[2], p2[2], p3[2])) ) {
- continue;
- } else if ( z > (zmax = fg_max3 (p1[2], p2[2], p3[2])) ) {
- continue;
- }
+ double visibility_meters = fgGetDouble("/environment/visibility-m");
+ schedule_needed(visibility_meters, current_bucket);
- // (finally) check to see if the intersection point is
- // actually inside this face
-
- //first, drop the smallest dimension so we only have to work
- //in 2d.
- dx = xmax - xmin;
- dy = ymax - ymin;
- dz = zmax - zmin;
- min_dim = fg_min3 (dx, dy, dz);
- if ( fabs(min_dim - dx) <= FG_EPSILON ) {
- // x is the smallest dimension
- x1 = p1[1];
- y1 = p1[2];
- x2 = p2[1];
- y2 = p2[2];
- x3 = p3[1];
- y3 = p3[2];
- rx = y;
- ry = z;
- } else if ( fabs(min_dim - dy) <= FG_EPSILON ) {
- // y is the smallest dimension
- x1 = p1[0];
- y1 = p1[2];
- x2 = p2[0];
- y2 = p2[2];
- x3 = p3[0];
- y3 = p3[2];
- rx = x;
- ry = z;
- } else if ( fabs(min_dim - dz) <= FG_EPSILON ) {
- // z is the smallest dimension
- x1 = p1[0];
- y1 = p1[1];
- x2 = p2[0];
- y2 = p2[1];
- x3 = p3[0];
- y3 = p3[1];
- rx = x;
- ry = y;
- } else {
- // all dimensions are really small so lets call it close
- // enough and return a successful match
- sgdSetVec3( result, x, y, z );
- return true;
- }
-
- // check if intersection point is on the same side of p1 <-> p2 as p3
- t1 = (y1 - y2) / (x1 - x2);
- side1 = fg_sign (t1 * ((x3) - x2) + y2 - (y3));
- side2 = fg_sign (t1 * ((rx) - x2) + y2 - (ry));
- if ( side1 != side2 ) {
- // printf("failed side 1 check\n");
- continue;
- }
-
- // check if intersection point is on correct side of p2 <-> p3 as p1
- t1 = (y2 - y3) / (x2 - x3);
- side1 = fg_sign (t1 * ((x1) - x3) + y3 - (y1));
- side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
- if ( side1 != side2 ) {
- // printf("failed side 2 check\n");
- continue;
- }
-
- // check if intersection point is on correct side of p1 <-> p3 as p2
- t1 = (y1 - y3) / (x1 - x3);
- side1 = fg_sign (t1 * ((x2) - x3) + y3 - (y2));
- side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
- if ( side1 != side2 ) {
- // printf("failed side 3 check\n");
- continue;
- }
-
- // printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
- sgdSetVec3( result, x, y, z );
- return true;
+ // 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() ) {
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
+ "Load queue not empty, loading a tile" );
+
+ SGBucket pending = load_queue.front();
+ load_queue.pop_front();
+ load_tile( pending );
+ }
}
-
- // printf("\n");
-
- return false;
+#endif
}
-void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
- const sgdVec3 p, const sgdVec3 dir )
-{
- sgSphere *bsphere;
- for ( ssgEntity *kid = branch->getKid( 0 );
- kid != NULL;
- kid = branch->getNextKid() )
- {
- if ( kid->getTraversalMask() & SSGTRAV_HOT ) {
- bsphere = kid->getBSphere();
- sgVec3 fcenter;
- sgCopyVec3( fcenter, bsphere->getCenter() );
- sgdVec3 center;
- center[0] = fcenter[0];
- center[1] = fcenter[1];
- center[2] = fcenter[2];
- sgdXformPnt3( center, m ) ;
- // cout << s << "entity bounding sphere:" << endl;
- // cout << s << "center = " << center[0] << " "
- // << center[1] << " " << center[2] << endl;
- // cout << s << "radius = " << bsphere->getRadius() << endl;
- double radius_sqd = bsphere->getRadius() * bsphere->getRadius();
- if ( sgdPointLineDistSquared( center, p, dir ) < radius_sqd ) {
- // possible intersections
- if ( kid->isAKindOf ( ssgTypeBranch() ) ) {
- sgdMat4 m_new;
- sgdCopyMat4(m_new, m);
- if ( kid->isA( ssgTypeTransform() ) ) {
- sgMat4 fxform;
- ((ssgTransform *)kid)->getTransform( fxform );
- sgdMat4 xform;
- sgdSetMat4( xform, fxform );
- sgdPreMultMat4( m_new, xform );
- }
- my_ssg_los( s + " ", (ssgBranch *)kid, m_new, p, dir );
- } else if ( kid->isAKindOf ( ssgTypeLeaf() ) ) {
- sgdVec3 result;
- if ( my_ssg_instersect_leaf( s, (ssgLeaf *)kid, m, p, dir,
- result ) )
- {
- // cout << "sgLOS hit: " << result[0] << ","
- // << result[1] << "," << result[2] << endl;
- hit_pts[hitcount] = result;
- hitcount++;
- }
- }
- } else {
- // end of the line for this branch
- }
- } else {
- // branch requested not to be traversed
- }
- }
+// 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, 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] );
+
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "Updating Tile list for " << current_bucket );
+
+ 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(visibility_meters, current_bucket);
+ }
+ } else if ( state == Start || state == Inited ) {
+ SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
+ initialize_queue();
+ state = Running;
-// 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
-FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos,
- const Point3D& view_pos )
-{
- hitcount = 0;
-
- sgdMat4 m;
- sgdMakeIdentMat4 ( m ) ;
-
- sgdVec3 sgavp, sgvp;
- sgdSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
- sgdSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() );
-
- // cout << "starting ssg_los, abs view pos = " << abs_view_pos[0] << " "
- // << abs_view_pos[1] << " " << abs_view_pos[2] << endl;
- // cout << "starting ssg_los, view pos = " << view_pos[0] << " "
- // << view_pos[1] << " " << view_pos[2] << endl;
- my_ssg_los( "", scene, m, sgvp, sgavp );
-
- double result = -9999;
-
- for ( int i = 0; i < hitcount; ++i ) {
- Point3D rel_cart( hit_pts[i][0], hit_pts[i][1], hit_pts[i][2] );
- Point3D abs_cart = rel_cart + scenery.center;
- Point3D pp = fgCartToPolar3d( abs_cart );
- FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
- // convert to geodetic coordinates
- double lat_geod, alt, sea_level_r;
- fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
- &alt, &sea_level_r);
-
- // printf("alt = %.2f\n", alt);
- // exit since we found an intersection
- if ( alt > result && alt < 10000 ) {
- // printf("returning alt\n");
- result = alt;
- }
+ // load the next tile in the load queue (or authorize the next
+ // load in the case of the threaded tile pager)
+ loader.update();
}
- if ( result > -9000 ) {
- return result;
- } else {
- FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
- return 0.0;
+
+ // 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()) );
+ ssgEntity *obj_model
+ = ssgLoad( (char *)(dm->get_model_path().c_str()) );
+ if ( obj_model != NULL ) {
+ dm->get_obj_trans()->addKid( obj_model );
+ }
+ dm->get_tile()->dec_pending_models();
+
+ delete dm;
}
-}
-
-
-// given the current lon/lat, fill in the array of local chunks. If
-// the chunk isn't already in the cache, then read it from disk.
-int FGTileMgr::update( void ) {
- FGTileCache *c;
- FGInterface *f;
- FGTileEntry *t;
- FGBucket p2;
- static FGBucket p_last(false);
- static double last_lon = -1000.0; // in degrees
- static double last_lat = -1000.0; // in degrees
- int tile_diameter;
- int i, j, dw, dh;
-
- c = &global_tile_cache;
- f = current_aircraft.fdm_state;
+
+ // cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
- tile_diameter = current_options.get_tile_diameter();
- FGBucket p1( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG );
+ // save bucket...
+ previous_bucket = current_bucket;
- long int index = c->exists(p1);
- if ( index >= 0 ) {
- t = c->get_tile(index);
- scenery.next_center = t->center;
+ // 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 {
- FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
+ counter_hack = (counter_hack + 1) % 5;
}
- dw = tile_diameter / 2;
- dh = tile_diameter / 2;
-
- if ( (p1 == p_last) && (state == Running) ) {
- // same bucket as last time
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
- } else if ( (state == Start) || (state == Inited) ) {
- state = Running;
-
- // 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 " << p1 );
- FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " );
- FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 );
- FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
- << tile_diameter * tile_diameter << " tiles" );
-
- // wipe/initialize tile cache
- c->init();
- p_last.make_bad();
-
- // build the local area list and schedule tiles for loading
-
- // start with the center tile and work out in concentric
- // "rings"
-
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- 0, 0 );
- sched_tile( p2 );
-
- // prime scenery center calculations
- Point3D geod_view_center( p2.get_center_lon(),
- p2.get_center_lat(),
- cur_fdm_state->get_Altitude()*FEET_TO_METER +
- 3 );
- current_view.abs_view_pos = fgGeodToCart( geod_view_center );
- current_view.view_pos = current_view.abs_view_pos - scenery.next_center;
-
- for ( i = 3; i <= tile_diameter; i = i + 2 ) {
- int span = i / 2;
-
- // bottom row
- for ( j = -span; j <= span; ++j ) {
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- j, -span );
- sched_tile( p2 );
- }
-
- // top row
- for ( j = -span; j <= span; ++j ) {
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- j, span );
- sched_tile( p2 );
- }
-
- // middle rows
- for ( j = -span + 1; j <= span - 1; ++j ) {
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- -span, j );
- sched_tile( p2 );
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- span, j );
- sched_tile( p2 );
- }
-
- }
-
- /* for ( j = 0; j < tile_diameter; j++ ) {
- for ( i = 0; i < tile_diameter; i++ ) {
- // fgBucketOffset(&p1, &p2, i - dw, j - dh);
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- i - dw, j -dh );
- sched_tile( p2 );
- }
- } */
-
- // Now force a load of the center tile and inner ring so we
- // have something to see in our first frame.
- for ( i = 0; i < 9; ++i ) {
- if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Load queue not empty, loading a tile" );
-
- FGLoadRec pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending.b, pending.cache_index );
- }
- }
-
- } else {
- // We've moved to a new bucket, we need to scroll our
- // structures, and load in the new tiles
-
-#if 0
- // make sure load queue is flushed before doing shift
- while ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Load queue not empty, flushing queue before tile shift." );
-
- FGLoadRec pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending.b, pending.index );
- }
+ 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_branch(),
+ globals->get_scenery()->get_rwy_lights_branch() );
+ // cout << "Adding ssg nodes for "
+ }
- // 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.
-
- FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
-
- if ( (p1.get_lon() > p_last.get_lon()) ||
- ( (p1.get_lon() == p_last.get_lon()) &&
- (p1.get_x() > p_last.get_x()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (East) Loading " << tile_diameter << " tiles" );
- for ( j = 0; j < tile_diameter; j++ ) {
- // scrolling East
- // schedule new column
- p2 = fgBucketOffset( last_lon, last_lat, dw + 1, j - dh );
- sched_tile( p2 );
- }
- } else if ( (p1.get_lon() < p_last.get_lon()) ||
- ( (p1.get_lon() == p_last.get_lon()) &&
- (p1.get_x() < p_last.get_x()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (West) Loading " << tile_diameter << " tiles" );
- for ( j = 0; j < tile_diameter; j++ ) {
- // scrolling West
- // schedule new column
- p2 = fgBucketOffset( last_lon, last_lat, -dw - 1, j - dh );
- sched_tile( p2 );
- }
- }
+ // 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 ( (p1.get_lat() > p_last.get_lat()) ||
- ( (p1.get_lat() == p_last.get_lat()) &&
- (p1.get_y() > p_last.get_y()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (North) Loading " << tile_diameter << " tiles" );
- for ( i = 0; i < tile_diameter; i++ ) {
- // scrolling North
- // schedule new row
- p2 = fgBucketOffset( last_lon, last_lat, i - dw, dh + 1);
- sched_tile( p2 );
- }
- } else if ( (p1.get_lat() < p_last.get_lat()) ||
- ( (p1.get_lat() == p_last.get_lat()) &&
- (p1.get_y() < p_last.get_y()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (South) Loading " << tile_diameter << " tiles" );
- for ( i = 0; i < tile_diameter; i++ ) {
- // scrolling South
- // schedule new row
- p2 = fgBucketOffset( last_lon, last_lat, i - dw, -dh - 1);
- sched_tile( p2 );
- }
- }
+#if 0
}
+#endif
- if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Load queue not empty, loading a tile" );
+ return 1;
+}
- FGLoadRec pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending.b, pending.cache_index );
- }
+// 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);
+}
- // find our current elevation (feed in the current bucket to save work)
- Point3D geod_pos = Point3D( f->get_Longitude(), f->get_Latitude(), 0.0);
- Point3D tmp_abs_view_pos = fgGeodToCart(geod_pos);
-
- // cout << "current elevation (old) == "
- // << current_elev( f->get_Longitude(), f->get_Latitude(),
- // tmp_abs_view_pos )
- // << endl;
- scenery.cur_elev = current_elev_ssg( current_view.abs_view_pos,
- current_view.view_pos );
- // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
-
- p_last = p1;
- last_lon = f->get_Longitude() * RAD_TO_DEG;
- last_lat = f->get_Latitude() * RAD_TO_DEG;
+// check and set current tile and scenery center...
+void FGTileMgr::setCurrentTile(double longitude, double latitude) {
- return 1;
+ // 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) {
-// NEW
+ sgdVec3 sc;
-// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ?
-// calculate distance from vertical tangent line at
-// current position to center of object.
-// this is equivalent to
-// dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos),
-// v->local_up );
-// if ( dist < FG_SQUARE(t->bounding_radius) ) {
-//
-// the compiler should inline this for us
+ sgdSetVec3( sc,
+ center[0],
+ center[1],
+ center[2]);
-static int
-inrange( const double radius, const Point3D& center, const Point3D& vp,
- const MAT3vec up)
-{
- MAT3vec u, u1, v;
- // double tmp;
-
- // u = p - p0
- u[0] = center.x() - vp.x();
- u[1] = center.y() - vp.y();
- u[2] = center.z() - vp.z();
-
- // calculate the projection, u1, of u along d.
- // u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
-
- MAT3_SCALE_VEC(u1, up,
- (MAT3_DOT_PRODUCT(u, up) / MAT3_DOT_PRODUCT(up, up)) );
+ // 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 };
- // v = u - u1 = vector from closest point on line, p1, to the
- // original point, p.
- MAT3_SUB_VEC(v, u, u1);
-
- return( FG_SQUARE(radius) >= MAT3_DOT_PRODUCT(v, v));
+ 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);
+ }
+
+ 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) {
-// NEW for legibility
+ // traverse the potentially viewable tile list and update range
+ // selector and transform
-// update this tile's geometry for current view
-// The Compiler should inline this
-static void
-update_tile_geometry( FGTileEntry *t, GLdouble *MODEL_VIEW)
-{
- GLfloat *m;
- double x, y, z;
-
- // calculate tile offset
- t->offset = t->center - scenery.center;
+ // just setup and call new function...
- x = t->offset.x();
- y = t->offset.y();
- z = t->offset.z();
-
- m = t->model_view;
-
- // Calculate the model_view transformation matrix for this tile
- FG_MEM_COPY( m, MODEL_VIEW, 16*sizeof(GLdouble) );
-
- // This is equivalent to doing a glTranslatef(x, y, z);
- m[12] += (m[0]*x + m[4]*y + m[8] *z);
- m[13] += (m[1]*x + m[5]*y + m[9] *z);
- m[14] += (m[2]*x + m[6]*y + m[10]*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
-}
+ 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 );
-// 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_nodes( void ) {
- FGTileEntry *t;
+}
- float ranges[2];
- ranges[0] = 0.0f;
+void FGTileMgr::prep_ssg_nodes(float vis, sgVec3 up, Point3D center) {
// 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
-#ifndef FG_OLD_WEATHER
- ranges[1] = WeatherDatabase->getWeatherVisibility()
- + t->bounding_radius;
-#else
- ranges[1] = current_weather.get_visibility()+t->bounding_radius;
-#endif
- t->range_ptr->setRanges( ranges, 2 );
-
- // calculate tile offset
- t->SetOffset( scenery.center );
- // 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 );
- }
- }
+ FGTileEntry *e;
+ tile_cache.reset_traversal();
+
+ 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();
+ }
}
+