#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>
#define TEST_LAST_HIT_CACHE
-#ifdef ENABLE_THREADS
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
SGLockedQueue<FGTileEntry *> FGTileMgr::attach_queue;
SGLockedQueue<FGDeferredModel *> FGTileMgr::model_queue;
#else
#endif // ENABLE_THREADS
queue<FGTileEntry *> FGTileMgr::delete_queue;
+bool FGTileMgr::tile_filter = true;
// Constructor
FGTileMgr::FGTileMgr():
state( Start ),
current_tile( NULL ),
- vis( 16000 ),
- counter_hack(0)
+ vis( 16000 )
{
}
}
while ( ! model_queue.empty() ) {
-#ifdef ENABLE_THREADS
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
FGDeferredModel* dm = model_queue.pop();
#else
FGDeferredModel* dm = model_queue.front();
current_bucket.make_bad();
longitude = latitude = -1000.0;
- last_longitude = last_latitude = -1000.0;
return 1;
}
// schedule a tile for loading
-void FGTileMgr::sched_tile( const SGBucket& b ) {
+void FGTileMgr::sched_tile( const SGBucket& b, const bool is_inner_ring ) {
// see if tile already exists in the cache
FGTileEntry *t = tile_cache.get_tile( b );
// delete.) Try again later
delete e;
}
+ } else {
+ t->set_inner_ring( is_inner_ring );
}
}
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;
+ // << tile_height << endl;
xrange = (int)(vis / tile_width) + 1;
yrange = (int)(vis / tile_height) + 1;
- if ( xrange < 1 ) { xrange /= 1; }
+ if ( xrange < 1 ) { xrange = 1; }
if ( yrange < 1 ) { yrange = 1; }
// 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;
- /*
- cout << "xrange = " << xrange << " yrange = " << yrange << endl;
- cout << "max cache size = " << tile_cache.get_max_cache_size()
- << " current cache size = " << tile_cache.get_size() << endl;
- */
+ // clear the inner ring flags so we can set them below. This
+ // prevents us from having "true" entries we aren't able to find
+ // to get rid of if we teleport a long ways away from the current
+ // location.
+ tile_cache.clear_inner_ring_flags();
SGBucket b;
// schedule center tile first so it can be loaded first
b = sgBucketOffset( longitude, latitude, 0, 0 );
- sched_tile( b );
+ sched_tile( b, true );
int x, y;
for ( y = -1; y <= 1; ++y ) {
if ( x != 0 || y != 0 ) {
b = sgBucketOffset( longitude, latitude, x, y );
- sched_tile( b );
+ sched_tile( b, true );
}
}
}
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 );
+ sched_tile( b, false );
}
}
}
// First time through or we have teleported, initialize the
// system and load all relavant tiles
- SG_LOG( SG_TERRAIN, SG_INFO, "Updating Tile list for " << current_bucket );
+ SG_LOG( SG_TERRAIN, SG_INFO, "Initialize_queue(): Updating Tile list for "
+ << current_bucket );
// cout << "tile cache size = " << tile_cache.get_size() << endl;
// wipe/initialize tile cache
#endif
}
+/**
+ * return current status of queues
+ *
+ */
+
+bool FGTileMgr::all_queues_empty() {
+ return attach_queue.empty() && model_queue.empty();
+}
+
/**
* Update the various queues maintained by the tilemagr (private
{
// 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.
+ // texture loading which involves use of the opengl api. Skip any
+ // models belonging to not loaded tiles (i.e. the tile was removed
+ // before we were able to load some of the associated models.)
if ( !model_queue.empty() ) {
- // cout << "loading next model ..." << endl;
- // load the next tile in the queue
-#ifdef ENABLE_THREADS
- FGDeferredModel* dm = model_queue.pop();
+ bool processed_one = false;
+
+ while ( model_queue.size() > 200 || processed_one == false ) {
+ processed_one = true;
+
+ if ( model_queue.size() > 200 ) {
+ SG_LOG( SG_TERRAIN, SG_INFO,
+ "Alert: catching up on model load queue" );
+ }
+
+ // cout << "loading next model ..." << endl;
+ // load the next tile in the queue
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
+ FGDeferredModel* dm = model_queue.pop();
#else
- FGDeferredModel* dm = model_queue.front();
- model_queue.pop();
+ 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( globals->get_fg_root(),
- dm->get_model_path(),
- globals->get_props(),
- globals->get_sim_time_sec() );
- if ( obj_model != NULL ) {
- dm->get_obj_trans()->addKid( obj_model );
+ // only load the model if the tile still exists in the
+ // tile cache
+ FGTileEntry *t = tile_cache.get_tile( dm->get_bucket() );
+ if ( t != NULL ) {
+ 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;
}
- 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;
- }
+ // Notify the tile loader that it can load another tile
+ loader.update();
if ( !attach_queue.empty() ) {
-#ifdef ENABLE_THREADS
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
FGTileEntry* e = attach_queue.pop();
#else
FGTileEntry* e = attach_queue.front();
#endif
e->add_ssg_nodes( globals->get_scenery()->get_terrain_branch(),
globals->get_scenery()->get_gnd_lights_root(),
+ globals->get_scenery()->get_vasi_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;
+ bool processed_one = false;
- 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.
+ while ( delete_queue.size() > 30 || processed_one == false ) {
+ processed_one = true;
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Alert: catching up on tile delete queue" );
+ if ( 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.
- FGTileEntry* e = delete_queue.front();
- while ( !e->free_tile() );
- delete_queue.pop();
- delete e;
- }
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Alert: catching up on tile delete queue" );
+ }
- FGTileEntry* e = delete_queue.front();
- if ( e->free_tile() ) {
- delete_queue.pop();
- delete e;
+ FGTileEntry* e = delete_queue.front();
+ if ( e->free_tile() ) {
+ delete_queue.pop();
+ delete e;
+ }
}
}
}
int FGTileMgr::update( SGLocation *location, double visibility_meters,
sgdVec3 abs_pos_vector )
{
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update()" );
+
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 );
// 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_bucket == previous_bucket )) {
// We've moved to a new bucket, we need to schedule any
// needed tiles for loading.
+ SG_LOG( SG_TERRAIN, SG_INFO, "FGTileMgr::update()" );
schedule_needed(visibility_meters, current_bucket);
}
} else if ( state == Start || state == Inited ) {
SG_LOG( SG_TERRAIN, SG_INFO, "State == Start || Inited" );
- initialize_queue();
+// initialize_queue();
state = Running;
// load the next tile in the load queue (or authorize the next
// save bucket...
previous_bucket = current_bucket;
- // 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,
- location->get_tile_center() ) )
- {
- last_longitude = longitude;
- last_latitude = latitude;
- }
- }
+ updateCurrentElevAtPos( abs_pos_vector, altitude_m,
+ location->get_tile_center() );
return 1;
}
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);
+ if ( longitude >= -180.0 && longitude <= 180.0
+ && latitude >= -90.0 && latitude <= 90.0 )
+ {
+ schedule_needed(fgGetDouble("/environment/visibility-m"), current_bucket);
+ }
}
-int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) {
-
+int FGTileMgr::updateCurrentElevAtPos( sgdVec3 abs_pos_vector,
+ double max_alt_m,
+ Point3D center)
+{
sgdVec3 sc;
sgdSetVec3( sc, center[0], center[1], center[2]);
// 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
}
}
+bool FGTileMgr::set_tile_filter( bool f ) {
+ bool old = tile_filter;
+ tile_filter = f;
+ return old;
+}
+
+int FGTileMgr::tile_filter_cb( ssgEntity *, int )
+{
+ return tile_filter ? 1 : 0;
+}