# 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/structure/exception.hxx>
+#include <simgear/scene/model/modellib.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewer.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;
state( Start ),
current_tile( NULL ),
vis( 16000 ),
- max_cache_size(100),
counter_hack(0)
{
}
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;
}
if ( t == NULL ) {
// make space in the cache
- while ( (int)tile_cache.get_size() > max_cache_size ) {
+ 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 );
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);
}
- SG_LOG( SG_TERRAIN, SG_INFO,
- "scheduling needed tiles for " << longitude << " " << latitude );
+ SG_LOG( SG_TERRAIN, SG_INFO,
+ "scheduling needed tiles for " << longitude << " " << latitude );
-// vis = fgGetDouble("/environment/visibility-m");
+ // vis = fgGetDouble("/environment/visibility-m");
double tile_width = curr_bucket.get_width_m();
double tile_height = curr_bucket.get_height_m();
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; }
- // cout << "xrange = " << xrange << " yrange = " << yrange << endl;
// note * 2 at end doubles cache size (for fdm and viewer)
- max_cache_size = (2*xrange + 2) * (2*yrange + 2) * 2;
+ 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;
+ */
SGBucket b;
// 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 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;
-
- // load the next tile in the load queue (or authorize the next
- // load in the case of the threaded tile pager)
- loader.update();
- }
-
-
+/**
+ * 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
+ // 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()) );
- ssgEntity *obj_model
- = ssgLoad( (char *)(dm->get_model_path().c_str()) );
- if ( obj_model != NULL ) {
- dm->get_obj_trans()->addKid( obj_model );
+
+ 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;
+ dm->get_tile()->dec_pending_models();
+ delete dm;
}
// cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
-
- // save bucket...
- previous_bucket = current_bucket;
-
// 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.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_branch(),
- globals->get_scenery()->get_rwy_lights_branch() );
- // 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() ) {
delete e;
}
}
-
- // 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
- }
-#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);
+
+// 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 );
}
-// check and set current tile and scenery center...
-void FGTileMgr::setCurrentTile(double longitude, double latitude) {
+int FGTileMgr::update( SGLocation *location, double visibility_meters,
+ sgdVec3 abs_pos_vector )
+{
+ longitude = location->getLongitude_deg();
+ latitude = location->getLatitude_deg();
+ // SG_LOG( SG_TERRAIN, SG_DEBUG, "FGTileMgr::update() for "
+ // << longitude << " " << latatitude );
- // check tile cache entry...
current_bucket.set_bucket( longitude, latitude );
- if ( tile_cache.exists( current_bucket ) ) {
- current_tile = tile_cache.get_tile( current_bucket );
+ // 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 {
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);
+ }
+ } else if ( state == Start || state == Inited ) {
+ 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();
+ }
+
+ update_queues();
+
+ // 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;
+ }
+ }
+
+ 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);
}
int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) {
- sgdVec3 sc;
+ 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
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);
+ // scenery center has been properly defined so any hit should
+ // be valid (and not just luck)
+ hit = fgCurrentElev(abs_pos_vector,
+ 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 ) {
- globals->get_scenery()->set_cur_elev( hit_elev );
- globals->get_scenery()->set_cur_radius( hit_radius );
- globals->get_scenery()->set_cur_normal( hit_normal );
+ // 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 {
- globals->get_scenery()->set_cur_elev( -9999.0 );
- globals->get_scenery()->set_cur_radius( 0.0 );
- globals->get_scenery()->set_cur_normal( hit_normal );
+ 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) {
+void FGTileMgr::prep_ssg_nodes( SGLocation *location, 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
+ Point3D center = location->get_tile_center();
+ float *up = location->get_world_up();
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);
+ 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();
+ }
}