#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/vector.hxx>
+#include <simgear/misc/exception.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"
queue<FGTileEntry *> FGTileMgr::attach_queue;
queue<FGDeferredModel *> FGTileMgr::model_queue;
#endif // ENABLE_THREADS
+queue<FGTileEntry *> FGTileMgr::delete_queue;
// Constructor
FGTileEntry *t = tile_cache.get_tile( b );
if ( t == NULL ) {
+ // make space in the cache
+ 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 );
+ old->disconnect_ssg_nodes();
+ delete_queue.push( old );
+ tile_cache.clear_entry( index );
+ } else {
+ // nothing to free ?!? forge ahead
+ break;
+ }
+ }
+
// create a new entry
FGTileEntry *e = new FGTileEntry( b );
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)
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 center tile first so it can be loaded first
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 );
+ 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 ) {
+
+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 );
#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();
+ 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;
}
// cout << "Adding ssg nodes for "
}
+ if ( !delete_queue.empty() ) {
+ // cout << "delete queue = " << delete_queue.size() << endl;
+
+ 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.
+
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Alert: catching up on tile delete queue" );
+
+ FGTileEntry* e = delete_queue.front();
+ while ( !e->free_tile() );
+ delete_queue.pop();
+ delete e;
+ }
+
+ FGTileEntry* e = delete_queue.front();
+ if ( e->free_tile() ) {
+ delete_queue.pop();
+ delete e;
+ }
+ }
+
// no reason to update this if we haven't moved...
- if ( longitude != last_longitude || latitude == last_latitude ) {
+ if ( longitude != last_longitude || latitude != last_latitude ) {
// update current elevation...
- updateCurrentElevAtPos(abs_pos_vector);
+ if (updateCurrentElevAtPos(abs_pos_vector, center)) {
+ last_longitude = longitude;
+ last_latitude = latitude;
+ }
}
- last_longitude = longitude;
- last_latitude = latitude;
-
#if 0
}
#endif
// 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);
+ 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);
}
+
// check and set current tile and scenery center...
void FGTileMgr::setCurrentTile(double longitude, double latitude) {
}
}
-void FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector) {
+
+int FGTileMgr::updateCurrentElevAtPos(sgdVec3 abs_pos_vector, Point3D center) {
sgdVec3 sc;
+
sgdSetVec3( sc,
- globals->get_scenery()->get_center()[0],
- globals->get_scenery()->get_center()[1],
- globals->get_scenery()->get_center()[2] );
+ 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)
- sgdSetVec3( sc,
- globals->get_scenery()->get_center()[0],
- globals->get_scenery()->get_center()[1],
- globals->get_scenery()->get_center()[2] );
hit = fgCurrentElev(abs_pos_vector,
sc,
current_tile->get_terra_transform(),
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) {
-// float vis = 0.0;
-// vis = fgGetDouble("/environment/visibility-m");
+ // 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
FGTileEntry *e;
tile_cache.reset_traversal();
- sgVec3 up;
- sgCopyVec3( up, globals->get_current_view()->get_world_up() );
-
while ( ! tile_cache.at_end() ) {
// cout << "processing a tile" << endl;
if ( (e = tile_cache.get_current()) ) {
- e->prep_ssg_node( globals->get_scenery()->get_center(), up, vis);
+ e->prep_ssg_node( center, up, vis);
} else {
SG_LOG(SG_INPUT, SG_ALERT, "warning ... empty tile in cache");
}