void sched_tile( const SGBucket& b, const bool is_inner_ring );
// schedule a needed buckets for loading
- void schedule_needed(double visibility_meters, SGBucket curr_bucket);
+ void schedule_needed(double visibility_meters, const SGBucket& curr_bucket);
FGHitList hit_list;
// local chunks. If the chunk isn't already in the cache, then
// read it from disk.
int update( double visibility_meters );
- int update( SGLocation *location, double visibility_meters,
- sgdVec3 abs_pos_vector );
-
- int updateCurrentElevAtPos( sgdVec3 abs_pos_vector, double altitude_m,
- Point3D center );
-
- // 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.
- void my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
- const sgdVec3 p, const sgdVec3 dir, sgdVec3 normal );
-
- void my_ssg_los( ssgBranch *branch, sgdMat4 m,
- const sgdVec3 p, const sgdVec3 dir,
- FGHitList *list );
+ int update( SGLocation *location, double visibility_meters);
// Prepare the ssg nodes corresponding to each tile. For each
// tile, set the ssg transform and update it's range selector
// tiles...
void refresh_view_timestamps();
- inline SGBucket get_current_bucket () { return current_bucket; }
- inline SGBucket get_previous_bucket () { return previous_bucket; }
+ inline const SGBucket& get_current_bucket () const { return current_bucket; }
+ inline const SGBucket& get_previous_bucket () const { return previous_bucket; }
static bool set_tile_filter( bool f );
static int tile_filter_cb( ssgEntity *, int );
+
+ /// Returns true if scenery is avaliable for the given lat, lon position
+ /// within a range of range_m.
+ /// lat and lon are expected to be in degrees.
+ bool scenery_available(double lat, double lon, double range_m);
};