#include <simgear/scene/tgdb/TileEntry.hxx>
#include <simgear/scene/tgdb/TileCache.hxx>
-class SGReaderWriterBTGOptions;
-
namespace osg
{
class Node;
}
+namespace simgear
+{
+class SGTerraSync;
+class SGReaderWriterOptions;
+}
+
class FGTileMgr : public SGSubsystem, public simgear::ModelLoadHelper {
private:
load_state state;
- // schedule a tile for loading
- void sched_tile( const SGBucket& b, const bool is_inner_ring );
+ // schedule a tile for loading, returns true when tile is already loaded
+ bool sched_tile( const SGBucket& b, double priority,bool current_view, double request_time);
// schedule a needed buckets for loading
void schedule_needed(const SGBucket& curr_bucket, double rangeM);
SGBucket previous_bucket;
SGBucket current_bucket;
SGBucket pending;
- osg::ref_ptr<SGReaderWriterBTGOptions> _options;
+ osg::ref_ptr<simgear::SGReaderWriterOptions> _options;
// x and y distance of tiles to load/draw
float vis;
// current longitude latitude
double longitude;
double latitude;
+ double scheduled_visibility;
/**
* tile cache
*/
simgear::TileCache tile_cache;
+ simgear::SGTerraSync* _terra_sync;
// Update the various queues maintained by the tilemagr (private
// internal function, do not call directly.)
void update_queues();
-
- // Prepare the ssg nodes corresponding to each tile. For each
- // tile, set the ssg transform and update it's range selector
- // based on current visibilty void prep_ssg_nodes( float
- // visibility_meters );
- void prep_ssg_nodes();
-
+
+ static void refresh_tile(void* tileMgr, long tileIndex);
+
SGPropertyNode* _visibilityMeters;
+ SGPropertyNode_ptr _maxTileRangeM;
public:
FGTileMgr();
const SGBucket& get_current_bucket () const { return current_bucket; }
- /// Returns true if scenery is avaliable for the given lat, lon position
+ /// Returns true if scenery is available for the given lat, lon position
/// within a range of range_m.
/// lat and lon are expected to be in degrees.
- bool scenery_available(const SGGeod& position, double range_m);
+ bool schedule_scenery(const SGGeod& position, double range_m, double duration=0.0);
// Load a model for a tile
- osg::Node* loadTileModel(const string& modelPath, bool cacheModel);
+ osg::Node* loadTileModel(const std::string& modelPath, bool cacheModel);
- // Returns true if all the tiles in the tile cache have been loaded
+ // Returns true if tiles around current view position have been loaded
bool isSceneryLoaded();
};