#endif
#include <simgear/compiler.h>
+#include <simgear/math/point3d.hxx>
-#include <list>
+#include <queue>
#include <plib/ssg.h>
#include <simgear/bucket/newbucket.hxx>
+#ifdef ENABLE_THREADS
+# include <simgear/threads/SGQueue.hxx>
+#endif // ENABLE_THREADS
+#include "FGTileLoader.hxx"
#include "hitlist.hxx"
-
-SG_USING_STD(list);
-
+#include "newcache.hxx"
#if defined(USE_MEM) || defined(WIN32)
# define FG_MEM_COPY(to,from,n) memcpy(to, from, n)
# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
#endif
+SG_USING_STD( queue );
+
// forward declaration
class FGTileEntry;
+class FGDeferredModel;
class FGTileMgr {
load_state state;
- // pending tile load queue
- list < SGBucket > load_queue;
-
// initialize the cache
void initialize_queue();
- // forced emptying of the queue. This is necessay to keep
- // bookeeping straight for the tile_cache -- which actually
- // handles all the (de)allocations
- void destroy_queue();
-
// schedule a tile for loading
void sched_tile( const SGBucket& b );
- // load a tile
- void load_tile( const SGBucket& b );
-
// schedule a needed buckets for loading
- void schedule_needed();
+ void schedule_needed(double visibility_meters, SGBucket curr_bucket);
// see comment at prep_ssg_nodes()
void prep_ssg_node( int idx );
- // int hitcount;
- // sgdVec3 hit_pts [ MAX_HITS ] ;
-
- // ssgEntity *last_hit;
FGHitList hit_list;
SGBucket previous_bucket;
double last_longitude;
double last_latitude;
+ /**
+ * tile cache
+ */
+ FGNewCache tile_cache;
+
+ /**
+ * Queue tiles for loading.
+ */
+ FGTileLoader loader;
+ int counter_hack;
+
+ /**
+ * Work queues.
+ *
+ * attach_queue is the tiles that have been loaded [by the pager]
+ * that can be attached to the scene graph by the render thread.
+ *
+ * model_queue is the set of models that need to be loaded by the
+ * primary render thread.
+ */
+#ifdef ENABLE_THREADS
+ static SGLockedQueue<FGTileEntry *> attach_queue;
+ static SGLockedQueue<FGDeferredModel *> model_queue;
+#else
+ static queue<FGTileEntry *> attach_queue;
+ static queue<FGDeferredModel *> model_queue;
+#endif // ENABLE_THREADS
+ static queue<FGTileEntry *> delete_queue;
+
+public:
+
+ /**
+ * Add a loaded tile to the 'attach to the scene graph' queue.
+ */
+ static void ready_to_attach( FGTileEntry *t ) { attach_queue.push( t ); }
+
+ /**
+ * Add a pending model to the 'deferred model load' queue
+ */
+ static void model_ready( FGDeferredModel *dm ) { model_queue.push( dm ); }
+
public:
// Constructor
// 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 update( double lon, double lat );
+ int update( double lon, double lat, double visibility_meters );
+ int update( double lon, double lat, double visibility_meters, sgdVec3 abs_pos_vector, SGBucket p_current, SGBucket p_previous, Point3D center );
+ void setCurrentTile( double longitude, double latitude );
+ int updateCurrentElevAtPos(sgdVec3 abs_pos_vector, 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
const sgdVec3 p, const sgdVec3 dir,
FGHitList *list );
- bool current_elev_ssg( sgdVec3 abs_view_pos, double *terrain_elev );
-
// Prepare the ssg nodes ... for each tile, set it's proper
// transform and update it's range selector based on current
// visibilty
- void prep_ssg_nodes();
+ void prep_ssg_nodes(float visibility_meters);
+ void prep_ssg_nodes(float visibility_meters, sgVec3 up, Point3D center);
+
+ //
+ // Set flag with event manager so that non-moving view refreshes tiles...
+ //
+ void refresh_view_timestamps();
- inline int queue_size() const { return load_queue.size(); }
+ inline SGBucket get_current_bucket () { return current_bucket; }
+ inline SGBucket get_previous_bucket () { return previous_bucket; }
};