#endif
#include <simgear/compiler.h>
+#include <simgear/math/point3d.hxx>
+#include <simgear/scene/model/location.hxx>
#include <queue>
# define FG_MEM_COPY(to,from,n) bcopy(from, to, n)
#endif
+SG_USING_STD( queue );
+
// forward declaration
class FGTileEntry;
void initialize_queue();
// schedule a tile for loading
- void sched_tile( const SGBucket& b );
+ void sched_tile( const SGBucket& b, const bool is_inner_ring );
// schedule a needed buckets for loading
- void schedule_needed();
-
- // see comment at prep_ssg_nodes()
- void prep_ssg_node( int idx );
-
- // int hitcount;
- // sgdVec3 hit_pts [ MAX_HITS ] ;
+ void schedule_needed(double visibility_meters, SGBucket curr_bucket);
- // ssgEntity *last_hit;
FGHitList hit_list;
SGBucket previous_bucket;
// current longitude latitude
double longitude;
double latitude;
- double last_longitude;
- double last_latitude;
+ double altitude_m;
/**
* tile cache
static queue<FGTileEntry *> attach_queue;
static queue<FGDeferredModel *> model_queue;
#endif // ENABLE_THREADS
+ static queue<FGTileEntry *> delete_queue;
public:
*/
static void ready_to_attach( FGTileEntry *t ) { attach_queue.push( t ); }
-#ifdef WISH_PLIB_WAS_THREADED // but it isn't
- /**
- * Tile is detatched from scene graph and is ready to delete
- */
- inline void ready_to_delete( FGTileEntry *t ) { loader.remove( t ); }
-#endif
-
/**
* Add a pending model to the 'deferred model load' queue
*/
// Initialize the Tile Manager subsystem
int init();
+ // Update the various queues maintained by the tilemagr (private
+ // internal function, do not call directly.)
+ void update_queues();
+
// 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 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
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();
-};
+ // 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( SGLocation *location, float visibility_meters );
+ // Set flag with event manager so that non-moving view refreshes
+ // tiles...
+ void refresh_view_timestamps();
-// the tile manager
-extern FGTileMgr global_tile_mgr;
+ inline SGBucket get_current_bucket () { return current_bucket; }
+ inline SGBucket get_previous_bucket () { return previous_bucket; }
+};
#endif // _TILEMGR_HXX