#include <simgear/compiler.h>
#include <simgear/math/point3d.hxx>
+#include <simgear/scene/model/location.hxx>
#include <queue>
# include <simgear/threads/SGQueue.hxx>
#endif // ENABLE_THREADS
-#include <Main/location.hxx>
-
#include "FGTileLoader.hxx"
#include "hitlist.hxx"
#include "newcache.hxx"
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(double visibility_meters, SGBucket curr_bucket);
- // see comment at prep_ssg_nodes()
- void prep_ssg_node( int idx );
-
FGHitList hit_list;
SGBucket previous_bucket;
// current longitude latitude
double longitude;
double latitude;
- double last_longitude;
- double last_latitude;
+ double altitude_m;
/**
* tile cache
// 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, 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 );
+ 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
// 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( FGLocation *location, float visibility_meters );
+ void prep_ssg_nodes( SGLocation *location, float visibility_meters );
// Set flag with event manager so that non-moving view refreshes
// tiles...
};
-// the tile manager
-extern FGTileMgr global_tile_mgr;
-
-
#endif // _TILEMGR_HXX