#include "scenery.hxx"
#include "tilecache.hxx"
-#include "tileentry.hxx"
#include "tilemgr.hxx"
-
-// to test clipping speedup in fgTileMgrRender()
-#if defined ( USE_FAST_FOV_CLIP )
-// #define TEST_FOV_CLIP
-// #define TEST_ELEV
-#endif
-
+#define TEST_LAST_HIT_CACHE
extern ssgRoot *scene;
-
+extern ssgBranch *terrain;
// the tile manager
FGTileMgr global_tile_mgr;
+// a temporary hack until we get everything rewritten with sgdVec3
+static inline Point3D operator + (const Point3D& a, const sgdVec3 b)
+{
+ return Point3D(a.x()+b[0], a.y()+b[1], a.z()+b[2]);
+}
+
+
// Constructor
FGTileMgr::FGTileMgr ( void ):
state( Start )
// load default material library
if ( ! material_mgr.loaded() ) {
- material_mgr.load_lib();
+ material_mgr.load_lib();
}
global_tile_cache.init();
state = Inited;
+ // last_hit = 0;
+
+ tile_diameter = current_options.get_tile_diameter();
+ FG_LOG( FG_TERRAIN, FG_INFO, "Tile Diameter = " << tile_diameter);
+
+ previous_bucket.make_bad();
+ current_bucket.make_bad();
+
+ scroll_direction = SCROLL_INIT;
+ tile_index = -9999;
+
+ longitude = latitude = -1000.0;
+ last_longitude = last_latitude = -1000.0;
+
return 1;
}
-
+#if 0
// schedule a tile for loading
static void disable_tile( int cache_index ) {
// see if tile already exists in the cache
FGTileEntry *t = global_tile_cache.get_tile( cache_index );
t->ssg_disable();
}
-
+#endif
// schedule a tile for loading
int FGTileMgr::sched_tile( const FGBucket& b ) {
int cache_index = global_tile_cache.exists( b );
if ( cache_index >= 0 ) {
- // tile exists in cache, reenable it.
- // cout << "REENABLING DISABLED TILE" << endl;
- FGTileEntry *t = global_tile_cache.get_tile( cache_index );
- t->select_ptr->select( 1 );
- t->mark_loaded();
+ // tile exists in cache, reenable it.
+ // cout << "REENABLING DISABLED TILE" << endl;
+ FGTileEntry *t = global_tile_cache.get_tile( cache_index );
+ t->select_ptr->select( 1 );
+ t->mark_loaded();
} else {
- // find the next available cache entry and mark it as
- // scheduled
- cache_index = global_tile_cache.next_avail();
- FGTileEntry *t = global_tile_cache.get_tile( cache_index );
- t->mark_scheduled_for_use();
-
- // register a load request
- FGLoadRec request;
- request.b = b;
- request.cache_index = cache_index;
- load_queue.push_back( request );
+ // find the next available cache entry and mark it as
+ // scheduled
+ cache_index = global_tile_cache.next_avail();
+ FGTileEntry *t = global_tile_cache.get_tile( cache_index );
+ t->mark_scheduled_for_use();
+
+ // register a load request
+ FGLoadRec request;
+ request.b = b;
+ request.cache_index = cache_index;
+ load_queue.push_back( request );
}
return cache_index;
void FGTileMgr::load_tile( const FGBucket& b, int cache_index) {
FG_LOG( FG_TERRAIN, FG_DEBUG, "Loading tile " << b );
-
+
global_tile_cache.fill_in(cache_index, b);
FG_LOG( FG_TERRAIN, FG_DEBUG, "Loaded for cache index: " << cache_index );
}
-// Calculate shortest distance from point to line
-static double point_line_dist_squared( const Point3D& tc, const Point3D& vp,
- sgVec3 d )
-{
- sgVec3 p, p0;
-
- sgSetVec3( p, tc.x(), tc.y(), tc.z() );
- sgSetVec3( p0, vp.x(), vp.y(), vp.z() );
+// Determine scenery altitude via ssg. 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. view_pos in current world
+// coordinate translated near (0,0,0) (in meters.) Returns result in
+// meters.
- return sgPointLineDistSquared(p, p0, d);
-}
+bool
+FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos,
+ const Point3D& view_pos )
+{
+ sgdVec3 orig, dir;
+ sgdSetVec3(orig, view_pos.x(), view_pos.y(), view_pos.z() );
+ sgdSetVec3(dir, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
-// 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.
-double
-FGTileMgr::current_elev_new( const FGBucket& p ) {
- FGTileEntry *t;
- fgFRAGMENT *frag_ptr;
- Point3D abs_view_pos = current_view.get_abs_view_pos();
- Point3D earth_center(0.0);
- Point3D result;
- sgVec3 local_up;
- double dist, lat_geod, alt, sea_level_r;
- int index;
-
- sgSetVec3( local_up, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
-
- // Find current translation offset
- // fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
- index = global_tile_cache.exists(p);
- if ( index < 0 ) {
- FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
- return 0.0;
- }
+ hit_list.Intersect( terrain, orig, dir );
- t = global_tile_cache.get_tile(index);
+ int this_hit=0;
+ Point3D geoc;
+ double result = -9999;
- scenery.next_center = t->center;
-
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Current bucket = " << p << " Index = " << p.gen_index_str() );
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "abs_view_pos = " << abs_view_pos );
-
- // calculate tile offset
- // x = (t->offset.x = t->center.x - scenery.center.x);
- // y = (t->offset.y = t->center.y - scenery.center.y);
- // z = (t->offset.z = t->center.z - scenery.center.z);
-
- // calc current terrain elevation calculate distance from
- // vertical tangent line at current position to center of
- // tile.
-
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared(&(t->offset), &(v->view_pos),
- v->local_up), t->bounding_radius); */
-
- dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
- if ( dist < FG_SQUARE(t->bounding_radius) ) {
-
- // traverse fragment list for tile
- FGTileEntry::FragmentIterator current = t->begin();
- FGTileEntry::FragmentIterator last = t->end();
-
- for ( ; current != last; ++current ) {
- frag_ptr = &(*current);
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared( &(frag_ptr->center),
- &abs_view_pos), local_up),
- frag_ptr->bounding_radius); */
-
- dist = point_line_dist_squared( frag_ptr->center,
- abs_view_pos,
- local_up);
- if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
- if ( frag_ptr->intersect( abs_view_pos,
- earth_center, 0, result ) ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
- result );
- // compute geocentric coordinates of tile center
- Point3D pp = fgCartToPolar3d(result);
- FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
- // convert to geodetic coordinates
- fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
- &alt, &sea_level_r);
-
- // printf("alt = %.2f\n", alt);
- // exit since we found an intersection
- if ( alt > -9999.0 ) {
- // printf("returning alt\n");
- return alt;
- } else {
- // printf("returning 0\n");
- return 0.0;
- }
- }
- }
+ int hitcount = hit_list.num_hits();
+ for ( int i = 0; i < hitcount; ++i ) {
+ geoc = fgCartToPolar3d( scenery.center + hit_list.get_point(i) );
+ double lat_geod, alt, sea_level_r;
+ fgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
+ &alt, &sea_level_r);
+ if ( alt > result && alt < 10000 ) {
+ result = alt;
+ this_hit = i;
}
}
- FG_LOG( FG_TERRAIN, FG_INFO, "(new) no terrain intersection found" );
-
- return 0.0;
+ if ( result > -9000 ) {
+ scenery.cur_elev = result;
+ scenery.cur_radius = geoc.radius();
+ sgdCopyVec3(scenery.cur_normal, hit_list.get_normal(this_hit));
+ return true;
+ } else {
+ FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
+ scenery.cur_elev = 0.0;
+ float *up = current_view.local_up;
+ sgdSetVec3(scenery.cur_normal, up[0], up[1], up[2]);
+ return false;
+ }
}
-// 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.
-double
-FGTileMgr::current_elev( double lon, double lat, const Point3D& abs_view_pos ) {
- FGTileCache *c;
- FGTileEntry *t;
- fgFRAGMENT *frag_ptr;
- Point3D earth_center(0.0);
- Point3D result;
- sgVec3 local_up;
- double dist, lat_geod, alt, sea_level_r;
- int index;
-
- c = &global_tile_cache;
-
- local_up[0] = abs_view_pos.x();
- local_up[1] = abs_view_pos.y();
- local_up[2] = abs_view_pos.z();
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Absolute view pos = " << abs_view_pos );
-
- // Find current translation offset
- FGBucket p( lon * RAD_TO_DEG, lat * RAD_TO_DEG );
- index = c->exists(p);
- if ( index < 0 ) {
- FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
- return 0.0;
- }
+FGBucket FGTileMgr::BucketOffset( int dx, int dy )
+{
+ double clat, clon, span;
+ if( scroll_direction == SCROLL_INIT ) {
+ pending.set_bucket( longitude, latitude );
+ clat = pending.get_center_lat() + dy * FG_BUCKET_SPAN;
- t = c->get_tile(index);
+ // walk dy units in the lat direction
+ pending.set_bucket( longitude, clat );
- scenery.next_center = t->center;
-
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
- << ") Current bucket = " << p
- << " Index = " << p.gen_index_str() );
-
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Tile center " << t->center
- << " bounding radius = " << t->bounding_radius );
-
- // calculate tile offset
- // x = (t->offset.x = t->center.x - scenery.center.x);
- // y = (t->offset.y = t->center.y - scenery.center.y);
- // z = (t->offset.z = t->center.z - scenery.center.z);
-
- // calc current terrain elevation calculate distance from
- // vertical tangent line at current position to center of
- // tile.
+ // find the lon span for the new latitude
+ span = bucket_span( clat );
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared(&(t->offset), &(v->view_pos),
- v->local_up), t->bounding_radius); */
-
- dist = point_line_dist_squared( t->center, abs_view_pos, local_up );
- FG_LOG( FG_TERRAIN, FG_DEBUG, "(gross check) dist squared = " << dist );
-
- if ( dist < FG_SQUARE(t->bounding_radius) ) {
-
- // traverse fragment list for tile
- FGTileEntry::FragmentIterator current = t->begin();
- FGTileEntry::FragmentIterator last = t->end();
-
- for ( ; current != last; ++current ) {
- frag_ptr = &(*current);
- /* printf("distance squared = %.2f, bounding radius = %.2f\n",
- point_line_dist_squared( &(frag_ptr->center),
- &abs_view_pos), local_up),
- frag_ptr->bounding_radius); */
-
- dist = point_line_dist_squared( frag_ptr->center,
- abs_view_pos,
- local_up);
- if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
- if ( frag_ptr->intersect( abs_view_pos,
- earth_center, 0, result ) ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
- result );
- // compute geocentric coordinates of tile center
- Point3D pp = fgCartToPolar3d(result);
- FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
- // convert to geodetic coordinates
- fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
- &alt, &sea_level_r);
-
- // printf("alt = %.2f\n", alt);
- // exit since we found an intersection
- if ( alt > -9999.0 ) {
- // printf("returning alt\n");
- return alt;
- } else {
- // printf("returning 0\n");
- return 0.0;
- }
- }
- }
- }
- }
+ // walk dx units in the lon direction
+ clon = longitude + dx * span;
+ } else {
+ pending.set_bucket( last_longitude, last_latitude );
+ clat = pending.get_center_lat() + dy * FG_BUCKET_SPAN;
- FG_LOG( FG_TERRAIN, FG_INFO, "(old) no terrain intersection found" );
+ // walk dy units in the lat direction
+ pending.set_bucket( last_longitude, clat );
- return 0.0;
-}
-
-
-inline int fg_sign( const double x ) {
- return x < 0 ? -1 : 1;
-}
-
-inline double fg_min( const double a, const double b ) {
- return b < a ? b : a;
-}
+ // find the lon span for the new latitude
+ span = bucket_span( clat );
-inline double fg_max( const double a, const double b ) {
- return a < b ? b : a;
-}
+ // walk dx units in the lon direction
+ clon = last_longitude + dx * span;
+ }
+
+ while ( clon < -180.0 ) clon += 360.0;
+ while ( clon >= 180.0 ) clon -= 360.0;
+ pending.set_bucket( clon, clat );
-// return the minimum of the three values
-inline double fg_min3( const double a, const double b, const double c ) {
- return a > b ? fg_min(b, c) : fg_min(a, c);
+ FG_LOG( FG_TERRAIN, FG_DEBUG, " fgBucketOffset " << pending );
+ return pending;
}
-// return the maximum of the three values
-inline double fg_max3 (const double a, const double b, const double c ) {
- return a < b ? fg_max(b, c) : fg_max(a, c);
-}
-// check for an instersection with the individual triangles of a leaf
-static bool my_ssg_instersect_leaf( string s, ssgLeaf *leaf, sgdMat4 m,
- const sgdVec3 p, const sgdVec3 dir,
- sgdVec3 result )
+// schedule a tile row(column) for loading
+void FGTileMgr::scroll( void )
{
- sgdVec3 v1, v2, n;
- sgdVec3 p1, p2, p3;
- double x, y, z; // temporary holding spot for result
- double a, b, c, d;
- double x0, y0, z0, x1, y1, z1, a1, b1, c1;
- double t1, t2, t3;
- double xmin, xmax, ymin, ymax, zmin, zmax;
- double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry;
- sgdVec3 tmp;
- float *ftmp;
- int side1, side2;
- short i1, i2, i3;
-
- // cout << s << "Intersecting" << endl;
-
- // traverse the triangle list for this leaf
- for ( int i = 0; i < leaf->getNumTriangles(); ++i ) {
- // cout << s << "testing triangle = " << i << endl;
-
- leaf->getTriangle( i, &i1, &i2, &i3 );
-
- // get triangle vertex coordinates
-
- ftmp = leaf->getVertex( i1 );
- sgdSetVec3( tmp, ftmp );
- // cout << s << "orig point 1 = " << tmp[0] << " " << tmp[1]
- // << " " << tmp[2] << endl;
- sgdXformPnt3( p1, tmp, m ) ;
-
- ftmp = leaf->getVertex( i2 );
- sgdSetVec3( tmp, ftmp );
- // cout << s << "orig point 2 = " << tmp[0] << " " << tmp[1]
- // << " " << tmp[2] << endl;
- sgdXformPnt3( p2, tmp, m ) ;
-
- ftmp = leaf->getVertex( i3 );
- sgdSetVec3( tmp, ftmp );
- // cout << s << "orig point 3 = " << tmp[0] << " " << tmp[1]
- // << " " << tmp[2] << endl;
- sgdXformPnt3( p3, tmp, m ) ;
-
- // cout << s << "point 1 = " << p1[0] << " " << p1[1] << " " << p1[2]
- // << endl;
- // cout << s << "point 2 = " << p2[0] << " " << p2[1] << " " << p2[2]
- // << endl;
- // cout << s << "point 3 = " << p3[0] << " " << p3[1] << " " << p3[2]
- // << endl;
-
- // calculate two edge vectors, and the face normal
- sgdSubVec3(v1, p2, p1);
- sgdSubVec3(v2, p3, p1);
- sgdVectorProductVec3(n, v1, v2);
-
- // calculate the plane coefficients for the plane defined by
- // this face. If n is the normal vector, n = (a, b, c) and p1
- // is a point on the plane, p1 = (x0, y0, z0), then the
- // equation of the line is a(x-x0) + b(y-y0) + c(z-z0) = 0
- a = n[0];
- b = n[1];
- c = n[2];
- d = a * p1[0] + b * p1[1] + c * p1[2];
- // printf("a, b, c, d = %.2f %.2f %.2f %.2f\n", a, b, c, d);
-
- // printf("p1(d) = %.2f\n", a * p1[0] + b * p1[1] + c * p1[2]);
- // printf("p2(d) = %.2f\n", a * p2[0] + b * p2[1] + c * p2[2]);
- // printf("p3(d) = %.2f\n", a * p3[0] + b * p3[1] + c * p3[2]);
-
- // calculate the line coefficients for the specified line
- x0 = p[0]; x1 = p[0] + dir[0];
- y0 = p[1]; y1 = p[1] + dir[1];
- z0 = p[2]; z1 = p[2] + dir[2];
-
- if ( fabs(x1 - x0) > FG_EPSILON ) {
- a1 = 1.0 / (x1 - x0);
- } else {
- // we got a big divide by zero problem here
- a1 = 0.0;
- }
- b1 = y1 - y0;
- c1 = z1 - z0;
-
- // intersect the specified line with this plane
- t1 = b * b1 * a1;
- t2 = c * c1 * a1;
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "schedule_row: Scrolling" );
- // printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2);
-
- if ( fabs(a + t1 + t2) > FG_EPSILON ) {
- x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2);
- t3 = a1 * (x - x0);
- y = b1 * t3 + y0;
- z = c1 * t3 + z0;
- // printf("result(d) = %.2f\n", a * x + b * y + c * z);
- } else {
- // no intersection point
- continue;
+ int i, dw, dh;
+
+ switch( scroll_direction ) {
+ case SCROLL_NORTH:
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ " (North) Loading " << tile_diameter << " tiles" );
+ dw = tile_diameter / 2;
+ dh = dw + 1;
+ for ( i = 0; i < tile_diameter; i++ ) {
+ sched_tile( BucketOffset( i - dw, dh) );
}
-
-#if 0
- if ( side_flag ) {
- // check to see if end0 and end1 are on opposite sides of
- // plane
- if ( (x - x0) > FG_EPSILON ) {
- t1 = x;
- t2 = x0;
- t3 = x1;
- } else if ( (y - y0) > FG_EPSILON ) {
- t1 = y;
- t2 = y0;
- t3 = y1;
- } else if ( (z - z0) > FG_EPSILON ) {
- t1 = z;
- t2 = z0;
- t3 = z1;
- } else {
- // everything is too close together to tell the difference
- // so the current intersection point should work as good
- // as any
- sgdSetVec3( result, x, y, z );
- return true;
- }
- side1 = fg_sign (t1 - t2);
- side2 = fg_sign (t1 - t3);
- if ( side1 == side2 ) {
- // same side, punt
- continue;
- }
+ break;
+ case SCROLL_EAST:
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ " (East) Loading " << tile_diameter << " tiles" );
+ dh = tile_diameter / 2;
+ dw = dh + 1;
+ for ( i = 0; i < tile_diameter; i++ ) {
+ sched_tile( BucketOffset( dw, i - dh ) );
}
-#endif
-
- // check to see if intersection point is in the bounding
- // cube of the face
-#ifdef XTRA_DEBUG_STUFF
- xmin = fg_min3 (p1[0], p2[0], p3[0]);
- xmax = fg_max3 (p1[0], p2[0], p3[0]);
- ymin = fg_min3 (p1[1], p2[1], p3[1]);
- ymax = fg_max3 (p1[1], p2[1], p3[1]);
- zmin = fg_min3 (p1[2], p2[2], p3[2]);
- zmax = fg_max3 (p1[2], p2[2], p3[2]);
- printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
- xmin, ymin, zmin, xmax, ymax, zmax);
-#endif
- // punt if outside bouding cube
- if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) {
- continue;
- } else if ( x > (xmax = fg_max3 (p1[0], p2[0], p3[0])) ) {
- continue;
- } else if ( y < (ymin = fg_min3 (p1[1], p2[1], p3[1])) ) {
- continue;
- } else if ( y > (ymax = fg_max3 (p1[1], p2[1], p3[1])) ) {
- continue;
- } else if ( z < (zmin = fg_min3 (p1[2], p2[2], p3[2])) ) {
- continue;
- } else if ( z > (zmax = fg_max3 (p1[2], p2[2], p3[2])) ) {
- continue;
+ break;
+ case SCROLL_SOUTH:
+ dw = tile_diameter / 2;
+ dh = -dw - 1;
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ " (South) Loading " << tile_diameter << " tiles" );
+ for ( i = 0; i < tile_diameter; i++ ) {
+ sched_tile( BucketOffset( i - dw, dh) );
}
-
- // (finally) check to see if the intersection point is
- // actually inside this face
-
- //first, drop the smallest dimension so we only have to work
- //in 2d.
- dx = xmax - xmin;
- dy = ymax - ymin;
- dz = zmax - zmin;
- min_dim = fg_min3 (dx, dy, dz);
- if ( fabs(min_dim - dx) <= FG_EPSILON ) {
- // x is the smallest dimension
- x1 = p1[1];
- y1 = p1[2];
- x2 = p2[1];
- y2 = p2[2];
- x3 = p3[1];
- y3 = p3[2];
- rx = y;
- ry = z;
- } else if ( fabs(min_dim - dy) <= FG_EPSILON ) {
- // y is the smallest dimension
- x1 = p1[0];
- y1 = p1[2];
- x2 = p2[0];
- y2 = p2[2];
- x3 = p3[0];
- y3 = p3[2];
- rx = x;
- ry = z;
- } else if ( fabs(min_dim - dz) <= FG_EPSILON ) {
- // z is the smallest dimension
- x1 = p1[0];
- y1 = p1[1];
- x2 = p2[0];
- y2 = p2[1];
- x3 = p3[0];
- y3 = p3[1];
- rx = x;
- ry = y;
- } else {
- // all dimensions are really small so lets call it close
- // enough and return a successful match
- sgdSetVec3( result, x, y, z );
- return true;
+ break;
+ case SCROLL_WEST:
+ dh = tile_diameter / 2;
+ dw = -dh - 1;
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ " (West) Loading " << tile_diameter << " tiles" );
+ for ( i = 0; i < tile_diameter; i++ ) {
+ sched_tile( BucketOffset( dw, i - dh ) );
}
+ break;
+ default:
+ FG_LOG( FG_TERRAIN, FG_WARN, "UNKNOWN SCROLL DIRECTION in schedule_row" );
+ ;
+ }
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "\tschedule_row returns" );
+}
- // check if intersection point is on the same side of p1 <-> p2 as p3
- t1 = (y1 - y2) / (x1 - x2);
- side1 = fg_sign (t1 * ((x3) - x2) + y2 - (y3));
- side2 = fg_sign (t1 * ((rx) - x2) + y2 - (ry));
- if ( side1 != side2 ) {
- // printf("failed side 1 check\n");
- continue;
- }
- // check if intersection point is on correct side of p2 <-> p3 as p1
- t1 = (y2 - y3) / (x2 - x3);
- side1 = fg_sign (t1 * ((x1) - x3) + y3 - (y1));
- side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
- if ( side1 != side2 ) {
- // printf("failed side 2 check\n");
- continue;
- }
+void FGTileMgr::initialize_queue( void )
+{
+ // First time through or we have teleported, initialize the
+ // system and load all relavant tiles
- // check if intersection point is on correct side of p1 <-> p3 as p2
- t1 = (y1 - y3) / (x1 - x3);
- side1 = fg_sign (t1 * ((x2) - x3) + y3 - (y2));
- side2 = fg_sign (t1 * ((rx) - x3) + y3 - (ry));
- if ( side1 != side2 ) {
- // printf("failed side 3 check\n");
- continue;
- }
+ FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << current_bucket );
+ FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " );
+ FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << current_bucket );
+ FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
+ << tile_diameter * tile_diameter << " tiles" );
- // printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
- sgdSetVec3( result, x, y, z );
- return true;
- }
+ int i;
+ scroll_direction = SCROLL_INIT;
- // printf("\n");
+ // wipe/initialize tile cache
+ global_tile_cache.init();
+ previous_bucket.make_bad();
- return false;
-}
+ // build the local area list and schedule tiles for loading
+ // start with the center tile and work out in concentric
+ // "rings"
-void FGTileMgr::my_ssg_los( string s, ssgBranch *branch, sgdMat4 m,
- const sgdVec3 p, const sgdVec3 dir )
-{
- sgSphere *bsphere;
- for ( ssgEntity *kid = branch->getKid( 0 );
- kid != NULL;
- kid = branch->getNextKid() )
- {
- if ( kid->getTraversalMask() & SSGTRAV_HOT ) {
- bsphere = kid->getBSphere();
- sgVec3 fcenter;
- sgCopyVec3( fcenter, bsphere->getCenter() );
- sgdVec3 center;
- center[0] = fcenter[0];
- center[1] = fcenter[1];
- center[2] = fcenter[2];
- sgdXformPnt3( center, m ) ;
- // cout << s << "entity bounding sphere:" << endl;
- // cout << s << "center = " << center[0] << " "
- // << center[1] << " " << center[2] << endl;
- // cout << s << "radius = " << bsphere->getRadius() << endl;
- double radius_sqd = bsphere->getRadius() * bsphere->getRadius();
- if ( sgdPointLineDistSquared( center, p, dir ) < radius_sqd ) {
- // possible intersections
- if ( kid->isAKindOf ( ssgTypeBranch() ) ) {
- sgdMat4 m_new;
- sgdCopyMat4(m_new, m);
- if ( kid->isA( ssgTypeTransform() ) ) {
- sgMat4 fxform;
- ((ssgTransform *)kid)->getTransform( fxform );
- sgdMat4 xform;
- sgdSetMat4( xform, fxform );
- sgdPreMultMat4( m_new, xform );
- }
- my_ssg_los( s + " ", (ssgBranch *)kid, m_new, p, dir );
- } else if ( kid->isAKindOf ( ssgTypeLeaf() ) ) {
- sgdVec3 result;
- if ( my_ssg_instersect_leaf( s, (ssgLeaf *)kid, m, p, dir,
- result ) )
- {
- // cout << "sgLOS hit: " << result[0] << ","
- // << result[1] << "," << result[2] << endl;
- for (int i=0; i < 3; i++) {
- hit_pts[hitcount][i] = result[i];
- }
- hitcount++;
- }
- }
- } else {
- // end of the line for this branch
- }
- } else {
- // branch requested not to be traversed
- }
- }
-}
+ sched_tile( current_bucket );
+ Point3D geod_view_center( current_bucket.get_center_lon(),
+ current_bucket.get_center_lat(),
+ cur_fdm_state->get_Altitude()*FEET_TO_METER + 3 );
+ current_view.abs_view_pos = fgGeodToCart( geod_view_center );
+ current_view.view_pos = current_view.abs_view_pos - scenery.next_center;
-// Determine scenery altitude via ssg. 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. view_pos in current world
-// coordinate translated near (0,0,0) (in meters.) Returns result in
-// meters.
-bool
-FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos,
- const Point3D& view_pos )
-{
- hitcount = 0;
+ for ( i = 3; i <= tile_diameter; i = i + 2 ) {
+ int j;
+ int span = i / 2;
- sgdMat4 m;
- sgdMakeIdentMat4 ( m ) ;
+ // bottom row
+ for ( j = -span; j <= span; ++j ) {
+ sched_tile( BucketOffset( j, -span ) );
+ }
- sgdVec3 sgavp, sgvp;
- sgdSetVec3(sgavp, abs_view_pos.x(), abs_view_pos.y(), abs_view_pos.z() );
- sgdSetVec3(sgvp, view_pos.x(), view_pos.y(), view_pos.z() );
+ // top row
+ for ( j = -span; j <= span; ++j ) {
+ sched_tile( BucketOffset( j, span ) );
+ }
- FG_LOG( FG_TERRAIN, FG_DEBUG, "starting ssg_los, abs view pos = "
- << abs_view_pos[0] << " " << abs_view_pos[1] << " "
- << abs_view_pos[2] );
- FG_LOG( FG_TERRAIN, FG_DEBUG, "starting ssg_los, view pos = "
- << view_pos[0] << " " << view_pos[1] << " " << view_pos[2] );
- my_ssg_los( "", scene, m, sgvp, sgavp );
-
- Point3D rel_cart;
- Point3D abs_cart;
- Point3D geoc;
- double lat_geod, alt, sea_level_r;
- double result = -9999;
-
- for ( int i = 0; i < hitcount; ++i ) {
- rel_cart = Point3D( hit_pts[i][0], hit_pts[i][1], hit_pts[i][2] );
- abs_cart = rel_cart + scenery.center;
- geoc = fgCartToPolar3d( abs_cart );
- // FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << geoc );
- // convert to geodetic coordinates
- fgGeocToGeod(geoc.lat(), geoc.radius(), &lat_geod,
- &alt, &sea_level_r);
- // FG_LOG( FG_TERRAIN, FG_DEBUG, " alt (meters) = " << alt );
- // FG_LOG( FG_TERRAIN, FG_DEBUG, " geoc alt (meters) = " << geoc.radius() );
- // FG_LOG( FG_TERRAIN, FG_DEBUG, " sea_level_r + alt = " << sea_level_r + alt );
+ // middle rows
+ for ( j = -span + 1; j <= span - 1; ++j ) {
+ sched_tile( BucketOffset( -span, j ) );
+ sched_tile( BucketOffset( span, j ) );
+ }
- // printf("alt = %.2f\n", alt);
- // exit since we found an intersection
- if ( alt > result && alt < 10000 ) {
- // printf(" returning alt = %.2f\n", alt);
- result = alt;
- }
}
- if ( result > -9000 ) {
- scenery.cur_elev = result;
- scenery.cur_radius = geoc.radius();
- return true;
- } else {
- FG_LOG( FG_TERRAIN, FG_INFO, "no terrain intersection" );
- scenery.cur_elev = 0.0;
- return false;
+ // Now force a load of the center tile and inner ring so we
+ // have something to see in our first frame.
+ for ( i = 0; i < 9; ++i ) {
+ if ( load_queue.size() ) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "Load queue not empty, loading a tile" );
+
+ FGLoadRec pending = load_queue.front();
+ load_queue.pop_front();
+ load_tile( pending.b, pending.cache_index );
+ }
}
}
// given the current lon/lat, fill in the array of local chunks. If
// the chunk isn't already in the cache, then read it from disk.
int FGTileMgr::update( void ) {
- FGTileCache *c;
- FGInterface *f;
- FGTileEntry *t;
- FGBucket p2;
- static FGBucket p_last(false);
- static double last_lon = -1000.0; // in degrees
- static double last_lat = -1000.0; // in degrees
- int tile_diameter;
- int i, j, dw, dh;
+ // FG_LOG( FG_TERRAIN, FG_DEBUG, "FGTileMgr::update()" );
- c = &global_tile_cache;
- f = current_aircraft.fdm_state;
+ FGInterface *f = current_aircraft.fdm_state;
- tile_diameter = current_options.get_tile_diameter();
+ // lonlat for this update
+ longitude = f->get_Longitude() * RAD_TO_DEG;
+ latitude = f->get_Latitude() * RAD_TO_DEG;
+ // FG_LOG( FG_TERRAIN, FG_DEBUG, "lon "<< lonlat[LON] <<
+ // " lat " << lonlat[LAT] );
- FGBucket p1( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG );
+ current_bucket.set_bucket( longitude, latitude );
+ // FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating Tile list for " << current_bucket );
- long int index = c->exists(p1);
- if ( index >= 0 ) {
- t = c->get_tile(index);
- scenery.next_center = t->center;
+ tile_index = global_tile_cache.exists(current_bucket);
+ // FG_LOG( FG_TERRAIN, FG_DEBUG, "tile index " << tile_index );
+
+ if ( tile_index >= 0 ) {
+ current_tile = global_tile_cache.get_tile(tile_index);
+ scenery.next_center = current_tile->center;
} else {
- FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
+ FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
}
- dw = tile_diameter / 2;
- dh = tile_diameter / 2;
-
- if ( (p1 == p_last) && (state == Running) ) {
- // same bucket as last time
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
- } else if ( (state == Start) || (state == Inited) ) {
- state = Running;
-
- // First time through or we have teleported, initialize the
- // system and load all relavant tiles
-
- FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
- FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " );
- FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 );
- FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
- << tile_diameter * tile_diameter << " tiles" );
-
- // wipe/initialize tile cache
- c->init();
- p_last.make_bad();
-
- // build the local area list and schedule tiles for loading
-
- // start with the center tile and work out in concentric
- // "rings"
-
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- 0, 0 );
- sched_tile( p2 );
-
- // prime scenery center calculations
- Point3D geod_view_center( p2.get_center_lon(),
- p2.get_center_lat(),
- cur_fdm_state->get_Altitude()*FEET_TO_METER +
- 3 );
- current_view.abs_view_pos = fgGeodToCart( geod_view_center );
- current_view.view_pos = current_view.abs_view_pos - scenery.next_center;
-
- for ( i = 3; i <= tile_diameter; i = i + 2 ) {
- int span = i / 2;
-
- // bottom row
- for ( j = -span; j <= span; ++j ) {
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- j, -span );
- sched_tile( p2 );
- }
-
- // top row
- for ( j = -span; j <= span; ++j ) {
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- j, span );
- sched_tile( p2 );
- }
-
- // middle rows
- for ( j = -span + 1; j <= span - 1; ++j ) {
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- -span, j );
- sched_tile( p2 );
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- span, j );
- sched_tile( p2 );
- }
-
- }
-
- /* for ( j = 0; j < tile_diameter; j++ ) {
- for ( i = 0; i < tile_diameter; i++ ) {
- // fgBucketOffset(&p1, &p2, i - dw, j - dh);
- p2 = fgBucketOffset( f->get_Longitude() * RAD_TO_DEG,
- f->get_Latitude() * RAD_TO_DEG,
- i - dw, j -dh );
- sched_tile( p2 );
- }
- } */
-
- // Now force a load of the center tile and inner ring so we
- // have something to see in our first frame.
- for ( i = 0; i < 9; ++i ) {
- if ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Load queue not empty, loading a tile" );
-
- FGLoadRec pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending.b, pending.cache_index );
- }
- }
-
- } else {
- // We've moved to a new bucket, we need to scroll our
- // structures, and load in the new tiles
-
-#if 0
- // make sure load queue is flushed before doing shift
- while ( load_queue.size() ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Load queue not empty, flushing queue before tile shift." );
-
- FGLoadRec pending = load_queue.front();
- load_queue.pop_front();
- load_tile( pending.b, pending.index );
- }
-#endif
+ if ( state == Running ) {
+ if( current_bucket == previous_bucket) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
+ scroll_direction = SCROLL_NONE;
+ } else {
+ // We've moved to a new bucket, we need to scroll our
+ // structures, and load in the new tiles
+ // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
+ // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
+ // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
+
+ if ( (current_bucket.get_lon() > previous_bucket.get_lon()) ||
+ ( (current_bucket.get_lon() == previous_bucket.get_lon()) &&
+ (current_bucket.get_x() > previous_bucket.get_x()) ) )
+ {
+ scroll_direction = SCROLL_EAST;
+ }
+ else if ( (current_bucket.get_lon() < previous_bucket.get_lon()) ||
+ ( (current_bucket.get_lon() == previous_bucket.get_lon()) &&
+ (current_bucket.get_x() < previous_bucket.get_x()) ) )
+ {
+ scroll_direction = SCROLL_WEST;
+ }
+
+ if ( (current_bucket.get_lat() > previous_bucket.get_lat()) ||
+ ( (current_bucket.get_lat() == previous_bucket.get_lat()) &&
+ (current_bucket.get_y() > previous_bucket.get_y()) ) )
+ {
+ scroll_direction = SCROLL_NORTH;
+ }
+ else if ( (current_bucket.get_lat() < previous_bucket.get_lat()) ||
+ ( (current_bucket.get_lat() == previous_bucket.get_lat()) &&
+ (current_bucket.get_y() < previous_bucket.get_y()) ) )
+ {
+ scroll_direction = SCROLL_SOUTH;
+ }
- // CURRENTLY THIS ASSUMES WE CAN ONLY MOVE TO ADJACENT TILES.
- // AT ULTRA HIGH SPEEDS THIS ASSUMPTION MAY NOT BE VALID IF
- // THE AIRCRAFT CAN SKIP A TILE IN A SINGLE ITERATION.
-
- FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
-
- if ( (p1.get_lon() > p_last.get_lon()) ||
- ( (p1.get_lon() == p_last.get_lon()) &&
- (p1.get_x() > p_last.get_x()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (East) Loading " << tile_diameter << " tiles" );
- for ( j = 0; j < tile_diameter; j++ ) {
- // scrolling East
- // schedule new column
- p2 = fgBucketOffset( last_lon, last_lat, dw + 1, j - dh );
- sched_tile( p2 );
- }
- } else if ( (p1.get_lon() < p_last.get_lon()) ||
- ( (p1.get_lon() == p_last.get_lon()) &&
- (p1.get_x() < p_last.get_x()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (West) Loading " << tile_diameter << " tiles" );
- for ( j = 0; j < tile_diameter; j++ ) {
- // scrolling West
- // schedule new column
- p2 = fgBucketOffset( last_lon, last_lat, -dw - 1, j - dh );
- sched_tile( p2 );
- }
+ scroll();
}
- if ( (p1.get_lat() > p_last.get_lat()) ||
- ( (p1.get_lat() == p_last.get_lat()) &&
- (p1.get_y() > p_last.get_y()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (North) Loading " << tile_diameter << " tiles" );
- for ( i = 0; i < tile_diameter; i++ ) {
- // scrolling North
- // schedule new row
- p2 = fgBucketOffset( last_lon, last_lat, i - dw, dh + 1);
- sched_tile( p2 );
- }
- } else if ( (p1.get_lat() < p_last.get_lat()) ||
- ( (p1.get_lat() == p_last.get_lat()) &&
- (p1.get_y() < p_last.get_y()) ) ) {
- FG_LOG( FG_TERRAIN, FG_INFO,
- " (South) Loading " << tile_diameter << " tiles" );
- for ( i = 0; i < tile_diameter; i++ ) {
- // scrolling South
- // schedule new row
- p2 = fgBucketOffset( last_lon, last_lat, i - dw, -dh - 1);
- sched_tile( p2 );
- }
- }
+ } else if ( (state == Start) || (state == Inited) ) {
+ initialize_queue();
+ state = Running;
}
if ( load_queue.size() ) {
// << endl;
// set scenery.cur_elev and scenery.cur_radius
- current_elev_ssg( current_view.abs_view_pos, current_view.view_pos );
- // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
-
- p_last = p1;
- last_lon = f->get_Longitude() * RAD_TO_DEG;
- last_lat = f->get_Latitude() * RAD_TO_DEG;
-
- return 1;
-}
-
-
-// NEW
-
-// inrange() IS THIS POINT WITHIN POSSIBLE VIEWING RANGE ?
-// calculate distance from vertical tangent line at
-// current position to center of object.
-// this is equivalent to
-// dist = point_line_dist_squared( &(t->center), &(v->abs_view_pos),
-// v->local_up );
-// if ( dist < FG_SQUARE(t->bounding_radius) ) {
-//
-// the compiler should inline this for us
-
-static int
-inrange( const double radius, const Point3D& center, const Point3D& vp,
- const sgVec3 up)
-{
- sgVec3 u, u1, v;
- // double tmp;
-
- // u = p - p0
- u[0] = center.x() - vp.x();
- u[1] = center.y() - vp.y();
- u[2] = center.z() - vp.z();
-
- // calculate the projection, u1, of u along d.
- // u1 = ( dot_prod(u, d) / dot_prod(d, d) ) * d;
-
- sgScaleVec3( u1, up,
- (sgScalarProductVec3(u, up) / sgScalarProductVec3(up, up)) );
-
- // v = u - u1 = vector from closest point on line, p1, to the
- // original point, p.
- sgSubVec3( v, u, u1 );
-
- return( FG_SQUARE(radius) >= sgScalarProductVec3(v, v));
-}
+ current_elev_ssg( current_view.abs_view_pos,
+ current_view.view_pos );
+ // cout << "current elevation (ssg) == " << scenery.cur_elev << endl;
-// NEW for legibility
+ previous_bucket = current_bucket;
+ last_longitude = longitude;
+ last_latitude = latitude;
-// update this tile's geometry for current view
-// The Compiler should inline this
-static void
-update_tile_geometry( FGTileEntry *t, GLdouble *MODEL_VIEW)
-{
- GLfloat *m;
- double x, y, z;
-
- // calculate tile offset
- t->offset = t->center - scenery.center;
-
- x = t->offset.x();
- y = t->offset.y();
- z = t->offset.z();
-
- m = t->model_view;
-
- // Calculate the model_view transformation matrix for this tile
- FG_MEM_COPY( m, MODEL_VIEW, 16*sizeof(GLdouble) );
-
- // This is equivalent to doing a glTranslatef(x, y, z);
- m[12] += (m[0]*x + m[4]*y + m[8] *z);
- m[13] += (m[1]*x + m[5]*y + m[9] *z);
- m[14] += (m[2]*x + m[6]*y + m[10]*z);
- // m[15] += (m[3]*x + m[7]*y + m[11]*z);
- // m[3] m7[] m[11] are 0.0 see LookAt() in views.cxx
- // so m[15] is unchanged
+ return 1;
}
-
// Prepare the ssg nodes ... for each tile, set it's proper
// transform and update it's range selector based on current
// visibilty
+void FGTileMgr::prep_ssg_node( int idx ) {
+}
+
void FGTileMgr::prep_ssg_nodes( void ) {
FGTileEntry *t;
-
float ranges[2];
ranges[0] = 0.0f;
// traverse the potentially viewable tile list and update range
// selector and transform
for ( int i = 0; i < (int)global_tile_cache.get_size(); i++ ) {
- t = global_tile_cache.get_tile( i );
+ t = global_tile_cache.get_tile( i );
- if ( t->is_loaded() ) {
+ if ( t->is_loaded() ) {
// set range selector (LOD trick) to be distance to center
// of tile + bounding radius
+
#ifndef FG_OLD_WEATHER
- ranges[1] = WeatherDatabase->getWeatherVisibility()
+ ranges[1] = WeatherDatabase->getWeatherVisibility()
+ t->bounding_radius;
#else
- ranges[1] = current_weather.get_visibility()+t->bounding_radius;
+ ranges[1] = current_weather.get_visibility()+t->bounding_radius;
#endif
- t->range_ptr->setRanges( ranges, 2 );
-
- // calculate tile offset
- t->SetOffset( scenery.center );
-
- // calculate ssg transform
- sgCoord sgcoord;
- sgSetCoord( &sgcoord,
- t->offset.x(), t->offset.y(), t->offset.z(),
- 0.0, 0.0, 0.0 );
- t->transform_ptr->setTransform( &sgcoord );
- }
+ t->range_ptr->setRanges( ranges, 2 );
+
+ // calculate tile offset
+ t->SetOffset( scenery.center );
+
+ // calculate ssg transform
+ sgCoord sgcoord;
+ sgSetCoord( &sgcoord,
+ t->offset.x(), t->offset.y(), t->offset.z(),
+ 0.0, 0.0, 0.0 );
+ t->transform_ptr->setTransform( &sgcoord );
+ }
}
}