I've made some changes to the Scenery handling. Basically just tidy ups.
The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
Lists are good if you need to insert/delete elements randomly but we
don't do that. All access seems to be sequential. Two additional
benefits are smaller memory usage - each list element requires pointers
to the next and previous elements, and faster access - vector iterators
are smaller and faster than list iterators. This should also help
Charlie Hotchkiss' problem when compiling with Borland and STLport.
./Lib/Bucket/bucketutils.hxx
Convenience functions for fgBUCKET.
./Simulator/Scenery/tile.cxx
./Simulator/Scenery/tile.hxx
Changed fragment list to a vector.
Added some convenience member functions.
./Simulator/Scenery/tilecache.cxx
./Simulator/Scenery/tilecache.hxx
use const fgBUCKET& instead of fgBUCKET* where appropriate.
./Simulator/Scenery/tilemgr.cxx
./Simulator/Scenery/tilemgr.hxx
uses all the new convenience functions.
// (Log is kept at end of this file)
-#include <Include/fg_constants.h>
-#include <Math/mat3.h>
+// #include <Include/fg_constants.h>
+// #include <Math/mat3.h>
+#include <Debug/logstream.hxx>
+#include <Scenery/tile.hxx>
+#include "Bucket/bucketutils.hxx"
#include "tile.hxx"
-#if 0
-// return the sign of a value
-#define FG_SIGN( x ) ((x) < 0 ? -1 : 1)
-
-// return min or max of two values
-#define FG_MIN(A,B) ((A) < (B) ? (A) : (B))
-#define FG_MAX(A,B) ((A) > (B) ? (A) : (B))
-
-
-fgFACE :: fgFACE () :
- n1(0), n2(0), n3(0)
-{
-}
-
-fgFACE :: ~fgFACE()
-{
-}
-
-fgFACE :: fgFACE( const fgFACE & image ) :
- n1( image.n1), n2( image.n2), n3( image.n3)
-{
-}
-
-bool fgFACE :: operator < (const fgFACE & rhs )
-{
- return ( n1 < rhs.n1 ? true : false);
-}
-
-bool fgFACE :: operator == (const fgFACE & rhs )
-{
- return ((n1 == rhs.n1) && (n2 == rhs.n2) && ( n3 == rhs.n3));
-}
-
-
// Constructor
-fgFRAGMENT::fgFRAGMENT ( void ) {
-}
-
-
-// Copy constructor
-fgFRAGMENT :: fgFRAGMENT ( const fgFRAGMENT & rhs ) :
- center ( rhs.center ),
- bounding_radius( rhs.bounding_radius ),
- material_ptr ( rhs.material_ptr ),
- tile_ptr ( rhs.tile_ptr ),
- display_list ( rhs.display_list ),
- faces ( rhs.faces ),
- num_faces ( rhs.num_faces )
-{
-}
-
-fgFRAGMENT & fgFRAGMENT :: operator = ( const fgFRAGMENT & rhs )
-{
- if(!(this == &rhs )) {
- center = rhs.center;
- bounding_radius = rhs.bounding_radius;
- material_ptr = rhs.material_ptr;
- tile_ptr = rhs.tile_ptr;
- // display_list = rhs.display_list;
- faces = rhs.faces;
- }
- return *this;
-}
-
-
-// Add a face to the face list
-void fgFRAGMENT::add_face(int n1, int n2, int n3) {
- fgFACE face;
-
- face.n1 = n1;
- face.n2 = n2;
- face.n3 = n3;
-
- faces.push_back(face);
- num_faces++;
-}
-
-
-/*
-// return the sign of a value
-static int fg_sign( double x ) {
- if ( x >= 0 ) {
- return(1);
- } else {
- return(-1);
- }
-}
-
-
-// return the minimum of the three values
-static double fg_min( double a, double b, double c ) {
- double result;
- result = a;
- if (result > b) result = b;
- if (result > c) result = c;
-
- return(result);
-}
-
-
-// return the maximum of the three values
-static double fg_max( double a, double b, double c ) {
- double result;
- result = a;
- if (result < b) result = b;
- if (result < c) result = c;
-
- return(result);
-}
-*/
-
-
-// return the minimum of the three values
-static double fg_min3 (double a, double b, double c)
-{
- return (a > b ? FG_MIN (b, c) : FG_MIN (a, c));
-}
-
-
-// return the maximum of the three values
-static double fg_max3 (double a, double b, double c)
+fgTILE::fgTILE ( void )
+ : nodes(new double[MAX_NODES][3]),
+ ncount(0),
+ used(false)
{
- return (a < b ? FG_MAX (b, c) : FG_MAX (a, c));
-}
-
-
-// test if line intesects with this fragment. p0 and p1 are the two
-// line end points of the line. If side_flag is true, check to see
-// that end points are on opposite sides of face. Returns 1 if it
-// intersection found, 0 otherwise. If it intesects, result is the
-// point of intersection
-
-int fgFRAGMENT::intersect( const Point3D& end0, Point3D& end1, int side_flag,
- Point3D& result)
-{
- fgTILE *t;
- fgFACE face;
- MAT3vec v1, v2, n, center;
- double p1[3], p2[3], p3[3];
- 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;
- int side1, side2;
- list < fgFACE > :: iterator current;
- list < fgFACE > :: iterator last;
-
- // find the associated tile
- t = tile_ptr;
-
- // printf("Intersecting\n");
-
- // traverse the face list for this fragment
- current = faces.begin();
- last = faces.end();
- while ( current != last ) {
- face = *current;
- current++;
-
- // printf(".");
-
- // get face vertex coordinates
- center[0] = t->center.x;
- center[1] = t->center.y;
- center[2] = t->center.z;
-
- MAT3_ADD_VEC(p1, t->nodes[face.n1], center);
- MAT3_ADD_VEC(p2, t->nodes[face.n2], center);
- MAT3_ADD_VEC(p3, t->nodes[face.n3], center);
-
- // printf("point 1 = %.2f %.2f %.2f\n", p1[0], p1[1], p1[2]);
- // printf("point 2 = %.2f %.2f %.2f\n", p2[0], p2[1], p2[2]);
- // printf("point 3 = %.2f %.2f %.2f\n", p3[0], p3[1], p3[2]);
-
- // calculate two edge vectors, and the face normal
- MAT3_SUB_VEC(v1, p2, p1);
- MAT3_SUB_VEC(v2, p3, p1);
- MAT3cross_product(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 = end0.x(); x1 = end1.x();
- y0 = end0.y(); y1 = end1.y();
- z0 = end0.z(); z1 = end1.z();
-
- 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;
-
- // 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;
- }
-
- 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
- result->x = x;
- result->y = y;
- result->z = z;
- return(1);
- }
- side1 = FG_SIGN (t1 - t2);
- side2 = FG_SIGN (t1 - t3);
- if ( side1 == side2 ) {
- // same side, punt
- continue;
- }
- }
-
- // 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;
- }
-
- // (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
- result->x = x;
- result->y = y;
- result->z = z;
- return(1);
- }
-
- // 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;
- }
-
- // 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;
- }
-
- // printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
- result->x = x;
- result->y = y;
- result->z = z;
- return(1);
- }
-
- // printf("\n");
-
- return(0);
}
// Destructor
-fgFRAGMENT::~fgFRAGMENT ( void ) {
- // Step through the face list deleting the items until the list is
- // empty
-
- // printf("destructing a fragment with %d faces\n", faces.size());
-
- faces.erase( faces.begin(), faces.end() );
-}
-
-
-// equality operator
-bool fgFRAGMENT :: operator == ( const fgFRAGMENT & rhs)
-{
- if(( center.x - rhs.center.x ) < FG_EPSILON) {
- if(( center.y - rhs.center.y) < FG_EPSILON) {
- if(( center.z - rhs.center.z) < FG_EPSILON) {
- return true;
- }
- }
- }
- return false;
+fgTILE::~fgTILE ( void ) {
+// free(nodes);
+ delete[] nodes;
}
-// comparison operator
-bool fgFRAGMENT :: operator < ( const fgFRAGMENT &rhs)
+// Step through the fragment list, deleting the display list, then
+// the fragment, until the list is empty.
+void
+fgTILE::release_fragments()
{
- // This is completely arbitrary. It satisfies RW's STL implementation
-
- return bounding_radius < rhs.bounding_radius;
-}
-#endif
-
-
-// Constructor
-fgTILE::fgTILE ( void ) {
- nodes = new double[MAX_NODES][3];
-}
-
-
-// Destructor
-fgTILE::~fgTILE ( void ) {
- free(nodes);
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "FREEING TILE = (" << tile_bucket << ")" );
+ for_each( begin(), end(),
+ mem_fun_ref( &fgFRAGMENT::deleteDisplayList ));
+ fragment_list.erase( begin(), end() );
+ used = false;
}
// $Log$
+// Revision 1.13 1998/11/09 23:40:46 curt
+// Bernie Bright <bbright@c031.aone.net.au> writes:
+// I've made some changes to the Scenery handling. Basically just tidy ups.
+// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
+// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
+// Lists are good if you need to insert/delete elements randomly but we
+// don't do that. All access seems to be sequential. Two additional
+// benefits are smaller memory usage - each list element requires pointers
+// to the next and previous elements, and faster access - vector iterators
+// are smaller and faster than list iterators. This should also help
+// Charlie Hotchkiss' problem when compiling with Borland and STLport.
+//
+// ./Lib/Bucket/bucketutils.hxx
+// Convenience functions for fgBUCKET.
+//
+// ./Simulator/Scenery/tile.cxx
+// ./Simulator/Scenery/tile.hxx
+// Changed fragment list to a vector.
+// Added some convenience member functions.
+//
+// ./Simulator/Scenery/tilecache.cxx
+// ./Simulator/Scenery/tilecache.hxx
+// use const fgBUCKET& instead of fgBUCKET* where appropriate.
+//
+// ./Simulator/Scenery/tilemgr.cxx
+// ./Simulator/Scenery/tilemgr.hxx
+// uses all the new convenience functions.
+//
// Revision 1.12 1998/10/16 00:55:45 curt
// Converted to Point3D class.
//
#include <GL/glut.h>
#include <XGL/xgl.h>
-#if defined ( __sun__ )
-extern "C" void *memmove(void *, const void *, size_t);
-extern "C" void *memset(void *, int, size_t);
-#endif
+#include <vector>
+#include <string>
-#include <list> // STL list
+#include "Include/compiler.h"
+#include STL_FUNCTIONAL
+#include STL_ALGORITHM
+FG_USING_NAMESPACE(std);
+// FG_USING_STD(string);
+// FG_USING_STD(vector);
#include <Bucket/bucketutils.h>
-// #include <Include/fg_types.h>
#include <Math/mat3.h>
#include <Math/point3d.hxx>
#include <Objects/fragment.hxx>
-#ifdef NEEDNAMESPACESTD
-using namespace std;
-#endif
-
// Scenery tile class
class fgTILE {
public:
+ typedef vector < fgFRAGMENT > container;
+ typedef container::iterator FragmentIterator;
+ typedef container::const_iterator FragmentConstIterator;
+
+public:
// node list (the per fragment face lists reference this node list)
double (*nodes)[3];
int ncount;
fgBUCKET tile_bucket;
// the tile cache will mark here if the tile is being used
- int used;
+ bool used;
+
+ container fragment_list;
- list < fgFRAGMENT > fragment_list;
+public:
+
+ FragmentIterator begin() { return fragment_list.begin(); }
+ FragmentConstIterator begin() const { return fragment_list.begin(); }
+
+ FragmentIterator end() { return fragment_list.end(); }
+ FragmentConstIterator end() const { return fragment_list.end(); }
+
+ void add_fragment( fgFRAGMENT& frag ) {
+ frag.tile_ptr = this;
+ fragment_list.push_back( frag );
+ }
+
+ //
+ size_t num_fragments() const {
+ return fragment_list.size();
+ }
+
+ // Step through the fragment list, deleting the display list, then
+ // the fragment, until the list is empty.
+ void release_fragments();
+
+// int ObjLoad( const string& path, const fgBUCKET& p );
// Constructor
fgTILE ( void );
~fgTILE ( void );
// Calculate this tile's offset
- void
- fgTILE::SetOffset( const Point3D& off)
+ void SetOffset( const Point3D& off)
{
offset = center - off;
}
// Calculate the model_view transformation matrix for this tile
inline void
- fgTILE::UpdateViewMatrix(GLdouble *MODEL_VIEW)
+ UpdateViewMatrix(GLdouble *MODEL_VIEW)
{
#ifdef WIN32
#endif
// This is equivalent to doing a glTranslatef(x, y, z);
- model_view[12] += (model_view[0]*offset.x() + model_view[4]*offset.y() +
+ model_view[12] += (model_view[0]*offset.x() +
+ model_view[4]*offset.y() +
model_view[8]*offset.z());
- model_view[13] += (model_view[1]*offset.x() + model_view[5]*offset.y() +
+ model_view[13] += (model_view[1]*offset.x() +
+ model_view[5]*offset.y() +
model_view[9]*offset.z());
- model_view[14] += (model_view[2]*offset.x() + model_view[6]*offset.y() +
+ model_view[14] += (model_view[2]*offset.x() +
+ model_view[6]*offset.y() +
model_view[10]*offset.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
}
+private:
+
+ // not defined
+ fgTILE( const fgTILE& );
+ fgTILE& operator = ( const fgTILE& );
};
// $Log$
+// Revision 1.21 1998/11/09 23:40:47 curt
+// Bernie Bright <bbright@c031.aone.net.au> writes:
+// I've made some changes to the Scenery handling. Basically just tidy ups.
+// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
+// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
+// Lists are good if you need to insert/delete elements randomly but we
+// don't do that. All access seems to be sequential. Two additional
+// benefits are smaller memory usage - each list element requires pointers
+// to the next and previous elements, and faster access - vector iterators
+// are smaller and faster than list iterators. This should also help
+// Charlie Hotchkiss' problem when compiling with Borland and STLport.
+//
+// ./Lib/Bucket/bucketutils.hxx
+// Convenience functions for fgBUCKET.
+//
+// ./Simulator/Scenery/tile.cxx
+// ./Simulator/Scenery/tile.hxx
+// Changed fragment list to a vector.
+// Added some convenience member functions.
+//
+// ./Simulator/Scenery/tilecache.cxx
+// ./Simulator/Scenery/tilecache.hxx
+// use const fgBUCKET& instead of fgBUCKET* where appropriate.
+//
+// ./Simulator/Scenery/tilemgr.cxx
+// ./Simulator/Scenery/tilemgr.hxx
+// uses all the new convenience functions.
+//
// Revision 1.20 1998/10/16 00:55:46 curt
// Converted to Point3D class.
//
#include <XGL/xgl.h>
#include <Airports/genapt.hxx>
-#include <Bucket/bucketutils.h>
+#include <Bucket/bucketutils.hxx>
#include <Debug/logstream.hxx>
#include <Main/options.hxx>
#include <Main/views.hxx>
// Search for the specified "bucket" in the cache
int
-fgTILECACHE::exists( fgBUCKET *p )
+fgTILECACHE::exists( const fgBUCKET& p )
{
int i;
for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) {
- if ( tile_cache[i].tile_bucket.lon == p->lon ) {
- if ( tile_cache[i].tile_bucket.lat == p->lat ) {
- if ( tile_cache[i].tile_bucket.x == p->x ) {
- if ( tile_cache[i].tile_bucket.y == p->y ) {
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "TILE EXISTS in cache ... index = " << i );
- return( i );
- }
- }
- }
+ if ( tile_cache[i].tile_bucket == p ) {
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
+ "TILE EXISTS in cache ... index = " << i );
+ return( i );
}
}
// Fill in a tile cache entry with real data for the specified bucket
void
-fgTILECACHE::fill_in( int index, fgBUCKET *p )
+fgTILECACHE::fill_in( int index, const fgBUCKET& p )
{
- string root, tile_path, apt_path;
- char index_str[256];
- char base_path[256];
-
- // Mark this cache entry as used
- tile_cache[index].used = 1;
-
- // Update the bucket
- tile_cache[index].tile_bucket.lon = p->lon;
- tile_cache[index].tile_bucket.lat = p->lat;
- tile_cache[index].tile_bucket.x = p->x;
- tile_cache[index].tile_bucket.y = p->y;
+ // Load the appropriate data file and build tile fragment list
+ string tile_path = current_options.get_fg_root() +
+ "/Scenery/" + fgBucketGenBasePath(p) + "/" + fgBucketGenIndex(p);
- // Load the appropriate data file and built tile fragment list
- fgBucketGenBasePath(p, base_path);
- root = current_options.get_fg_root();
- sprintf( index_str, "%ld", fgBucketGenIndex(p) );
-
- tile_path = root + "/Scenery/" + base_path + "/" + index_str;
- fgObjLoad( tile_path.c_str(), &tile_cache[index] );
+ tile_cache[index].used = true;
+ tile_cache[index].tile_bucket = p;
+ fgObjLoad( tile_path, &tile_cache[index] );
+// tile_cache[ index ].ObjLoad( tile_path, p );
// cout << " ncount before = " << tile_cache[index].ncount << "\n";
// cout << " fragments before = " << tile_cache[index].fragment_list.size()
// << "\n";
- apt_path = tile_path + ".apt";
+ string apt_path = tile_path + ".apt";
fgAptGenerate( apt_path, &tile_cache[index] );
// cout << " ncount after = " << tile_cache[index].ncount << "\n";
void
fgTILECACHE::entry_free( int index )
{
- fgFRAGMENT *fragment;
-
- // Mark this cache entry as un-used
- tile_cache[index].used = 0;
-
- // Update the bucket
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "FREEING TILE = ("
- << tile_cache[index].tile_bucket.lon << " "
- << tile_cache[index].tile_bucket.lat << " "
- << tile_cache[index].tile_bucket.x << " "
- << tile_cache[index].tile_bucket.y << ")" );
-
- // Step through the fragment list, deleting the display list, then
- // the fragment, until the list is empty.
- while ( tile_cache[index].fragment_list.size() ) {
- list < fgFRAGMENT > :: iterator current =
- tile_cache[index].fragment_list.begin();
- fragment = &(*current);
- xglDeleteLists( fragment->display_list, 1 );
-
- tile_cache[index].fragment_list.pop_front();
- }
-}
-
-
-// Return the specified tile cache entry
-fgTILE *
-fgTILECACHE::get_tile( int index )
-{
- return ( &tile_cache[index] );
+ tile_cache[index].release_fragments();
}
max_index = 0;
for ( i = 0; i < FG_TILE_CACHE_SIZE; i++ ) {
- if ( tile_cache[i].used == 0 ) {
+ if ( ! tile_cache[i].used ) {
return(i);
} else {
// calculate approximate distance from view point
FG_LOG( FG_TERRAIN, FG_DEBUG,
- "DIST Abs view pos = "
- << v->abs_view_pos.x() << ", "
- << v->abs_view_pos.y() << ", "
- << v->abs_view_pos.z() );
+ "DIST Abs view pos = " << v->abs_view_pos );
FG_LOG( FG_TERRAIN, FG_DEBUG,
- " ref point = "
- << tile_cache[i].center.x() << ", "
- << tile_cache[i].center.y() << ", "
- << tile_cache[i].center.z() );
+ " ref point = " << tile_cache[i].center );
delta.setx( fabs(tile_cache[i].center.x() - v->abs_view_pos.x() ) );
delta.sety( fabs(tile_cache[i].center.y() - v->abs_view_pos.y() ) );
// $Log$
+// Revision 1.20 1998/11/09 23:40:49 curt
+// Bernie Bright <bbright@c031.aone.net.au> writes:
+// I've made some changes to the Scenery handling. Basically just tidy ups.
+// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
+// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
+// Lists are good if you need to insert/delete elements randomly but we
+// don't do that. All access seems to be sequential. Two additional
+// benefits are smaller memory usage - each list element requires pointers
+// to the next and previous elements, and faster access - vector iterators
+// are smaller and faster than list iterators. This should also help
+// Charlie Hotchkiss' problem when compiling with Borland and STLport.
+//
+// ./Lib/Bucket/bucketutils.hxx
+// Convenience functions for fgBUCKET.
+//
+// ./Simulator/Scenery/tile.cxx
+// ./Simulator/Scenery/tile.hxx
+// Changed fragment list to a vector.
+// Added some convenience member functions.
+//
+// ./Simulator/Scenery/tilecache.cxx
+// ./Simulator/Scenery/tilecache.hxx
+// use const fgBUCKET& instead of fgBUCKET* where appropriate.
+//
+// ./Simulator/Scenery/tilemgr.cxx
+// ./Simulator/Scenery/tilemgr.hxx
+// uses all the new convenience functions.
+//
// Revision 1.19 1998/11/06 21:18:21 curt
// Converted to new logstream debugging facility. This allows release
// builds with no messages at all (and no performance impact) by using
#include <XGL/xgl.h>
#include <Bucket/bucketutils.h>
-// #include <Include/fg_types.h>
#include <Math/point3d.hxx>
#include "tile.hxx"
// FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2
#define FG_TILE_CACHE_SIZE 121
-
-/*
-// Tile cache record
-typedef struct {
- fgBUCKET tile_bucket;
- GLint display_list;
- fgCartesianPoint3d local_ref;
- double bounding_radius;
- int used;
- int priority;
-} fgTILE;
-*/
-
-
// A class to store and manage a pile of tiles
class fgTILECACHE {
+
+// enum
+// {
+// // For best results... i.e. to avoid tile load problems and blank areas
+// // FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2
+// FG_TILE_CACHE_SIZE = 121
+// };
+
// cache storage space
- fgTILE tile_cache[FG_TILE_CACHE_SIZE];
+ fgTILE tile_cache[ FG_TILE_CACHE_SIZE ];
public:
void init( void );
// Search for the specified "bucket" in the cache
- int exists( fgBUCKET *p );
+ int exists( const fgBUCKET& p );
// Return index of next available slot in tile cache
int next_avail( void );
void entry_free( int index );
// Fill in a tile cache entry with real data for the specified bucket
- void fill_in( int index, fgBUCKET *p );
+ void fill_in( int index, const fgBUCKET& p );
// Return a pointer to the specified tile cache entry
- fgTILE *get_tile( int index );
+ fgTILE *get_tile( int index ) {
+ return &tile_cache[index];
+ }
// Destructor
~fgTILECACHE( void );
// $Log$
+// Revision 1.13 1998/11/09 23:40:51 curt
+// Bernie Bright <bbright@c031.aone.net.au> writes:
+// I've made some changes to the Scenery handling. Basically just tidy ups.
+// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
+// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
+// Lists are good if you need to insert/delete elements randomly but we
+// don't do that. All access seems to be sequential. Two additional
+// benefits are smaller memory usage - each list element requires pointers
+// to the next and previous elements, and faster access - vector iterators
+// are smaller and faster than list iterators. This should also help
+// Charlie Hotchkiss' problem when compiling with Borland and STLport.
+//
+// ./Lib/Bucket/bucketutils.hxx
+// Convenience functions for fgBUCKET.
+//
+// ./Simulator/Scenery/tile.cxx
+// ./Simulator/Scenery/tile.hxx
+// Changed fragment list to a vector.
+// Added some convenience member functions.
+//
+// ./Simulator/Scenery/tilecache.cxx
+// ./Simulator/Scenery/tilecache.hxx
+// use const fgBUCKET& instead of fgBUCKET* where appropriate.
+//
+// ./Simulator/Scenery/tilemgr.cxx
+// ./Simulator/Scenery/tilemgr.hxx
+// uses all the new convenience functions.
+//
// Revision 1.12 1998/10/16 00:55:49 curt
// Converted to Point3D class.
//
#include <Aircraft/aircraft.hxx>
-#include <Bucket/bucketutils.h>
+#include <Bucket/bucketutils.hxx>
#include <Debug/logstream.hxx>
#include <Include/fg_constants.h>
#include <Main/options.hxx>
// load a tile
-void fgTileMgrLoadTile( fgBUCKET *p, int *index) {
+void fgTileMgrLoadTile( const fgBUCKET& p, int *index) {
fgTILECACHE *c;
c = &global_tile_cache;
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Updating for bucket "
- << p->lon << " " << p->lat << " " << p->x << " " << p->y );
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Updating for bucket " << p );
// if not in cache, load tile into the next available slot
- if ( (*index = c->exists(p)) < 0 ) {
+ *index = c->exists(p);
+ if ( *index < 0 ) {
*index = c->next_avail();
c->fill_in(*index, p);
}
- FG_LOG( FG_TERRAIN, FG_DEBUG, "Selected cache index of " << *index);
+ FG_LOG( FG_TERRAIN, FG_DEBUG, "Selected cache index: " << *index );
}
dw = tile_diameter / 2;
dh = tile_diameter / 2;
- if ( (p1.lon == p_last.lon) && (p1.lat == p_last.lat) &&
- (p1.x == p_last.x) && (p1.y == p_last.y) ) {
+ if ( p1 == p_last ) {
// same bucket as last time
FG_LOG( FG_TERRAIN, FG_DEBUG, "Same bucket as last time" );
} else if ( p_last.lon == -1000 ) {
// relavant tiles
FG_LOG( FG_TERRAIN, FG_INFO, " First time through ... " );
- FG_LOG( FG_TERRAIN, FG_INFO,
- " Updating Tile list for "
- << p1.lon << "," << p1.lat << " " << p1.x << "," << p1.y );
+ FG_LOG( FG_TERRAIN, FG_INFO, " Updating Tile list for " << p1 );
FG_LOG( FG_TERRAIN, FG_INFO, " Loading "
- << tile_diameter * tile_diameter
- << " tiles" );
+ << tile_diameter * tile_diameter << " tiles" );
// wipe/initialize tile cache
c->init();
for ( j = 0; j < tile_diameter; j++ ) {
for ( i = 0; i < tile_diameter; i++ ) {
fgBucketOffset(&p1, &p2, i - dw, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + i]);
+ fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + i]);
}
}
} else {
// 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.lon << "," << p1.lat << " " << p1.x << "," << p1.y );
+ FG_LOG( FG_TERRAIN, FG_INFO, "Updating Tile list for " << p1 );
if ( (p1.lon > p_last.lon) ||
( (p1.lon == p_last.lon) && (p1.x > p_last.x) ) ) {
}
// load in new column
fgBucketOffset(&p_last, &p2, dw + 1, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) +
+ fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) +
tile_diameter - 1]);
}
} else if ( (p1.lon < p_last.lon) ||
}
// load in new column
fgBucketOffset(&p_last, &p2, -dw - 1, j - dh);
- fgTileMgrLoadTile(&p2, &tiles[(j*tile_diameter) + 0]);
+ fgTileMgrLoadTile( p2, &tiles[(j*tile_diameter) + 0]);
}
}
}
// load in new column
fgBucketOffset(&p_last, &p2, i - dw, dh + 1);
- fgTileMgrLoadTile(&p2, &tiles[((tile_diameter-1) *
+ fgTileMgrLoadTile( p2, &tiles[((tile_diameter-1) *
tile_diameter) + i]);
}
} else if ( (p1.lat < p_last.lat) ||
}
// load in new column
fgBucketOffset(&p_last, &p2, i - dw, -dh - 1);
- fgTileMgrLoadTile(&p2, &tiles[0 + i]);
+ fgTileMgrLoadTile( p2, &tiles[0 + i]);
}
}
}
// 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 fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
+double
+fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
fgTILECACHE *c;
fgTILE *t;
// fgVIEW *v;
fgFRAGMENT *frag_ptr;
fgBUCKET p;
- Point3D earth_center, result;
- Point3D pp;
+ Point3D earth_center(0.0);
+ Point3D result;
MAT3vec local_up;
- list < fgFRAGMENT > :: iterator current;
- list < fgFRAGMENT > :: iterator last;
double dist, lat_geod, alt, sea_level_r;
// double x, y, z;
int index;
// Find current translation offset
fgBucketFind(lon * RAD_TO_DEG, lat * RAD_TO_DEG, &p);
- index = c->exists(&p);
+ index = c->exists(p);
+ if ( index < 0 ) {
+ FG_LOG( FG_TERRAIN, FG_WARN, "Tile not found" );
+ return 0.0;
+ }
+
t = c->get_tile(index);
scenery.next_center = t->center;
- earth_center = Point3D(0.0, 0.0, 0.0);
+ // earth_center = Point3D(0.0, 0.0, 0.0);
FG_LOG( FG_TERRAIN, FG_DEBUG,
"Pos = (" << lon * RAD_TO_DEG << ", " << lat * RAD_TO_DEG
- << " Current bucket = "
- << p.lon << " " << p.lat << " " << p.x << " " << p.y
+ << ") Current bucket = " << p
<< " Index = " << fgBucketGenIndex(&p) );
// calculate tile offset
if ( dist < FG_SQUARE(t->bounding_radius) ) {
// traverse fragment list for tile
- current = t->fragment_list.begin();
- last = t->fragment_list.end();
+ fgTILE::FragmentIterator current = t->begin();
+ fgTILE::FragmentIterator last = t->end();
for ( ; current != last; ++current ) {
frag_ptr = &(*current);
if ( frag_ptr->intersect( abs_view_pos,
earth_center, 0, result ) ) {
// compute geocentric coordinates of tile center
- pp = fgCartToPolar3d(result);
+ Point3D pp = fgCartToPolar3d(result);
// convert to geodetic coordinates
fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
&alt, &sea_level_r);
Point3D frag_offset;
fgFRAGMENT *frag_ptr;
fgMATERIAL *mtl_ptr;
- list < fgFRAGMENT > :: iterator current;
- list < fgFRAGMENT > :: iterator last;
int i;
int tile_diameter;
int index;
// xglTranslatef(t->offset.x, t->offset.y, t->offset.z);
// traverse fragment list for tile
- current = t->fragment_list.begin();
- last = t->fragment_list.end();
+ fgTILE::FragmentIterator current = t->begin();
+ fgTILE::FragmentIterator last = t->end();
for ( ; current != last; ++current ) {
frag_ptr = &(*current);
// $Log$
+// Revision 1.43 1998/11/09 23:40:52 curt
+// Bernie Bright <bbright@c031.aone.net.au> writes:
+// I've made some changes to the Scenery handling. Basically just tidy ups.
+// The main difference is in tile.[ch]xx where I've changed list<fgFRAGMENT> to
+// vector<fgFRAGMENT>. Studying our usage patterns this seems reasonable.
+// Lists are good if you need to insert/delete elements randomly but we
+// don't do that. All access seems to be sequential. Two additional
+// benefits are smaller memory usage - each list element requires pointers
+// to the next and previous elements, and faster access - vector iterators
+// are smaller and faster than list iterators. This should also help
+// Charlie Hotchkiss' problem when compiling with Borland and STLport.
+//
+// ./Lib/Bucket/bucketutils.hxx
+// Convenience functions for fgBUCKET.
+//
+// ./Simulator/Scenery/tile.cxx
+// ./Simulator/Scenery/tile.hxx
+// Changed fragment list to a vector.
+// Added some convenience member functions.
+//
+// ./Simulator/Scenery/tilecache.cxx
+// ./Simulator/Scenery/tilecache.hxx
+// use const fgBUCKET& instead of fgBUCKET* where appropriate.
+//
+// ./Simulator/Scenery/tilemgr.cxx
+// ./Simulator/Scenery/tilemgr.hxx
+// uses all the new convenience functions.
+//
// Revision 1.42 1998/11/06 21:18:23 curt
// Converted to new logstream debugging facility. This allows release
// builds with no messages at all (and no performance impact) by using