From: curt Date: Thu, 15 Jun 2000 22:32:26 +0000 (+0000) Subject: Updates, optimizations, and restructures from Norman Vine. X-Git-Url: https://git.mxchange.org/?a=commitdiff_plain;h=cd1a471f7ec53489ea70928fcde5964fba8978d3;p=flightgear.git Updates, optimizations, and restructures from Norman Vine. --- diff --git a/src/Scenery/Makefile.am b/src/Scenery/Makefile.am index dd4d1cdfd..978e30fd1 100644 --- a/src/Scenery/Makefile.am +++ b/src/Scenery/Makefile.am @@ -1,6 +1,7 @@ noinst_LIBRARIES = libScenery.a libScenery_a_SOURCES = \ + hitlist.cxx hitlist.hxx \ scenery.cxx scenery.hxx \ tilecache.cxx tilecache.hxx \ tileentry.cxx tileentry.hxx \ diff --git a/src/Scenery/scenery.hxx b/src/Scenery/scenery.hxx index 50b03c36d..ae40e2709 100644 --- a/src/Scenery/scenery.hxx +++ b/src/Scenery/scenery.hxx @@ -30,6 +30,7 @@ #endif +#include #include @@ -51,6 +52,9 @@ struct fgSCENERY { // the distance (radius) from the center of the earth to the // current scenery elevation point double cur_radius; + + // unit normal at point used to determine current elevation + sgdVec3 cur_normal; }; extern struct fgSCENERY scenery; diff --git a/src/Scenery/tilecache.hxx b/src/Scenery/tilecache.hxx index 2f81cb0de..f1b98edf0 100644 --- a/src/Scenery/tilecache.hxx +++ b/src/Scenery/tilecache.hxx @@ -95,5 +95,3 @@ extern FGTileCache global_tile_cache; #endif // _TILECACHE_HXX - - diff --git a/src/Scenery/tileentry.cxx b/src/Scenery/tileentry.cxx index fa860606c..2f07be52e 100644 --- a/src/Scenery/tileentry.cxx +++ b/src/Scenery/tileentry.cxx @@ -45,6 +45,7 @@ FGTileEntry::FGTileEntry ( void ) state(Unused) { nodes.clear(); + select_ptr = NULL; } @@ -129,6 +130,7 @@ void FGTileEntry::free_tile() { if( parent ) { // my_remove_branch( select_ptr ); parent->removeKid( select_ptr ); + select_ptr = NULL; } else { FG_LOG( FG_TERRAIN, FG_ALERT, "parent pointer is NULL! Dying" ); diff --git a/src/Scenery/tileentry.hxx b/src/Scenery/tileentry.hxx index 3ccd50f81..201927484 100644 --- a/src/Scenery/tileentry.hxx +++ b/src/Scenery/tileentry.hxx @@ -99,9 +99,6 @@ public: double bounding_radius; Point3D offset; - // model view matrix for this tile - GLfloat model_view[16]; - // this tile's official location in the world FGBucket tile_bucket; @@ -178,32 +175,7 @@ public: // Return this tile's offset inline Point3D get_offset( void ) const { return offset; } - - // Calculate the model_view transformation matrix for this tile - inline void update_view_matrix(GLfloat *MODEL_VIEW) - { - -#if defined( USE_MEM ) || defined( WIN32 ) - memcpy( model_view, MODEL_VIEW, 16*sizeof(GLfloat) ); -#else - bcopy( MODEL_VIEW, model_view, 16*sizeof(GLfloat) ); -#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[8]*offset.z()); - 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[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 - } - inline bool is_unused() const { return state == Unused; } inline bool is_scheduled_for_use() const { return state == Scheduled_for_use; diff --git a/src/Scenery/tilemgr.cxx b/src/Scenery/tilemgr.cxx index 5a8ae5474..5cd6fea19 100644 --- a/src/Scenery/tilemgr.cxx +++ b/src/Scenery/tilemgr.cxx @@ -53,24 +53,24 @@ #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 ) @@ -89,17 +89,31 @@ int FGTileMgr::init( void ) { // 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 @@ -107,7 +121,7 @@ static void disable_tile( int cache_index ) { 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 ) { @@ -115,23 +129,23 @@ 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; @@ -142,614 +156,215 @@ int FGTileMgr::sched_tile( const FGBucket& b ) { 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 ); + } } } @@ -757,197 +372,72 @@ FGTileMgr::current_elev_ssg( const Point3D& abs_view_pos, // 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() ) { @@ -968,121 +458,55 @@ int FGTileMgr::update( void ) { // << 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 ); + } } } diff --git a/src/Scenery/tilemgr.hxx b/src/Scenery/tilemgr.hxx index de17b1f2d..37894b79d 100644 --- a/src/Scenery/tilemgr.hxx +++ b/src/Scenery/tilemgr.hxx @@ -37,6 +37,7 @@ #include +#include "hitlist.hxx" FG_USING_STD(list); @@ -52,6 +53,10 @@ FG_USING_STD(list); #endif +// forward declaration +class FGTileEntry; + + class FGLoadRec { public: @@ -61,9 +66,6 @@ public: }; -#define MAX_HITS 100 - - class FGTileMgr { private: @@ -77,17 +79,58 @@ private: load_state state; + enum SCROLL_DIRECTION { + SCROLL_INIT = -1, + SCROLL_NONE = 0, + SCROLL_NORTH, + SCROLL_EAST, + SCROLL_SOUTH, + SCROLL_WEST, + }; + + SCROLL_DIRECTION scroll_direction; + // pending tile load queue list < FGLoadRec > load_queue; + // initialize the cache + void initialize_queue( void ); + + FGBucket BucketOffset( int dx, int dy ); + // schedule a tile for loading int sched_tile( const FGBucket& b ); // load a tile void load_tile( const FGBucket& b, int cache_index ); - int hitcount; - sgdVec3 hit_pts [ MAX_HITS ] ; + // schedule a tile row(column) for loading + void scroll( void ); + + // 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; + + FGBucket previous_bucket; + FGBucket current_bucket; + FGBucket pending; + + FGTileEntry *current_tile; + + // index of current tile in tile cache; + long int tile_index; + int tile_diameter; + + // current longitude latitude + double longitude; + double latitude; + double last_longitude; + double last_latitude; public: @@ -109,13 +152,16 @@ public: // 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 current_elev( double lon, double lat, const Point3D& abs_view_pos ); void my_ssg_los( string s, ssgBranch *branch, sgdMat4 m, - const sgdVec3 p, const sgdVec3 dir ); - bool current_elev_ssg( const Point3D& abs_view_pos, - const Point3D& view_pos ); - double current_elev_new( const FGBucket& p ); + const sgdVec3 p, const sgdVec3 dir, sgdVec3 normal ); + + void my_ssg_los( ssgBranch *branch, sgdMat4 m, + const sgdVec3 p, const sgdVec3 dir, + FGHitList *list ); + bool current_elev_ssg( const Point3D& abs_view_pos, + const Point3D& view_pos ); + // Prepare the ssg nodes ... for each tile, set it's proper // transform and update it's range selector based on current // visibilty @@ -128,5 +174,3 @@ extern FGTileMgr global_tile_mgr; #endif // _TILEMGR_HXX - -