155 lines
4.1 KiB
C
155 lines
4.1 KiB
C
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/* **************************************************************************
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* OpenSceneGraph loader for Terrapage format database
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*
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* That loader is redistributed under the terms listed on Terrain Experts
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* website (www.terrex.com/www/pages/technology/technologypage.htm)
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*
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* "TerraPage is provided as an Open Source format for use by anyone...
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* We supply the TerraPage C++ source code free of charge. Anyone
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* can use it and redistribute it as needed (including our competitors).
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* We do, however, ask that you keep the TERREX copyrights intact."
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*
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* Copyright Terrain Experts Inc. 1999.
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* All Rights Reserved.
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*
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*****************************************************************************/
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#ifndef _TRPAGEMANAGER_H_
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#define _TRPAGEMANAGER_H_
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#include <string>
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#ifndef WIN32
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#include <pthread.h>
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#endif
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#include <osg/Group>
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#include <osg/Object>
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#include <osg/Node>
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#include <osgTXP/Export.h>
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#include <osgTXP/trpage_geom.h>
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#include <osgTXP/trpage_read.h>
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#include <osgTXP/trpage_write.h>
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#include <osgTXP/trpage_scene.h>
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#include <osgTXP/trpage_managers.h>
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#include <osgTXP/WaitBlock.h>
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namespace txp
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{
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/* Thread Identifier
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Fill this in for your specific platform.
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Should be water ID you use for threads.
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*/
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#if defined(_WIN32)
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typedef HANDLE ThreadID;
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typedef HANDLE ThreadMutex;
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typedef HANDLE ThreadEvent;
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#endif
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#if !defined(ThreadID)
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/*
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// Stubs to make it compile
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typedef int ThreadID;
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typedef int ThreadMutex;
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typedef int ThreadEvent;
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*/
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typedef pthread_t ThreadID;
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typedef pthread_mutex_t ThreadMutex;
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typedef osgTXP::WaitBlock ThreadEvent;
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#endif
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/* OSG Page Manager
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This class handles the paging into
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*/
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class OSGTXP_EXPORT OSGPageManager {
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public:
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/* Need a group to put things under and the archive to page.
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Also, optionally, a Page Manager (if you've made changes
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to the default one).
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*/
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OSGPageManager(TrPageArchive *,trpgPageManager *pageManage = NULL);
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~OSGPageManager();
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/* Unthreaded update
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Update viewer position and load a maximum of numTile before
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returning.
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Also unloads everything that needs it.
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Don't call this in threaded mode.
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*/
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bool UpdateNoThread(osg::Group *,double locX,double locY,int numTile=-1);
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/* Thread routines
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The thread will run in and around this object. It can
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run in one of two modes:
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ThreadFree -
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ThreadSync -
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*/
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typedef enum {ThreadNone,ThreadFree,ThreadSync} ThreadMode;
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// Retrieve the current threading mode
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ThreadMode GetThreadMode() { return threadMode; }
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// ----- Main thread routines -----
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// ----- Only call these from the main thread ----
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// Create a new thread in the given mode.
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bool StartThread(ThreadMode,ThreadID &newThread);
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/* If we're in ThreadFree mode, merge everything the paging
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thread has read in up to this point into the main scenegraph.
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*/
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bool MergeUpdateThread(osg::Group *);
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// Shut down the current paging thread.
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bool EndThread();
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// Update the viewer position
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void UpdatePositionThread(double locX,double locY);
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// ----- Paging Thread Routines ----
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// ----- Only call these from the paging thread ----
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// Called by the thread start function
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// Don't call this yourself
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bool ThreadLoop();
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protected:
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// Page Manager we'll use is ours (i.e. delete it at the end)
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bool pageManageOurs;
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trpgPageManager *pageManage;
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// Archive to page from
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TrPageArchive *archive;
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// Database origin
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double originX,originY;
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/* Thread specific data.
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*/
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// ID of created thread and whether it's valid
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ThreadMode threadMode;
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ThreadID threadID;
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// Used to notify the paging thread when the location changes
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ThreadEvent locationChangeEvent;
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// Lock for the location and location itself
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ThreadMutex locationMutex;
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bool positionValid;
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double locX,locY;
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// Lock for the change lists (merge, unhook, delete)
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ThreadMutex changeListMutex;
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// Merge list is filled in by the paging thread.
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std::vector<osg::Group *> toMerge;
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std::vector<osg::Group *> toMergeParent;
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// Unhook list is filled in by the paging thread
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std::vector<osg::Group *> toUnhook;
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// Main thread moves groups to the delete list as soon as they are unhooked
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std::vector<osg::Group *> toDelete;
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};
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};
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#endif
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