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flightgear/Scenery/obj.c

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/**************************************************************************
* obj.c -- routines to handle WaveFront .obj format files.
*
* Written by Curtis Olson, started October 1997.
*
* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* $Id$
* (Log is kept at end of this file)
**************************************************************************/
#ifdef WIN32
# include <windows.h>
#endif
#include <stdio.h>
#include <string.h>
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#include <GL/glut.h>
#include "obj.h"
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#include "scenery.h"
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#include "../Math/mat3.h"
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#define MAXNODES 100000
float nodes[MAXNODES][3];
float normals[MAXNODES][3];
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/* Load a .obj file and generate the GL call list */
GLint fgObjLoad(char *path) {
char line[256];
static GLfloat color[4] = { 0.5, 0.5, 0.25, 1.0 };
double v1[3], v2[3], approx_normal[3], dot_prod, temp;
struct fgCartesianPoint ref;
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GLint area;
FILE *f;
int first, ncount, vncount, n1, n2, n3, n4;
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if ( (f = fopen(path, "r")) == NULL ) {
printf("Cannot open file: %s\n", path);
exit(-1);
}
area = glGenLists(1);
glNewList(area, GL_COMPILE);
/* glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, color ); */
glColor3fv(color);
first = 1;
ncount = 1;
vncount = 1;
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while ( fgets(line, 250, f) != NULL ) {
if ( line[0] == '#' ) {
/* comment -- ignore */
} else if ( strncmp(line, "v ", 2) == 0 ) {
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/* node (vertex) */
if ( ncount < MAXNODES ) {
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/* printf("vertex = %s", line); */
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sscanf(line, "v %f %f %f\n",
&nodes[ncount][0], &nodes[ncount][1], &nodes[ncount][2]);
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if ( ncount == 1 ) {
/* first node becomes the reference point */
ref.x = nodes[ncount][0];
ref.y = nodes[ncount][1];
ref.z = nodes[ncount][2];
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scenery.center = ref;
}
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ncount++;
} else {
printf("Read too many nodes ... dying :-(\n");
exit(-1);
}
} else if ( strncmp(line, "vn ", 3) == 0 ) {
/* vertex normal */
if ( vncount < MAXNODES ) {
/* printf("vertex normal = %s", line); */
sscanf(line, "vn %f %f %f\n",
&normals[vncount][0], &normals[vncount][1],
&normals[vncount][2]);
vncount++;
} else {
printf("Read too many vertex normals ... dying :-(\n");
exit(-1);
}
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} else if ( line[0] == 't' ) {
/* start a new triangle strip */
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n1 = n2 = n3 = n4 = 0;
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if ( !first ) {
/* close out the previous structure and start the next */
glEnd();
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} else {
first = 0;
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}
glBegin(GL_TRIANGLE_STRIP);
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printf("new tri strip = %s", line);
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sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4);
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printf("(t) = ");
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/* try to get the proper rotation by calculating an
* approximate normal and seeing if it is close to the
* precalculated normal */
v1[0] = nodes[n2][0] - nodes[n1][0];
v1[1] = nodes[n2][1] - nodes[n1][1];
v1[2] = nodes[n2][2] - nodes[n1][2];
v2[0] = nodes[n3][0] - nodes[n1][0];
v2[1] = nodes[n3][1] - nodes[n1][1];
v2[2] = nodes[n3][2] - nodes[n1][2];
MAT3cross_product(approx_normal, v1, v2);
MAT3_NORMALIZE_VEC(approx_normal,temp);
printf("Approx normal = %.2f %.2f %.2f\n", approx_normal[0],
approx_normal[1], approx_normal[2]);
dot_prod = MAT3_DOT_PRODUCT(normals[n1], approx_normal);
printf("Dot product = %.4f\n", dot_prod);
/* angle = acos(dot_prod); */
/* printf("Normal ANGLE = %.3f rads.\n", angle); */
glNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
glVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y,
nodes[n1][2] - ref.z);
if ( dot_prod > 0 ) {
glNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
glVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
nodes[n2][2] - ref.z);
glNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
glVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y,
nodes[n3][2] - ref.z);
} else {
printf("Reversing\n");
glNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
glVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y,
nodes[n3][2] - ref.z);
glNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
glVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
nodes[n2][2] - ref.z);
}
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if ( n4 > 0 ) {
glNormal3d(normals[n4][0], normals[n4][1], normals[n4][2]);
glVertex3d(nodes[n4][0] - ref.x, nodes[n4][1] - ref.y,
nodes[n4][2] - ref.z);
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}
} else if ( line[0] == 'f' ) {
/* unoptimized face */
if ( !first ) {
/* close out the previous structure and start the next */
glEnd();
} else {
first = 0;
}
glBegin(GL_TRIANGLES);
printf("new triangle = %s", line);
sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
glNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
glVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y,
nodes[n1][2] - ref.z);
glNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
glVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
nodes[n2][2] - ref.z);
glNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
glVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y,
nodes[n3][2] - ref.z);
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} else if ( line[0] == 'q' ) {
/* continue a triangle strip */
n1 = n2 = 0;
printf("continued tri strip = %s ", line);
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sscanf(line, "q %d %d\n", &n1, &n2);
printf("read %d %d\n", n1, n2);
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glNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
glVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y,
nodes[n1][2] - ref.z);
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if ( n2 > 0 ) {
printf(" (cont)\n");
glNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
glVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
nodes[n2][2] - ref.z);
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}
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} else {
printf("Unknown line in %s = %s\n", path, line);
}
}
glEnd();
glEndList();
fclose(f);
return(area);
}
/* $Log$
/* Revision 1.4 1997/11/14 00:26:49 curt
/* Transform scenery coordinates earlier in pipeline when scenery is being
/* created, not when it is being loaded. Precalculate normals for each node
/* as average of the normals of each containing polygon so Garoude shading is
/* now supportable.
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/*
* Revision 1.3 1997/10/31 04:49:12 curt
* Tweaking vertex orders.
*
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* Revision 1.2 1997/10/30 12:38:45 curt
* Working on new scenery subsystem.
*
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* Revision 1.1 1997/10/28 21:14:54 curt
* Initial revision.
*
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*/