1
0
Fork 0

A few of Norman's changes I managed to get in.

Added support for arrays of points (in addition to various forms of triangles)
This commit is contained in:
curt 2002-02-28 00:10:35 +00:00
parent a370cbbb6a
commit 3966e02de0

View file

@ -115,6 +115,11 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
ssgSimpleState *state = NULL;
ssgBranch *tile = new ssgBranch () ;
if ( !tile ) {
SG_LOG( SG_TERRAIN, SG_ALERT, "fgGenTile(): NO MEMORY" );
return NULL;
}
tile -> setName ( (char *)path.c_str() ) ;
double tex_width = 1000.0;
@ -157,8 +162,9 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
Point3D rad[4];
int i;
for ( i = 0; i < 4; ++i ) {
rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS, geod[i].y() * SGD_DEGREES_TO_RADIANS,
geod[i].z() );
rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
geod[i].y() * SGD_DEGREES_TO_RADIANS,
geod[i].z() );
}
Point3D cart[4], rel[4];
@ -179,21 +185,18 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
// Calculate normals
Point3D normals[4];
for ( i = 0; i < 4; ++i ) {
normals[i] = cart[i];
double length = normals[i].distance3D( Point3D(0.0) );
normals[i] /= length;
double length = cart[i].distance3D( Point3D(0.0) );
normals[i] = cart[i] / length;
// cout << "normal = " << normals[i] << endl;
}
// Calculate texture coordinates
point_list geod_nodes;
geod_nodes.clear();
for ( i = 0; i < 4; ++i ) {
geod_nodes.push_back( geod[i] );
}
int_list rectangle;
rectangle.clear();
for ( i = 0; i < 4; ++i ) {
geod_nodes.push_back( geod[i] );
rectangle.push_back( i );
}
point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
@ -349,6 +352,8 @@ ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
delete tile;
return NULL;
}
@ -364,8 +369,8 @@ ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
}
center = t->center;
StopWatch stopwatch;
stopwatch.start();
// StopWatch stopwatch;
// stopwatch.start();
// ignore initial comments and blank lines. (priming the pump)
// in >> skipcomment;
@ -740,10 +745,10 @@ ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
t->nodes = nodes;
}
stopwatch.stop();
SG_LOG( SG_TERRAIN, SG_DEBUG,
"Loaded " << path << " in "
<< stopwatch.elapsedSeconds() << " seconds" );
// stopwatch.stop();
// SG_LOG( SG_TERRAIN, SG_DEBUG,
// "Loaded " << path << " in "
// << stopwatch.elapsedSeconds() << " seconds" );
return tile;
}
@ -801,39 +806,57 @@ ssgLeaf *gen_leaf( const string& path,
// cout << "before list allocs" << endl;
int size = node_index.size();
if ( size < 1 ) {
SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! list size < 1" );
exit(-1);
}
// cout << "before vl, size = " << size << endl;
ssgVertexArray *vl = new ssgVertexArray( size );
// cout << "before nl" << endl;
ssgNormalArray *nl = new ssgNormalArray( size );
// cout << "before tl" << endl;
ssgTexCoordArray *tl = new ssgTexCoordArray( size );
// cout << "before cl" << endl;
ssgColourArray *cl = new ssgColourArray( 1 );
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
cl->add( color );
sgVec2 tmp2;
sgVec3 tmp3;
sgVec4 tmp4;
int i;
// vertices
int size = node_index.size();
if ( size < 1 ) {
SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
exit(-1);
}
ssgVertexArray *vl = new ssgVertexArray( size );
Point3D node;
for ( i = 0; i < size; ++i ) {
Point3D node = nodes[ node_index[i] ];
node = nodes[ node_index[i] ];
sgSetVec3( tmp3, node[0], node[1], node[2] );
vl -> add( tmp3 );
}
Point3D normal = normals[ node_index[i] ];
sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
nl -> add( tmp3 );
// colors
ssgColourArray *cl = new ssgColourArray( 1 );
sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
cl->add( tmp4 );
Point3D texcoord = texcoords[ tex_index[i] ];
// normals
Point3D normal;
ssgNormalArray *nl = new ssgNormalArray( size );
if ( normals.size() == 1 ) {
normal = normals[ 0 ];
sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
nl -> add( tmp3 );
} else if ( normals.size() > 1 ) {
for ( i = 0; i < size; ++i ) {
normal = normals[ node_index[i] ];
sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
nl -> add( tmp3 );
}
}
// texture coordinates
size = tex_index.size();
Point3D texcoord;
ssgTexCoordArray *tl = new ssgTexCoordArray( size );
if ( size == 1 ) {
texcoord = texcoords[ tex_index[0] ];
sgSetVec2( tmp2, texcoord[0], texcoord[1] );
sgSetVec2( tmp2, texcoord[0], texcoord[1] );
if ( tex_width > 0 ) {
tmp2[0] *= (1000.0 / tex_width);
@ -842,6 +865,18 @@ ssgLeaf *gen_leaf( const string& path,
tmp2[1] *= (1000.0 / tex_height);
}
tl -> add( tmp2 );
} else if ( size > 1 ) {
for ( i = 0; i < size; ++i ) {
texcoord = texcoords[ tex_index[i] ];
sgSetVec2( tmp2, texcoord[0], texcoord[1] );
if ( tex_width > 0 ) {
tmp2[0] *= (1000.0 / tex_width);
}
if ( tex_height > 0 ) {
tmp2[1] *= (1000.0 / tex_height);
}
tl -> add( tmp2 );
}
}
// cout << "before leaf create" << endl;
@ -896,6 +931,7 @@ ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
}
point_list nodes = obj.get_wgs84_nodes();
point_list colors = obj.get_colors();
point_list normals = obj.get_normals();
point_list texcoords = obj.get_texcoords();
@ -903,6 +939,22 @@ ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
int_list vertex_index;
int_list tex_index;
// generate points
string_list pt_materials = obj.get_pt_materials();
group_list pts_v = obj.get_pts_v();
for ( i = 0; i < (int)pts_v.size(); ++i ) {
cout << "pts_v.size() = " << pts_v.size() << endl;
material = pt_materials[i];
vertex_index = pts_v[i];
tex_index.clear();
ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
nodes, normals, texcoords,
vertex_index, tex_index,
false, lights );
object->addKid( leaf );
}
// generate triangles
string_list tri_materials = obj.get_tri_materials();
group_list tris_v = obj.get_tris_v();