From 3966e02de01e536597b3cff02623aeafefd489bd Mon Sep 17 00:00:00 2001 From: curt Date: Thu, 28 Feb 2002 00:10:35 +0000 Subject: [PATCH] A few of Norman's changes I managed to get in. Added support for arrays of points (in addition to various forms of triangles) --- src/Objects/obj.cxx | 120 +++++++++++++++++++++++++++++++------------- 1 file changed, 86 insertions(+), 34 deletions(-) diff --git a/src/Objects/obj.cxx b/src/Objects/obj.cxx index 4fb53463c..a33178ae4 100644 --- a/src/Objects/obj.cxx +++ b/src/Objects/obj.cxx @@ -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();