Added support for loading binary object files.
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1 changed files with 207 additions and 76 deletions
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@ -38,6 +38,7 @@
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// #endif
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#include <simgear/compiler.h>
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#include <simgear/io/sg_binobj.hxx>
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#include STL_STRING
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#include <map> // STL
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@ -73,25 +74,6 @@ static double normals[FG_MAX_NODES][3];
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static double tex_coords[FG_MAX_NODES*3][3];
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#if 0
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// given three points defining a triangle, calculate the normal
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static void calc_normal(Point3D p1, Point3D p2,
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Point3D p3, sgVec3 normal)
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{
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sgVec3 v1, v2;
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v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
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v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
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sgVectorProductVec3( normal, v1, v2 );
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sgNormalizeVec3( normal );
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// fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
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// normal[0], normal[1], normal[2]);
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}
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#endif
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#define FG_TEX_CONSTANT 69.0
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// Calculate texture coordinates for a given point.
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@ -294,24 +276,6 @@ static float fgTriArea( sgVec3 p0, sgVec3 p1, sgVec3 p2 ) {
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}
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#if 0
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// this works too, but Norman claims fgTriArea() is more efficient :-)
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static double triangle_area_3d( float *p1, float *p2, float *p3 ) {
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// Heron's formula: A^2 = s(s-a)(s-b)(s-c) where A is the area,
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// a,b,c are the side lengths, s=(a+b+c)/2. In R^3 you can compute
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// the lengths of the sides with the distance formula, of course.
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double a = sgDistanceVec3( p1, p2 );
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double b = sgDistanceVec3( p2, p3 );
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double c = sgDistanceVec3( p3, p1 );
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double s = (a + b + c) / 2.0;
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return sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) );
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}
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#endif
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static void random_pt_inside_tri( float *res,
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float *n1, float *n2, float *n3 )
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{
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@ -376,8 +340,8 @@ static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
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}
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// Load a .obj file
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ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
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// Load an Ascii obj file
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static ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
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ssgVertexArray *lights, const bool is_base)
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{
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FGNewMat *newmat = NULL;
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@ -419,7 +383,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
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FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
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FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
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return fgGenTile( path, t );
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return NULL;
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}
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shading = globals->get_options()->get_shading();
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@ -802,41 +766,6 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
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}
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gen_random_surface_points(leaf, lights, coverage);
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}
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// // generate lighting
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// if ( material == "Urban" || material == "BuiltUpCover" ) {
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// gen_random_surface_points( leaf, lights, 100000.0 );
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// } else if ( material == "EvergreenBroadCover" ||
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// material == "Default" || material == "Island" ||
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// material == "SomeSort" ||
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// material == "DeciduousBroadCover" ||
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// material == "EvergreenNeedleCover" ||
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// material == "DeciduousNeedleCover" ) {
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// gen_random_surface_points( leaf, lights, 10000000.0 );
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// } else if ( material == "Road") {
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// gen_random_surface_points( leaf, lights, 10000.0);
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// } else if ( material == "MixedForestCover" ) {
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// gen_random_surface_points( leaf, lights, 5000000.0 );
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// } else if ( material == "WoodedTundraCover" ||
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// material == "BareTundraCover" ||
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// material == "HerbTundraCover" ||
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// material == "MixedTundraCover" ||
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// material == "Marsh" ||
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// material == "HerbWetlandCover" ||
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// material == "WoodedWetlandCover" ) {
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// gen_random_surface_points( leaf, lights, 20000000.0 );
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// } else if ( material == "ShrubCover" ||
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// material == "ShrubGrassCover" ) {
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// gen_random_surface_points( leaf, lights, 4000000.0 );
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// } else if ( material == "GrassCover" ||
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// material == "SavannaCover" ) {
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// gen_random_surface_points( leaf, lights, 4000000.0 );
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// } else if ( material == "MixedCropPastureCover" ||
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// material == "IrrCropPastureCover" ||
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// material == "DryCropPastureCover" ||
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// material == "CropGrassCover" ||
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// material == "CropWoodCover" ) {
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// gen_random_surface_points( leaf, lights, 2000000.0 );
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// }
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}
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} else {
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FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
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@ -866,7 +795,209 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
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// if ( globals->get_options()->get_clouds() ) {
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// fgGenCloudTile(path, t, tile);
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// }
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return tile;
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}
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static ssgLeaf *gen_leaf( const string& path,
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const GLenum ty, const string& material,
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const point_list& nodes, const point_list& normals,
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const point_list& texcoords,
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const int_list& node_index,
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const int_list& tex_index,
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const bool calc_lights, ssgVertexArray *lights )
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{
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double tex_width = 1000.0, tex_height = 1000.0;
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ssgSimpleState *state = NULL;
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float coverage = -1;
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int size = node_index.size();
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ssgVertexArray *vl = new ssgVertexArray( size );
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ssgNormalArray *nl = new ssgNormalArray( size );
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ssgTexCoordArray *tl = new ssgTexCoordArray( size );
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ssgColourArray *cl = new ssgColourArray( 1 );
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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sgVec2 tmp2;
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sgVec3 tmp3;
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int i;
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for ( i = 0; i < size; ++i ) {
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Point3D node = nodes[ node_index[i] ];
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sgSetVec3( tmp3, node[0], node[1], node[2] );
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vl -> add( tmp3 );
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Point3D normal = normals[ node_index[i] ];
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sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
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nl -> add( tmp3 );
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Point3D texcoord = texcoords[ tex_index[i] ];
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sgSetVec2( tmp2, texcoord[0], texcoord[1] );
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tl -> add( tmp2 );
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}
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cout << "before leaf create" << endl;
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ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
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cout << "after leaf create" << endl;
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// lookup the state record
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cout << "looking up material = " << endl;
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cout << material << endl;
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cout << "'" << endl;
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FGNewMat *newmat = material_lib.find( material );
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if ( newmat == NULL ) {
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// see if this is an on the fly texture
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string file = path;
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int pos = file.rfind( "/" );
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file = file.substr( 0, pos );
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cout << "current file = " << file << endl;
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file += "/";
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file += material;
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cout << "current file = " << file << endl;
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if ( ! material_lib.add_item( file ) ) {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Ack! unknown usemtl name = " << material
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<< " in " << path );
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} else {
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// locate our newly created material
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newmat = material_lib.find( material );
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if ( newmat == NULL ) {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Ack! bad on the fly materia create = "
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<< material << " in " << path );
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}
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}
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}
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if ( newmat != NULL ) {
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// set the texture width and height values for this
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// material
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tex_width = newmat->get_xsize();
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tex_height = newmat->get_ysize();
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state = newmat->get_state();
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coverage = newmat->get_light_coverage();
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// cout << "(w) = " << tex_width << " (h) = "
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// << tex_width << endl;
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} else {
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coverage = -1;
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}
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leaf->setState( state );
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if ( calc_lights ) {
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if ( coverage > 0.0 ) {
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if ( coverage < 10000.0 ) {
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FG_LOG(FG_INPUT, FG_ALERT, "Light coverage is "
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<< coverage << ", pushing up to 10000");
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coverage = 10000;
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}
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gen_random_surface_points(leaf, lights, coverage);
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}
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}
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return leaf;
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}
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// Load an Binary obj file
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static ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
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ssgVertexArray *lights, const bool is_base)
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{
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int i;
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Point3D gbs_center;
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float gbs_radius;
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point_list offset_nodes; offset_nodes.clear();
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point_list normals; normals.clear();
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point_list texcoords; texcoords.clear();
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// allocate and initialize triangle group structures
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group_list tris_v; group_list tris_tc; string_list tri_materials;
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tris_v.clear(); tris_tc.clear(); tri_materials.clear();
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group_list strips_v; group_list strips_tc; string_list strip_materials;
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strips_v.clear(); strips_tc.clear(); strip_materials.clear();
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group_list fans_v; group_list fans_tc; string_list fan_materials;
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fans_v.clear(); fans_tc.clear(); fan_materials.clear();
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bool result = sgReadBinObj( path, gbs_center, &gbs_radius,
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offset_nodes, normals, texcoords,
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tris_v, tris_tc, tri_materials,
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strips_v, strips_tc, strip_materials,
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fans_v, fans_tc, fan_materials );
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if ( !result ) {
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return NULL;
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}
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cout << "fans size = " << fans_v.size() << " fan_mats size = " <<
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fan_materials.size() << endl;
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ssgBranch *object = new ssgBranch();
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object->setName( (char *)path.c_str() );
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if ( is_base && t != NULL ) {
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// reference point (center offset/bounding sphere)
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t->center = gbs_center;
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t->bounding_radius = gbs_radius;
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}
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// generate triangles
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for ( i = 0; i < (int)tris_v.size(); ++i ) {
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ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, tri_materials[i],
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offset_nodes, normals, texcoords,
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tris_v[i], tris_tc[i],
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is_base, lights );
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object->addKid( leaf );
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}
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// generate strips
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for ( i = 0; i < (int)strips_v.size(); ++i ) {
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ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, strip_materials[i],
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offset_nodes, normals, texcoords,
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strips_v[i], strips_tc[i],
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is_base, lights );
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object->addKid( leaf );
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}
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// generate fans
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for ( i = 0; i < (int)fans_v.size(); ++i ) {
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ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, fan_materials[i],
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offset_nodes, normals, texcoords,
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fans_v[i], fans_tc[i],
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is_base, lights );
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object->addKid( leaf );
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}
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return object;
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}
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// Load an obj file
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ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
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ssgVertexArray *lights, const bool is_base)
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{
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ssgBranch *result;
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// try loading binary format
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result = fgBinObjLoad( path, t, lights, is_base );
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if ( result == NULL ) {
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// next try the older ascii format
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result = fgAsciiObjLoad( path, t, lights, is_base );
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if ( result == NULL ) {
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// default to an ocean tile
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result = fgGenTile( path, t );
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}
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}
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return result;
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}
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