/************************************************************************** * 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 #endif #include #include #include #include "obj.h" #include "scenery.h" #include "../Math/mat3.h" #define MAXNODES 100000 float nodes[MAXNODES][3]; float normals[MAXNODES][3]; /* 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; GLint area; FILE *f; int first, ncount, vncount, n1, n2, n3, n4; 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; while ( fgets(line, 250, f) != NULL ) { if ( line[0] == '#' ) { /* comment -- ignore */ } else if ( strncmp(line, "v ", 2) == 0 ) { /* node (vertex) */ if ( ncount < MAXNODES ) { /* printf("vertex = %s", line); */ sscanf(line, "v %f %f %f\n", &nodes[ncount][0], &nodes[ncount][1], &nodes[ncount][2]); if ( ncount == 1 ) { /* first node becomes the reference point */ ref.x = nodes[ncount][0]; ref.y = nodes[ncount][1]; ref.z = nodes[ncount][2]; scenery.center = ref; } 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); } } else if ( line[0] == 't' ) { /* start a new triangle strip */ n1 = n2 = n3 = n4 = 0; if ( !first ) { /* close out the previous structure and start the next */ glEnd(); } else { first = 0; } glBegin(GL_TRIANGLE_STRIP); printf("new tri strip = %s", line); sscanf(line, "t %d %d %d %d\n", &n1, &n2, &n3, &n4); printf("(t) = "); /* 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); } 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); } } 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); } else if ( line[0] == 'q' ) { /* continue a triangle strip */ n1 = n2 = 0; printf("continued tri strip = %s ", line); sscanf(line, "q %d %d\n", &n1, &n2); printf("read %d %d\n", n1, n2); 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 ( 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); } } 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. /* * Revision 1.3 1997/10/31 04:49:12 curt * Tweaking vertex orders. * * Revision 1.2 1997/10/30 12:38:45 curt * Working on new scenery subsystem. * * Revision 1.1 1997/10/28 21:14:54 curt * Initial revision. * */