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flightgear/GenOutput/genobj.cxx
curt 903ac38cff Interpolate real z value of all nodes from dem data.
Write scenery file to correct location.
Pass along correct triangle attributes and write to output file.
1999-03-27 05:23:22 +00:00

355 lines
10 KiB
C++

// genobj.hxx -- Generate the flight gear "obj" file format from the
// triangle output
//
// Written by Curtis Olson, started March 1999.
//
// Copyright (C) 1999 Curtis L. Olson - curt@flightgear.org
//
// 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)
#include <time.h>
#include <Math/mat3.h>
#include <Polygon/names.hxx>
#include <Tools/scenery_version.hxx>
#include "genobj.hxx"
// build the wgs-84 point list
void FGGenOutput::gen_wgs84_points( const FGArray& array ) {
cout << "calculating wgs84 point" << endl;
Point3D geod, radians, cart;
const_point_list_iterator current = geod_nodes.begin();
const_point_list_iterator last = geod_nodes.end();
double real_z;
for ( ; current != last; ++current ) {
geod = *current;
real_z = array.interpolate_altitude( geod.x() * 3600.0,
geod.y() * 3600.0 );
// convert to radians
radians = Point3D( geod.x() * DEG_TO_RAD,
geod.y() * DEG_TO_RAD,
real_z );
cart = fgGeodToCart(radians);
// cout << cart << endl;
wgs84_nodes.push_back(cart);
}
}
// build the node -> element (triangle) reverse lookup table. there
// is an entry for each point containing a list of all the triangles
// that share that point.
void FGGenOutput::gen_node_ele_lookup_table() {
belongs_to ele_list;
ele_list.erase( ele_list.begin(), ele_list.end() );
// initialize reverse_ele_lookup structure by creating an empty
// list for each point
const_point_list_iterator w_current = wgs84_nodes.begin();
const_point_list_iterator w_last = wgs84_nodes.end();
for ( ; w_current != w_last; ++w_current ) {
reverse_ele_lookup.push_back( ele_list );
}
// traverse triangle structure building reverse lookup table
const_triele_list_iterator current = tri_elements.begin();
const_triele_list_iterator last = tri_elements.end();
int counter = 0;
for ( ; current != last; ++current ) {
reverse_ele_lookup[ current->get_n1() ].push_back( counter );
reverse_ele_lookup[ current->get_n2() ].push_back( counter );
reverse_ele_lookup[ current->get_n3() ].push_back( counter );
++counter;
}
}
// caclulate the normal for the specified triangle face
Point3D FGGenOutput::calc_normal( int i ) {
double v1[3], v2[3], normal[3];
double temp;
Point3D p1 = wgs84_nodes[ tri_elements[i].get_n1() ];
Point3D p2 = wgs84_nodes[ tri_elements[i].get_n2() ];
Point3D p3 = wgs84_nodes[ tri_elements[i].get_n3() ];
v1[0] = p2.x() - p1.x(); v1[1] = p2.y() - p1.y(); v1[2] = p2.z() - p1.z();
v2[0] = p3.x() - p1.x(); v2[1] = p3.y() - p1.y(); v2[2] = p3.z() - p1.z();
MAT3cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
return Point3D( normal[0], normal[1], normal[2] );
}
// build the face normal list
void FGGenOutput::gen_face_normals() {
// traverse triangle structure building the face normal table
cout << "calculating face normals" << endl;
for ( int i = 0; i < (int)tri_elements.size(); i++ ) {
// cout << calc_normal( i ) << endl;
face_normals.push_back( calc_normal( i ) );
}
}
// calculate the normals for each point in wgs84_nodes
void FGGenOutput::gen_normals() {
Point3D normal;
cout << "caculating node normals" << endl;
// for each node
for ( int i = 0; i < (int)wgs84_nodes.size(); ++i ) {
belongs_to tri_list = reverse_ele_lookup[i];
belongs_to_iterator current = tri_list.begin();
belongs_to_iterator last = tri_list.end();
Point3D average( 0.0 );
// for each triangle that shares this node
for ( ; current != last; ++current ) {
normal = face_normals[ *current ];
average += normal;
// cout << normal << endl;
}
average /= tri_list.size();
// cout << "average = " << average << endl;
point_normals.push_back( average );
}
}
// calculate the global bounding sphere. Center is the average of the
// points.
void FGGenOutput::calc_gbs() {
double x = 0;
double y = 0;
double z = 0;
double dist_squared;
double radius_squared = 0;
const_point_list_iterator current = wgs84_nodes.begin();
const_point_list_iterator last = wgs84_nodes.end();
for ( ; current != last; ++current ) {
x += current->x();
y += current->y();
z += current->z();
}
x /= wgs84_nodes.size();
y /= wgs84_nodes.size();
z /= wgs84_nodes.size();
gbs_center = Point3D(x, y, z);
current = wgs84_nodes.begin();
for ( ; current != last; ++current ) {
dist_squared = gbs_center.distance3Dsquared(*current);
if ( dist_squared > radius_squared ) {
radius_squared = dist_squared;
}
}
gbs_radius = sqrt(radius_squared);
}
// build the necessary output structures based on the triangulation
// data
int FGGenOutput::build( const FGArray& array, const FGTriangle& t ) {
FGTriNodes trinodes = t.get_out_nodes();
// copy the geodetic node list into this class
geod_nodes = trinodes.get_node_list();
// copy the triangle list into this class
tri_elements = t.get_elelist();
// generate the point list in wgs-84 coordinates
gen_wgs84_points( array );
// calculate the global bounding sphere
calc_gbs();
cout << "center = " << gbs_center << " radius = " << gbs_radius << endl;
// build the node -> element (triangle) reverse lookup table
gen_node_ele_lookup_table();
// build the face normal list
gen_face_normals();
// calculate the normals for each point in wgs84_nodes
gen_normals();
return 1;
}
// caclulate the bounding sphere for the specified triangle face
void FGGenOutput::calc_bounding_sphere( int i, Point3D *center,
double *radius ) {
Point3D c( 0.0 );
Point3D p1 = wgs84_nodes[ tri_elements[i].get_n1() ];
Point3D p2 = wgs84_nodes[ tri_elements[i].get_n2() ];
Point3D p3 = wgs84_nodes[ tri_elements[i].get_n3() ];
c = p1 + p2 + p3;
c /= 3;
double dist_squared;
double max_squared = 0;
dist_squared = c.distance3Dsquared(p1);
if ( dist_squared > max_squared ) {
max_squared = dist_squared;
}
dist_squared = c.distance3Dsquared(p2);
if ( dist_squared > max_squared ) {
max_squared = dist_squared;
}
dist_squared = c.distance3Dsquared(p3);
if ( dist_squared > max_squared ) {
max_squared = dist_squared;
}
*center = c;
*radius = sqrt(max_squared);
}
// write out the fgfs scenery file
int FGGenOutput::write( const string& base, const FGBucket& b ) {
Point3D p;
string dir = base + "/Scenery/" + b.gen_base_path();
string command = "mkdir -p " + dir;
system(command.c_str());
string file = dir + "/" + b.gen_index_str();
cout << "Output file = " << file << endl;
FILE *fp;
if ( (fp = fopen( file.c_str(), "w" )) == NULL ) {
cout << "ERROR: opening " << file << " for writing!" << endl;
exit(-1);
}
// write headers
fprintf(fp, "# FGFS Scenery Version %s\n", FG_SCENERY_FILE_FORMAT);
time_t calendar_time = time(NULL);
struct tm *local_tm;
local_tm = localtime( &calendar_time );
char time_str[256];
strftime( time_str, 256, "%a %b %d %H:%M:%S %Z %Y", local_tm);
fprintf(fp, "# Created %s\n", time_str );
fprintf(fp, "\n");
// write global bounding sphere
fprintf(fp, "# gbs %.5f %.5f %.5f %.2f\n",
gbs_center.x(), gbs_center.y(), gbs_center.z(), gbs_radius);
fprintf(fp, "\n");
// write nodes
fprintf(fp, "# vertex list\n");
const_point_list_iterator w_current = wgs84_nodes.begin();
const_point_list_iterator w_last = wgs84_nodes.end();
for ( ; w_current != w_last; ++w_current ) {
p = *w_current - gbs_center;
fprintf(fp, "v %.5f %.5f %.5f\n", p.x(), p.y(), p.z());
}
fprintf(fp, "\n");
// write vertex normals
fprintf(fp, "# vertex normal list\n");
const_point_list_iterator n_current = point_normals.begin();
const_point_list_iterator n_last = point_normals.end();
for ( ; n_current != n_last; ++n_current ) {
p = *n_current;
fprintf(fp, "vn %.5f %.5f %.5f\n", p.x(), p.y(), p.z());
}
fprintf(fp, "\n");
// write triangles
Point3D center;
double radius;
fprintf(fp, "# triangle list\n");
fprintf(fp, "\n");
const_triele_list_iterator t_current = tri_elements.begin();
const_triele_list_iterator t_last = tri_elements.end();
int counter = 0;
int attribute;
string attr_name;
for ( ; t_current != t_last; ++t_current ) {
attribute = (int)t_current->get_attribute();
calc_bounding_sphere( counter, &center, &radius );
attr_name = get_area_name( (AreaType)attribute );
fprintf(fp, "# usemtl %s\n", attr_name.c_str() );
fprintf(fp, "# bs %.2f %.2f %.2f %.2f\n",
center.x(), center.y(), center.z(), radius);
fprintf(fp, "f %d %d %d\n",
t_current->get_n1(), t_current->get_n2(), t_current->get_n3());
fprintf(fp, "\n");
++counter;
}
fclose(fp);
command = "gzip --force --best " + file;
system(command.c_str());
return 1;
}
// $Log$
// Revision 1.4 1999/03/27 05:23:22 curt
// Interpolate real z value of all nodes from dem data.
// Write scenery file to correct location.
// Pass along correct triangle attributes and write to output file.
//
// Revision 1.3 1999/03/25 19:04:21 curt
// Preparations for outputing scenery file to correct location.
//
// Revision 1.2 1999/03/23 22:02:03 curt
// Worked on creating data to output ... normals, bounding spheres, etc.
//
// Revision 1.1 1999/03/22 23:51:51 curt
// Initial revision.
//