903ac38cff
Write scenery file to correct location. Pass along correct triangle attributes and write to output file.
355 lines
10 KiB
C++
355 lines
10 KiB
C++
// genobj.hxx -- Generate the flight gear "obj" file format from the
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// triangle output
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//
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// Written by Curtis Olson, started March 1999.
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//
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// Copyright (C) 1999 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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// (Log is kept at end of this file)
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#include <time.h>
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#include <Math/mat3.h>
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#include <Polygon/names.hxx>
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#include <Tools/scenery_version.hxx>
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#include "genobj.hxx"
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// build the wgs-84 point list
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void FGGenOutput::gen_wgs84_points( const FGArray& array ) {
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cout << "calculating wgs84 point" << endl;
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Point3D geod, radians, cart;
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const_point_list_iterator current = geod_nodes.begin();
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const_point_list_iterator last = geod_nodes.end();
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double real_z;
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for ( ; current != last; ++current ) {
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geod = *current;
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real_z = array.interpolate_altitude( geod.x() * 3600.0,
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geod.y() * 3600.0 );
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// convert to radians
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radians = Point3D( geod.x() * DEG_TO_RAD,
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geod.y() * DEG_TO_RAD,
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real_z );
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cart = fgGeodToCart(radians);
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// cout << cart << endl;
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wgs84_nodes.push_back(cart);
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}
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}
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// build the node -> element (triangle) reverse lookup table. there
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// is an entry for each point containing a list of all the triangles
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// that share that point.
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void FGGenOutput::gen_node_ele_lookup_table() {
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belongs_to ele_list;
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ele_list.erase( ele_list.begin(), ele_list.end() );
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// initialize reverse_ele_lookup structure by creating an empty
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// list for each point
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const_point_list_iterator w_current = wgs84_nodes.begin();
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const_point_list_iterator w_last = wgs84_nodes.end();
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for ( ; w_current != w_last; ++w_current ) {
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reverse_ele_lookup.push_back( ele_list );
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}
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// traverse triangle structure building reverse lookup table
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const_triele_list_iterator current = tri_elements.begin();
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const_triele_list_iterator last = tri_elements.end();
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int counter = 0;
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for ( ; current != last; ++current ) {
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reverse_ele_lookup[ current->get_n1() ].push_back( counter );
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reverse_ele_lookup[ current->get_n2() ].push_back( counter );
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reverse_ele_lookup[ current->get_n3() ].push_back( counter );
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++counter;
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}
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}
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// caclulate the normal for the specified triangle face
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Point3D FGGenOutput::calc_normal( int i ) {
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double v1[3], v2[3], normal[3];
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double temp;
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Point3D p1 = wgs84_nodes[ tri_elements[i].get_n1() ];
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Point3D p2 = wgs84_nodes[ tri_elements[i].get_n2() ];
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Point3D p3 = wgs84_nodes[ tri_elements[i].get_n3() ];
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v1[0] = p2.x() - p1.x(); v1[1] = p2.y() - p1.y(); v1[2] = p2.z() - p1.z();
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v2[0] = p3.x() - p1.x(); v2[1] = p3.y() - p1.y(); v2[2] = p3.z() - p1.z();
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MAT3cross_product(normal, v1, v2);
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MAT3_NORMALIZE_VEC(normal,temp);
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return Point3D( normal[0], normal[1], normal[2] );
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}
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// build the face normal list
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void FGGenOutput::gen_face_normals() {
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// traverse triangle structure building the face normal table
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cout << "calculating face normals" << endl;
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for ( int i = 0; i < (int)tri_elements.size(); i++ ) {
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// cout << calc_normal( i ) << endl;
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face_normals.push_back( calc_normal( i ) );
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}
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}
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// calculate the normals for each point in wgs84_nodes
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void FGGenOutput::gen_normals() {
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Point3D normal;
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cout << "caculating node normals" << endl;
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// for each node
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for ( int i = 0; i < (int)wgs84_nodes.size(); ++i ) {
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belongs_to tri_list = reverse_ele_lookup[i];
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belongs_to_iterator current = tri_list.begin();
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belongs_to_iterator last = tri_list.end();
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Point3D average( 0.0 );
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// for each triangle that shares this node
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for ( ; current != last; ++current ) {
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normal = face_normals[ *current ];
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average += normal;
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// cout << normal << endl;
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}
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average /= tri_list.size();
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// cout << "average = " << average << endl;
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point_normals.push_back( average );
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}
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}
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// calculate the global bounding sphere. Center is the average of the
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// points.
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void FGGenOutput::calc_gbs() {
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double x = 0;
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double y = 0;
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double z = 0;
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double dist_squared;
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double radius_squared = 0;
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const_point_list_iterator current = wgs84_nodes.begin();
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const_point_list_iterator last = wgs84_nodes.end();
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for ( ; current != last; ++current ) {
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x += current->x();
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y += current->y();
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z += current->z();
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}
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x /= wgs84_nodes.size();
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y /= wgs84_nodes.size();
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z /= wgs84_nodes.size();
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gbs_center = Point3D(x, y, z);
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current = wgs84_nodes.begin();
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for ( ; current != last; ++current ) {
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dist_squared = gbs_center.distance3Dsquared(*current);
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if ( dist_squared > radius_squared ) {
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radius_squared = dist_squared;
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}
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}
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gbs_radius = sqrt(radius_squared);
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}
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// build the necessary output structures based on the triangulation
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// data
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int FGGenOutput::build( const FGArray& array, const FGTriangle& t ) {
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FGTriNodes trinodes = t.get_out_nodes();
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// copy the geodetic node list into this class
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geod_nodes = trinodes.get_node_list();
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// copy the triangle list into this class
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tri_elements = t.get_elelist();
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// generate the point list in wgs-84 coordinates
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gen_wgs84_points( array );
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// calculate the global bounding sphere
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calc_gbs();
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cout << "center = " << gbs_center << " radius = " << gbs_radius << endl;
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// build the node -> element (triangle) reverse lookup table
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gen_node_ele_lookup_table();
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// build the face normal list
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gen_face_normals();
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// calculate the normals for each point in wgs84_nodes
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gen_normals();
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return 1;
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}
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// caclulate the bounding sphere for the specified triangle face
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void FGGenOutput::calc_bounding_sphere( int i, Point3D *center,
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double *radius ) {
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Point3D c( 0.0 );
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Point3D p1 = wgs84_nodes[ tri_elements[i].get_n1() ];
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Point3D p2 = wgs84_nodes[ tri_elements[i].get_n2() ];
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Point3D p3 = wgs84_nodes[ tri_elements[i].get_n3() ];
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c = p1 + p2 + p3;
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c /= 3;
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double dist_squared;
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double max_squared = 0;
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dist_squared = c.distance3Dsquared(p1);
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if ( dist_squared > max_squared ) {
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max_squared = dist_squared;
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}
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dist_squared = c.distance3Dsquared(p2);
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if ( dist_squared > max_squared ) {
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max_squared = dist_squared;
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}
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dist_squared = c.distance3Dsquared(p3);
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if ( dist_squared > max_squared ) {
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max_squared = dist_squared;
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}
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*center = c;
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*radius = sqrt(max_squared);
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}
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// write out the fgfs scenery file
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int FGGenOutput::write( const string& base, const FGBucket& b ) {
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Point3D p;
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string dir = base + "/Scenery/" + b.gen_base_path();
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string command = "mkdir -p " + dir;
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system(command.c_str());
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string file = dir + "/" + b.gen_index_str();
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cout << "Output file = " << file << endl;
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FILE *fp;
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if ( (fp = fopen( file.c_str(), "w" )) == NULL ) {
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cout << "ERROR: opening " << file << " for writing!" << endl;
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exit(-1);
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}
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// write headers
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fprintf(fp, "# FGFS Scenery Version %s\n", FG_SCENERY_FILE_FORMAT);
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time_t calendar_time = time(NULL);
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struct tm *local_tm;
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local_tm = localtime( &calendar_time );
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char time_str[256];
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strftime( time_str, 256, "%a %b %d %H:%M:%S %Z %Y", local_tm);
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fprintf(fp, "# Created %s\n", time_str );
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fprintf(fp, "\n");
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// write global bounding sphere
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fprintf(fp, "# gbs %.5f %.5f %.5f %.2f\n",
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gbs_center.x(), gbs_center.y(), gbs_center.z(), gbs_radius);
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fprintf(fp, "\n");
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// write nodes
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fprintf(fp, "# vertex list\n");
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const_point_list_iterator w_current = wgs84_nodes.begin();
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const_point_list_iterator w_last = wgs84_nodes.end();
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for ( ; w_current != w_last; ++w_current ) {
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p = *w_current - gbs_center;
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fprintf(fp, "v %.5f %.5f %.5f\n", p.x(), p.y(), p.z());
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}
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fprintf(fp, "\n");
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// write vertex normals
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fprintf(fp, "# vertex normal list\n");
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const_point_list_iterator n_current = point_normals.begin();
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const_point_list_iterator n_last = point_normals.end();
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for ( ; n_current != n_last; ++n_current ) {
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p = *n_current;
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fprintf(fp, "vn %.5f %.5f %.5f\n", p.x(), p.y(), p.z());
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}
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fprintf(fp, "\n");
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// write triangles
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Point3D center;
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double radius;
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fprintf(fp, "# triangle list\n");
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fprintf(fp, "\n");
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const_triele_list_iterator t_current = tri_elements.begin();
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const_triele_list_iterator t_last = tri_elements.end();
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int counter = 0;
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int attribute;
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string attr_name;
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for ( ; t_current != t_last; ++t_current ) {
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attribute = (int)t_current->get_attribute();
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calc_bounding_sphere( counter, ¢er, &radius );
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attr_name = get_area_name( (AreaType)attribute );
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fprintf(fp, "# usemtl %s\n", attr_name.c_str() );
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fprintf(fp, "# bs %.2f %.2f %.2f %.2f\n",
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center.x(), center.y(), center.z(), radius);
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fprintf(fp, "f %d %d %d\n",
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t_current->get_n1(), t_current->get_n2(), t_current->get_n3());
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fprintf(fp, "\n");
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++counter;
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}
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fclose(fp);
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command = "gzip --force --best " + file;
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system(command.c_str());
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return 1;
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}
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// $Log$
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// Revision 1.4 1999/03/27 05:23:22 curt
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// Interpolate real z value of all nodes from dem data.
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// Write scenery file to correct location.
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// Pass along correct triangle attributes and write to output file.
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//
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// Revision 1.3 1999/03/25 19:04:21 curt
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// Preparations for outputing scenery file to correct location.
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//
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// Revision 1.2 1999/03/23 22:02:03 curt
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// Worked on creating data to output ... normals, bounding spheres, etc.
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//
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// Revision 1.1 1999/03/22 23:51:51 curt
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// Initial revision.
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//
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