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flightgear/Main/construct.cxx

236 lines
6.8 KiB
C++

// main.cxx -- top level construction routines
//
// 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 <sys/types.h> // for directory reading
#include <dirent.h> // for directory reading
#include <Bucket/newbucket.hxx>
#include <Array/array.hxx>
#include <Clipper/clipper.hxx>
#include <GenOutput/genobj.hxx>
#include <Triangulate/triangle.hxx>
// load regular grid of elevation data (dem based), return list of
// fitted nodes
int load_dem(const string& work_base, FGBucket& b, FGArray& array) {
fitnode_list result;
char tile_name[256];
string base = b.gen_base_path();
long int b_index = b.gen_index();
sprintf(tile_name, "%ld", b_index);
string dem_path = work_base + ".dem" + "/Scenery/" + base
+ "/" + tile_name + ".dem";
cout << "dem_path = " << dem_path << endl;
if ( ! array.open(dem_path) ) {
cout << "ERROR: cannot open " << dem_path << endl;
return 0;
}
array.parse();
array.fit( 100 );
return 1;
}
// do actual scan of directory and loading of files
int actual_load_polys( const string& dir, FGBucket& b, FGClipper& clipper ) {
int counter = 0;
char tile_char[256];
string base = b.gen_base_path();
long int b_index = b.gen_index();
sprintf(tile_char, "%ld", b_index);
string tile_str = tile_char;
string ext;
DIR *d;
struct dirent *de;
if ( (d = opendir( dir.c_str() )) == NULL ) {
cout << "cannot open directory " << dir << "\n";
return 0;
}
// load all matching polygon files
string file, f_index, full_path;
int pos;
while ( (de = readdir(d)) != NULL ) {
file = de->d_name;
pos = file.find(".");
f_index = file.substr(0, pos);
if ( tile_str == f_index ) {
ext = file.substr(pos + 1);
cout << file << " " << f_index << " '" << ext << "'" << endl;
full_path = dir + "/" + file;
if ( (ext == "dem") || (ext == "dem.gz") ) {
// skip
} else {
cout << "ext = '" << ext << "'" << endl;
clipper.load_polys( full_path );
++counter;
}
}
}
return counter;
}
// load all 2d polygons matching the specified base path and clip
// against each other to resolve any overlaps
int load_polys( const string& work_base, FGBucket& b, FGClipper& clipper) {
string base = b.gen_base_path();
int result;
// initialize clipper
clipper.init();
// load airports
string poly_path = work_base + ".apt" + "/Scenery/" + base;
cout << "poly_path = " << poly_path << endl;
result = actual_load_polys( poly_path, b, clipper );
cout << " loaded " << result << " polys" << endl;
// load hydro
poly_path = work_base + ".hydro" + "/Scenery/" + base;
cout << "poly_path = " << poly_path << endl;
result = actual_load_polys( poly_path, b, clipper );
cout << " loaded " << result << " polys" << endl;
point2d min, max;
min.x = b.get_center_lon() - 0.5 * b.get_width();
min.y = b.get_center_lat() - 0.5 * b.get_height();
max.x = b.get_center_lon() + 0.5 * b.get_width();
max.y = b.get_center_lat() + 0.5 * b.get_height();
// do clipping
cout << "clipping polygons" << endl;
clipper.clip_all(min, max);
return 1;
}
// triangulate the data for each polygon
void do_triangulate( const FGArray& array, const FGClipper& clipper,
FGTriangle& t ) {
// first we need to consolidate the points of the DEM fit list and
// all the polygons into a more "Triangle" friendly format
fitnode_list fit_list = array.get_fit_node_list();
FGgpcPolyList gpc_polys = clipper.get_polys_clipped();
cout << "ready to build node list and polygons" << endl;
t.build( fit_list, gpc_polys );
cout << "done building node list and polygons" << endl;
cout << "ready to do triangulation" << endl;
t.run_triangulate();
cout << "finished triangulation" << endl;
}
// generate the flight gear scenery file
void do_output( const FGTriangle& t, FGGenOutput& output ) {
output.build( t );
output.write( "output" );
}
main(int argc, char **argv) {
fitnode_list fit_list;
double lon, lat;
if ( argc != 2 ) {
cout << "Usage: " << argv[0] << " work_base" << endl;
exit(-1);
}
string work_base = argv[1];
// lon = -146.248360; lat = 61.133950; // PAVD (Valdez, AK)
// lon = -110.664244; lat = 33.352890; // P13
// lon = -93.211389; lat = 45.145000; // KANE
// lon = -92.486188; lat = 44.590190; // KRGK
lon = -89.744682312011719; lat= 29.314495086669922;
FGBucket b( lon, lat );
// load and fit grid of elevation data
FGArray array;
load_dem( work_base, b, array );
// load and clip 2d polygon data
FGClipper clipper;
load_polys( work_base, b, clipper );
// triangulate the data for each polygon
FGTriangle t;
do_triangulate( array, clipper, t );
// generate the output
FGGenOutput output;
do_output( t, output );
}
// $Log$
// Revision 1.8 1999/03/23 22:02:17 curt
// Worked on creating data to output ... normals, bounding spheres, etc.
//
// Revision 1.7 1999/03/22 23:48:29 curt
// Added GenOutput/
//
// Revision 1.6 1999/03/21 15:48:01 curt
// Removed Dem2node from the Tools fold.
// Tweaked the triangulator options to add quality mesh refinement.
//
// Revision 1.5 1999/03/21 14:02:05 curt
// Added a mechanism to dump out the triangle structures for viewing.
// Fixed a couple bugs in first pass at triangulation.
// - needed to explicitely initialize the polygon accumulator in triangle.cxx
// before each polygon rather than depending on the default behavior.
// - Fixed a problem with region attribute propagation where I wasn't generating
// the hole points correctly.
//
// Revision 1.4 1999/03/20 20:32:54 curt
// First mostly successful tile triangulation works. There's plenty of tweaking
// to do, but we are marching in the right direction.
//
// Revision 1.3 1999/03/19 00:26:52 curt
// Minor tweaks ...
//
// Revision 1.2 1999/03/17 23:49:52 curt
// Started work on Triangulate/ section.
//
// Revision 1.1 1999/03/14 00:03:24 curt
// Initial revision.
//