5d2c640f1a
- no extra nodes are created at all if the material has no random objects defined - the range selector is place correctly under the transformation - there is only one range selector for each object type in each triangle (experimental -- doesn't seem to make a difference in speed or memory) This patch removes Curt's patch that randomized ranges slightly, since individual random objects no longer have their own range selectors. It also leaves the object-group-range value unused, for now.
1222 lines
33 KiB
C++
1222 lines
33 KiB
C++
// obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
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//
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// Written by Curtis Olson, started October 1997.
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//
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// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef SG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#include <stdio.h>
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#include <string.h>
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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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#include <vector> // STL
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#include <ctype.h> // isdigit()
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sgstream.hxx>
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#include <simgear/misc/stopwatch.hxx>
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#include <simgear/misc/texcoord.hxx>
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#include <Main/globals.hxx>
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#include <Main/fg_props.hxx>
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#include <Time/light.hxx>
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#include <Scenery/tileentry.hxx>
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#include "newmat.hxx"
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#include "matlib.hxx"
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#include "obj.hxx"
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SG_USING_STD(string);
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SG_USING_STD(vector);
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typedef vector < int > int_list;
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typedef int_list::iterator int_list_iterator;
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typedef int_list::const_iterator int_point_list_iterator;
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static double normals[FG_MAX_NODES][3];
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static double tex_coords[FG_MAX_NODES*3][3];
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static int
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runway_lights_predraw (ssgEntity * e)
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{
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// Turn on lights only at night
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float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
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return int(sun_angle > 90.0);
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}
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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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static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
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Point3D cp;
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Point3D pp;
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// double tmplon, tmplat;
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// cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
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// cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
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cp = Point3D( node[0] + ref.x(),
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node[1] + ref.y(),
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node[2] + ref.z() );
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pp = sgCartToPolar3d(cp);
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// tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
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// tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
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// cout << tmplon << " " << tmplat << endl;
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pp.setx( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.x(), 11.0) );
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pp.sety( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.y(), 11.0) );
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if ( pp.x() < 0.0 ) {
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pp.setx( pp.x() + 11.0 );
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}
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if ( pp.y() < 0.0 ) {
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pp.sety( pp.y() + 11.0 );
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}
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// cout << pp << endl;
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return(pp);
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}
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// Generate an ocean tile
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bool fgGenTile( const string& path, SGBucket b,
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Point3D *center,
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double *bounding_radius,
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ssgBranch* geometry )
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{
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FGNewMat *newmat;
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ssgSimpleState *state = NULL;
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geometry -> setName ( (char *)path.c_str() ) ;
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double tex_width = 1000.0;
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// double tex_height;
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// find Ocean material in the properties list
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newmat = material_lib.find( "Ocean" );
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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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// set ssgState
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state = newmat->get_state();
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} else {
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SG_LOG( SG_TERRAIN, SG_ALERT,
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"Ack! unknown usemtl name = " << "Ocean"
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<< " in " << path );
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}
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// Calculate center point
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double clon = b.get_center_lon();
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double clat = b.get_center_lat();
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double height = b.get_height();
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double width = b.get_width();
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*center = sgGeodToCart( Point3D(clon*SGD_DEGREES_TO_RADIANS,
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clat*SGD_DEGREES_TO_RADIANS,
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0.0) );
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// cout << "center = " << center << endl;;
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// Caculate corner vertices
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Point3D geod[4];
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geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
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geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
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geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
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geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
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Point3D rad[4];
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int i;
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for ( i = 0; i < 4; ++i ) {
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rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
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geod[i].y() * SGD_DEGREES_TO_RADIANS,
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geod[i].z() );
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}
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Point3D cart[4], rel[4];
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for ( i = 0; i < 4; ++i ) {
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cart[i] = sgGeodToCart(rad[i]);
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rel[i] = cart[i] - *center;
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// cout << "corner " << i << " = " << cart[i] << endl;
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}
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// Calculate bounding radius
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*bounding_radius = center->distance3D( cart[0] );
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// cout << "bounding radius = " << t->bounding_radius << endl;
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// Calculate normals
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Point3D normals[4];
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for ( i = 0; i < 4; ++i ) {
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double length = cart[i].distance3D( Point3D(0.0) );
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normals[i] = cart[i] / length;
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// cout << "normal = " << normals[i] << endl;
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}
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// Calculate texture coordinates
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point_list geod_nodes;
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geod_nodes.clear();
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int_list rectangle;
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rectangle.clear();
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for ( i = 0; i < 4; ++i ) {
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geod_nodes.push_back( geod[i] );
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rectangle.push_back( i );
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}
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point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
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1000.0 / tex_width );
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// Allocate ssg structure
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ssgVertexArray *vl = new ssgVertexArray( 4 );
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ssgNormalArray *nl = new ssgNormalArray( 4 );
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ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
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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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// sgVec3 *vtlist = new sgVec3 [ 4 ];
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// t->vec3_ptrs.push_back( vtlist );
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// sgVec3 *vnlist = new sgVec3 [ 4 ];
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// t->vec3_ptrs.push_back( vnlist );
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// sgVec2 *tclist = new sgVec2 [ 4 ];
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// t->vec2_ptrs.push_back( tclist );
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sgVec2 tmp2;
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sgVec3 tmp3;
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for ( i = 0; i < 4; ++i ) {
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sgSetVec3( tmp3,
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rel[i].x(), rel[i].y(), rel[i].z() );
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vl->add( tmp3 );
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sgSetVec3( tmp3,
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normals[i].x(), normals[i].y(), normals[i].z() );
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nl->add( tmp3 );
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sgSetVec2( tmp2, texs[i].x(), texs[i].y());
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tl->add( tmp2 );
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}
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ssgLeaf *leaf =
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new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
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leaf->setState( state );
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geometry->addKid( leaf );
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return true;
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}
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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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sgVec3 p1, p2, p3;
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double a = sg_random();
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double b = sg_random();
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if ( a + b > 1.0 ) {
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a = 1.0 - a;
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b = 1.0 - b;
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}
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double c = 1 - a - b;
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sgScaleVec3( p1, n1, a );
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sgScaleVec3( p2, n2, b );
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sgScaleVec3( p3, n3, c );
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sgAddVec3( res, p1, p2 );
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sgAddVec3( res, p3 );
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}
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static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
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double factor ) {
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int num = leaf->getNumTriangles();
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if ( num > 0 ) {
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short int n1, n2, n3;
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float *p1, *p2, *p3;
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sgVec3 result;
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// generate a repeatable random seed
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p1 = leaf->getVertex( 0 );
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unsigned int seed = (unsigned int)p1[0];
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sg_srandom( seed );
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for ( int i = 0; i < num; ++i ) {
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leaf->getTriangle( i, &n1, &n2, &n3 );
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p1 = leaf->getVertex(n1);
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p2 = leaf->getVertex(n2);
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p3 = leaf->getVertex(n3);
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double area = sgTriArea( p1, p2, p3 );
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double num = area / factor;
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// generate a light point for each unit of area
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while ( num > 1.0 ) {
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random_pt_inside_tri( result, p1, p2, p3 );
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lights->add( result );
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num -= 1.0;
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}
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// for partial units of area, use a zombie door method to
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// create the proper random chance of a light being created
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// for this triangle
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if ( num > 0.0 ) {
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if ( sg_random() <= num ) {
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// a zombie made it through our door
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random_pt_inside_tri( result, p1, p2, p3 );
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lights->add( result );
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}
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}
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}
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}
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}
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/**
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* Add an object to a random location inside a triangle.
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*
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* @param p1 The first vertex of the triangle.
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* @param p2 The second vertex of the triangle.
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* @param p3 The third vertex of the triangle.
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* @param center The center of the triangle.
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* @param ROT The world-up rotation matrix.
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* @param mat The material object.
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* @param object_index The index of the dynamically-placed object in
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* the material.
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* @param branch The branch where the object should be added to the
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* scene graph.
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*/
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static void
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add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
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sgMat4 ROT, FGNewMat * mat, int object_index,
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ssgBranch * branch)
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{
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sgVec3 result;
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random_pt_inside_tri(result, p1, p2, p3);
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sgSubVec3(result, center);
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sgMat4 OBJ_pos, OBJ;
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sgMakeTransMat4(OBJ_pos, result);
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sgCopyMat4(OBJ, ROT);
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sgPostMultMat4(OBJ, OBJ_pos);
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ssgTransform * pos = new ssgTransform;
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pos->setTransform(OBJ);
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pos->addKid(mat->get_object(object_index));
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branch->addKid(pos);
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}
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/**
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* Create a rotation matrix to align an object for the current lat/lon.
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*
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* By default, objects are aligned for the north pole. This code
|
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* calculates a matrix to rotate them for the surface of the earth in
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* the current location.
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*
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* TODO: there should be a single version of this method somewhere
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* for all of SimGear.
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*
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* @param ROT The resulting rotation matrix.
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* @param hdg_deg The object heading in degrees.
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* @param lon_deg The longitude in degrees.
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* @param lat_deg The latitude in degrees.
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*/
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static void
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makeWorldUpRotationMatrix (sgMat4 ROT, double hdg_deg,
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double lon_deg, double lat_deg)
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{
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sgVec3 obj_right, obj_up;
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sgSetVec3(obj_right, 0.0, 1.0, 0.0); // Y axis
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sgSetVec3(obj_up, 0.0, 0.0, 1.0); // Z axis
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sgMat4 ROT_lon, ROT_lat, ROT_hdg;
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sgMakeRotMat4(ROT_lon, lon_deg, obj_up);
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sgMakeRotMat4(ROT_lat, 90 - lat_deg, obj_right);
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sgMakeRotMat4(ROT_hdg, hdg_deg, obj_up);
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sgCopyMat4(ROT, ROT_hdg);
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sgPostMultMat4(ROT, ROT_lat);
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sgPostMultMat4(ROT, ROT_lon);
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}
|
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|
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|
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static void
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gen_random_surface_objects (ssgLeaf *leaf,
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ssgBranch *branch,
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float lon_deg,
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float lat_deg,
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const string &material_name)
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||
{
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float hdg_deg = 0.0; // do something here later
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|
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// First, look up the material
|
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// for this surface.
|
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FGNewMat * mat = material_lib.find(material_name);
|
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if (mat == 0) {
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SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
|
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return;
|
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}
|
||
|
||
// If the material has no randomly-placed
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// objects, return now.
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||
int num_objects = mat->get_object_count();
|
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if (num_objects < 1)
|
||
return;
|
||
|
||
// If the surface has no triangles, return
|
||
// now.
|
||
int num_tris = leaf->getNumTriangles();
|
||
if (num_tris < 1)
|
||
return;
|
||
|
||
// Make a rotation matrix to align the
|
||
// object for this point on the earth's
|
||
// surface.
|
||
sgMat4 ROT;
|
||
makeWorldUpRotationMatrix(ROT, hdg_deg, lon_deg, lat_deg);
|
||
|
||
short int n1, n2, n3;
|
||
float *p1, *p2, *p3;
|
||
sgVec3 result;
|
||
|
||
// generate a repeatable random seed
|
||
p1 = leaf->getVertex( 0 );
|
||
unsigned int seed = (unsigned int)p1[0];
|
||
sg_srandom( seed );
|
||
|
||
// Iterate through all the triangles
|
||
for ( int i = 0; i < num_tris; ++i ) {
|
||
leaf->getTriangle( i, &n1, &n2, &n3 );
|
||
p1 = leaf->getVertex(n1);
|
||
p2 = leaf->getVertex(n2);
|
||
p3 = leaf->getVertex(n3);
|
||
double area = sgTriArea( p1, p2, p3 );
|
||
|
||
// Set up a single center point for LOD
|
||
sgVec3 center;
|
||
sgSetVec3(center,
|
||
(p1[0] + p2[0] + p3[0]) / 3.0,
|
||
(p1[1] + p2[1] + p3[1]) / 3.0,
|
||
(p1[2] + p2[2] + p3[2]) / 3.0);
|
||
|
||
// Set up a transformation to the center
|
||
// point, so that everything else can
|
||
// be specified relative to it.
|
||
ssgTransform * location = new ssgTransform;
|
||
sgMat4 TRANS;
|
||
sgMakeTransMat4(TRANS, center);
|
||
location->setTransform(TRANS);
|
||
branch->addKid(location);
|
||
|
||
// Iterate through all the objects.
|
||
for (int j = 0; j < num_objects; j++) {
|
||
double num = area / mat->get_object_coverage(j);
|
||
float ranges[] = {0, mat->get_object_lod(j)};
|
||
ssgRangeSelector * lod = new ssgRangeSelector;
|
||
lod->setRanges(ranges, 2);
|
||
location->addKid(lod);
|
||
ssgBranch * objects = new ssgBranch;
|
||
lod->addKid(objects);
|
||
|
||
// place an object each unit of area
|
||
while ( num > 1.0 ) {
|
||
add_object_to_triangle(p1, p2, p3, center,
|
||
ROT, mat, j, objects);
|
||
num -= 1.0;
|
||
}
|
||
// for partial units of area, use a zombie door method to
|
||
// create the proper random chance of an object being created
|
||
// for this triangle
|
||
if ( num > 0.0 ) {
|
||
if ( sg_random() <= num ) {
|
||
// a zombie made it through our door
|
||
add_object_to_triangle(p1, p2, p3, center,
|
||
ROT, mat, j, objects);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
|
||
////////////////////////////////////////////////////////////////////////
|
||
// Scenery loaders.
|
||
////////////////////////////////////////////////////////////////////////
|
||
|
||
|
||
// Load an Ascii obj file
|
||
ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
|
||
ssgVertexArray *lights, const bool is_base)
|
||
{
|
||
FGNewMat *newmat = NULL;
|
||
string material;
|
||
float coverage = -1;
|
||
Point3D pp;
|
||
// sgVec3 approx_normal;
|
||
// double normal[3], scale = 0.0;
|
||
// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
|
||
// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
|
||
// GLint display_list = 0;
|
||
int shading;
|
||
bool in_faces = false;
|
||
int vncount, vtcount;
|
||
int n1 = 0, n2 = 0, n3 = 0;
|
||
int tex;
|
||
// int last1 = 0, last2 = 0;
|
||
bool odd = false;
|
||
point_list nodes;
|
||
Point3D node;
|
||
Point3D center;
|
||
double scenery_version = 0.0;
|
||
double tex_width = 1000.0, tex_height = 1000.0;
|
||
bool shared_done = false;
|
||
int_list fan_vertices;
|
||
int_list fan_tex_coords;
|
||
int i;
|
||
ssgSimpleState *state = NULL;
|
||
sgVec3 *vtlist, *vnlist;
|
||
sgVec2 *tclist;
|
||
|
||
ssgBranch *tile = new ssgBranch () ;
|
||
|
||
tile -> setName ( (char *)path.c_str() ) ;
|
||
|
||
// Attempt to open "path.gz" or "path"
|
||
sg_gzifstream in( path );
|
||
if ( ! in.is_open() ) {
|
||
SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
|
||
SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
|
||
|
||
delete tile;
|
||
|
||
return NULL;
|
||
}
|
||
|
||
shading = fgGetBool("/sim/rendering/shading");
|
||
|
||
if ( is_base ) {
|
||
t->ncount = 0;
|
||
}
|
||
vncount = 0;
|
||
vtcount = 0;
|
||
if ( is_base ) {
|
||
t->bounding_radius = 0.0;
|
||
}
|
||
center = t->center;
|
||
|
||
// StopWatch stopwatch;
|
||
// stopwatch.start();
|
||
|
||
// ignore initial comments and blank lines. (priming the pump)
|
||
// in >> skipcomment;
|
||
// string line;
|
||
|
||
string token;
|
||
char c;
|
||
|
||
#ifdef __MWERKS__
|
||
while ( in.get(c) && c != '\0' ) {
|
||
in.putback(c);
|
||
#else
|
||
while ( ! in.eof() ) {
|
||
#endif
|
||
|
||
in >> ::skipws;
|
||
|
||
if ( in.get( c ) && c == '#' ) {
|
||
// process a comment line
|
||
|
||
// getline( in, line );
|
||
// cout << "comment = " << line << endl;
|
||
|
||
in >> token;
|
||
|
||
if ( token == "Version" ) {
|
||
// read scenery versions number
|
||
in >> scenery_version;
|
||
// cout << "scenery_version = " << scenery_version << endl;
|
||
if ( scenery_version > 0.4 ) {
|
||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||
"\nYou are attempting to load a tile format that\n"
|
||
<< "is newer than this version of flightgear can\n"
|
||
<< "handle. You should upgrade your copy of\n"
|
||
<< "FlightGear to the newest version. For\n"
|
||
<< "details, please see:\n"
|
||
<< "\n http://www.flightgear.org\n" );
|
||
exit(-1);
|
||
}
|
||
} else if ( token == "gbs" ) {
|
||
// reference point (center offset)
|
||
if ( is_base ) {
|
||
in >> t->center >> t->bounding_radius;
|
||
} else {
|
||
Point3D junk1;
|
||
double junk2;
|
||
in >> junk1 >> junk2;
|
||
}
|
||
center = t->center;
|
||
// cout << "center = " << center
|
||
// << " radius = " << t->bounding_radius << endl;
|
||
} else if ( token == "bs" ) {
|
||
// reference point (center offset)
|
||
// (skip past this)
|
||
Point3D junk1;
|
||
double junk2;
|
||
in >> junk1 >> junk2;
|
||
} else if ( token == "usemtl" ) {
|
||
// material property specification
|
||
|
||
// if first usemtl with shared_done = false, then set
|
||
// shared_done true and build the ssg shared lists
|
||
if ( ! shared_done ) {
|
||
// sanity check
|
||
if ( (int)nodes.size() != vncount ) {
|
||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||
"Tile has mismatched nodes = " << nodes.size()
|
||
<< " and normals = " << vncount << " : "
|
||
<< path );
|
||
// exit(-1);
|
||
}
|
||
shared_done = true;
|
||
|
||
vtlist = new sgVec3 [ nodes.size() ];
|
||
t->vec3_ptrs.push_back( vtlist );
|
||
vnlist = new sgVec3 [ vncount ];
|
||
t->vec3_ptrs.push_back( vnlist );
|
||
tclist = new sgVec2 [ vtcount ];
|
||
t->vec2_ptrs.push_back( tclist );
|
||
|
||
for ( i = 0; i < (int)nodes.size(); ++i ) {
|
||
sgSetVec3( vtlist[i],
|
||
nodes[i][0], nodes[i][1], nodes[i][2] );
|
||
}
|
||
for ( i = 0; i < vncount; ++i ) {
|
||
sgSetVec3( vnlist[i],
|
||
normals[i][0],
|
||
normals[i][1],
|
||
normals[i][2] );
|
||
}
|
||
for ( i = 0; i < vtcount; ++i ) {
|
||
sgSetVec2( tclist[i],
|
||
tex_coords[i][0],
|
||
tex_coords[i][1] );
|
||
}
|
||
}
|
||
|
||
// display_list = xglGenLists(1);
|
||
// xglNewList(display_list, GL_COMPILE);
|
||
// printf("xglGenLists(); xglNewList();\n");
|
||
in_faces = false;
|
||
|
||
// scan the material line
|
||
in >> material;
|
||
|
||
// find this material in the properties list
|
||
|
||
newmat = material_lib.find( material );
|
||
if ( newmat == NULL ) {
|
||
// see if this is an on the fly texture
|
||
string file = path;
|
||
int pos = file.rfind( "/" );
|
||
file = file.substr( 0, pos );
|
||
// cout << "current file = " << file << endl;
|
||
file += "/";
|
||
file += material;
|
||
// cout << "current file = " << file << endl;
|
||
if ( ! material_lib.add_item( file ) ) {
|
||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||
"Ack! unknown usemtl name = " << material
|
||
<< " in " << path );
|
||
} else {
|
||
// locate our newly created material
|
||
newmat = material_lib.find( material );
|
||
if ( newmat == NULL ) {
|
||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||
"Ack! bad on the fly materia create = "
|
||
<< material << " in " << path );
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( newmat != NULL ) {
|
||
// set the texture width and height values for this
|
||
// material
|
||
tex_width = newmat->get_xsize();
|
||
tex_height = newmat->get_ysize();
|
||
state = newmat->get_state();
|
||
coverage = newmat->get_light_coverage();
|
||
// cout << "(w) = " << tex_width << " (h) = "
|
||
// << tex_width << endl;
|
||
} else {
|
||
coverage = -1;
|
||
}
|
||
} else {
|
||
// unknown comment, just gobble the input until the
|
||
// end of line
|
||
|
||
in >> skipeol;
|
||
}
|
||
} else {
|
||
in.putback( c );
|
||
|
||
in >> token;
|
||
|
||
// cout << "token = " << token << endl;
|
||
|
||
if ( token == "vn" ) {
|
||
// vertex normal
|
||
if ( vncount < FG_MAX_NODES ) {
|
||
in >> normals[vncount][0]
|
||
>> normals[vncount][1]
|
||
>> normals[vncount][2];
|
||
vncount++;
|
||
} else {
|
||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||
"Read too many vertex normals in " << path
|
||
<< " ... dying :-(" );
|
||
exit(-1);
|
||
}
|
||
} else if ( token == "vt" ) {
|
||
// vertex texture coordinate
|
||
if ( vtcount < FG_MAX_NODES*3 ) {
|
||
in >> tex_coords[vtcount][0]
|
||
>> tex_coords[vtcount][1];
|
||
vtcount++;
|
||
} else {
|
||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||
"Read too many vertex texture coords in " << path
|
||
<< " ... dying :-("
|
||
);
|
||
exit(-1);
|
||
}
|
||
} else if ( token == "v" ) {
|
||
// node (vertex)
|
||
if ( t->ncount < FG_MAX_NODES ) {
|
||
/* in >> nodes[t->ncount][0]
|
||
>> nodes[t->ncount][1]
|
||
>> nodes[t->ncount][2]; */
|
||
in >> node;
|
||
nodes.push_back(node);
|
||
if ( is_base ) {
|
||
t->ncount++;
|
||
}
|
||
} else {
|
||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||
"Read too many nodes in " << path
|
||
<< " ... dying :-(");
|
||
exit(-1);
|
||
}
|
||
} else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
|
||
// triangle fan, strip, or individual face
|
||
// SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
|
||
|
||
fan_vertices.clear();
|
||
fan_tex_coords.clear();
|
||
odd = true;
|
||
|
||
// xglBegin(GL_TRIANGLE_FAN);
|
||
|
||
in >> n1;
|
||
fan_vertices.push_back( n1 );
|
||
// xglNormal3dv(normals[n1]);
|
||
if ( in.get( c ) && c == '/' ) {
|
||
in >> tex;
|
||
fan_tex_coords.push_back( tex );
|
||
if ( scenery_version >= 0.4 ) {
|
||
if ( tex_width > 0 ) {
|
||
tclist[tex][0] *= (1000.0 / tex_width);
|
||
}
|
||
if ( tex_height > 0 ) {
|
||
tclist[tex][1] *= (1000.0 / tex_height);
|
||
}
|
||
}
|
||
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
|
||
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
|
||
} else {
|
||
in.putback( c );
|
||
pp = local_calc_tex_coords(nodes[n1], center);
|
||
}
|
||
// xglTexCoord2f(pp.x(), pp.y());
|
||
// xglVertex3dv(nodes[n1].get_n());
|
||
|
||
in >> n2;
|
||
fan_vertices.push_back( n2 );
|
||
// xglNormal3dv(normals[n2]);
|
||
if ( in.get( c ) && c == '/' ) {
|
||
in >> tex;
|
||
fan_tex_coords.push_back( tex );
|
||
if ( scenery_version >= 0.4 ) {
|
||
if ( tex_width > 0 ) {
|
||
tclist[tex][0] *= (1000.0 / tex_width);
|
||
}
|
||
if ( tex_height > 0 ) {
|
||
tclist[tex][1] *= (1000.0 / tex_height);
|
||
}
|
||
}
|
||
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
|
||
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
|
||
} else {
|
||
in.putback( c );
|
||
pp = local_calc_tex_coords(nodes[n2], center);
|
||
}
|
||
// xglTexCoord2f(pp.x(), pp.y());
|
||
// xglVertex3dv(nodes[n2].get_n());
|
||
|
||
// read all subsequent numbers until next thing isn't a number
|
||
while ( true ) {
|
||
in >> ::skipws;
|
||
|
||
char c;
|
||
in.get(c);
|
||
in.putback(c);
|
||
if ( ! isdigit(c) || in.eof() ) {
|
||
break;
|
||
}
|
||
|
||
in >> n3;
|
||
fan_vertices.push_back( n3 );
|
||
// cout << " triangle = "
|
||
// << n1 << "," << n2 << "," << n3
|
||
// << endl;
|
||
// xglNormal3dv(normals[n3]);
|
||
if ( in.get( c ) && c == '/' ) {
|
||
in >> tex;
|
||
fan_tex_coords.push_back( tex );
|
||
if ( scenery_version >= 0.4 ) {
|
||
if ( tex_width > 0 ) {
|
||
tclist[tex][0] *= (1000.0 / tex_width);
|
||
}
|
||
if ( tex_height > 0 ) {
|
||
tclist[tex][1] *= (1000.0 / tex_height);
|
||
}
|
||
}
|
||
pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
|
||
pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
|
||
} else {
|
||
in.putback( c );
|
||
pp = local_calc_tex_coords(nodes[n3], center);
|
||
}
|
||
// xglTexCoord2f(pp.x(), pp.y());
|
||
// xglVertex3dv(nodes[n3].get_n());
|
||
|
||
if ( (token == "tf") || (token == "f") ) {
|
||
// triangle fan
|
||
n2 = n3;
|
||
} else {
|
||
// triangle strip
|
||
odd = !odd;
|
||
n1 = n2;
|
||
n2 = n3;
|
||
}
|
||
}
|
||
|
||
// xglEnd();
|
||
|
||
// build the ssg entity
|
||
int size = (int)fan_vertices.size();
|
||
ssgVertexArray *vl = new ssgVertexArray( size );
|
||
ssgNormalArray *nl = new ssgNormalArray( size );
|
||
ssgTexCoordArray *tl = new ssgTexCoordArray( size );
|
||
ssgColourArray *cl = new ssgColourArray( 1 );
|
||
|
||
sgVec4 color;
|
||
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
|
||
cl->add( color );
|
||
|
||
sgVec2 tmp2;
|
||
sgVec3 tmp3;
|
||
for ( i = 0; i < size; ++i ) {
|
||
sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
|
||
vl -> add( tmp3 );
|
||
|
||
sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
|
||
nl -> add( tmp3 );
|
||
|
||
sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
|
||
tl -> add( tmp2 );
|
||
}
|
||
|
||
ssgLeaf *leaf = NULL;
|
||
if ( token == "tf" ) {
|
||
// triangle fan
|
||
leaf =
|
||
new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
|
||
} else if ( token == "ts" ) {
|
||
// triangle strip
|
||
leaf =
|
||
new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
|
||
} else if ( token == "f" ) {
|
||
// triangle
|
||
leaf =
|
||
new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
|
||
}
|
||
// leaf->makeDList();
|
||
leaf->setState( state );
|
||
|
||
tile->addKid( leaf );
|
||
|
||
if ( is_base ) {
|
||
if ( coverage > 0.0 ) {
|
||
if ( coverage < 10000.0 ) {
|
||
SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
|
||
<< coverage << ", pushing up to 10000");
|
||
coverage = 10000;
|
||
}
|
||
gen_random_surface_points(leaf, lights, coverage);
|
||
}
|
||
}
|
||
} else {
|
||
SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in "
|
||
<< path << " = " << token );
|
||
}
|
||
|
||
// eat white space before start of while loop so if we are
|
||
// done with useful input it is noticed before hand.
|
||
in >> ::skipws;
|
||
}
|
||
}
|
||
|
||
if ( is_base ) {
|
||
t->nodes = nodes;
|
||
}
|
||
|
||
// stopwatch.stop();
|
||
// SG_LOG( SG_TERRAIN, SG_DEBUG,
|
||
// "Loaded " << path << " in "
|
||
// << stopwatch.elapsedSeconds() << " seconds" );
|
||
|
||
return tile;
|
||
}
|
||
|
||
|
||
ssgLeaf *gen_leaf( const string& path,
|
||
const GLenum ty, const string& material,
|
||
const point_list& nodes, const point_list& normals,
|
||
const point_list& texcoords,
|
||
const int_list node_index,
|
||
const int_list normal_index,
|
||
const int_list& tex_index,
|
||
const bool calc_lights, ssgVertexArray *lights )
|
||
{
|
||
double tex_width = 1000.0, tex_height = 1000.0;
|
||
ssgSimpleState *state = NULL;
|
||
float coverage = -1;
|
||
|
||
FGNewMat *newmat = material_lib.find( material );
|
||
if ( newmat == NULL ) {
|
||
// see if this is an on the fly texture
|
||
string file = path;
|
||
int pos = file.rfind( "/" );
|
||
file = file.substr( 0, pos );
|
||
// cout << "current file = " << file << endl;
|
||
file += "/";
|
||
file += material;
|
||
// cout << "current file = " << file << endl;
|
||
if ( ! material_lib.add_item( file ) ) {
|
||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||
"Ack! unknown usemtl name = " << material
|
||
<< " in " << path );
|
||
} else {
|
||
// locate our newly created material
|
||
newmat = material_lib.find( material );
|
||
if ( newmat == NULL ) {
|
||
SG_LOG( SG_TERRAIN, SG_ALERT,
|
||
"Ack! bad on the fly material create = "
|
||
<< material << " in " << path );
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( newmat != NULL ) {
|
||
// set the texture width and height values for this
|
||
// material
|
||
tex_width = newmat->get_xsize();
|
||
tex_height = newmat->get_ysize();
|
||
state = newmat->get_state();
|
||
coverage = newmat->get_light_coverage();
|
||
// cout << "(w) = " << tex_width << " (h) = "
|
||
// << tex_width << endl;
|
||
} else {
|
||
coverage = -1;
|
||
}
|
||
|
||
sgVec2 tmp2;
|
||
sgVec3 tmp3;
|
||
sgVec4 tmp4;
|
||
int i;
|
||
|
||
// vertices
|
||
int size = node_index.size();
|
||
if ( size < 1 ) {
|
||
SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
|
||
exit(-1);
|
||
}
|
||
ssgVertexArray *vl = new ssgVertexArray( size );
|
||
Point3D node;
|
||
for ( i = 0; i < size; ++i ) {
|
||
node = nodes[ node_index[i] ];
|
||
sgSetVec3( tmp3, node[0], node[1], node[2] );
|
||
vl -> add( tmp3 );
|
||
}
|
||
|
||
// normals
|
||
Point3D normal;
|
||
ssgNormalArray *nl = new ssgNormalArray( size );
|
||
if ( normal_index.size() ) {
|
||
// object file specifies normal indices (i.e. normal indices
|
||
// aren't 'implied'
|
||
for ( i = 0; i < size; ++i ) {
|
||
normal = normals[ normal_index[i] ];
|
||
sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
|
||
nl -> add( tmp3 );
|
||
}
|
||
} else {
|
||
// use implied normal indices. normal index = vertex index.
|
||
for ( i = 0; i < size; ++i ) {
|
||
normal = normals[ node_index[i] ];
|
||
sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
|
||
nl -> add( tmp3 );
|
||
}
|
||
}
|
||
|
||
// colors
|
||
ssgColourArray *cl = new ssgColourArray( 1 );
|
||
sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
|
||
cl->add( tmp4 );
|
||
|
||
// texture coordinates
|
||
size = tex_index.size();
|
||
Point3D texcoord;
|
||
ssgTexCoordArray *tl = new ssgTexCoordArray( size );
|
||
if ( size == 1 ) {
|
||
texcoord = texcoords[ tex_index[0] ];
|
||
sgSetVec2( tmp2, texcoord[0], texcoord[1] );
|
||
sgSetVec2( tmp2, texcoord[0], texcoord[1] );
|
||
if ( tex_width > 0 ) {
|
||
tmp2[0] *= (1000.0 / tex_width);
|
||
}
|
||
if ( tex_height > 0 ) {
|
||
tmp2[1] *= (1000.0 / tex_height);
|
||
}
|
||
tl -> add( tmp2 );
|
||
} else if ( size > 1 ) {
|
||
for ( i = 0; i < size; ++i ) {
|
||
texcoord = texcoords[ tex_index[i] ];
|
||
sgSetVec2( tmp2, texcoord[0], texcoord[1] );
|
||
if ( tex_width > 0 ) {
|
||
tmp2[0] *= (1000.0 / tex_width);
|
||
}
|
||
if ( tex_height > 0 ) {
|
||
tmp2[1] *= (1000.0 / tex_height);
|
||
}
|
||
tl -> add( tmp2 );
|
||
}
|
||
}
|
||
|
||
ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
|
||
|
||
// lookup the state record
|
||
|
||
leaf->setState( state );
|
||
|
||
if ( calc_lights ) {
|
||
if ( coverage > 0.0 ) {
|
||
if ( coverage < 10000.0 ) {
|
||
SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
|
||
<< coverage << ", pushing up to 10000");
|
||
coverage = 10000;
|
||
}
|
||
gen_random_surface_points(leaf, lights, coverage);
|
||
}
|
||
}
|
||
|
||
return leaf;
|
||
}
|
||
|
||
|
||
// Load an Binary obj file
|
||
bool fgBinObjLoad( const string& path, const bool is_base,
|
||
Point3D *center,
|
||
double *bounding_radius,
|
||
ssgBranch* geometry,
|
||
ssgBranch* rwy_lights,
|
||
ssgVertexArray *ground_lights )
|
||
{
|
||
SGBinObject obj;
|
||
bool use_dynamic_objects =
|
||
fgGetBool("/sim/rendering/dynamic-objects", false);
|
||
|
||
if ( ! obj.read_bin( path ) ) {
|
||
return false;
|
||
}
|
||
|
||
geometry->setName( (char *)path.c_str() );
|
||
|
||
double geod_lon = 0.0, geod_lat = 0.0, geod_alt = 0.0,
|
||
geod_sl_radius = 0.0;
|
||
if ( is_base ) {
|
||
// reference point (center offset/bounding sphere)
|
||
*center = obj.get_gbs_center();
|
||
*bounding_radius = obj.get_gbs_radius();
|
||
|
||
// Calculate the geodetic centre of
|
||
// the tile, for aligning automatic
|
||
// objects.
|
||
Point3D geoc = sgCartToPolar3d(*center);
|
||
geod_lon = geoc.lon();
|
||
sgGeocToGeod(geoc.lat(), geoc.radius(),
|
||
&geod_lat, &geod_alt, &geod_sl_radius);
|
||
geod_lon *= SGD_RADIANS_TO_DEGREES;
|
||
geod_lat *= SGD_RADIANS_TO_DEGREES;
|
||
}
|
||
|
||
point_list nodes = obj.get_wgs84_nodes();
|
||
point_list colors = obj.get_colors();
|
||
point_list normals = obj.get_normals();
|
||
point_list texcoords = obj.get_texcoords();
|
||
|
||
string material, tmp_mat;
|
||
int_list vertex_index;
|
||
int_list normal_index;
|
||
int_list tex_index;
|
||
|
||
int i;
|
||
bool is_lighting = false;
|
||
|
||
// generate points
|
||
string_list pt_materials = obj.get_pt_materials();
|
||
group_list pts_v = obj.get_pts_v();
|
||
group_list pts_n = obj.get_pts_n();
|
||
for ( i = 0; i < (int)pts_v.size(); ++i ) {
|
||
// cout << "pts_v.size() = " << pts_v.size() << endl;
|
||
tmp_mat = pt_materials[i];
|
||
if ( tmp_mat.substr(0, 3) == "RWY" ) {
|
||
material = "LIGHTS";
|
||
is_lighting = true;
|
||
} else {
|
||
material = tmp_mat;
|
||
}
|
||
vertex_index = pts_v[i];
|
||
normal_index = pts_n[i];
|
||
tex_index.clear();
|
||
ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
|
||
nodes, normals, texcoords,
|
||
vertex_index, normal_index, tex_index,
|
||
false, ground_lights );
|
||
|
||
if ( is_lighting ) {
|
||
float ranges[] = { 0, 12000 };
|
||
leaf->setCallback(SSG_CALLBACK_PREDRAW, runway_lights_predraw);
|
||
ssgRangeSelector * lod = new ssgRangeSelector;
|
||
lod->setRanges(ranges, 2);
|
||
lod->addKid(leaf);
|
||
rwy_lights->addKid(lod);
|
||
} else {
|
||
geometry->addKid( leaf );
|
||
}
|
||
}
|
||
|
||
// generate triangles
|
||
string_list tri_materials = obj.get_tri_materials();
|
||
group_list tris_v = obj.get_tris_v();
|
||
group_list tris_n = obj.get_tris_n();
|
||
group_list tris_tc = obj.get_tris_tc();
|
||
for ( i = 0; i < (int)tris_v.size(); ++i ) {
|
||
material = tri_materials[i];
|
||
vertex_index = tris_v[i];
|
||
normal_index = tris_n[i];
|
||
tex_index = tris_tc[i];
|
||
ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, material,
|
||
nodes, normals, texcoords,
|
||
vertex_index, normal_index, tex_index,
|
||
is_base, ground_lights );
|
||
|
||
if (use_dynamic_objects)
|
||
gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
|
||
material);
|
||
geometry->addKid( leaf );
|
||
}
|
||
|
||
// generate strips
|
||
string_list strip_materials = obj.get_strip_materials();
|
||
group_list strips_v = obj.get_strips_v();
|
||
group_list strips_n = obj.get_strips_n();
|
||
group_list strips_tc = obj.get_strips_tc();
|
||
for ( i = 0; i < (int)strips_v.size(); ++i ) {
|
||
material = strip_materials[i];
|
||
vertex_index = strips_v[i];
|
||
normal_index = strips_n[i];
|
||
tex_index = strips_tc[i];
|
||
ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
|
||
nodes, normals, texcoords,
|
||
vertex_index, normal_index, tex_index,
|
||
is_base, ground_lights );
|
||
|
||
if (use_dynamic_objects)
|
||
gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
|
||
material);
|
||
geometry->addKid( leaf );
|
||
}
|
||
|
||
// generate fans
|
||
string_list fan_materials = obj.get_fan_materials();
|
||
group_list fans_v = obj.get_fans_v();
|
||
group_list fans_n = obj.get_fans_n();
|
||
group_list fans_tc = obj.get_fans_tc();
|
||
for ( i = 0; i < (int)fans_v.size(); ++i ) {
|
||
material = fan_materials[i];
|
||
vertex_index = fans_v[i];
|
||
normal_index = fans_n[i];
|
||
tex_index = fans_tc[i];
|
||
ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, material,
|
||
nodes, normals, texcoords,
|
||
vertex_index, normal_index, tex_index,
|
||
is_base, ground_lights );
|
||
if (use_dynamic_objects)
|
||
gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
|
||
material);
|
||
geometry->addKid( leaf );
|
||
}
|
||
|
||
return true;
|
||
}
|