599 lines
15 KiB
C++
599 lines
15 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 FG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.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 <GL/glut.h>
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#include <XGL/xgl.h>
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// #if defined ( __sun__ )
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// extern "C" void *memmove(void *, const void *, size_t);
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// extern "C" void *memset(void *, int, size_t);
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// #endif
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#include <Include/compiler.h>
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#include STL_STRING
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#include <map> // STL
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#include <ctype.h> // isdigit()
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#include <Debug/logstream.hxx>
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#include <Misc/fgstream.hxx>
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#include <Include/fg_constants.h>
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#include <Main/options.hxx>
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#include <Math/mat3.h>
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#include <Math/fg_random.h>
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#include <Math/point3d.hxx>
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#include <Math/polar3d.hxx>
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#include <Misc/stopwatch.hxx>
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#include <Scenery/tile.hxx>
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#include "material.hxx"
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#include "obj.hxx"
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FG_USING_STD(string);
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static double normals[FG_MAX_NODES][3];
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// given three points defining a triangle, calculate the normal
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static void calc_normal(double p1[3], double p2[3],
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double p3[3], double normal[3])
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{
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double v1[3], v2[3];
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double temp;
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v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
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v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
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MAT3cross_product(normal, v1, v2);
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MAT3_NORMALIZE_VEC(normal,temp);
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// fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
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// normal[0], normal[1], normal[2]);
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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 calc_tex_coords(double *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 = fgCartToPolar3d(cp);
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// tmplon = pp.lon() * RAD_TO_DEG;
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// tmplat = pp.lat() * RAD_TO_DEG;
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// cout << tmplon << " " << tmplat << endl;
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pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
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pp.sety( fmod(RAD_TO_DEG * 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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// Load a .obj file and build the GL fragment list
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int fgObjLoad( const string& path, fgTILE *t) {
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fgFRAGMENT fragment;
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Point3D pp;
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double approx_normal[3], normal[3] /*, scale = 0.0 */;
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// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
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// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
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GLint display_list = 0;
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int shading;
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int in_fragment = 0, in_faces = 0, vncount;
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int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
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int last1 = 0, last2 = 0, odd = 0;
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double (*nodes)[3];
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Point3D center;
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// printf("loading %s\n", path.c_str() );
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// Attempt to open "path.gz" or "path"
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fg_gzifstream in( path );
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if ( ! in ) {
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FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
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return 0;
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}
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shading = current_options.get_shading();
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in_fragment = 0;
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t->ncount = 0;
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vncount = 0;
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t->bounding_radius = 0.0;
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nodes = t->nodes;
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center = t->center;
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StopWatch stopwatch;
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stopwatch.start();
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// ignore initial comments and blank lines. (priming the pump)
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// in >> skipcomment;
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string line;
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while ( ! in.eof() ) {
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string token;
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char c;
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in >> skipws;
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if ( in.get( c ) && c == '#' ) {
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// process a comment line
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// getline( in, line );
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// cout << "comment = " << line << endl;
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in >> token;
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if ( token == "gbs" ) {
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// reference point (center offset)
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in >> t->center >> t->bounding_radius;
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center = t->center;
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// cout << "center = " << center
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// << " radius = " << t->bounding_radius << endl;
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} else if ( token == "bs" ) {
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// reference point (center offset)
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in >> fragment.center;
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in >> fragment.bounding_radius;
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// cout << "center = " << fragment.center
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// << " radius = " << fragment.bounding_radius << endl;
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} else if ( token == "usemtl" ) {
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// material property specification
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// series of individual triangles
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if ( in_faces ) {
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xglEnd();
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}
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// this also signals the start of a new fragment
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if ( in_fragment ) {
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// close out the previous structure and start the next
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xglEndList();
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// printf("xglEnd(); xglEndList();\n");
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// update fragment
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fragment.display_list = display_list;
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// push this fragment onto the tile's object list
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t->fragment_list.push_back(fragment);
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} else {
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in_fragment = 1;
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}
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// printf("start of fragment (usemtl)\n");
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display_list = xglGenLists(1);
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xglNewList(display_list, GL_COMPILE);
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// printf("xglGenLists(); xglNewList();\n");
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in_faces = 0;
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// reset the existing face list
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// printf("cleaning a fragment with %d faces\n",
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// fragment.faces.size());
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fragment.init();
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// scan the material line
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string material;
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in >> material;
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fragment.tile_ptr = t;
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// find this material in the properties list
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if ( ! material_mgr.find( material, fragment.material_ptr )) {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Ack! unknown usemtl name = " << material
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<< " in " << path );
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}
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// initialize the fragment transformation matrix
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/*
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for ( i = 0; i < 16; i++ ) {
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fragment.matrix[i] = 0.0;
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}
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fragment.matrix[0] = fragment.matrix[5] =
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fragment.matrix[10] = fragment.matrix[15] = 1.0;
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*/
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} else {
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// unknown comment, just gobble the input untill the
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// end of line
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in >> skipeol;
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}
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} else {
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in.putback( c );
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in >> token;
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// cout << "token = " << token << endl;
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if ( token == "vn" ) {
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// vertex normal
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if ( vncount < FG_MAX_NODES ) {
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in >> normals[vncount][0]
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>> normals[vncount][1]
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>> normals[vncount][2];
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vncount++;
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} else {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Read too many vertex normals ... dying :-(" );
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exit(-1);
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}
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} else if ( token == "v" ) {
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// node (vertex)
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if ( t->ncount < FG_MAX_NODES ) {
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in >> t->nodes[t->ncount][0]
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>> t->nodes[t->ncount][1]
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>> t->nodes[t->ncount][2];
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t->ncount++;
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} else {
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FG_LOG( FG_TERRAIN, FG_ALERT,
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"Read too many nodes ... dying :-(");
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exit(-1);
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}
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} else if ( token == "t" ) {
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// start a new triangle strip
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n1 = n2 = n3 = n4 = 0;
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// fgPrintf( FG_TERRAIN, FG_DEBUG,
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// " new tri strip = %s", line);
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in >> n1 >> n2 >> n3;
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fragment.add_face(n1, n2, n3);
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
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xglBegin(GL_TRIANGLE_STRIP);
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// printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
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odd = 1;
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// scale = 1.0;
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if ( shading ) {
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// Shading model is "GL_SMOOTH" so use precalculated
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// (averaged) normals
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// MAT3_SCALE_VEC(normal, normals[n1], scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n1], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n1]);
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// MAT3_SCALE_VEC(normal, normals[n2], scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n2], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n2]);
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// MAT3_SCALE_VEC(normal, normals[n3], scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n3], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n3]);
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} else {
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// Shading model is "GL_FLAT" so calculate per face
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// normals on the fly.
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if ( odd ) {
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calc_normal(nodes[n1], nodes[n2],
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nodes[n3], approx_normal);
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} else {
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calc_normal(nodes[n2], nodes[n1],
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nodes[n3], approx_normal);
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}
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// MAT3_SCALE_VEC(normal, approx_normal, scale);
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n1], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n1]);
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pp = calc_tex_coords(nodes[n2], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n2]);
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pp = calc_tex_coords(nodes[n3], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n3]);
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}
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// printf("some normals, texcoords, and vertices\n");
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odd = 1 - odd;
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last1 = n2;
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last2 = n3;
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// There can be three or four values
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char c;
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while ( in.get(c) ) {
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if ( c == '\n' ) {
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break; // only the one
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}
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if ( isdigit(c) ){
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in.putback(c);
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in >> n4;
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break;
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}
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}
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if ( n4 > 0 ) {
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fragment.add_face(n3, n2, n4);
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if ( shading ) {
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// Shading model is "GL_SMOOTH"
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// MAT3_SCALE_VEC(normal, normals[n4], scale);
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} else {
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// Shading model is "GL_FLAT"
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calc_normal(nodes[n3], nodes[n2], nodes[n4],
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approx_normal);
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// MAT3_SCALE_VEC(normal, approx_normal, scale);
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}
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n4], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n4]);
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odd = 1 - odd;
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last1 = n3;
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last2 = n4;
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// printf("a normal, texcoord, and vertex (4th)\n");
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}
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} else if ( token == "tf" ) {
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// triangle fan
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
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xglBegin(GL_TRIANGLE_FAN);
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in >> n1;
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xglNormal3dv(normals[n1]);
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pp = calc_tex_coords(nodes[n1], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n1]);
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in >> n2;
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xglNormal3dv(normals[n2]);
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pp = calc_tex_coords(nodes[n2], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n2]);
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// read all subsequent numbers until next thing isn't a number
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while ( true ) {
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in >> skipws;
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char c;
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in.get(c);
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in.putback(c);
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if ( ! isdigit(c) || in.eof() ) {
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break;
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}
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in >> n3;
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// cout << " triangle = "
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// << n1 << "," << n2 << "," << n3
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// << endl;
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xglNormal3dv(normals[n3]);
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pp = calc_tex_coords(nodes[n3], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n3]);
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fragment.add_face(n1, n2, n3);
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n2 = n3;
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}
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xglEnd();
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} else if ( token == "f" ) {
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// unoptimized face
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if ( !in_faces ) {
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xglBegin(GL_TRIANGLES);
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// printf("xglBegin(triangles)\n");
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in_faces = 1;
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}
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
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in >> n1 >> n2 >> n3;
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fragment.add_face(n1, n2, n3);
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// xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
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xglNormal3dv(normals[n1]);
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pp = calc_tex_coords(nodes[n1], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n1]);
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xglNormal3dv(normals[n2]);
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pp = calc_tex_coords(nodes[n2], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n2]);
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xglNormal3dv(normals[n3]);
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pp = calc_tex_coords(nodes[n3], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n3]);
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// printf("some normals, texcoords, and vertices (tris)\n");
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} else if ( token == "q" ) {
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// continue a triangle strip
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n1 = n2 = 0;
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
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// line);
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in >> n1;
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// There can be one or two values
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char c;
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while ( in.get(c) ) {
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if ( c == '\n' ) {
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break; // only the one
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}
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if ( isdigit(c) ) {
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in.putback(c);
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in >> n2;
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break;
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}
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}
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// fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
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if ( odd ) {
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fragment.add_face(last1, last2, n1);
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} else {
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fragment.add_face(last2, last1, n1);
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}
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if ( shading ) {
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// Shading model is "GL_SMOOTH"
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// MAT3_SCALE_VEC(normal, normals[n1], scale);
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} else {
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// Shading model is "GL_FLAT"
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if ( odd ) {
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calc_normal(nodes[last1], nodes[last2], nodes[n1],
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approx_normal);
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} else {
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calc_normal(nodes[last2], nodes[last1], nodes[n1],
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approx_normal);
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}
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// MAT3_SCALE_VEC(normal, approx_normal, scale);
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}
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xglNormal3dv(normal);
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pp = calc_tex_coords(nodes[n1], center);
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xglTexCoord2f(pp.lon(), pp.lat());
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xglVertex3dv(nodes[n1]);
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// printf("a normal, texcoord, and vertex (4th)\n");
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|
odd = 1 - odd;
|
|
last1 = last2;
|
|
last2 = n1;
|
|
|
|
if ( n2 > 0 ) {
|
|
// fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
|
|
|
|
if ( odd ) {
|
|
fragment.add_face(last1, last2, n2);
|
|
} else {
|
|
fragment.add_face(last2, last1, n2);
|
|
}
|
|
|
|
if ( shading ) {
|
|
// Shading model is "GL_SMOOTH"
|
|
// MAT3_SCALE_VEC(normal, normals[n2], scale);
|
|
} else {
|
|
// Shading model is "GL_FLAT"
|
|
if ( odd ) {
|
|
calc_normal(nodes[last1], nodes[last2],
|
|
nodes[n2], approx_normal);
|
|
} else {
|
|
calc_normal(nodes[last2], nodes[last1],
|
|
nodes[n2], approx_normal);
|
|
}
|
|
// MAT3_SCALE_VEC(normal, approx_normal, scale);
|
|
}
|
|
xglNormal3dv(normal);
|
|
|
|
pp = calc_tex_coords(nodes[n2], center);
|
|
xglTexCoord2f(pp.lon(), pp.lat());
|
|
xglVertex3dv(nodes[n2]);
|
|
// printf("a normal, texcoord, and vertex (4th)\n");
|
|
|
|
odd = 1 -odd;
|
|
last1 = last2;
|
|
last2 = n2;
|
|
}
|
|
} else {
|
|
FG_LOG( FG_TERRAIN, FG_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 ( in_fragment ) {
|
|
// close out the previous structure and start the next
|
|
xglEnd();
|
|
xglEndList();
|
|
// printf("xglEnd(); xglEndList();\n");
|
|
|
|
// update fragment
|
|
fragment.display_list = display_list;
|
|
|
|
// push this fragment onto the tile's object list
|
|
t->fragment_list.push_back(fragment);
|
|
}
|
|
|
|
#if 0
|
|
// Draw normal vectors (for visually verifying normals)
|
|
xglBegin(GL_LINES);
|
|
xglColor3f(0.0, 0.0, 0.0);
|
|
for ( i = 0; i < t->ncount; i++ ) {
|
|
xglVertex3d(t->nodes[i][0],
|
|
t->nodes[i][1] ,
|
|
t->nodes[i][2]);
|
|
xglVertex3d(t->nodes[i][0] + 500*normals[i][0],
|
|
t->nodes[i][1] + 500*normals[i][1],
|
|
t->nodes[i][2] + 500*normals[i][2]);
|
|
}
|
|
xglEnd();
|
|
#endif
|
|
|
|
stopwatch.stop();
|
|
FG_LOG( FG_TERRAIN, FG_INFO,
|
|
"Loaded " << path << " in "
|
|
<< stopwatch.elapsedSeconds() << " seconds" );
|
|
|
|
return 1;
|
|
}
|
|
|
|
|