1
0
Fork 0
flightgear/src/Objects/newmat.cxx
curt 52312f2a13 Restructuring some of the initialization code.
The general idea is to help clean up some aspects of the FDM init and be
able to provide startup conditions in a less ambiguous manner.

Previously, things like positions, orientations, and velocites were set on
"the bus".  These had to be read by the FDMs which then were supposed to
initialized themselves to those values and turn write around and start
modifying those values.  It was messy and cumbersome.

Now, all the initial fdm conditions are written to a sub-[property-]tree
under /sim/presets/

The values in /sim/presets/ always stay set to what the user has specified.
The user can change these at his/her liesure, and then request a "reset"
which will reset to the new conditions.  I don't even want to say how this
worked before. :-)

Now, an script, or gui interface can stage a set of initial conditions while
the sim is running (without disrupting it), and then call "reset" to commit
the change.

People who should worry about all this are FDM writters, and a small few
others who care about over all program structure and flow.
2002-11-15 21:13:29 +00:00

507 lines
14 KiB
C++
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// newmat.cxx -- class to handle material properties
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 - 2000 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.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#include <map>
SG_USING_STD(map);
#include <simgear/compiler.h>
#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Model/loader.hxx>
#include "newmat.hxx"
////////////////////////////////////////////////////////////////////////
// Local static functions.
////////////////////////////////////////////////////////////////////////
/**
* Internal method to test whether a file exists.
*
* TODO: this should be moved to a SimGear library of local file
* functions.
*/
static inline bool
local_file_exists( const string& path ) {
sg_gzifstream in( path );
if ( ! in.is_open() ) {
return false;
} else {
return true;
}
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGNewMat::Object.
////////////////////////////////////////////////////////////////////////
FGNewMat::Object::Object (const SGPropertyNode * node, double range_m)
: _models_loaded(false),
_coverage_m2(node->getDoubleValue("coverage-m2", 1000000)),
_range_m(range_m)
{
// Sanity check
if (_coverage_m2 < 1000) {
SG_LOG(SG_INPUT, SG_ALERT, "Random object coverage " << _coverage_m2
<< " is too small, forcing, to 1000");
_coverage_m2 = 1000;
}
// Note all the model paths
vector <SGPropertyNode_ptr> path_nodes = node->getChildren("path");
for (unsigned int i = 0; i < path_nodes.size(); i++)
_paths.push_back(path_nodes[i]->getStringValue());
// Note the heading type
string hdg = node->getStringValue("heading-type", "fixed");
if (hdg == "fixed") {
_heading_type = HEADING_FIXED;
} else if (hdg == "billboard") {
_heading_type = HEADING_BILLBOARD;
} else if (hdg == "random") {
_heading_type = HEADING_RANDOM;
} else {
_heading_type = HEADING_FIXED;
SG_LOG(SG_INPUT, SG_ALERT, "Unknown heading type: " << hdg
<< "; using 'fixed' instead.");
}
// uncomment to preload models
// load_models();
}
FGNewMat::Object::~Object ()
{
for (unsigned int i = 0; i < _models.size(); i++) {
if (_models[i] != 0) {
_models[i]->deRef();
_models[i] = 0;
}
}
}
int
FGNewMat::Object::get_model_count () const
{
load_models();
return _models.size();
}
inline void
FGNewMat::Object::load_models () const
{
// Load model only on demand
if (!_models_loaded) {
for (unsigned int i = 0; i < _paths.size(); i++) {
ssgEntity * entity = globals->get_model_loader()->load_model(_paths[i]);
if (entity != 0) {
// FIXME: this stuff can be handled
// in the XML wrapper as well (at least,
// the billboarding should be handled
// there).
float ranges[] = {0, _range_m};
ssgRangeSelector * lod = new ssgRangeSelector;
lod->ref();
lod->setRanges(ranges, 2);
if (_heading_type == HEADING_BILLBOARD) {
ssgCutout * cutout = new ssgCutout(false);
cutout->addKid(entity);
lod->addKid(cutout);
} else {
lod->addKid(entity);
}
_models.push_back(lod);
} else {
SG_LOG(SG_INPUT, SG_ALERT, "Failed to load object " << _paths[i]);
}
}
}
_models_loaded = true;
}
ssgEntity *
FGNewMat::Object::get_model (int index) const
{
load_models(); // comment this out if preloading models
return _models[index];
}
ssgEntity *
FGNewMat::Object::get_random_model () const
{
load_models(); // comment this out if preloading models
int nModels = _models.size();
int index = int(sg_random() * nModels);
if (index >= nModels)
index = 0;
return _models[index];
}
double
FGNewMat::Object::get_coverage_m2 () const
{
return _coverage_m2;
}
FGNewMat::Object::HeadingType
FGNewMat::Object::get_heading_type () const
{
return _heading_type;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGNewMat::ObjectGroup.
////////////////////////////////////////////////////////////////////////
FGNewMat::ObjectGroup::ObjectGroup (SGPropertyNode * node)
: _range_m(node->getDoubleValue("range-m", 2000))
{
// Load the object subnodes
vector<SGPropertyNode_ptr> object_nodes =
((SGPropertyNode *)node)->getChildren("object");
for (unsigned int i = 0; i < object_nodes.size(); i++) {
const SGPropertyNode * object_node = object_nodes[i];
if (object_node->hasChild("path"))
_objects.push_back(new Object(object_node, _range_m));
else
SG_LOG(SG_INPUT, SG_ALERT, "No path supplied for object");
}
}
FGNewMat::ObjectGroup::~ObjectGroup ()
{
for (unsigned int i = 0; i < _objects.size(); i++) {
delete _objects[i];
_objects[i] = 0;
}
}
double
FGNewMat::ObjectGroup::get_range_m () const
{
return _range_m;
}
int
FGNewMat::ObjectGroup::get_object_count () const
{
return _objects.size();
}
FGNewMat::Object *
FGNewMat::ObjectGroup::get_object (int index) const
{
return _objects[index];
}
////////////////////////////////////////////////////////////////////////
// Constructors and destructor.
////////////////////////////////////////////////////////////////////////
FGNewMat::FGNewMat (const SGPropertyNode * props)
{
init();
read_properties(props);
build_ssg_state(false);
}
FGNewMat::FGNewMat (const string &texpath)
{
init();
texture_path = texpath;
build_ssg_state(true);
}
FGNewMat::FGNewMat (ssgSimpleState *s)
{
init();
set_ssg_state(s);
}
FGNewMat::~FGNewMat (void)
{
for (unsigned int i = 0; i < object_groups.size(); i++) {
delete object_groups[i];
object_groups[i] = 0;
}
}
////////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////////
void
FGNewMat::read_properties (const SGPropertyNode * props)
{
// Get the path to the texture
string tname = props->getStringValue("texture", "unknown.rgb");
SGPath tpath(globals->get_fg_root());
tpath.append("Textures.high");
tpath.append(tname);
if (!local_file_exists(tpath.str())) {
tpath = SGPath(globals->get_fg_root());
tpath.append("Textures");
tpath.append(tname);
}
texture_path = tpath.str();
xsize = props->getDoubleValue("xsize", 0.0);
ysize = props->getDoubleValue("ysize", 0.0);
wrapu = props->getBoolValue("wrapu", true);
wrapv = props->getBoolValue("wrapv", true);
mipmap = props->getBoolValue("mipmap", true);
light_coverage = props->getDoubleValue("light-coverage", 0.0);
ambient[0] = props->getDoubleValue("ambient/r", 0.0);
ambient[1] = props->getDoubleValue("ambient/g", 0.0);
ambient[2] = props->getDoubleValue("ambient/b", 0.0);
ambient[3] = props->getDoubleValue("ambient/a", 0.0);
diffuse[0] = props->getDoubleValue("diffuse/r", 0.0);
diffuse[1] = props->getDoubleValue("diffuse/g", 0.0);
diffuse[2] = props->getDoubleValue("diffuse/b", 0.0);
diffuse[3] = props->getDoubleValue("diffuse/a", 0.0);
specular[0] = props->getDoubleValue("specular/r", 0.0);
specular[1] = props->getDoubleValue("specular/g", 0.0);
specular[2] = props->getDoubleValue("specular/b", 0.0);
specular[3] = props->getDoubleValue("specular/a", 0.0);
emission[0] = props->getDoubleValue("emissive/r", 0.0);
emission[1] = props->getDoubleValue("emissive/g", 0.0);
emission[2] = props->getDoubleValue("emissive/b", 0.0);
emission[3] = props->getDoubleValue("emissive/a", 0.0);
shininess = props->getDoubleValue("shininess", 0.0);
vector<SGPropertyNode_ptr> object_group_nodes =
((SGPropertyNode *)props)->getChildren("object-group");
for (unsigned int i = 0; i < object_group_nodes.size(); i++)
object_groups.push_back(new ObjectGroup(object_group_nodes[i]));
}
////////////////////////////////////////////////////////////////////////
// Private methods.
////////////////////////////////////////////////////////////////////////
void
FGNewMat::init ()
{
texture_path = "";
state = 0;
textured = 0;
nontextured = 0;
xsize = 0;
ysize = 0;
wrapu = true;
wrapv = true;
mipmap = true;
light_coverage = 0.0;
texture_loaded = false;
refcount = 0;
shininess = 0.0;
for (int i = 0; i < 4; i++)
ambient[i] = diffuse[i] = specular[i] = emission[i] = 0.0;
}
bool
FGNewMat::load_texture ()
{
if (texture_loaded) {
return false;
} else {
SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture " << texture_path );
textured->setTexture((char *)texture_path.c_str(), wrapu, wrapv, mipmap );
texture_loaded = true;
return true;
}
}
void
FGNewMat::build_ssg_state (bool defer_tex_load)
{
GLenum shade_model =
(fgGetBool("/sim/rendering/shading") ? GL_SMOOTH : GL_FLAT);
bool texture_default = fgGetBool("/sim/rendering/textures");
state = new ssgStateSelector(2);
state->ref();
textured = new ssgSimpleState();
textured->ref();
nontextured = new ssgSimpleState();
nontextured->ref();
// Set up the textured state
textured->setShadeModel( shade_model );
textured->enable( GL_LIGHTING );
textured->enable ( GL_CULL_FACE ) ;
textured->enable( GL_TEXTURE_2D );
textured->disable( GL_BLEND );
textured->disable( GL_ALPHA_TEST );
if ( !defer_tex_load ) {
SG_LOG(SG_INPUT, SG_INFO, " " << texture_path );
textured->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
texture_loaded = true;
} else {
texture_loaded = false;
}
textured->enable( GL_COLOR_MATERIAL );
#if 0
textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
#else
textured->setMaterial ( GL_AMBIENT,
ambient[0], ambient[1],
ambient[2], ambient[3] ) ;
textured->setMaterial ( GL_DIFFUSE,
diffuse[0], diffuse[1],
diffuse[2], diffuse[3] ) ;
textured->setMaterial ( GL_SPECULAR,
specular[0], specular[1],
specular[2], specular[3] ) ;
textured->setMaterial ( GL_EMISSION,
emission[0], emission[1],
emission[2], emission[3] ) ;
textured->setShininess ( shininess );
#endif
// Set up the coloured state
nontextured->enable( GL_LIGHTING );
nontextured->setShadeModel( shade_model );
nontextured->enable ( GL_CULL_FACE ) ;
nontextured->disable( GL_TEXTURE_2D );
nontextured->disable( GL_BLEND );
nontextured->disable( GL_ALPHA_TEST );
nontextured->disable( GL_COLOR_MATERIAL );
nontextured->setMaterial ( GL_AMBIENT,
ambient[0], ambient[1],
ambient[2], ambient[3] ) ;
nontextured->setMaterial ( GL_DIFFUSE,
diffuse[0], diffuse[1],
diffuse[2], diffuse[3] ) ;
nontextured->setMaterial ( GL_SPECULAR,
specular[0], specular[1],
specular[2], specular[3] ) ;
nontextured->setMaterial ( GL_EMISSION,
emission[0], emission[1],
emission[2], emission[3] ) ;
nontextured->setShininess ( shininess );
state->setStep( 0, textured ); // textured
state->setStep( 1, nontextured ); // untextured
// Choose the appropriate starting state.
if ( texture_default ) {
state->selectStep(0);
} else {
state->selectStep(1);
}
}
void FGNewMat::set_ssg_state( ssgSimpleState *s )
{
GLenum shade_model =
(fgGetBool("/sim/rendering/shading") ? GL_SMOOTH : GL_FLAT);
bool texture_default = fgGetBool("/sim/rendering/textures");
state = new ssgStateSelector(2);
state->ref();
textured = s;
texture_loaded = true;
nontextured = new ssgSimpleState();
nontextured->ref();
// Set up the textured state
textured->setShadeModel( shade_model );
// Set up the coloured state
nontextured->enable( GL_LIGHTING );
nontextured->setShadeModel( shade_model );
nontextured->enable ( GL_CULL_FACE ) ;
nontextured->disable( GL_TEXTURE_2D );
nontextured->disable( GL_BLEND );
nontextured->disable( GL_ALPHA_TEST );
nontextured->disable( GL_COLOR_MATERIAL );
nontextured->setMaterial ( GL_AMBIENT,
ambient[0], ambient[1],
ambient[2], ambient[3] ) ;
nontextured->setMaterial ( GL_DIFFUSE,
diffuse[0], diffuse[1],
diffuse[2], diffuse[3] ) ;
nontextured->setMaterial ( GL_SPECULAR,
specular[0], specular[1],
specular[2], specular[3] ) ;
nontextured->setMaterial ( GL_EMISSION,
emission[0], emission[1],
emission[2], emission[3] ) ;
nontextured->setShininess ( shininess );
state->setStep( 0, textured ); // textured
state->setStep( 1, nontextured ); // untextured
// Choose the appropriate starting state.
if ( texture_default ) {
state->selectStep(0);
} else {
state->selectStep(1);
}
}
// end of newmat.cxx