1
0
Fork 0
flightgear/Simulator/Objects/obj.cxx

659 lines
16 KiB
C++

// obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
//
// Written by Curtis Olson, started October 1997.
//
// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
//
// 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
#ifdef FG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <stdio.h>
#include <string.h>
#include <GL/glut.h>
#include <XGL/xgl.h>
// #if defined ( __sun__ )
// extern "C" void *memmove(void *, const void *, size_t);
// extern "C" void *memset(void *, int, size_t);
// #endif
#include <Include/compiler.h>
#include STL_STRING
#include <map> // STL
#include <ctype.h> // isdigit()
#include <Debug/logstream.hxx>
#include <Misc/fgstream.hxx>
#include <Include/fg_constants.h>
#include <Main/options.hxx>
#include <Math/mat3.h>
#include <Math/fg_random.h>
#include <Math/point3d.hxx>
#include <Math/polar3d.hxx>
#include <Misc/stopwatch.hxx>
#include <Scenery/tile.hxx>
#include "materialmgr.hxx"
#include "obj.hxx"
FG_USING_STD(string);
static double normals[FG_MAX_NODES][3];
static double tex_coords[FG_MAX_NODES*3][3];
// given three points defining a triangle, calculate the normal
static void calc_normal(double p1[3], double p2[3],
double p3[3], double normal[3])
{
double v1[3], v2[3];
double temp;
v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
MAT3cross_product(normal, v1, v2);
MAT3_NORMALIZE_VEC(normal,temp);
// fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
// normal[0], normal[1], normal[2]);
}
#define FG_TEX_CONSTANT 69.0
// Calculate texture coordinates for a given point.
static Point3D calc_tex_coords(double *node, const Point3D& ref) {
Point3D cp;
Point3D pp;
// double tmplon, tmplat;
// cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
// cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
cp = Point3D( node[0] + ref.x(),
node[1] + ref.y(),
node[2] + ref.z() );
pp = fgCartToPolar3d(cp);
// tmplon = pp.lon() * RAD_TO_DEG;
// tmplat = pp.lat() * RAD_TO_DEG;
// cout << tmplon << " " << tmplat << endl;
pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
if ( pp.x() < 0.0 ) {
pp.setx( pp.x() + 11.0 );
}
if ( pp.y() < 0.0 ) {
pp.sety( pp.y() + 11.0 );
}
// cout << pp << endl;
return(pp);
}
// Load a .obj file and build the GL fragment list
int fgObjLoad( const string& path, fgTILE *t) {
fgFRAGMENT fragment;
Point3D pp;
double approx_normal[3], 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;
int in_fragment = 0, in_faces = 0, vncount, vtcount;
int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
int tex;
int last1 = 0, last2 = 0, odd = 0;
double (*nodes)[3];
Point3D center;
double tex_width = 1000.0, tex_height = 1000.0;
// printf("loading %s\n", path.c_str() );
// Attempt to open "path.gz" or "path"
fg_gzifstream in( path );
if ( ! in.is_open() ) {
FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
return 0;
}
shading = current_options.get_shading();
in_fragment = 0;
t->ncount = 0;
vncount = 0;
vtcount = 0;
t->bounding_radius = 0.0;
nodes = t->nodes;
center = t->center;
StopWatch stopwatch;
stopwatch.start();
// ignore initial comments and blank lines. (priming the pump)
// in >> skipcomment;
string line;
while ( ! in.eof() ) {
string token;
char c;
#if defined( MACOS )
in >> ::skipws;
#else
in >> skipws;
#endif
if ( in.get( c ) && c == '#' ) {
// process a comment line
// getline( in, line );
// cout << "comment = " << line << endl;
in >> token;
if ( token == "gbs" ) {
// reference point (center offset)
in >> t->center >> t->bounding_radius;
center = t->center;
// cout << "center = " << center
// << " radius = " << t->bounding_radius << endl;
} else if ( token == "bs" ) {
// reference point (center offset)
in >> fragment.center;
in >> fragment.bounding_radius;
// cout << "center = " << fragment.center
// << " radius = " << fragment.bounding_radius << endl;
} else if ( token == "usemtl" ) {
// material property specification
// series of individual triangles
if ( in_faces ) {
xglEnd();
}
// this also signals the start of a new fragment
if ( in_fragment ) {
// close out the previous structure and start the next
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);
} else {
in_fragment = 1;
}
// printf("start of fragment (usemtl)\n");
display_list = xglGenLists(1);
xglNewList(display_list, GL_COMPILE);
// printf("xglGenLists(); xglNewList();\n");
in_faces = 0;
// reset the existing face list
// printf("cleaning a fragment with %d faces\n",
// fragment.faces.size());
fragment.init();
// scan the material line
string material;
in >> material;
fragment.tile_ptr = t;
// find this material in the properties list
if ( ! material_mgr.find( material, fragment.material_ptr )) {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Ack! unknown usemtl name = " << material
<< " in " << path );
}
// set the texture width and height values for this
// material
FGMaterial m = fragment.material_ptr->get_m();
tex_width = m.get_xsize();
tex_height = m.get_ysize();
// cout << "(w) = " << tex_width << " (h) = "
// << tex_width << endl;
// initialize the fragment transformation matrix
/*
for ( i = 0; i < 16; i++ ) {
fragment.matrix[i] = 0.0;
}
fragment.matrix[0] = fragment.matrix[5] =
fragment.matrix[10] = fragment.matrix[15] = 1.0;
*/
} else {
// unknown comment, just gobble the input untill 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 {
FG_LOG( FG_TERRAIN, FG_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 {
FG_LOG( FG_TERRAIN, FG_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 >> t->nodes[t->ncount][0]
>> t->nodes[t->ncount][1]
>> t->nodes[t->ncount][2];
t->ncount++;
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Read too many nodes in " << path
<< " ... dying :-(");
exit(-1);
}
} else if ( token == "t" ) {
// start a new triangle strip
n1 = n2 = n3 = n4 = 0;
// fgPrintf( FG_TERRAIN, FG_DEBUG,
// " new tri strip = %s", line);
in >> n1 >> n2 >> n3;
fragment.add_face(n1, n2, n3);
// fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
xglBegin(GL_TRIANGLE_STRIP);
// printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
odd = 1;
// scale = 1.0;
if ( shading ) {
// Shading model is "GL_SMOOTH" so use precalculated
// (averaged) normals
// MAT3_SCALE_VEC(normal, normals[n1], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n1]);
// MAT3_SCALE_VEC(normal, normals[n2], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n2], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n2]);
// MAT3_SCALE_VEC(normal, normals[n3], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n3], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n3]);
} else {
// Shading model is "GL_FLAT" so calculate per face
// normals on the fly.
if ( odd ) {
calc_normal(nodes[n1], nodes[n2],
nodes[n3], approx_normal);
} else {
calc_normal(nodes[n2], nodes[n1],
nodes[n3], approx_normal);
}
// MAT3_SCALE_VEC(normal, approx_normal, scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n1]);
pp = calc_tex_coords(nodes[n2], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n2]);
pp = calc_tex_coords(nodes[n3], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n3]);
}
// printf("some normals, texcoords, and vertices\n");
odd = 1 - odd;
last1 = n2;
last2 = n3;
// There can be three or four values
char c;
while ( in.get(c) ) {
if ( c == '\n' ) {
break; // only the one
}
if ( isdigit(c) ){
in.putback(c);
in >> n4;
break;
}
}
if ( n4 > 0 ) {
fragment.add_face(n3, n2, n4);
if ( shading ) {
// Shading model is "GL_SMOOTH"
// MAT3_SCALE_VEC(normal, normals[n4], scale);
} else {
// Shading model is "GL_FLAT"
calc_normal(nodes[n3], nodes[n2], nodes[n4],
approx_normal);
// MAT3_SCALE_VEC(normal, approx_normal, scale);
}
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n4], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n4]);
odd = 1 - odd;
last1 = n3;
last2 = n4;
// printf("a normal, texcoord, and vertex (4th)\n");
}
} else if ( token == "tf" ) {
// triangle fan
// fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
xglBegin(GL_TRIANGLE_FAN);
in >> n1;
xglNormal3dv(normals[n1]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
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 = calc_tex_coords(nodes[n1], center);
}
xglTexCoord2f(pp.x(), pp.y());
xglVertex3dv(nodes[n1]);
in >> n2;
xglNormal3dv(normals[n2]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
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 = calc_tex_coords(nodes[n2], center);
}
xglTexCoord2f(pp.x(), pp.y());
xglVertex3dv(nodes[n2]);
// read all subsequent numbers until next thing isn't a number
while ( true ) {
#if defined( MACOS )
in >> ::skipws;
#else
in >> skipws;
#endif
char c;
in.get(c);
in.putback(c);
if ( ! isdigit(c) || in.eof() ) {
break;
}
in >> n3;
// cout << " triangle = "
// << n1 << "," << n2 << "," << n3
// << endl;
xglNormal3dv(normals[n3]);
if ( in.get( c ) && c == '/' ) {
in >> tex;
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 = calc_tex_coords(nodes[n3], center);
}
xglTexCoord2f(pp.x(), pp.y());
xglVertex3dv(nodes[n3]);
fragment.add_face(n1, n2, n3);
n2 = n3;
}
xglEnd();
} else if ( token == "f" ) {
// unoptimized face
if ( !in_faces ) {
xglBegin(GL_TRIANGLES);
// printf("xglBegin(triangles)\n");
in_faces = 1;
}
// fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
in >> n1 >> n2 >> n3;
fragment.add_face(n1, n2, n3);
// xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
xglNormal3dv(normals[n1]);
pp = calc_tex_coords(nodes[n1], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n1]);
xglNormal3dv(normals[n2]);
pp = calc_tex_coords(nodes[n2], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n2]);
xglNormal3dv(normals[n3]);
pp = calc_tex_coords(nodes[n3], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n3]);
// printf("some normals, texcoords, and vertices (tris)\n");
} else if ( token == "q" ) {
// continue a triangle strip
n1 = n2 = 0;
// fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
// line);
in >> n1;
// There can be one or two values
char c;
while ( in.get(c) ) {
if ( c == '\n' ) {
break; // only the one
}
if ( isdigit(c) ) {
in.putback(c);
in >> n2;
break;
}
}
// fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
if ( odd ) {
fragment.add_face(last1, last2, n1);
} else {
fragment.add_face(last2, last1, n1);
}
if ( shading ) {
// Shading model is "GL_SMOOTH"
// MAT3_SCALE_VEC(normal, normals[n1], scale);
} else {
// Shading model is "GL_FLAT"
if ( odd ) {
calc_normal(nodes[last1], nodes[last2], nodes[n1],
approx_normal);
} else {
calc_normal(nodes[last2], nodes[last1], nodes[n1],
approx_normal);
}
// MAT3_SCALE_VEC(normal, approx_normal, scale);
}
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], center);
xglTexCoord2f(pp.lon(), pp.lat());
xglVertex3dv(nodes[n1]);
// printf("a normal, texcoord, and vertex (4th)\n");
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.
#if defined( MACOS )
in >> ::skipws;
#else
in >> skipws;
#endif
}
}
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;
}