No description
5d259e5e46
For what it's worth, I'm open to using a simpler, more currently maintained nurbs library, but at last check, I couldn't find one. |
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src | ||
.cvsignore | ||
acinclude.m4 | ||
AUTHORS | ||
autogen.sh | ||
ChangeLog | ||
configure.ac | ||
detect.c | ||
Makefile.am | ||
NEWS | ||
PATCH-nurbs++-3.0.11-with-gcc-3.4.x | ||
README | ||
README.cygwin | ||
README.gpc | ||
README.gts | ||
README.howto | ||
README.nurbs++ | ||
README.plib | ||
README.SimGear | ||
TerraGear.dsp | ||
TerraGear.dsw | ||
VERSION.in |
TerraGear Scenery Tools README ============================== TerraGear is a collection of tools for building scenery for the FlightGear project. Generally, the process is done in two steps: 1. Preprocess the original raw data. This chops up the data into the FG tiling scheme and saves it in a simple, intermediate format. 2. Collect all the different pieces of intermediate data and assemble them into a 3d model of the terrain. There is currently no graphical front end for these tools so you will need to run them from the command line. Be prepaired, when building scenery on a world wide scale, be prepaired to burn through multiple gigabytes of disk space and days or weeks of crunching. Building smaller chunks is much more doable though. Building the Tools ================== These tools are primarily compiled and tested under Unix with the Gnu C/C++ compilers. I believe they also build and run on windows with Cygwin. If anyone has patches for supporting other platforms, I will be happy to incorporate them. The process for building these tools is very similar to building the main FG source code. 1. If you are using the CVS version of the source, run the "autogen.sh" script. If you downloaded the source tarball, then don't. 2. Run the "configure" script, with optional arguments for setting the install prefix, etc.. 3. Run "make" 4. Run "make install" Preprocessing Terrain ===================== TerraGear supports several terrain data sources: 1. 30-arcsec SRTM based terrain data covering the world (recommended over other 30-arcsec data sources): ftp://edcsgs9.cr.usgs.gov/pub/data/srtm/SRTM30/ I don't recall the details at the moment for processing this data. Probably similar to the processing of the GLOBE data. 2. 30-arcsec world wide data: GLOBE project: http://www.ngdc.noaa.gov/seg/topo/globe.shtml a) First convert the "bin" DEM format to "ascii" DEM format using "Prep/DemRaw2ascii/raw2ascii" b) Then process the resulting files with "Prep/DemChop/demchop" 3. 30-arcsec world wide data: GTOPO30 data: http://edcwww.cr.usgs.gov/landdaac/gtopo30/gtopo30.html a) First convert the "bin" DEM format to "ascii" DEM format using "Prep/DemRaw2ascii/raw2ascii" b) Then process the resulting files with "Prep/DemChop/demchop" 4. SRTM (1 and 3-arcsec nearly world wide coverage): ftp://edcsgs9.cr.usgs.gov/pub/data/srtm/ a) Chop up the .zip files using "Prep/DemChop/hgtchop" 5. 3-arcsec ASCII DEM files: Generally, I recommend using the SRTM data over this older data set, however in places like Alaska, there is no SRTM coverage so this data is better than the 30 arcsec data. http://edcwww.cr.usgs.gov/doc/edchome/ndcdb/ndcdb.html a) Create the .arr.gz files using the "Prep/DemChop/demchop" utility. The result for any of these terrain sources should be a "work" tree with a .arr.gz file for each FG tile. 6. After you create the .arr.gz files you have to create a corresponding .fit.gz file for each of these. This is a data reduction step which fits a set of polygons to the raw terrain with a set of constraints on the maximum error allowed relative to the original data set, and a max/min number of allowed nodes in the fitted set. The provided tools use a scheme that produces an adaptive fit which means fewer polygons in smooth flat areas, and more polygons in complex rough areas. The end result is a *much* better fit with fewer polygons than you could achieve by just keeping every "nth" point from the original array. To walk through an entire tree of .arr.gz files and produce the corresponding .fit.gz files, use the "Prep/TerraFit/terrafit.py" utility. Please ignore the old "ArrayFit" tools which use a stupid algorithm and are basically useless in comparison to TerraFit. You should now have a large tree of .arr.gz files with a corresponding .fit.gz file for each .arr.gz file. It's worth double checking the contents of your directory and counting all files of each type to make sure you do have a one to one match and didn't miss anything. Generating Airports =================== Robin Peel maintains a world wide database of airports and navaids for the X-Plane and FlightGear projects: http://www.x-plane.org/users/robinp/ Robin's apt.dat needs to be run through two scripts cat apt.dat | ./xp2simpleapt.pl > basic.dat cat apt.dat | ./xp2runway.pl > runways.dat Compress these and copy them to $FG_ROOT/data/Airports Now run the runways.dat through the getapt utility: genapts --input=runways.dat --work=$FG_WORK_DIR Note: this creates a last_apt file which shows you the airport genapts is currently working on. - if genapts crashes (which is possible if you try to run through the entire runways.dat file) you can look at last_apt to see where to start up again. - You can start in midstream using the --start-id=KABC option to genapts. - If you get a consistant crash on a particular airport, you probably found a bug in genapts, or there is some degenerate information at that airport (40 mile long runways, 2 runways spaced miles apart, etc.) Often you can fix the data and proceed. Sometimes you can "nudge" things around to get past a genapts bug. For instance, if you crahs consistantly on a valid looking runway, try nudging the heading or position by a least significant digit. Sometimes we can get numerical problems with the polygon cliper and this often works around it. Other considerations: - Airport generation pre-depends on terrain data being preped and ready so airport surfaces can be built properly. - If you prep new terrain data, you should probably rerun the airport generation step. Processing VMAP0 data ===================== Most of the FlightGear terrain features come from the VMAP0 data set available from: http://geoengine.nima.mil/ There is a script in src/Prep/TGVPF/ called process.sh which will generate all the VPF data for all 4 CD's. Look at the script and understand what it's doing. I don't run it exactly as is because it takes too long to run everything at once and if something bombs in the middle, you generally have to start from the beginning just to be on the safe side and avoid duplications and other potential weirdness. I usually run each CD individual and copy the data to a separate area when done. Then I reassemble all the VPF data in the end before running the final tile builder. Processing Radio Tower data =========================== I found some very detailed, very complete, very current radio tower data from the FCC. This even includes cell phone towers and individual hobbiest towers. However it only has USA coverage: http://wireless.fcc.gov/cgi-bin/wtb-datadump.pl When you unzip this file, the good stuff is in DE.dat, I believe there is file format information at the above url. Run: .../Prep/Tower/tower.pl --input=$RAW_DIR/DE.dat --outdir=$WORK_DIR/TowerObj This creates a tree of .ind files in $WORK_DIR/TowerObj/ If you add this directory to the list of directories searched by the build tile program, these entries should get added to the final scenery. This of course requires the corresponding tower models to be available in the base package.