1 // obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
3 // Written by Curtis Olson, started October 1997.
5 // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #ifdef SG_MATH_EXCEPTION_CLASH
35 #include <simgear/compiler.h>
36 #include <simgear/sg_inlines.h>
37 #include <simgear/io/sg_binobj.hxx>
41 #include <vector> // STL
42 #include <ctype.h> // isdigit()
44 #include <simgear/constants.h>
45 #include <simgear/debug/logstream.hxx>
46 #include <simgear/math/point3d.hxx>
47 #include <simgear/math/polar3d.hxx>
48 #include <simgear/math/sg_geodesy.hxx>
49 #include <simgear/math/sg_random.h>
50 #include <simgear/math/vector.hxx>
51 #include <simgear/misc/sgstream.hxx>
52 #include <simgear/misc/stopwatch.hxx>
53 #include <simgear/misc/texcoord.hxx>
55 #include <Main/globals.hxx>
56 #include <Main/fg_props.hxx>
57 #include <Time/light.hxx>
58 #include <Scenery/tileentry.hxx>
62 #include "pt_lights.hxx"
69 typedef vector < int > int_list;
70 typedef int_list::iterator int_list_iterator;
71 typedef int_list::const_iterator int_point_list_iterator;
74 static double normals[FG_MAX_NODES][3];
75 static double tex_coords[FG_MAX_NODES*3][3];
78 runway_lights_predraw (ssgEntity * e)
80 // Turn on lights only at night
81 float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
82 return int((sun_angle > 90.0) ||
83 (fgGetDouble("/environment/visibility-m") < 5000.0));
87 #define FG_TEX_CONSTANT 69.0
89 // Calculate texture coordinates for a given point.
90 static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
93 // double tmplon, tmplat;
95 // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
96 // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
98 cp = Point3D( node[0] + ref.x(),
102 pp = sgCartToPolar3d(cp);
104 // tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
105 // tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
106 // cout << tmplon << " " << tmplat << endl;
108 pp.setx( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.x(), 11.0) );
109 pp.sety( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.y(), 11.0) );
111 if ( pp.x() < 0.0 ) {
112 pp.setx( pp.x() + 11.0 );
115 if ( pp.y() < 0.0 ) {
116 pp.sety( pp.y() + 11.0 );
119 // cout << pp << endl;
125 // Generate an ocean tile
126 bool fgGenTile( const string& path, SGBucket b,
128 double *bounding_radius,
129 ssgBranch* geometry )
133 ssgSimpleState *state = NULL;
135 geometry -> setName ( (char *)path.c_str() ) ;
137 double tex_width = 1000.0;
138 // double tex_height;
140 // find Ocean material in the properties list
141 newmat = material_lib.find( "Ocean" );
142 if ( newmat != NULL ) {
143 // set the texture width and height values for this
145 tex_width = newmat->get_xsize();
146 // tex_height = newmat->get_ysize();
149 state = newmat->get_state();
151 SG_LOG( SG_TERRAIN, SG_ALERT,
152 "Ack! unknown usemtl name = " << "Ocean"
156 // Calculate center point
157 double clon = b.get_center_lon();
158 double clat = b.get_center_lat();
159 double height = b.get_height();
160 double width = b.get_width();
162 *center = sgGeodToCart( Point3D(clon*SGD_DEGREES_TO_RADIANS,
163 clat*SGD_DEGREES_TO_RADIANS,
165 // cout << "center = " << center << endl;;
167 // Caculate corner vertices
169 geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
170 geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
171 geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
172 geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
176 for ( i = 0; i < 4; ++i ) {
177 rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
178 geod[i].y() * SGD_DEGREES_TO_RADIANS,
182 Point3D cart[4], rel[4];
183 for ( i = 0; i < 4; ++i ) {
184 cart[i] = sgGeodToCart(rad[i]);
185 rel[i] = cart[i] - *center;
186 // cout << "corner " << i << " = " << cart[i] << endl;
189 // Calculate bounding radius
190 *bounding_radius = center->distance3D( cart[0] );
191 // cout << "bounding radius = " << t->bounding_radius << endl;
195 for ( i = 0; i < 4; ++i ) {
196 double length = cart[i].distance3D( Point3D(0.0) );
197 normals[i] = cart[i] / length;
198 // cout << "normal = " << normals[i] << endl;
201 // Calculate texture coordinates
202 point_list geod_nodes;
204 geod_nodes.reserve(4);
207 rectangle.reserve(4);
208 for ( i = 0; i < 4; ++i ) {
209 geod_nodes.push_back( geod[i] );
210 rectangle.push_back( i );
212 point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
213 1000.0 / tex_width );
215 // Allocate ssg structure
216 ssgVertexArray *vl = new ssgVertexArray( 4 );
217 ssgNormalArray *nl = new ssgNormalArray( 4 );
218 ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
219 ssgColourArray *cl = new ssgColourArray( 1 );
222 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
225 // sgVec3 *vtlist = new sgVec3 [ 4 ];
226 // t->vec3_ptrs.push_back( vtlist );
227 // sgVec3 *vnlist = new sgVec3 [ 4 ];
228 // t->vec3_ptrs.push_back( vnlist );
229 // sgVec2 *tclist = new sgVec2 [ 4 ];
230 // t->vec2_ptrs.push_back( tclist );
234 for ( i = 0; i < 4; ++i ) {
236 rel[i].x(), rel[i].y(), rel[i].z() );
240 normals[i].x(), normals[i].y(), normals[i].z() );
243 sgSetVec2( tmp2, texs[i].x(), texs[i].y());
248 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
250 leaf->setState( state );
252 geometry->addKid( leaf );
258 static void random_pt_inside_tri( float *res,
259 float *n1, float *n2, float *n3 )
261 double a = sg_random();
262 double b = sg_random();
267 double c = 1 - a - b;
269 res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
270 res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
271 res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
275 static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
277 int num = leaf->getNumTriangles();
279 short int n1, n2, n3;
283 // generate a repeatable random seed
284 p1 = leaf->getVertex( 0 );
285 unsigned int seed = (unsigned int)(fabs(p1[0]*100));
288 for ( int i = 0; i < num; ++i ) {
289 leaf->getTriangle( i, &n1, &n2, &n3 );
290 p1 = leaf->getVertex(n1);
291 p2 = leaf->getVertex(n2);
292 p3 = leaf->getVertex(n3);
293 double area = sgTriArea( p1, p2, p3 );
294 double num = area / factor;
296 // generate a light point for each unit of area
297 while ( num > 1.0 ) {
298 random_pt_inside_tri( result, p1, p2, p3 );
299 lights->add( result );
302 // for partial units of area, use a zombie door method to
303 // create the proper random chance of a light being created
306 if ( sg_random() <= num ) {
307 // a zombie made it through our door
308 random_pt_inside_tri( result, p1, p2, p3 );
309 lights->add( result );
318 * User data for populating leaves when they come in range.
320 class LeafUserData : public ssgBase
332 void setup_triangle( int i );
337 * User data for populating triangles when they come in range.
339 class TriUserData : public ssgBase
348 FGNewMat::ObjectGroup * object_group;
350 LeafUserData * leafData;
353 void fill_in_triangle();
354 void add_object_to_triangle(FGNewMat::Object * object);
355 void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
360 * Fill in a triangle with randomly-placed objects.
362 * This method is invoked by a callback when the triangle is in range
363 * but not yet populated.
367 void TriUserData::fill_in_triangle ()
369 // generate a repeatable random seed
372 int nObjects = object_group->get_object_count();
374 for (int i = 0; i < nObjects; i++) {
375 FGNewMat::Object * object = object_group->get_object(i);
376 double num = area / object->get_coverage_m2();
378 // place an object each unit of area
379 while ( num > 1.0 ) {
380 add_object_to_triangle(object);
383 // for partial units of area, use a zombie door method to
384 // create the proper random chance of an object being created
387 if ( sg_random() <= num ) {
388 // a zombie made it through our door
389 add_object_to_triangle(object);
395 void TriUserData::add_object_to_triangle (FGNewMat::Object * object)
397 // Set up the random heading if required.
399 if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
400 hdg_deg = sg_random() * 360;
403 makeWorldMatrix(mat, hdg_deg);
405 ssgTransform * pos = new ssgTransform;
406 pos->setTransform(mat);
407 pos->addKid(object->get_random_model());
411 void TriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
414 mat[0][0] = leafData->sin_lat * leafData->cos_lon;
415 mat[0][1] = leafData->sin_lat * leafData->sin_lon;
416 mat[0][2] = -leafData->cos_lat;
419 mat[1][0] = -leafData->sin_lon;
420 mat[1][1] = leafData->cos_lon;
424 float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
425 float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
426 mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
427 mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
428 mat[0][2] = -cos_hdg * leafData->cos_lat;
431 mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
432 mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
433 mat[1][2] = sin_hdg * leafData->cos_lat;
437 mat[2][0] = leafData->cos_lat * leafData->cos_lon;
438 mat[2][1] = leafData->cos_lat * leafData->sin_lon;
439 mat[2][2] = leafData->sin_lat;
442 // translate to random point in triangle
444 random_pt_inside_tri(result, p1, p2, p3);
445 sgSubVec3(mat[3], result, center);
451 * SSG callback for an in-range triangle of randomly-placed objects.
453 * This pretraversal callback is attached to a branch that is traversed
454 * only when a triangle is in range. If the triangle is not currently
455 * populated with randomly-placed objects, this callback will populate
458 * @param entity The entity to which the callback is attached (not used).
459 * @param mask The entity's traversal mask (not used).
460 * @return Always 1, to allow traversal and culling to continue.
463 tri_in_range_callback (ssgEntity * entity, int mask)
465 TriUserData * data = (TriUserData *)entity->getUserData();
466 if (!data->is_filled_in) {
467 data->fill_in_triangle();
468 data->is_filled_in = true;
475 * SSG callback for an out-of-range triangle of randomly-placed objects.
477 * This pretraversal callback is attached to a branch that is traversed
478 * only when a triangle is out of range. If the triangle is currently
479 * populated with randomly-placed objects, the objects will be removed.
482 * @param entity The entity to which the callback is attached (not used).
483 * @param mask The entity's traversal mask (not used).
484 * @return Always 0, to prevent any further traversal or culling.
487 tri_out_of_range_callback (ssgEntity * entity, int mask)
489 TriUserData * data = (TriUserData *)entity->getUserData();
490 if (data->is_filled_in) {
491 data->branch->removeAllKids();
492 data->is_filled_in = false;
499 * ssgEntity with a dummy bounding sphere, to fool culling.
501 * This forces the in-range and out-of-range branches to be visited
502 * when appropriate, even if they have no children. It's ugly, but
503 * it works and seems fairly efficient (since branches can still
504 * be culled when they're out of the view frustum).
506 class DummyBSphereEntity : public ssgEntity
509 DummyBSphereEntity (float radius)
511 bsphere.setCenter(0, 0, 0);
512 bsphere.setRadius(radius);
514 virtual ~DummyBSphereEntity () {}
515 virtual void recalcBSphere () { bsphere_is_invalid = false; }
516 virtual void cull (sgFrustum *f, sgMat4 m, int test_needed) {}
517 virtual void isect (sgSphere *s, sgMat4 m, int test_needed) {}
518 virtual void hot (sgVec3 s, sgMat4 m, int test_needed) {}
519 virtual void los (sgVec3 s, sgMat4 m, int test_needed) {}
524 * Calculate the bounding radius of a triangle from its center.
526 * @param center The triangle center.
527 * @param p1 The first point in the triangle.
528 * @param p2 The second point in the triangle.
529 * @param p3 The third point in the triangle.
530 * @return The greatest distance any point lies from the center.
533 get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
535 return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
536 sgDistanceSquaredVec3(center, p2),
537 sgDistanceSquaredVec3(center, p3) ) );
542 * Set up a triangle for randomly-placed objects.
544 * No objects will be added unless the triangle comes into range.
548 void LeafUserData::setup_triangle (int i )
551 leaf->getTriangle(i, &n1, &n2, &n3);
553 float * p1 = leaf->getVertex(n1);
554 float * p2 = leaf->getVertex(n2);
555 float * p3 = leaf->getVertex(n3);
557 // Set up a single center point for LOD
560 (p1[0] + p2[0] + p3[0]) / 3.0,
561 (p1[1] + p2[1] + p3[1]) / 3.0,
562 (p1[2] + p2[2] + p3[2]) / 3.0);
563 double area = sgTriArea(p1, p2, p3);
565 // maximum radius of an object from center.
566 double bounding_radius = get_bounding_radius(center, p1, p2, p3);
568 // Set up a transformation to the center
569 // point, so that everything else can
570 // be specified relative to it.
571 ssgTransform * location = new ssgTransform;
573 sgMakeTransMat4(TRANS, center);
574 location->setTransform(TRANS);
575 branch->addKid(location);
577 // Iterate through all the object types.
578 int num_groups = mat->get_object_group_count();
579 for (int j = 0; j < num_groups; j++) {
580 // Look up the random object.
581 FGNewMat::ObjectGroup * group = mat->get_object_group(j);
583 // Set up the range selector for the entire
584 // triangle; note that we use the object
585 // range plus the bounding radius here, to
586 // allow for objects far from the center.
587 float ranges[] = { 0,
588 group->get_range_m() + bounding_radius,
590 ssgRangeSelector * lod = new ssgRangeSelector;
591 lod->setRanges(ranges, 3);
592 location->addKid(lod);
594 // Create the in-range and out-of-range
596 ssgBranch * in_range = new ssgBranch;
597 ssgBranch * out_of_range = new ssgBranch;
599 // Set up the user data for if/when
600 // the random objects in this triangle
602 TriUserData * data = new TriUserData;
603 data->is_filled_in = false;
607 sgCopyVec3 (data->center, center);
609 data->object_group = group;
610 data->branch = in_range;
611 data->leafData = this;
612 data->seed = (unsigned int)(p1[0] * j);
614 // Set up the in-range node.
615 in_range->setUserData(data);
616 in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
617 tri_in_range_callback);
618 lod->addKid(in_range);
620 // Set up the out-of-range node.
621 out_of_range->setUserData(data);
622 out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
623 tri_out_of_range_callback);
624 out_of_range->addKid(new DummyBSphereEntity(bounding_radius));
625 lod->addKid(out_of_range);
630 * SSG callback for an in-range leaf of randomly-placed objects.
632 * This pretraversal callback is attached to a branch that is
633 * traversed only when a leaf is in range. If the leaf is not
634 * currently prepared to be populated with randomly-placed objects,
635 * this callback will prepare it (actual population is handled by
636 * the tri_in_range_callback for individual triangles).
638 * @param entity The entity to which the callback is attached (not used).
639 * @param mask The entity's traversal mask (not used).
640 * @return Always 1, to allow traversal and culling to continue.
643 leaf_in_range_callback (ssgEntity * entity, int mask)
645 LeafUserData * data = (LeafUserData *)entity->getUserData();
647 if (!data->is_filled_in) {
648 // Iterate through all the triangles
649 // and populate them.
650 int num_tris = data->leaf->getNumTriangles();
651 for ( int i = 0; i < num_tris; ++i ) {
652 data->setup_triangle(i);
654 data->is_filled_in = true;
661 * SSG callback for an out-of-range leaf of randomly-placed objects.
663 * This pretraversal callback is attached to a branch that is
664 * traversed only when a leaf is out of range. If the leaf is
665 * currently prepared to be populated with randomly-placed objects (or
666 * is actually populated), the objects will be removed.
668 * @param entity The entity to which the callback is attached (not used).
669 * @param mask The entity's traversal mask (not used).
670 * @return Always 0, to prevent any further traversal or culling.
673 leaf_out_of_range_callback (ssgEntity * entity, int mask)
675 LeafUserData * data = (LeafUserData *)entity->getUserData();
676 if (data->is_filled_in) {
677 data->branch->removeAllKids();
678 data->is_filled_in = false;
685 * Randomly place objects on a surface.
687 * The leaf node provides the geometry of the surface, while the
688 * material provides the objects and placement density. Latitude
689 * and longitude are required so that the objects can be rotated
690 * to the world-up vector. This function does not actually add
691 * any objects; instead, it attaches an ssgRangeSelector to the
692 * branch with callbacks to generate the objects when needed.
694 * @param leaf The surface where the objects should be placed.
695 * @param branch The branch that will hold the randomly-placed objects.
696 * @param center The center of the leaf in FlightGear coordinates.
697 * @param material_name The name of the surface's material.
700 gen_random_surface_objects (ssgLeaf *leaf,
703 const string &material_name)
705 // If the surface has no triangles, return
707 int num_tris = leaf->getNumTriangles();
711 // Get the material for this surface.
712 FGNewMat * mat = material_lib.find(material_name);
714 SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
718 // If the material has no randomly-placed
719 // objects, return now.
720 if (mat->get_object_group_count() < 1)
723 // Calculate the geodetic centre of
724 // the tile, for aligning automatic
726 double lon_deg, lat_rad, lat_deg, alt_m, sl_radius_m;
727 Point3D geoc = sgCartToPolar3d(*center);
728 lon_deg = geoc.lon() * SGD_RADIANS_TO_DEGREES;
729 sgGeocToGeod(geoc.lat(), geoc.radius(),
730 &lat_rad, &alt_m, &sl_radius_m);
731 lat_deg = lat_rad * SGD_RADIANS_TO_DEGREES;
734 // max random object range: 20000m
735 float ranges[] = { 0, 20000, 1000000 };
736 ssgRangeSelector * lod = new ssgRangeSelector;
737 lod->setRanges(ranges, 3);
740 // Create the in-range and out-of-range
742 ssgBranch * in_range = new ssgBranch;
743 ssgBranch * out_of_range = new ssgBranch;
744 lod->addKid(in_range);
745 lod->addKid(out_of_range);
747 LeafUserData * data = new LeafUserData;
748 data->is_filled_in = false;
751 data->branch = in_range;
752 data->sin_lat = sin(lat_deg * SGD_DEGREES_TO_RADIANS);
753 data->cos_lat = cos(lat_deg * SGD_DEGREES_TO_RADIANS);
754 data->sin_lon = sin(lon_deg * SGD_DEGREES_TO_RADIANS);
755 data->cos_lon = cos(lon_deg * SGD_DEGREES_TO_RADIANS);
757 in_range->setUserData(data);
758 in_range->setTravCallback(SSG_CALLBACK_PRETRAV, leaf_in_range_callback);
759 out_of_range->setUserData(data);
760 out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
761 leaf_out_of_range_callback);
763 ->addKid(new DummyBSphereEntity(leaf->getBSphere()->getRadius()));
768 ////////////////////////////////////////////////////////////////////////
770 ////////////////////////////////////////////////////////////////////////
773 // Load an Ascii obj file
774 ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
775 ssgVertexArray *lights, const bool is_base)
777 FGNewMat *newmat = NULL;
781 // sgVec3 approx_normal;
782 // double normal[3], scale = 0.0;
783 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
784 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
785 // GLint display_list = 0;
787 bool in_faces = false;
788 int vncount, vtcount;
789 int n1 = 0, n2 = 0, n3 = 0;
791 // int last1 = 0, last2 = 0;
796 double scenery_version = 0.0;
797 double tex_width = 1000.0, tex_height = 1000.0;
798 bool shared_done = false;
799 int_list fan_vertices;
800 int_list fan_tex_coords;
802 ssgSimpleState *state = NULL;
803 sgVec3 *vtlist, *vnlist;
806 ssgBranch *tile = new ssgBranch () ;
808 tile -> setName ( (char *)path.c_str() ) ;
810 // Attempt to open "path.gz" or "path"
811 sg_gzifstream in( path );
812 if ( ! in.is_open() ) {
813 SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
814 SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
821 shading = fgGetBool("/sim/rendering/shading");
829 t->bounding_radius = 0.0;
833 // StopWatch stopwatch;
834 // stopwatch.start();
836 // ignore initial comments and blank lines. (priming the pump)
837 // in >> skipcomment;
844 while ( in.get(c) && c != '\0' ) {
847 while ( ! in.eof() ) {
851 if ( in.get( c ) && c == '#' ) {
852 // process a comment line
854 // getline( in, line );
855 // cout << "comment = " << line << endl;
859 if ( token == "Version" ) {
860 // read scenery versions number
861 in >> scenery_version;
862 // cout << "scenery_version = " << scenery_version << endl;
863 if ( scenery_version > 0.4 ) {
864 SG_LOG( SG_TERRAIN, SG_ALERT,
865 "\nYou are attempting to load a tile format that\n"
866 << "is newer than this version of flightgear can\n"
867 << "handle. You should upgrade your copy of\n"
868 << "FlightGear to the newest version. For\n"
869 << "details, please see:\n"
870 << "\n http://www.flightgear.org\n" );
873 } else if ( token == "gbs" ) {
874 // reference point (center offset)
876 in >> t->center >> t->bounding_radius;
880 in >> junk1 >> junk2;
883 // cout << "center = " << center
884 // << " radius = " << t->bounding_radius << endl;
885 } else if ( token == "bs" ) {
886 // reference point (center offset)
890 in >> junk1 >> junk2;
891 } else if ( token == "usemtl" ) {
892 // material property specification
894 // if first usemtl with shared_done = false, then set
895 // shared_done true and build the ssg shared lists
896 if ( ! shared_done ) {
898 if ( (int)nodes.size() != vncount ) {
899 SG_LOG( SG_TERRAIN, SG_ALERT,
900 "Tile has mismatched nodes = " << nodes.size()
901 << " and normals = " << vncount << " : "
907 vtlist = new sgVec3 [ nodes.size() ];
908 t->vec3_ptrs.push_back( vtlist );
909 vnlist = new sgVec3 [ vncount ];
910 t->vec3_ptrs.push_back( vnlist );
911 tclist = new sgVec2 [ vtcount ];
912 t->vec2_ptrs.push_back( tclist );
914 for ( i = 0; i < (int)nodes.size(); ++i ) {
915 sgSetVec3( vtlist[i],
916 nodes[i][0], nodes[i][1], nodes[i][2] );
918 for ( i = 0; i < vncount; ++i ) {
919 sgSetVec3( vnlist[i],
924 for ( i = 0; i < vtcount; ++i ) {
925 sgSetVec2( tclist[i],
931 // display_list = xglGenLists(1);
932 // xglNewList(display_list, GL_COMPILE);
933 // printf("xglGenLists(); xglNewList();\n");
936 // scan the material line
939 // find this material in the properties list
941 newmat = material_lib.find( material );
942 if ( newmat == NULL ) {
943 // see if this is an on the fly texture
945 int pos = file.rfind( "/" );
946 file = file.substr( 0, pos );
947 // cout << "current file = " << file << endl;
950 // cout << "current file = " << file << endl;
951 if ( ! material_lib.add_item( file ) ) {
952 SG_LOG( SG_TERRAIN, SG_ALERT,
953 "Ack! unknown usemtl name = " << material
956 // locate our newly created material
957 newmat = material_lib.find( material );
958 if ( newmat == NULL ) {
959 SG_LOG( SG_TERRAIN, SG_ALERT,
960 "Ack! bad on the fly materia create = "
961 << material << " in " << path );
966 if ( newmat != NULL ) {
967 // set the texture width and height values for this
969 tex_width = newmat->get_xsize();
970 tex_height = newmat->get_ysize();
971 state = newmat->get_state();
972 coverage = newmat->get_light_coverage();
973 // cout << "(w) = " << tex_width << " (h) = "
974 // << tex_width << endl;
979 // unknown comment, just gobble the input until the
989 // cout << "token = " << token << endl;
991 if ( token == "vn" ) {
993 if ( vncount < FG_MAX_NODES ) {
994 in >> normals[vncount][0]
995 >> normals[vncount][1]
996 >> normals[vncount][2];
999 SG_LOG( SG_TERRAIN, SG_ALERT,
1000 "Read too many vertex normals in " << path
1001 << " ... dying :-(" );
1004 } else if ( token == "vt" ) {
1005 // vertex texture coordinate
1006 if ( vtcount < FG_MAX_NODES*3 ) {
1007 in >> tex_coords[vtcount][0]
1008 >> tex_coords[vtcount][1];
1011 SG_LOG( SG_TERRAIN, SG_ALERT,
1012 "Read too many vertex texture coords in " << path
1017 } else if ( token == "v" ) {
1019 if ( t->ncount < FG_MAX_NODES ) {
1020 /* in >> nodes[t->ncount][0]
1021 >> nodes[t->ncount][1]
1022 >> nodes[t->ncount][2]; */
1024 nodes.push_back(node);
1029 SG_LOG( SG_TERRAIN, SG_ALERT,
1030 "Read too many nodes in " << path
1031 << " ... dying :-(");
1034 } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
1035 // triangle fan, strip, or individual face
1036 // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
1038 fan_vertices.clear();
1039 fan_tex_coords.clear();
1042 // xglBegin(GL_TRIANGLE_FAN);
1045 fan_vertices.push_back( n1 );
1046 // xglNormal3dv(normals[n1]);
1047 if ( in.get( c ) && c == '/' ) {
1049 fan_tex_coords.push_back( tex );
1050 if ( scenery_version >= 0.4 ) {
1051 if ( tex_width > 0 ) {
1052 tclist[tex][0] *= (1000.0 / tex_width);
1054 if ( tex_height > 0 ) {
1055 tclist[tex][1] *= (1000.0 / tex_height);
1058 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1059 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1062 pp = local_calc_tex_coords(nodes[n1], center);
1064 // xglTexCoord2f(pp.x(), pp.y());
1065 // xglVertex3dv(nodes[n1].get_n());
1068 fan_vertices.push_back( n2 );
1069 // xglNormal3dv(normals[n2]);
1070 if ( in.get( c ) && c == '/' ) {
1072 fan_tex_coords.push_back( tex );
1073 if ( scenery_version >= 0.4 ) {
1074 if ( tex_width > 0 ) {
1075 tclist[tex][0] *= (1000.0 / tex_width);
1077 if ( tex_height > 0 ) {
1078 tclist[tex][1] *= (1000.0 / tex_height);
1081 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1082 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1085 pp = local_calc_tex_coords(nodes[n2], center);
1087 // xglTexCoord2f(pp.x(), pp.y());
1088 // xglVertex3dv(nodes[n2].get_n());
1090 // read all subsequent numbers until next thing isn't a number
1097 if ( ! isdigit(c) || in.eof() ) {
1102 fan_vertices.push_back( n3 );
1103 // cout << " triangle = "
1104 // << n1 << "," << n2 << "," << n3
1106 // xglNormal3dv(normals[n3]);
1107 if ( in.get( c ) && c == '/' ) {
1109 fan_tex_coords.push_back( tex );
1110 if ( scenery_version >= 0.4 ) {
1111 if ( tex_width > 0 ) {
1112 tclist[tex][0] *= (1000.0 / tex_width);
1114 if ( tex_height > 0 ) {
1115 tclist[tex][1] *= (1000.0 / tex_height);
1118 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1119 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1122 pp = local_calc_tex_coords(nodes[n3], center);
1124 // xglTexCoord2f(pp.x(), pp.y());
1125 // xglVertex3dv(nodes[n3].get_n());
1127 if ( (token == "tf") || (token == "f") ) {
1140 // build the ssg entity
1141 int size = (int)fan_vertices.size();
1142 ssgVertexArray *vl = new ssgVertexArray( size );
1143 ssgNormalArray *nl = new ssgNormalArray( size );
1144 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
1145 ssgColourArray *cl = new ssgColourArray( 1 );
1148 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
1153 for ( i = 0; i < size; ++i ) {
1154 sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
1157 sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
1160 sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
1164 ssgLeaf *leaf = NULL;
1165 if ( token == "tf" ) {
1168 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
1169 } else if ( token == "ts" ) {
1172 new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
1173 } else if ( token == "f" ) {
1176 new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
1178 // leaf->makeDList();
1179 leaf->setState( state );
1181 tile->addKid( leaf );
1184 if ( coverage > 0.0 ) {
1185 if ( coverage < 10000.0 ) {
1186 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1187 << coverage << ", pushing up to 10000");
1190 gen_random_surface_points(leaf, lights, coverage);
1194 SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in "
1195 << path << " = " << token );
1198 // eat white space before start of while loop so if we are
1199 // done with useful input it is noticed before hand.
1208 // stopwatch.stop();
1209 // SG_LOG( SG_TERRAIN, SG_DEBUG,
1210 // "Loaded " << path << " in "
1211 // << stopwatch.elapsedSeconds() << " seconds" );
1217 ssgLeaf *gen_leaf( const string& path,
1218 const GLenum ty, const string& material,
1219 const point_list& nodes, const point_list& normals,
1220 const point_list& texcoords,
1221 const int_list& node_index,
1222 const int_list& normal_index,
1223 const int_list& tex_index,
1224 const bool calc_lights, ssgVertexArray *lights )
1226 double tex_width = 1000.0, tex_height = 1000.0;
1227 ssgSimpleState *state = NULL;
1228 float coverage = -1;
1230 FGNewMat *newmat = material_lib.find( material );
1231 if ( newmat == NULL ) {
1232 // see if this is an on the fly texture
1234 string::size_type pos = file.rfind( "/" );
1235 file = file.substr( 0, pos );
1236 // cout << "current file = " << file << endl;
1239 // cout << "current file = " << file << endl;
1240 if ( ! material_lib.add_item( file ) ) {
1241 SG_LOG( SG_TERRAIN, SG_ALERT,
1242 "Ack! unknown usemtl name = " << material
1243 << " in " << path );
1245 // locate our newly created material
1246 newmat = material_lib.find( material );
1247 if ( newmat == NULL ) {
1248 SG_LOG( SG_TERRAIN, SG_ALERT,
1249 "Ack! bad on the fly material create = "
1250 << material << " in " << path );
1255 if ( newmat != NULL ) {
1256 // set the texture width and height values for this
1258 tex_width = newmat->get_xsize();
1259 tex_height = newmat->get_ysize();
1260 state = newmat->get_state();
1261 coverage = newmat->get_light_coverage();
1262 // cout << "(w) = " << tex_width << " (h) = "
1263 // << tex_width << endl;
1274 int size = node_index.size();
1276 SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
1279 ssgVertexArray *vl = new ssgVertexArray( size );
1281 for ( i = 0; i < size; ++i ) {
1282 node = nodes[ node_index[i] ];
1283 sgSetVec3( tmp3, node[0], node[1], node[2] );
1289 ssgNormalArray *nl = new ssgNormalArray( size );
1290 if ( normal_index.size() ) {
1291 // object file specifies normal indices (i.e. normal indices
1293 for ( i = 0; i < size; ++i ) {
1294 normal = normals[ normal_index[i] ];
1295 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
1299 // use implied normal indices. normal index = vertex index.
1300 for ( i = 0; i < size; ++i ) {
1301 normal = normals[ node_index[i] ];
1302 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
1308 ssgColourArray *cl = new ssgColourArray( 1 );
1309 sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
1312 // texture coordinates
1313 size = tex_index.size();
1315 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
1317 texcoord = texcoords[ tex_index[0] ];
1318 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1319 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1320 if ( tex_width > 0 ) {
1321 tmp2[0] *= (1000.0 / tex_width);
1323 if ( tex_height > 0 ) {
1324 tmp2[1] *= (1000.0 / tex_height);
1327 } else if ( size > 1 ) {
1328 for ( i = 0; i < size; ++i ) {
1329 texcoord = texcoords[ tex_index[i] ];
1330 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1331 if ( tex_width > 0 ) {
1332 tmp2[0] *= (1000.0 / tex_width);
1334 if ( tex_height > 0 ) {
1335 tmp2[1] *= (1000.0 / tex_height);
1341 ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
1343 // lookup the state record
1345 leaf->setState( state );
1347 if ( calc_lights ) {
1348 if ( coverage > 0.0 ) {
1349 if ( coverage < 10000.0 ) {
1350 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1351 << coverage << ", pushing up to 10000");
1354 gen_random_surface_points(leaf, lights, coverage);
1362 // Load an Binary obj file
1363 bool fgBinObjLoad( const string& path, const bool is_base,
1365 double *bounding_radius,
1366 ssgBranch* geometry,
1367 ssgBranch* rwy_lights,
1368 ssgVertexArray *ground_lights )
1371 bool use_random_objects =
1372 fgGetBool("/sim/rendering/random-objects", true);
1374 if ( ! obj.read_bin( path ) ) {
1378 geometry->setName( (char *)path.c_str() );
1380 // reference point (center offset/bounding sphere)
1381 *center = obj.get_gbs_center();
1382 *bounding_radius = obj.get_gbs_radius();
1384 point_list const& nodes = obj.get_wgs84_nodes();
1385 point_list const& colors = obj.get_colors();
1386 point_list const& normals = obj.get_normals();
1387 point_list const& texcoords = obj.get_texcoords();
1392 group_list::size_type i;
1395 string_list const& pt_materials = obj.get_pt_materials();
1396 group_list const& pts_v = obj.get_pts_v();
1397 group_list const& pts_n = obj.get_pts_n();
1398 for ( i = 0; i < pts_v.size(); ++i ) {
1399 // cout << "pts_v.size() = " << pts_v.size() << endl;
1400 if ( pt_materials[i].substr(0, 3) == "RWY" ) {
1402 sgSetVec3( up, center->x(), center->y(), center->z() );
1403 ssgBranch *branch = gen_directional_lights( nodes, normals,
1407 float ranges[] = { 0, 12000 };
1408 branch->setCallback( SSG_CALLBACK_PREDRAW, runway_lights_predraw );
1409 ssgRangeSelector * lod = new ssgRangeSelector;
1410 lod->setRanges( ranges, 2 );
1411 lod->addKid( branch );
1412 rwy_lights->addKid( lod );
1414 material = pt_materials[i];
1416 ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
1417 nodes, normals, texcoords,
1418 pts_v[i], pts_n[i], tex_index,
1419 false, ground_lights );
1420 geometry->addKid( leaf );
1424 // Put all randomly-placed objects under a separate branch
1425 // (actually an ssgRangeSelector) named "random-models".
1426 ssgBranch * random_object_branch = 0;
1427 if (use_random_objects) {
1428 float ranges[] = { 0, 20000 }; // Maximum 20km range for random objects
1429 ssgRangeSelector * object_lod = new ssgRangeSelector;
1430 object_lod->setRanges(ranges, 2);
1431 object_lod->setName("random-models");
1432 geometry->addKid(object_lod);
1433 random_object_branch = new ssgBranch;
1434 object_lod->addKid(random_object_branch);
1437 // generate triangles
1438 string_list const& tri_materials = obj.get_tri_materials();
1439 group_list const& tris_v = obj.get_tris_v();
1440 group_list const& tris_n = obj.get_tris_n();
1441 group_list const& tris_tc = obj.get_tris_tc();
1442 for ( i = 0; i < tris_v.size(); ++i ) {
1443 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, tri_materials[i],
1444 nodes, normals, texcoords,
1445 tris_v[i], tris_n[i], tris_tc[i],
1446 is_base, ground_lights );
1448 if (use_random_objects)
1449 gen_random_surface_objects(leaf, random_object_branch,
1450 center, tri_materials[i]);
1451 geometry->addKid( leaf );
1455 string_list const& strip_materials = obj.get_strip_materials();
1456 group_list const& strips_v = obj.get_strips_v();
1457 group_list const& strips_n = obj.get_strips_n();
1458 group_list const& strips_tc = obj.get_strips_tc();
1459 for ( i = 0; i < strips_v.size(); ++i ) {
1460 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, strip_materials[i],
1461 nodes, normals, texcoords,
1462 strips_v[i], strips_n[i], strips_tc[i],
1463 is_base, ground_lights );
1465 if (use_random_objects)
1466 gen_random_surface_objects(leaf, random_object_branch,
1467 center,strip_materials[i]);
1468 geometry->addKid( leaf );
1472 string_list const& fan_materials = obj.get_fan_materials();
1473 group_list const& fans_v = obj.get_fans_v();
1474 group_list const& fans_n = obj.get_fans_n();
1475 group_list const& fans_tc = obj.get_fans_tc();
1476 for ( i = 0; i < fans_v.size(); ++i ) {
1477 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, fan_materials[i],
1478 nodes, normals, texcoords,
1479 fans_v[i], fans_n[i], fans_tc[i],
1480 is_base, ground_lights );
1481 if (use_random_objects)
1482 gen_random_surface_objects(leaf, random_object_branch,
1483 center, fan_materials[i]);
1484 geometry->addKid( leaf );