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 FG_MATH_EXCEPTION_CLASH
41 // #if defined ( __sun__ )
42 // extern "C" void *memmove(void *, const void *, size_t);
43 // extern "C" void *memset(void *, int, size_t);
46 #include <Include/compiler.h>
50 #include <vector> // STL
51 #include <ctype.h> // isdigit()
53 #include <Debug/logstream.hxx>
54 #include <Misc/fgstream.hxx>
55 #include <Include/fg_constants.h>
56 #include <Main/options.hxx>
57 #include <Math/mat3.h>
58 #include <Math/fg_random.h>
59 #include <Math/point3d.hxx>
60 #include <Math/polar3d.hxx>
61 #include <Misc/stopwatch.hxx>
62 #include <Scenery/tileentry.hxx>
64 #include "materialmgr.hxx"
71 typedef vector < int > int_list;
72 typedef int_list::iterator int_list_iterator;
73 typedef int_list::const_iterator int_point_list_iterator;
76 static double normals[FG_MAX_NODES][3];
77 static double tex_coords[FG_MAX_NODES*3][3];
80 // given three points defining a triangle, calculate the normal
81 static void calc_normal(Point3D p1, Point3D p2,
82 Point3D p3, double normal[3])
87 v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
88 v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
90 MAT3cross_product(normal, v1, v2);
91 MAT3_NORMALIZE_VEC(normal,temp);
93 // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
94 // normal[0], normal[1], normal[2]);
98 #define FG_TEX_CONSTANT 69.0
101 // Calculate texture coordinates for a given point.
102 static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) {
105 // double tmplon, tmplat;
107 // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
108 // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
110 cp = Point3D( node[0] + ref.x(),
114 pp = fgCartToPolar3d(cp);
116 // tmplon = pp.lon() * RAD_TO_DEG;
117 // tmplat = pp.lat() * RAD_TO_DEG;
118 // cout << tmplon << " " << tmplat << endl;
120 pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
121 pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
123 if ( pp.x() < 0.0 ) {
124 pp.setx( pp.x() + 11.0 );
127 if ( pp.y() < 0.0 ) {
128 pp.sety( pp.y() + 11.0 );
131 // cout << pp << endl;
137 // Load a .obj file and build the GL fragment list
138 ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
141 double approx_normal[3], normal[3] /*, scale = 0.0 */;
142 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
143 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
144 GLint display_list = 0;
146 bool in_fragment = false, in_faces = false;
147 int vncount, vtcount;
148 int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
150 int last1 = 0, last2 = 0, odd = 0;
154 double tex_width = 1000.0, tex_height = 1000.0;
155 bool shared_done = false;
156 int_list fan_vertices;
157 int_list fan_tex_coords;
159 ssgSimpleState *state = NULL;
161 ssgBranch *tile = new ssgBranch () ;
162 tile -> setName ( path.c_str() ) ;
164 // Attempt to open "path.gz" or "path"
165 fg_gzifstream in( path );
166 if ( ! in.is_open() ) {
167 FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
171 shading = current_options.get_shading();
177 t->bounding_radius = 0.0;
183 // ignore initial comments and blank lines. (priming the pump)
184 // in >> skipcomment;
187 while ( ! in.eof() ) {
197 if ( in.get( c ) && c == '#' ) {
198 // process a comment line
200 // getline( in, line );
201 // cout << "comment = " << line << endl;
205 if ( token == "gbs" ) {
206 // reference point (center offset)
207 in >> t->center >> t->bounding_radius;
209 // cout << "center = " << center
210 // << " radius = " << t->bounding_radius << endl;
211 } else if ( token == "bs" ) {
212 // reference point (center offset)
213 in >> fragment.center;
214 in >> fragment.bounding_radius;
216 // cout << "center = " << fragment.center
217 // << " radius = " << fragment.bounding_radius << endl;
218 } else if ( token == "usemtl" ) {
219 // material property specification
221 // if first usemtl with shared_done = false, then set
222 // shared_done true and build the ssg shared lists
223 if ( ! shared_done ) {
225 if ( nodes.size() != vncount ) {
226 FG_LOG( FG_TERRAIN, FG_ALERT,
227 "Tile has mismatched nodes and normals: "
233 t->vtlist = new sgVec3 [ nodes.size() ];
234 t->vnlist = new sgVec3 [ vncount ];
235 t->tclist = new sgVec2 [ vtcount ];
237 for ( i = 0; i < (int)nodes.size(); ++i ) {
238 sgSetVec3( t->vtlist[i],
239 nodes[i][0], nodes[i][1], nodes[i][2] );
241 for ( i = 0; i < vncount; ++i ) {
242 sgSetVec3( t->vnlist[i],
247 for ( i = 0; i < vtcount; ++i ) {
248 sgSetVec2( t->tclist[i],
249 tex_coords[i][0], tex_coords[i][1] );
253 // series of individual triangles
258 // this also signals the start of a new fragment
260 // close out the previous structure and start the next
262 // printf("xglEnd(); xglEndList();\n");
265 fragment.display_list = display_list;
267 // push this fragment onto the tile's object list
268 t->fragment_list.push_back(fragment);
273 // printf("start of fragment (usemtl)\n");
275 display_list = xglGenLists(1);
276 xglNewList(display_list, GL_COMPILE);
277 // printf("xglGenLists(); xglNewList();\n");
280 // reset the existing face list
281 // printf("cleaning a fragment with %d faces\n",
282 // fragment.faces.size());
285 // scan the material line
288 fragment.tile_ptr = t;
290 // find this material in the properties list
291 if ( ! material_mgr.find( material, fragment.material_ptr )) {
292 FG_LOG( FG_TERRAIN, FG_ALERT,
293 "Ack! unknown usemtl name = " << material
297 // set the texture width and height values for this
299 FGMaterial m = fragment.material_ptr->get_m();
300 tex_width = m.get_xsize();
301 tex_height = m.get_ysize();
302 state = fragment.material_ptr->get_state();
303 // cout << "(w) = " << tex_width << " (h) = "
304 // << tex_width << endl;
306 // initialize the fragment transformation matrix
308 for ( i = 0; i < 16; i++ ) {
309 fragment.matrix[i] = 0.0;
311 fragment.matrix[0] = fragment.matrix[5] =
312 fragment.matrix[10] = fragment.matrix[15] = 1.0;
315 // unknown comment, just gobble the input untill the
325 // cout << "token = " << token << endl;
327 if ( token == "vn" ) {
329 if ( vncount < FG_MAX_NODES ) {
330 in >> normals[vncount][0]
331 >> normals[vncount][1]
332 >> normals[vncount][2];
335 FG_LOG( FG_TERRAIN, FG_ALERT,
336 "Read too many vertex normals in " << path
337 << " ... dying :-(" );
340 } else if ( token == "vt" ) {
341 // vertex texture coordinate
342 if ( vtcount < FG_MAX_NODES*3 ) {
343 in >> tex_coords[vtcount][0]
344 >> tex_coords[vtcount][1];
347 FG_LOG( FG_TERRAIN, FG_ALERT,
348 "Read too many vertex texture coords in " << path
353 } else if ( token == "v" ) {
355 if ( t->ncount < FG_MAX_NODES ) {
356 /* in >> nodes[t->ncount][0]
357 >> nodes[t->ncount][1]
358 >> nodes[t->ncount][2]; */
360 nodes.push_back(node);
363 FG_LOG( FG_TERRAIN, FG_ALERT,
364 "Read too many nodes in " << path
365 << " ... dying :-(");
368 } else if ( token == "t" ) {
369 // start a new triangle strip
371 n1 = n2 = n3 = n4 = 0;
373 // fgPrintf( FG_TERRAIN, FG_DEBUG,
374 // " new tri strip = %s", line);
375 in >> n1 >> n2 >> n3;
376 fragment.add_face(n1, n2, n3);
378 // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
380 xglBegin(GL_TRIANGLE_STRIP);
381 // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
387 // Shading model is "GL_SMOOTH" so use precalculated
388 // (averaged) normals
389 // MAT3_SCALE_VEC(normal, normals[n1], scale);
390 xglNormal3dv(normal);
391 pp = calc_tex_coords(nodes[n1], center);
392 xglTexCoord2f(pp.lon(), pp.lat());
393 xglVertex3dv(nodes[n1].get_n());
395 // MAT3_SCALE_VEC(normal, normals[n2], scale);
396 xglNormal3dv(normal);
397 pp = calc_tex_coords(nodes[n2], center);
398 xglTexCoord2f(pp.lon(), pp.lat());
399 xglVertex3dv(nodes[n2].get_n());
401 // MAT3_SCALE_VEC(normal, normals[n3], scale);
402 xglNormal3dv(normal);
403 pp = calc_tex_coords(nodes[n3], center);
404 xglTexCoord2f(pp.lon(), pp.lat());
405 xglVertex3dv(nodes[n3].get_n());
407 // Shading model is "GL_FLAT" so calculate per face
408 // normals on the fly.
410 calc_normal(nodes[n1], nodes[n2],
411 nodes[n3], approx_normal);
413 calc_normal(nodes[n2], nodes[n1],
414 nodes[n3], approx_normal);
416 // MAT3_SCALE_VEC(normal, approx_normal, scale);
417 xglNormal3dv(normal);
419 pp = calc_tex_coords(nodes[n1], center);
420 xglTexCoord2f(pp.lon(), pp.lat());
421 xglVertex3dv(nodes[n1].get_n());
423 pp = calc_tex_coords(nodes[n2], center);
424 xglTexCoord2f(pp.lon(), pp.lat());
425 xglVertex3dv(nodes[n2].get_n());
427 pp = calc_tex_coords(nodes[n3], center);
428 xglTexCoord2f(pp.lon(), pp.lat());
429 xglVertex3dv(nodes[n3].get_n());
431 // printf("some normals, texcoords, and vertices\n");
437 // There can be three or four values
439 while ( in.get(c) ) {
441 break; // only the one
451 fragment.add_face(n3, n2, n4);
454 // Shading model is "GL_SMOOTH"
455 // MAT3_SCALE_VEC(normal, normals[n4], scale);
457 // Shading model is "GL_FLAT"
458 calc_normal(nodes[n3], nodes[n2], nodes[n4],
460 // MAT3_SCALE_VEC(normal, approx_normal, scale);
462 xglNormal3dv(normal);
463 pp = calc_tex_coords(nodes[n4], center);
464 xglTexCoord2f(pp.lon(), pp.lat());
465 xglVertex3dv(nodes[n4].get_n());
470 // printf("a normal, texcoord, and vertex (4th)\n");
472 } else if ( token == "tf" ) {
474 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
476 fan_vertices.clear();
477 fan_tex_coords.clear();
479 xglBegin(GL_TRIANGLE_FAN);
482 fan_vertices.push_back( n1 );
483 xglNormal3dv(normals[n1]);
484 if ( in.get( c ) && c == '/' ) {
486 fan_tex_coords.push_back( tex );
487 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
488 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
491 pp = calc_tex_coords(nodes[n1], center);
493 xglTexCoord2f(pp.x(), pp.y());
494 xglVertex3dv(nodes[n1].get_n());
497 fan_vertices.push_back( n2 );
498 xglNormal3dv(normals[n2]);
499 if ( in.get( c ) && c == '/' ) {
501 fan_tex_coords.push_back( tex );
502 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
503 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
506 pp = calc_tex_coords(nodes[n2], center);
508 xglTexCoord2f(pp.x(), pp.y());
509 xglVertex3dv(nodes[n2].get_n());
511 // read all subsequent numbers until next thing isn't a number
522 if ( ! isdigit(c) || in.eof() ) {
527 fan_vertices.push_back( n3 );
528 // cout << " triangle = "
529 // << n1 << "," << n2 << "," << n3
531 xglNormal3dv(normals[n3]);
532 if ( in.get( c ) && c == '/' ) {
534 fan_tex_coords.push_back( tex );
535 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
536 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
539 pp = calc_tex_coords(nodes[n3], center);
541 xglTexCoord2f(pp.x(), pp.y());
542 xglVertex3dv(nodes[n3].get_n());
544 fragment.add_face(n1, n2, n3);
550 // build the ssg entity
551 unsigned short *vindex =
552 new unsigned short [ fan_vertices.size() ];
553 unsigned short *tindex =
554 new unsigned short [ fan_tex_coords.size() ];
555 for ( i = 0; i < (int)fan_vertices.size(); ++i ) {
556 vindex[i] = fan_vertices[i];
558 for ( i = 0; i < (int)fan_tex_coords.size(); ++i ) {
559 tindex[i] = fan_tex_coords[i];
562 new ssgVTable ( GL_TRIANGLE_FAN,
563 fan_vertices.size(), vindex, t->vtlist,
564 fan_vertices.size(), vindex, t->vnlist,
565 fan_tex_coords.size(), tindex, t->tclist,
567 leaf->setState( state );
569 tile->addKid( leaf );
571 } else if ( token == "f" ) {
575 xglBegin(GL_TRIANGLES);
576 // printf("xglBegin(triangles)\n");
580 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
581 in >> n1 >> n2 >> n3;
582 fragment.add_face(n1, n2, n3);
584 // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
585 xglNormal3dv(normals[n1]);
586 pp = calc_tex_coords(nodes[n1], center);
587 xglTexCoord2f(pp.lon(), pp.lat());
588 xglVertex3dv(nodes[n1].get_n());
590 xglNormal3dv(normals[n2]);
591 pp = calc_tex_coords(nodes[n2], center);
592 xglTexCoord2f(pp.lon(), pp.lat());
593 xglVertex3dv(nodes[n2].get_n());
595 xglNormal3dv(normals[n3]);
596 pp = calc_tex_coords(nodes[n3], center);
597 xglTexCoord2f(pp.lon(), pp.lat());
598 xglVertex3dv(nodes[n3].get_n());
599 // printf("some normals, texcoords, and vertices (tris)\n");
600 } else if ( token == "q" ) {
601 // continue a triangle strip
604 // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
608 // There can be one or two values
610 while ( in.get(c) ) {
612 break; // only the one
621 // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
624 fragment.add_face(last1, last2, n1);
626 fragment.add_face(last2, last1, n1);
630 // Shading model is "GL_SMOOTH"
631 // MAT3_SCALE_VEC(normal, normals[n1], scale);
633 // Shading model is "GL_FLAT"
635 calc_normal(nodes[last1], nodes[last2],
636 nodes[n1], approx_normal);
638 calc_normal(nodes[last2], nodes[last1],
639 nodes[n1], approx_normal);
641 // MAT3_SCALE_VEC(normal, approx_normal, scale);
643 xglNormal3dv(normal);
645 pp = calc_tex_coords(nodes[n1], center);
646 xglTexCoord2f(pp.lon(), pp.lat());
647 xglVertex3dv(nodes[n1].get_n());
648 // printf("a normal, texcoord, and vertex (4th)\n");
655 // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
658 fragment.add_face(last1, last2, n2);
660 fragment.add_face(last2, last1, n2);
664 // Shading model is "GL_SMOOTH"
665 // MAT3_SCALE_VEC(normal, normals[n2], scale);
667 // Shading model is "GL_FLAT"
669 calc_normal(nodes[last1], nodes[last2],
670 nodes[n2], approx_normal);
672 calc_normal(nodes[last2], nodes[last1],
673 nodes[n2], approx_normal);
675 // MAT3_SCALE_VEC(normal, approx_normal, scale);
677 xglNormal3dv(normal);
679 pp = calc_tex_coords(nodes[n2], center);
680 xglTexCoord2f(pp.lon(), pp.lat());
681 xglVertex3dv(nodes[n2].get_n());
682 // printf("a normal, texcoord, and vertex (4th)\n");
689 FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
690 << path << " = " << token );
693 // eat white space before start of while loop so if we are
694 // done with useful input it is noticed before hand.
704 // close out the previous structure and start the next
707 // printf("xglEnd(); xglEndList();\n");
710 fragment.display_list = display_list;
712 // push this fragment onto the tile's object list
713 t->fragment_list.push_back(fragment);
717 // Draw normal vectors (for visually verifying normals)
719 xglColor3f(0.0, 0.0, 0.0);
720 for ( i = 0; i < t->ncount; i++ ) {
721 xglVertex3d(nodes[i][0],
724 xglVertex3d(nodes[i][0] + 500*normals[i][0],
725 nodes[i][1] + 500*normals[i][1],
726 nodes[i][2] + 500*normals[i][2]);
734 FG_LOG( FG_TERRAIN, FG_INFO,
735 "Loaded " << path << " in "
736 << stopwatch.elapsedSeconds() << " seconds" );