]> git.mxchange.org Git - flightgear.git/blob - src/Objects/obj.cxx
9fbff7d1bba7ffb7f1445aa2b9861b97ab7bb4a4
[flightgear.git] / src / Objects / obj.cxx
1 // obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
2 //
3 // Written by Curtis Olson, started October 1997.
4 //
5 // Copyright (C) 1997  Curtis L. Olson  - curt@infoplane.com
6 //
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.
11 //
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.
16 //
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.
20 //
21 // $Id$
22
23
24 #ifdef HAVE_CONFIG_H
25 #  include <config.h>
26 #endif
27
28 #ifdef FG_MATH_EXCEPTION_CLASH
29 #  include <math.h>
30 #endif
31
32 #include <stdio.h>
33 #include <string.h>
34
35 // #if defined ( __sun__ )
36 // extern "C" void *memmove(void *, const void *, size_t);
37 // extern "C" void *memset(void *, int, size_t);
38 // #endif
39
40 #include <simgear/compiler.h>
41
42 #include STL_STRING
43 #include <map>                  // STL
44 #include <vector>               // STL
45 #include <ctype.h>              // isdigit()
46
47 #include <simgear/constants.h>
48 #include <simgear/debug/logstream.hxx>
49 #include <simgear/math/fg_geodesy.hxx>
50 #include <simgear/math/fg_random.h>
51 #include <simgear/math/point3d.hxx>
52 #include <simgear/math/polar3d.hxx>
53 #include <simgear/misc/fgstream.hxx>
54 #include <simgear/misc/stopwatch.hxx>
55 #include <simgear/misc/texcoord.hxx>
56
57 #include <Main/options.hxx>
58 #include <Scenery/tileentry.hxx>
59
60 #include "materialmgr.hxx"
61 #include "obj.hxx"
62
63 FG_USING_STD(string);
64 FG_USING_STD(vector);
65
66
67 typedef vector < int > int_list;
68 typedef int_list::iterator int_list_iterator;
69 typedef int_list::const_iterator int_point_list_iterator;
70
71
72 static double normals[FG_MAX_NODES][3];
73 static double tex_coords[FG_MAX_NODES*3][3];
74
75
76 // given three points defining a triangle, calculate the normal
77 static void calc_normal(Point3D p1, Point3D p2, 
78                         Point3D p3, sgVec3 normal)
79 {
80     sgVec3 v1, v2;
81
82     v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
83     v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
84
85     sgVectorProductVec3( normal, v1, v2 );
86     sgNormalizeVec3( normal );
87
88     // fgPrintf( FG_TERRAIN, FG_DEBUG, "  Normal = %.2f %.2f %.2f\n", 
89     //           normal[0], normal[1], normal[2]);
90 }
91
92
93 #define FG_TEX_CONSTANT 69.0
94
95 // Calculate texture coordinates for a given point.
96 static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
97     Point3D cp;
98     Point3D pp;
99     // double tmplon, tmplat;
100
101     // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
102     // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
103
104     cp = Point3D( node[0] + ref.x(),
105                   node[1] + ref.y(),
106                   node[2] + ref.z() );
107
108     pp = fgCartToPolar3d(cp);
109
110     // tmplon = pp.lon() * RAD_TO_DEG;
111     // tmplat = pp.lat() * RAD_TO_DEG;
112     // cout << tmplon << " " << tmplat << endl;
113
114     pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
115     pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
116
117     if ( pp.x() < 0.0 ) {
118         pp.setx( pp.x() + 11.0 );
119     }
120
121     if ( pp.y() < 0.0 ) {
122         pp.sety( pp.y() + 11.0 );
123     }
124
125     // cout << pp << endl;
126
127     return(pp);
128 }
129
130
131 // Generate a generic ocean tile on the fly
132 ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
133     fgFRAGMENT fragment;
134     fragment.init();
135     fragment.tile_ptr = t;
136
137     ssgSimpleState *state = NULL;
138
139     ssgBranch *tile = new ssgBranch () ;
140     tile -> setName ( (char *)path.c_str() ) ;
141
142     // find Ocean material in the properties list
143     if ( ! material_mgr.find( "Ocean", fragment.material_ptr )) {
144         FG_LOG( FG_TERRAIN, FG_ALERT, 
145                 "Ack! unknown usemtl name = " << "Ocean" 
146                 << " in " << path );
147     }
148
149     // set the texture width and height values for this
150     // material
151     FGMaterial m = fragment.material_ptr->get_m();
152     double tex_width = m.get_xsize();
153     // double tex_height = m.get_ysize();
154
155     // set ssgState
156     state = fragment.material_ptr->get_state();
157
158     // Calculate center point
159     FGBucket b = t->tile_bucket;
160     double clon = b.get_center_lon();
161     double clat = b.get_center_lat();
162     double height = b.get_height();
163     double width = b.get_width();
164
165     Point3D center = fgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0));
166     t->center = center;
167     fragment.center = center;
168     // cout << "center = " << center << endl;;
169     
170     // Caculate corner vertices
171     Point3D geod[4];
172     geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
173     geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
174     geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
175     geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
176
177     Point3D rad[4];
178     int i;
179     for ( i = 0; i < 4; ++i ) {
180         rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
181                           geod[i].z() );
182     }
183
184     Point3D cart[4], rel[4];
185     t->nodes.clear();
186     for ( i = 0; i < 4; ++i ) {
187         cart[i] = fgGeodToCart(rad[i]);
188         rel[i] = cart[i] - center;
189         t->nodes.push_back( rel[i] );
190         // cout << "corner " << i << " = " << cart[i] << endl;
191     }
192
193     t->ncount = 4;
194
195     // Calculate bounding radius
196     t->bounding_radius = center.distance3D( cart[0] );
197     fragment.bounding_radius = t->bounding_radius;
198     // cout << "bounding radius = " << t->bounding_radius << endl;
199
200     // Calculate normals
201     Point3D normals[4];
202     for ( i = 0; i < 4; ++i ) {
203         normals[i] = cart[i];
204         double length = normals[i].distance3D( Point3D(0.0) );
205         normals[i] /= length;
206         // cout << "normal = " << normals[i] << endl;
207     }
208
209     // Calculate texture coordinates
210     point_list geod_nodes;
211     geod_nodes.clear();
212     for ( i = 0; i < 4; ++i ) {
213         geod_nodes.push_back( geod[i] );
214     }
215     int_list rectangle;
216     rectangle.clear();
217     for ( i = 0; i < 4; ++i ) {
218         rectangle.push_back( i );
219     }
220     point_list texs = calc_tex_coords( b, geod_nodes, rectangle, 
221                                        1000.0 / tex_width );
222
223     // Build flight gear structure
224     fragment.add_face(0, 1, 2);
225     fragment.add_face(0, 2, 3);
226     t->fragment_list.push_back(fragment);
227
228     // Allocate ssg structure
229     ssgVertexArray   *vl = new ssgVertexArray( 4 );
230     ssgNormalArray   *nl = new ssgNormalArray( 4 );
231     ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
232     ssgColourArray   *cl = new ssgColourArray( 1 );
233
234     sgVec4 color;
235     sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
236     cl->add( color );
237
238     // sgVec3 *vtlist = new sgVec3 [ 4 ];
239     // t->vec3_ptrs.push_back( vtlist );
240     // sgVec3 *vnlist = new sgVec3 [ 4 ];
241     // t->vec3_ptrs.push_back( vnlist );
242     // sgVec2 *tclist = new sgVec2 [ 4 ];
243     // t->vec2_ptrs.push_back( tclist );
244
245     sgVec2 tmp2;
246     sgVec3 tmp3;
247     for ( i = 0; i < 4; ++i ) {
248         sgSetVec3( tmp3, 
249                    rel[i].x(), rel[i].y(), rel[i].z() );
250         vl->add( tmp3 );
251
252         sgSetVec3( tmp3, 
253                    normals[i].x(), normals[i].y(), normals[i].z() );
254         nl->add( tmp3 );
255
256         sgSetVec2( tmp2, texs[i].x(), texs[i].y());
257         tl->add( tmp2 );
258     }
259     
260     ssgLeaf *leaf = 
261         new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
262
263     leaf->setState( state );
264
265     tile->addKid( leaf );
266     // if ( current_options.get_clouds() ) {
267     //    fgGenCloudTile(path, t, tile);
268     // }
269
270     return tile;
271 }
272
273
274 // Load a .obj file and build the fragment list
275 ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
276     fgFRAGMENT fragment;
277     Point3D pp;
278     sgVec3 approx_normal;
279     // double normal[3], scale = 0.0;
280     // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
281     // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
282     // GLint display_list = 0;
283     int shading;
284     bool in_fragment = false, in_faces = false;
285     int vncount, vtcount;
286     int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
287     int tex;
288     int last1 = 0, last2 = 0;
289     bool odd = false;
290     point_list nodes;
291     Point3D node;
292     Point3D center;
293     double scenery_version = 0.0;
294     double tex_width = 1000.0, tex_height = 1000.0;
295     bool shared_done = false;
296     int_list fan_vertices;
297     int_list fan_tex_coords;
298     int i;
299     ssgSimpleState *state = NULL;
300     sgVec3 *vtlist, *vnlist;
301     sgVec2 *tclist;
302
303     ssgBranch *tile = new ssgBranch () ;
304
305     tile -> setName ( (char *)path.c_str() ) ;
306
307     // Attempt to open "path.gz" or "path"
308     fg_gzifstream in( path );
309     if ( ! in.is_open() ) {
310         FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
311         FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
312
313         return fgGenTile( path, t );
314     }
315
316     shading = current_options.get_shading();
317
318     in_fragment = false;
319     if ( is_base ) {
320         t->ncount = 0;
321     }
322     vncount = 0;
323     vtcount = 0;
324     if ( is_base ) {
325         t->bounding_radius = 0.0;
326     }
327     center = t->center;
328
329     StopWatch stopwatch;
330     stopwatch.start();
331
332     // ignore initial comments and blank lines. (priming the pump)
333     // in >> skipcomment;
334     // string line;
335
336     string token;
337     char c;
338
339 #ifdef __MWERKS__
340     while ( in.get(c) && c  != '\0' ) {
341         in.putback(c);
342 #else
343     while ( ! in.eof() ) {
344 #endif
345
346 #if defined( MACOS )
347         in >> ::skipws;
348 #else
349         in >> skipws;
350 #endif
351
352         if ( in.get( c ) && c == '#' ) {
353             // process a comment line
354
355             // getline( in, line );
356             // cout << "comment = " << line << endl;
357
358             in >> token;
359
360             if ( token == "Version" ) {
361                 // read scenery versions number
362                 in >> scenery_version;
363                 // cout << "scenery_version = " << scenery_version << endl;
364             } else if ( token == "gbs" ) {
365                 // reference point (center offset)
366                 if ( is_base ) {
367                     in >> t->center >> t->bounding_radius;
368                 } else {
369                     Point3D junk1;
370                     double junk2;
371                     in >> junk1 >> junk2;
372                 }
373                 center = t->center;
374                 // cout << "center = " << center 
375                 //      << " radius = " << t->bounding_radius << endl;
376             } else if ( token == "bs" ) {
377                 // reference point (center offset)
378                 in >> fragment.center;
379                 in >> fragment.bounding_radius;
380
381                 // cout << "center = " << fragment.center 
382                 //      << " radius = " << fragment.bounding_radius << endl;
383             } else if ( token == "usemtl" ) {
384                 // material property specification
385
386                 // if first usemtl with shared_done = false, then set
387                 // shared_done true and build the ssg shared lists
388                 if ( ! shared_done ) {
389                     // sanity check
390                     if ( (int)nodes.size() != vncount ) {
391                         FG_LOG( FG_TERRAIN, FG_ALERT, 
392                                 "Tile has mismatched nodes and normals: " 
393                                 << path );
394                         // exit(-1);
395                     }
396                     shared_done = true;
397
398                     vtlist = new sgVec3 [ nodes.size() ];
399                     t->vec3_ptrs.push_back( vtlist );
400                     vnlist = new sgVec3 [ vncount ];
401                     t->vec3_ptrs.push_back( vnlist );
402                     tclist = new sgVec2 [ vtcount ];
403                     t->vec2_ptrs.push_back( tclist );
404
405                     for ( i = 0; i < (int)nodes.size(); ++i ) {
406                         sgSetVec3( vtlist[i], 
407                                    nodes[i][0], nodes[i][1], nodes[i][2] );
408                     }
409                     for ( i = 0; i < vncount; ++i ) {
410                         sgSetVec3( vnlist[i], 
411                                    normals[i][0], 
412                                    normals[i][1],
413                                    normals[i][2] );
414                     }
415                     for ( i = 0; i < vtcount; ++i ) {
416                         sgSetVec2( tclist[i],
417                                    tex_coords[i][0],
418                                    tex_coords[i][1] );
419                     }
420                 }
421
422                 // series of individual triangles
423                 // if ( in_faces ) {
424                 //     xglEnd();
425                 // }
426
427                 // this also signals the start of a new fragment
428                 if ( in_fragment ) {
429                     // close out the previous structure and start the next
430                     // xglEndList();
431                     // printf("xglEnd(); xglEndList();\n");
432
433                     // update fragment
434                     // fragment.display_list = display_list;
435
436                     // push this fragment onto the tile's object list
437                     t->fragment_list.push_back(fragment);
438                 } else {
439                     in_fragment = true;
440                 }
441
442                 // printf("start of fragment (usemtl)\n");
443
444                 // display_list = xglGenLists(1);
445                 // xglNewList(display_list, GL_COMPILE);
446                 // printf("xglGenLists(); xglNewList();\n");
447                 in_faces = false;
448
449                 // reset the existing face list
450                 // printf("cleaning a fragment with %d faces\n", 
451                 //        fragment.faces.size());
452                 fragment.init();
453                 
454                 // scan the material line
455                 string material;
456                 in >> material;
457                 fragment.tile_ptr = t;
458                 
459                 // find this material in the properties list
460                 if ( ! material_mgr.find( material, fragment.material_ptr )) {
461                     // see if this is an on the fly texture
462                     string file = path;
463                     int pos = file.rfind( "/" );
464                     file = file.substr( 0, pos );
465                     cout << "current file = " << file << endl;
466                     file += "/";
467                     file += material;
468                     cout << "current file = " << file << endl;
469                     if ( ! material_mgr.add_item( file ) ) {
470                         FG_LOG( FG_TERRAIN, FG_ALERT, 
471                                 "Ack! unknown usemtl name = " << material 
472                                 << " in " << path );
473                     } else {
474                         // locate our newly created material
475                         if ( !material_mgr.find( material, fragment.material_ptr ) ) {
476                             FG_LOG( FG_TERRAIN, FG_ALERT, 
477                                     "Ack! bad on the fly materia create = "
478                                     << material << " in " << path );
479                         }
480                             
481                     }
482                 }
483
484                 // set the texture width and height values for this
485                 // material
486                 FGMaterial m = fragment.material_ptr->get_m();
487                 tex_width = m.get_xsize();
488                 tex_height = m.get_ysize();
489                 state = fragment.material_ptr->get_state();
490                 // cout << "(w) = " << tex_width << " (h) = " 
491                 //      << tex_width << endl;
492
493                 // initialize the fragment transformation matrix
494                 /*
495                  for ( i = 0; i < 16; i++ ) {
496                    fragment.matrix[i] = 0.0;
497                  }
498                  fragment.matrix[0] = fragment.matrix[5] =
499                  fragment.matrix[10] = fragment.matrix[15] = 1.0;
500                 */
501             } else {
502                 // unknown comment, just gobble the input untill the
503                 // end of line
504
505                 in >> skipeol;
506             }
507         } else {
508             in.putback( c );
509         
510             in >> token;
511
512             // cout << "token = " << token << endl;
513
514             if ( token == "vn" ) {
515                 // vertex normal
516                 if ( vncount < FG_MAX_NODES ) {
517                     in >> normals[vncount][0]
518                        >> normals[vncount][1]
519                        >> normals[vncount][2];
520                     vncount++;
521                 } else {
522                     FG_LOG( FG_TERRAIN, FG_ALERT, 
523                             "Read too many vertex normals in " << path 
524                             << " ... dying :-(" );
525                     exit(-1);
526                 }
527             } else if ( token == "vt" ) {
528                 // vertex texture coordinate
529                 if ( vtcount < FG_MAX_NODES*3 ) {
530                     in >> tex_coords[vtcount][0]
531                        >> tex_coords[vtcount][1];
532                     vtcount++;
533                 } else {
534                     FG_LOG( FG_TERRAIN, FG_ALERT, 
535                             "Read too many vertex texture coords in " << path
536                             << " ... dying :-("
537                             );
538                     exit(-1);
539                 }
540             } else if ( token == "v" ) {
541                 // node (vertex)
542                 if ( t->ncount < FG_MAX_NODES ) {
543                     /* in >> nodes[t->ncount][0]
544                        >> nodes[t->ncount][1]
545                        >> nodes[t->ncount][2]; */
546                     in >> node;
547                     nodes.push_back(node);
548                     if ( is_base ) {
549                         t->ncount++;
550                     }
551                 } else {
552                     FG_LOG( FG_TERRAIN, FG_ALERT, 
553                             "Read too many nodes in " << path 
554                             << " ... dying :-(");
555                     exit(-1);
556                 }
557             } else if ( token == "t" ) {
558                 // start a new triangle strip
559
560                 n1 = n2 = n3 = n4 = 0;
561
562                 // fgPrintf( FG_TERRAIN, FG_DEBUG, 
563                 //           "    new tri strip = %s", line);
564                 in >> n1 >> n2 >> n3;
565                 fragment.add_face(n1, n2, n3);
566
567                 // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
568
569                 // xglBegin(GL_TRIANGLE_STRIP);
570                 // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
571
572                 odd = true; 
573                 // scale = 1.0;
574
575                 if ( shading ) {
576                     // Shading model is "GL_SMOOTH" so use precalculated
577                     // (averaged) normals
578                     // MAT3_SCALE_VEC(normal, normals[n1], scale);
579                     // xglNormal3dv(normal);
580                     pp = local_calc_tex_coords(nodes[n1], center);
581                     // xglTexCoord2f(pp.lon(), pp.lat());
582                     // xglVertex3dv(nodes[n1].get_n());         
583
584                     // MAT3_SCALE_VEC(normal, normals[n2], scale);
585                     // xglNormal3dv(normal);
586                     pp = local_calc_tex_coords(nodes[n2], center);
587                     // xglTexCoord2f(pp.lon(), pp.lat());
588                     // xglVertex3dv(nodes[n2].get_n());                         
589
590                     // MAT3_SCALE_VEC(normal, normals[n3], scale);
591                     // xglNormal3dv(normal);
592                     pp = local_calc_tex_coords(nodes[n3], center);
593                     // xglTexCoord2f(pp.lon(), pp.lat());
594                     // xglVertex3dv(nodes[n3].get_n());
595                 } else {
596                     // Shading model is "GL_FLAT" so calculate per face
597                     // normals on the fly.
598                     if ( odd ) {
599                         calc_normal(nodes[n1], nodes[n2], 
600                                     nodes[n3], approx_normal);
601                     } else {
602                         calc_normal(nodes[n2], nodes[n1], 
603                                     nodes[n3], approx_normal);
604                     }
605                     // MAT3_SCALE_VEC(normal, approx_normal, scale);
606                     // xglNormal3dv(normal);
607
608                     pp = local_calc_tex_coords(nodes[n1], center);
609                     // xglTexCoord2f(pp.lon(), pp.lat());
610                     // xglVertex3dv(nodes[n1].get_n());         
611
612                     pp = local_calc_tex_coords(nodes[n2], center);
613                     // xglTexCoord2f(pp.lon(), pp.lat());
614                     // xglVertex3dv(nodes[n2].get_n());         
615                     
616                     pp = local_calc_tex_coords(nodes[n3], center);
617                     // xglTexCoord2f(pp.lon(), pp.lat());
618                     // xglVertex3dv(nodes[n3].get_n());         
619                 }
620                 // printf("some normals, texcoords, and vertices\n");
621
622                 odd = !odd;
623                 last1 = n2;
624                 last2 = n3;
625
626                 // There can be three or four values 
627                 char c;
628                 while ( in.get(c) ) {
629                     if ( c == '\n' ) {
630                         break; // only the one
631                     }
632                     if ( isdigit(c) ){
633                         in.putback(c);
634                         in >> n4;
635                         break;
636                     }
637                 }
638
639                 if ( n4 > 0 ) {
640                     fragment.add_face(n3, n2, n4);
641                     
642                     if ( shading ) {
643                         // Shading model is "GL_SMOOTH"
644                         // MAT3_SCALE_VEC(normal, normals[n4], scale);
645                     } else {
646                         // Shading model is "GL_FLAT"
647                         calc_normal(nodes[n3], nodes[n2], nodes[n4], 
648                                     approx_normal);
649                         // MAT3_SCALE_VEC(normal, approx_normal, scale);
650                     }
651                     // xglNormal3dv(normal);
652                     pp = local_calc_tex_coords(nodes[n4], center);
653                     // xglTexCoord2f(pp.lon(), pp.lat());
654                     // xglVertex3dv(nodes[n4].get_n());         
655                     
656                     odd = !odd;
657                     last1 = n3;
658                     last2 = n4;
659                     // printf("a normal, texcoord, and vertex (4th)\n");
660                 }
661             } else if ( (token == "tf") || (token == "ts") ) {
662                 // triangle fan
663                 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
664
665                 fan_vertices.clear();
666                 fan_tex_coords.clear();
667                 odd = true;
668
669                 // xglBegin(GL_TRIANGLE_FAN);
670
671                 in >> n1;
672                 fan_vertices.push_back( n1 );
673                 // xglNormal3dv(normals[n1]);
674                 if ( in.get( c ) && c == '/' ) {
675                     in >> tex;
676                     fan_tex_coords.push_back( tex );
677                     if ( scenery_version >= 0.4 ) {
678                         if ( tex_width > 0 ) {
679                             tclist[tex][0] *= (1000.0 / tex_width);
680                         }
681                         if ( tex_height > 0 ) {
682                             tclist[tex][1] *= (1000.0 / tex_height);
683                         }
684                     }
685                     pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
686                     pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
687                 } else {
688                     in.putback( c );
689                     pp = local_calc_tex_coords(nodes[n1], center);
690                 }
691                 // xglTexCoord2f(pp.x(), pp.y());
692                 // xglVertex3dv(nodes[n1].get_n());
693
694                 in >> n2;
695                 fan_vertices.push_back( n2 );
696                 // xglNormal3dv(normals[n2]);
697                 if ( in.get( c ) && c == '/' ) {
698                     in >> tex;
699                     fan_tex_coords.push_back( tex );
700                     if ( scenery_version >= 0.4 ) {
701                         if ( tex_width > 0 ) {
702                             tclist[tex][0] *= (1000.0 / tex_width);
703                         }
704                         if ( tex_height > 0 ) {
705                             tclist[tex][1] *= (1000.0 / tex_height);
706                         }
707                     }
708                     pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
709                     pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
710                 } else {
711                     in.putback( c );
712                     pp = local_calc_tex_coords(nodes[n2], center);
713                 }
714                 // xglTexCoord2f(pp.x(), pp.y());
715                 // xglVertex3dv(nodes[n2].get_n());
716                 
717                 // read all subsequent numbers until next thing isn't a number
718                 while ( true ) {
719 #if defined( MACOS )
720                     in >> ::skipws;
721 #else
722                     in >> skipws;
723 #endif
724
725                     char c;
726                     in.get(c);
727                     in.putback(c);
728                     if ( ! isdigit(c) || in.eof() ) {
729                         break;
730                     }
731
732                     in >> n3;
733                     fan_vertices.push_back( n3 );
734                     // cout << "  triangle = " 
735                     //      << n1 << "," << n2 << "," << n3 
736                     //      << endl;
737                     // xglNormal3dv(normals[n3]);
738                     if ( in.get( c ) && c == '/' ) {
739                         in >> tex;
740                         fan_tex_coords.push_back( tex );
741                         if ( scenery_version >= 0.4 ) {
742                             if ( tex_width > 0 ) {
743                                 tclist[tex][0] *= (1000.0 / tex_width);
744                             }
745                             if ( tex_height > 0 ) {
746                                 tclist[tex][1] *= (1000.0 / tex_height);
747                             }
748                         }
749                         pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
750                         pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
751                     } else {
752                         in.putback( c );
753                         pp = local_calc_tex_coords(nodes[n3], center);
754                     }
755                     // xglTexCoord2f(pp.x(), pp.y());
756                     // xglVertex3dv(nodes[n3].get_n());
757
758                     if ( token == "tf" ) {
759                         // triangle fan
760                         fragment.add_face(n1, n2, n3);
761                         n2 = n3;
762                     } else {
763                         // triangle strip
764                         if ( odd ) {
765                             fragment.add_face(n1, n2, n3);
766                         } else {
767                             fragment.add_face(n2, n1, n3);
768                         }
769                         odd = !odd;
770                         n1 = n2;
771                         n2 = n3;
772                     }
773                 }
774
775                 // xglEnd();
776
777                 // build the ssg entity
778                 int size = (int)fan_vertices.size();
779                 ssgVertexArray   *vl = new ssgVertexArray( size );
780                 ssgNormalArray   *nl = new ssgNormalArray( size );
781                 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
782                 ssgColourArray   *cl = new ssgColourArray( 1 );
783
784                 sgVec4 color;
785                 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
786                 cl->add( color );
787
788                 sgVec2 tmp2;
789                 sgVec3 tmp3;
790                 for ( i = 0; i < size; ++i ) {
791                     sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
792                     vl -> add( tmp3 );
793
794                     sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
795                     nl -> add( tmp3 );
796
797                     sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
798                     tl -> add( tmp2 );
799                 }
800
801                 ssgLeaf *leaf;
802                 if ( token == "tf" ) {
803                     // triangle fan
804                     leaf = 
805                         new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
806                 } else {
807                     // triangle strip
808                     leaf = 
809                         new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
810                 }
811                 // leaf->makeDList();
812                 leaf->setState( state );
813
814                 tile->addKid( leaf );
815
816             } else if ( token == "f" ) {
817                 // unoptimized face
818
819                 if ( !in_faces ) {
820                     // xglBegin(GL_TRIANGLES);
821                     // printf("xglBegin(triangles)\n");
822                     in_faces = true;
823                 }
824
825                 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
826                 in >> n1 >> n2 >> n3;
827                 fragment.add_face(n1, n2, n3);
828
829                 // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
830                 // xglNormal3dv(normals[n1]);
831                 pp = local_calc_tex_coords(nodes[n1], center);
832                 // xglTexCoord2f(pp.lon(), pp.lat());
833                 // xglVertex3dv(nodes[n1].get_n());
834
835                 // xglNormal3dv(normals[n2]);
836                 pp = local_calc_tex_coords(nodes[n2], center);
837                 // xglTexCoord2f(pp.lon(), pp.lat());
838                 // xglVertex3dv(nodes[n2].get_n());
839                 
840                 // xglNormal3dv(normals[n3]);
841                 pp = local_calc_tex_coords(nodes[n3], center);
842                 // xglTexCoord2f(pp.lon(), pp.lat());
843                 // xglVertex3dv(nodes[n3].get_n());
844                 // printf("some normals, texcoords, and vertices (tris)\n");
845             } else if ( token == "q" ) {
846                 // continue a triangle strip
847                 n1 = n2 = 0;
848
849                 // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ", 
850                 //           line);
851                 in >> n1;
852
853                 // There can be one or two values 
854                 char c;
855                 while ( in.get(c) ) {
856                     if ( c == '\n' ) {
857                         break; // only the one
858                     }
859
860                     if ( isdigit(c) ) {
861                         in.putback(c);
862                         in >> n2;
863                         break;
864                     }
865                 }
866                 // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
867
868                 if ( odd ) {
869                     fragment.add_face(last1, last2, n1);
870                 } else {
871                     fragment.add_face(last2, last1, n1);
872                 }
873
874                 if ( shading ) {
875                     // Shading model is "GL_SMOOTH"
876                     // MAT3_SCALE_VEC(normal, normals[n1], scale);
877                 } else {
878                     // Shading model is "GL_FLAT"
879                     if ( odd ) {
880                         calc_normal(nodes[last1], nodes[last2], 
881                                     nodes[n1], approx_normal);
882                     } else {
883                         calc_normal(nodes[last2], nodes[last1], 
884                                     nodes[n1], approx_normal);
885                     }
886                     // MAT3_SCALE_VEC(normal, approx_normal, scale);
887                 }
888                 // xglNormal3dv(normal);
889
890                 pp = local_calc_tex_coords(nodes[n1], center);
891                 // xglTexCoord2f(pp.lon(), pp.lat());
892                 // xglVertex3dv(nodes[n1].get_n());
893                 // printf("a normal, texcoord, and vertex (4th)\n");
894    
895                 odd = !odd;
896                 last1 = last2;
897                 last2 = n1;
898
899                 if ( n2 > 0 ) {
900                     // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
901
902                     if ( odd ) {
903                         fragment.add_face(last1, last2, n2);
904                     } else {
905                         fragment.add_face(last2, last1, n2);
906                     }
907
908                     if ( shading ) {
909                         // Shading model is "GL_SMOOTH"
910                         // MAT3_SCALE_VEC(normal, normals[n2], scale);
911                     } else {
912                         // Shading model is "GL_FLAT"
913                         if ( odd ) {
914                             calc_normal(nodes[last1], nodes[last2], 
915                                         nodes[n2], approx_normal);
916                         } else {
917                             calc_normal(nodes[last2], nodes[last1], 
918                                         nodes[n2], approx_normal);
919                         }
920                         // MAT3_SCALE_VEC(normal, approx_normal, scale);
921                     }
922                     // xglNormal3dv(normal);
923                 
924                     pp = local_calc_tex_coords(nodes[n2], center);
925                     // xglTexCoord2f(pp.lon(), pp.lat());
926                     // xglVertex3dv(nodes[n2].get_n());         
927                     // printf("a normal, texcoord, and vertex (4th)\n");
928
929                     odd = !odd;
930                     last1 = last2;
931                     last2 = n2;
932                 }
933             } else {
934                 FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in " 
935                         << path << " = " << token );
936             }
937
938             // eat white space before start of while loop so if we are
939             // done with useful input it is noticed before hand.
940 #if defined( MACOS )
941             in >> ::skipws;
942 #else
943             in >> skipws;
944 #endif
945         }
946     }
947
948     if ( in_fragment ) {
949         // close out the previous structure and start the next
950         // xglEnd();
951         // xglEndList();
952         // printf("xglEnd(); xglEndList();\n");
953         
954         // update fragment
955         // fragment.display_list = display_list;
956         
957         // push this fragment onto the tile's object list
958         t->fragment_list.push_back(fragment);
959     }
960
961 #if 0
962     // Draw normal vectors (for visually verifying normals)
963     xglBegin(GL_LINES);
964     xglColor3f(0.0, 0.0, 0.0);
965     for ( i = 0; i < t->ncount; i++ ) {
966         xglVertex3d(nodes[i][0],
967                     nodes[i][1] ,
968                     nodes[i][2]);
969         xglVertex3d(nodes[i][0] + 500*normals[i][0],
970                     nodes[i][1] + 500*normals[i][1],
971                     nodes[i][2] + 500*normals[i][2]);
972     } 
973     xglEnd();
974 #endif
975
976     if ( is_base ) {
977         t->nodes = nodes;
978     }
979
980     stopwatch.stop();
981     FG_LOG( FG_TERRAIN, FG_DEBUG, 
982             "Loaded " << path << " in " 
983             << stopwatch.elapsedSeconds() << " seconds" );
984
985     // Generate a cloud layer above the tiles
986     // if ( current_options.get_clouds() ) {
987     //          fgGenCloudTile(path, t, tile);
988     // }
989     return tile;
990 }
991
992