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/misc/sgstream.hxx>
51 #include <simgear/misc/stopwatch.hxx>
52 #include <simgear/misc/texcoord.hxx>
54 #include <Main/globals.hxx>
55 #include <Main/fg_props.hxx>
56 #include <Time/light.hxx>
57 #include <Scenery/tileentry.hxx>
67 typedef vector < int > int_list;
68 typedef int_list::iterator int_list_iterator;
69 typedef int_list::const_iterator int_point_list_iterator;
72 static double normals[FG_MAX_NODES][3];
73 static double tex_coords[FG_MAX_NODES*3][3];
76 runway_lights_predraw (ssgEntity * e)
78 // Turn on lights only at night
79 float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
80 return int(sun_angle > 90.0);
84 #define FG_TEX_CONSTANT 69.0
86 // Calculate texture coordinates for a given point.
87 static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
90 // double tmplon, tmplat;
92 // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
93 // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
95 cp = Point3D( node[0] + ref.x(),
99 pp = sgCartToPolar3d(cp);
101 // tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
102 // tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
103 // cout << tmplon << " " << tmplat << endl;
105 pp.setx( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.x(), 11.0) );
106 pp.sety( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.y(), 11.0) );
108 if ( pp.x() < 0.0 ) {
109 pp.setx( pp.x() + 11.0 );
112 if ( pp.y() < 0.0 ) {
113 pp.sety( pp.y() + 11.0 );
116 // cout << pp << endl;
122 // Generate an ocean tile
123 bool fgGenTile( const string& path, SGBucket b,
125 double *bounding_radius,
126 ssgBranch* geometry )
130 ssgSimpleState *state = NULL;
132 geometry -> setName ( (char *)path.c_str() ) ;
134 double tex_width = 1000.0;
135 // double tex_height;
137 // find Ocean material in the properties list
138 newmat = material_lib.find( "Ocean" );
139 if ( newmat != NULL ) {
140 // set the texture width and height values for this
142 tex_width = newmat->get_xsize();
143 // tex_height = newmat->get_ysize();
146 state = newmat->get_state();
148 SG_LOG( SG_TERRAIN, SG_ALERT,
149 "Ack! unknown usemtl name = " << "Ocean"
153 // Calculate center point
154 double clon = b.get_center_lon();
155 double clat = b.get_center_lat();
156 double height = b.get_height();
157 double width = b.get_width();
159 *center = sgGeodToCart( Point3D(clon*SGD_DEGREES_TO_RADIANS,
160 clat*SGD_DEGREES_TO_RADIANS,
162 // cout << "center = " << center << endl;;
164 // Caculate corner vertices
166 geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
167 geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
168 geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
169 geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
173 for ( i = 0; i < 4; ++i ) {
174 rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
175 geod[i].y() * SGD_DEGREES_TO_RADIANS,
179 Point3D cart[4], rel[4];
180 for ( i = 0; i < 4; ++i ) {
181 cart[i] = sgGeodToCart(rad[i]);
182 rel[i] = cart[i] - *center;
183 // cout << "corner " << i << " = " << cart[i] << endl;
186 // Calculate bounding radius
187 *bounding_radius = center->distance3D( cart[0] );
188 // cout << "bounding radius = " << t->bounding_radius << endl;
192 for ( i = 0; i < 4; ++i ) {
193 double length = cart[i].distance3D( Point3D(0.0) );
194 normals[i] = cart[i] / length;
195 // cout << "normal = " << normals[i] << endl;
198 // Calculate texture coordinates
199 point_list geod_nodes;
203 for ( i = 0; i < 4; ++i ) {
204 geod_nodes.push_back( geod[i] );
205 rectangle.push_back( i );
207 point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
208 1000.0 / tex_width );
210 // Allocate ssg structure
211 ssgVertexArray *vl = new ssgVertexArray( 4 );
212 ssgNormalArray *nl = new ssgNormalArray( 4 );
213 ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
214 ssgColourArray *cl = new ssgColourArray( 1 );
217 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
220 // sgVec3 *vtlist = new sgVec3 [ 4 ];
221 // t->vec3_ptrs.push_back( vtlist );
222 // sgVec3 *vnlist = new sgVec3 [ 4 ];
223 // t->vec3_ptrs.push_back( vnlist );
224 // sgVec2 *tclist = new sgVec2 [ 4 ];
225 // t->vec2_ptrs.push_back( tclist );
229 for ( i = 0; i < 4; ++i ) {
231 rel[i].x(), rel[i].y(), rel[i].z() );
235 normals[i].x(), normals[i].y(), normals[i].z() );
238 sgSetVec2( tmp2, texs[i].x(), texs[i].y());
243 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
245 leaf->setState( state );
247 geometry->addKid( leaf );
253 static void random_pt_inside_tri( float *res,
254 float *n1, float *n2, float *n3 )
258 double a = sg_random();
259 double b = sg_random();
264 double c = 1 - a - b;
266 sgScaleVec3( p1, n1, a );
267 sgScaleVec3( p2, n2, b );
268 sgScaleVec3( p3, n3, c );
270 sgAddVec3( res, p1, p2 );
271 sgAddVec3( res, p3 );
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)p1[0];
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 * Create a rotation matrix to align an object for the current lat/lon.
320 * By default, objects are aligned for the north pole. This code
321 * calculates a matrix to rotate them for the surface of the earth in
322 * the current location.
324 * TODO: there should be a single version of this method somewhere
325 * for all of SimGear.
327 * @param ROT The resulting rotation matrix.
328 * @param hdg_deg The object heading in degrees.
329 * @param lon_deg The longitude in degrees.
330 * @param lat_deg The latitude in degrees.
333 makeWorldUpRotationMatrix (sgMat4 ROT, double hdg_deg,
334 double lon_deg, double lat_deg)
336 SGfloat sin_lat = sin( lat_deg * SGD_DEGREES_TO_RADIANS );
337 SGfloat cos_lat = cos( lat_deg * SGD_DEGREES_TO_RADIANS );
338 SGfloat sin_lon = sin( lon_deg * SGD_DEGREES_TO_RADIANS );
339 SGfloat cos_lon = cos( lon_deg * SGD_DEGREES_TO_RADIANS );
340 SGfloat sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
341 SGfloat cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
343 ROT[0][0] = cos_hdg * sin_lat * cos_lon - sin_hdg * sin_lon;
344 ROT[0][1] = cos_hdg * sin_lat * sin_lon + sin_hdg * cos_lon;
345 ROT[0][2] = -cos_hdg * cos_lat;
348 ROT[1][0] = -sin_hdg * sin_lat * cos_lon - cos_hdg * sin_lon;
349 ROT[1][1] = -sin_hdg * sin_lat * sin_lon + cos_hdg * cos_lon;
350 ROT[1][2] = sin_hdg * cos_lat;
353 ROT[2][0] = cos_lat * cos_lon;
354 ROT[2][1] = cos_lat * sin_lon;
366 * Add an object to a random location inside a triangle.
368 * @param p1 The first vertex of the triangle.
369 * @param p2 The second vertex of the triangle.
370 * @param p3 The third vertex of the triangle.
371 * @param center The center of the triangle.
372 * @param lon_deg The longitude of the surface center, in degrees.
373 * @param lat_deg The latitude of the surface center, in degrees.
374 * @param object The randomly-placed object.
375 * @param branch The branch where the object should be added to the
379 add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
380 double lon_deg, double lat_deg,
381 FGNewMat::Object * object, ssgBranch * branch)
383 // Set up the random heading if required.
385 if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
386 hdg_deg = sg_random() * 360;
391 makeWorldUpRotationMatrix(ROT, hdg_deg, lon_deg, lat_deg);
393 random_pt_inside_tri(result, p1, p2, p3);
394 sgSubVec3(result, center);
396 sgMakeTransMat4(OBJ_pos, result);
397 sgCopyMat4(OBJ, ROT);
398 sgPostMultMat4(OBJ, OBJ_pos);
399 ssgTransform * pos = new ssgTransform;
400 pos->setTransform(OBJ);
401 pos->addKid(object->get_random_model());
405 class RandomObjectUserData : public ssgBase
412 FGNewMat::ObjectGroup * object_group;
420 * Fill in a triangle with randomly-placed objects.
422 * This method is invoked by a callback when the triangle is in range
423 * but not yet populated.
425 * @param p1 The first vertex of the triangle.
426 * @param p2 The second vertex of the triangle.
427 * @param p3 The third vertex of the triangle.
428 * @param mat The triangle's material.
429 * @param object_index The index of the random object in the triangle.
430 * @param branch The branch where the objects should be added.
431 * @param lon_deg The longitude of the surface center, in degrees.
432 * @param lat_deg The latitude of the surface center, in degrees.
435 fill_in_triangle (float * p1, float * p2, float * p3,
436 FGNewMat::ObjectGroup * object_group, ssgBranch * branch,
437 double lon_deg, double lat_deg)
439 int nObjects = object_group->get_object_count();
440 for (int i = 0; i < nObjects; i++) {
441 FGNewMat::Object * object = object_group->get_object(i);
444 (p1[0] + p2[0] + p3[0]) / 3.0,
445 (p1[1] + p2[1] + p3[1]) / 3.0,
446 (p1[2] + p2[2] + p3[2]) / 3.0);
447 double area = sgTriArea(p1, p2, p3);
448 double num = area / object->get_coverage_m2();
450 // place an object each unit of area
451 while ( num > 1.0 ) {
452 add_object_to_triangle(p1, p2, p3, center, lon_deg, lat_deg,
456 // for partial units of area, use a zombie door method to
457 // create the proper random chance of an object being created
460 if ( sg_random() <= num ) {
461 // a zombie made it through our door
462 add_object_to_triangle(p1, p2, p3, center, lon_deg, lat_deg,
471 * SSG callback for an in-range triangle of randomly-placed objects.
473 * This pretraversal callback is attached to a branch that is traversed
474 * only when a triangle is in range. If the triangle is not currently
475 * populated with randomly-placed objects, this callback will populate
478 * @param entity The entity to which the callback is attached (not used).
479 * @param mask The entity's traversal mask (not used).
480 * @return Always 1, to allow traversal and culling to continue.
483 in_range_callback (ssgEntity * entity, int mask)
485 RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
486 if (!data->is_filled_in) {
487 fill_in_triangle(data->p1, data->p2, data->p3, data->object_group,
488 data->branch, data->lon_deg, data->lat_deg);
489 data->is_filled_in = true;
496 * SSG callback for an out-of-range triangle of randomly-placed objects.
498 * This pretraversal callback is attached to a branch that is traversed
499 * only when a triangle is out of range. If the triangle is currently
500 * populated with randomly-placed objects, the objects will be removed.
503 * @param entity The entity to which the callback is attached (not used).
504 * @param mask The entity's traversal mask (not used).
505 * @return Always 0, to prevent any further traversal or culling.
508 out_of_range_callback (ssgEntity * entity, int mask)
510 RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
511 if (data->is_filled_in) {
512 data->branch->removeAllKids();
513 data->is_filled_in = false;
520 * Singleton ssgEntity with a dummy bounding sphere, to fool culling.
522 * This forces the in-range and out-of-range branches to be visited
523 * when appropriate, even if they have no children. It's ugly, but
524 * it works and seems fairly efficient (since branches can still
525 * be culled when they're out of the view frustum).
527 class DummyBSphereEntity : public ssgEntity
530 virtual ~DummyBSphereEntity () {}
531 virtual void recalcBSphere () { bsphere_is_invalid = false; }
532 virtual void cull (sgFrustum *f, sgMat4 m, int test_needed) {}
533 virtual void isect (sgSphere *s, sgMat4 m, int test_needed) {}
534 virtual void hot (sgVec3 s, sgMat4 m, int test_needed) {}
535 virtual void los (sgVec3 s, sgMat4 m, int test_needed) {}
536 static ssgEntity * get_entity ();
538 DummyBSphereEntity ()
540 bsphere.setCenter(0, 0, 0);
541 bsphere.setRadius(1000);
543 static DummyBSphereEntity * entity;
547 DummyBSphereEntity * DummyBSphereEntity::entity = 0;
551 * Ensure that only one copy of the dummy entity exists.
553 * @return The singleton copy of the DummyBSphereEntity.
556 DummyBSphereEntity::get_entity ()
559 entity = new DummyBSphereEntity;
567 * Calculate the bounding radius of a triangle from its center.
569 * @param center The triangle center.
570 * @param p1 The first point in the triangle.
571 * @param p2 The second point in the triangle.
572 * @param p3 The third point in the triangle.
573 * @return The greatest distance any point lies from the center.
576 get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
578 return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
579 sgDistanceSquaredVec3(center, p2),
580 sgDistanceSquaredVec3(center, p3) ) );
585 * Set up a triangle for randomly-placed objects.
587 * No objects will be added unless the triangle comes into range.
589 * @param leaf The leaf containing the data for the terrain surface.
590 * @param tri_index The index of the triangle in the leaf.
591 * @param mat The material data for the triangle.
592 * @param branch The branch to which the randomly-placed objects
594 * @param lon_deg The longitude of the surface center, in degrees.
595 * @param lat_deg The latitude of the surface center, in degrees.
598 setup_triangle (float * p1, float * p2, float * p3,
599 FGNewMat * mat, ssgBranch * branch,
600 double lon_deg, double lat_deg)
602 // Set up a single center point for LOD
605 (p1[0] + p2[0] + p3[0]) / 3.0,
606 (p1[1] + p2[1] + p3[1]) / 3.0,
607 (p1[2] + p2[2] + p3[2]) / 3.0);
609 // maximum radius of an object from center.
610 double bounding_radius = get_bounding_radius(center, p1, p2, p3);
612 // Set up a transformation to the center
613 // point, so that everything else can
614 // be specified relative to it.
615 ssgTransform * location = new ssgTransform;
617 sgMakeTransMat4(TRANS, center);
618 location->setTransform(TRANS);
619 branch->addKid(location);
621 // Iterate through all the object types.
622 int num_groups = mat->get_object_group_count();
623 for (int i = 0; i < num_groups; i++) {
624 // Look up the random object.
625 FGNewMat::ObjectGroup * group = mat->get_object_group(i);
627 // Set up the range selector for the entire
628 // triangle; note that we use the object
629 // range plus the bounding radius here, to
630 // allow for objects far from the center.
632 group->get_range_m() + bounding_radius,
634 ssgRangeSelector * lod = new ssgRangeSelector;
635 lod->setRanges(ranges, 3);
636 location->addKid(lod);
638 // Create the in-range and out-of-range
640 ssgBranch * in_range = new ssgBranch;
641 ssgBranch * out_of_range = new ssgBranch;
643 // Set up the user data for if/when
644 // the random objects in this triangle
646 RandomObjectUserData * data = new RandomObjectUserData;
647 data->is_filled_in = false;
651 data->object_group = group;
652 data->branch = in_range;
653 data->lon_deg = lon_deg;
654 data->lat_deg = lat_deg;
656 // Set up the in-range node.
657 in_range->setUserData(data);
658 in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
660 lod->addKid(in_range);
662 // Set up the out-of-range node.
663 out_of_range->setUserData(data);
664 out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
665 out_of_range_callback);
666 out_of_range->addKid(DummyBSphereEntity::get_entity());
667 lod->addKid(out_of_range);
673 * Randomly place objects on a surface.
675 * The leaf node provides the geometry of the surface, while the
676 * material provides the objects and placement density. Latitude
677 * and longitude are required so that the objects can be rotated
678 * to the world-up vector.
680 * @param leaf The surface where the objects should be placed.
681 * @param branch The branch that will hold the randomly-placed objects.
682 * @param lon_deg The longitude of the surface center, in degrees.
683 * @param lat_deg The latitude of the surface center, in degrees.
684 * @param material_name The name of the surface's material.
687 gen_random_surface_objects (ssgLeaf *leaf,
691 const string &material_name)
693 // First, look up the material
695 FGNewMat * mat = material_lib.find(material_name);
697 SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
701 // If the material has no randomly-placed
702 // objects, return now.
703 if (mat->get_object_group_count() < 1)
706 // If the surface has no triangles, return
708 int num_tris = leaf->getNumTriangles();
712 // generate a repeatable random seed
713 sg_srandom((unsigned int)(leaf->getVertex(0)[0]));
715 // Iterate through all the triangles
716 // and populate them.
717 for ( int i = 0; i < num_tris; ++i ) {
719 leaf->getTriangle(i, &n1, &n2, &n3);
720 setup_triangle(leaf->getVertex(n1),
723 mat, branch, lon_deg, lat_deg);
729 ////////////////////////////////////////////////////////////////////////
731 ////////////////////////////////////////////////////////////////////////
734 // Load an Ascii obj file
735 ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
736 ssgVertexArray *lights, const bool is_base)
738 FGNewMat *newmat = NULL;
742 // sgVec3 approx_normal;
743 // double normal[3], scale = 0.0;
744 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
745 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
746 // GLint display_list = 0;
748 bool in_faces = false;
749 int vncount, vtcount;
750 int n1 = 0, n2 = 0, n3 = 0;
752 // int last1 = 0, last2 = 0;
757 double scenery_version = 0.0;
758 double tex_width = 1000.0, tex_height = 1000.0;
759 bool shared_done = false;
760 int_list fan_vertices;
761 int_list fan_tex_coords;
763 ssgSimpleState *state = NULL;
764 sgVec3 *vtlist, *vnlist;
767 ssgBranch *tile = new ssgBranch () ;
769 tile -> setName ( (char *)path.c_str() ) ;
771 // Attempt to open "path.gz" or "path"
772 sg_gzifstream in( path );
773 if ( ! in.is_open() ) {
774 SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
775 SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
782 shading = fgGetBool("/sim/rendering/shading");
790 t->bounding_radius = 0.0;
794 // StopWatch stopwatch;
795 // stopwatch.start();
797 // ignore initial comments and blank lines. (priming the pump)
798 // in >> skipcomment;
805 while ( in.get(c) && c != '\0' ) {
808 while ( ! in.eof() ) {
813 if ( in.get( c ) && c == '#' ) {
814 // process a comment line
816 // getline( in, line );
817 // cout << "comment = " << line << endl;
821 if ( token == "Version" ) {
822 // read scenery versions number
823 in >> scenery_version;
824 // cout << "scenery_version = " << scenery_version << endl;
825 if ( scenery_version > 0.4 ) {
826 SG_LOG( SG_TERRAIN, SG_ALERT,
827 "\nYou are attempting to load a tile format that\n"
828 << "is newer than this version of flightgear can\n"
829 << "handle. You should upgrade your copy of\n"
830 << "FlightGear to the newest version. For\n"
831 << "details, please see:\n"
832 << "\n http://www.flightgear.org\n" );
835 } else if ( token == "gbs" ) {
836 // reference point (center offset)
838 in >> t->center >> t->bounding_radius;
842 in >> junk1 >> junk2;
845 // cout << "center = " << center
846 // << " radius = " << t->bounding_radius << endl;
847 } else if ( token == "bs" ) {
848 // reference point (center offset)
852 in >> junk1 >> junk2;
853 } else if ( token == "usemtl" ) {
854 // material property specification
856 // if first usemtl with shared_done = false, then set
857 // shared_done true and build the ssg shared lists
858 if ( ! shared_done ) {
860 if ( (int)nodes.size() != vncount ) {
861 SG_LOG( SG_TERRAIN, SG_ALERT,
862 "Tile has mismatched nodes = " << nodes.size()
863 << " and normals = " << vncount << " : "
869 vtlist = new sgVec3 [ nodes.size() ];
870 t->vec3_ptrs.push_back( vtlist );
871 vnlist = new sgVec3 [ vncount ];
872 t->vec3_ptrs.push_back( vnlist );
873 tclist = new sgVec2 [ vtcount ];
874 t->vec2_ptrs.push_back( tclist );
876 for ( i = 0; i < (int)nodes.size(); ++i ) {
877 sgSetVec3( vtlist[i],
878 nodes[i][0], nodes[i][1], nodes[i][2] );
880 for ( i = 0; i < vncount; ++i ) {
881 sgSetVec3( vnlist[i],
886 for ( i = 0; i < vtcount; ++i ) {
887 sgSetVec2( tclist[i],
893 // display_list = xglGenLists(1);
894 // xglNewList(display_list, GL_COMPILE);
895 // printf("xglGenLists(); xglNewList();\n");
898 // scan the material line
901 // find this material in the properties list
903 newmat = material_lib.find( material );
904 if ( newmat == NULL ) {
905 // see if this is an on the fly texture
907 int pos = file.rfind( "/" );
908 file = file.substr( 0, pos );
909 // cout << "current file = " << file << endl;
912 // cout << "current file = " << file << endl;
913 if ( ! material_lib.add_item( file ) ) {
914 SG_LOG( SG_TERRAIN, SG_ALERT,
915 "Ack! unknown usemtl name = " << material
918 // locate our newly created material
919 newmat = material_lib.find( material );
920 if ( newmat == NULL ) {
921 SG_LOG( SG_TERRAIN, SG_ALERT,
922 "Ack! bad on the fly materia create = "
923 << material << " in " << path );
928 if ( newmat != NULL ) {
929 // set the texture width and height values for this
931 tex_width = newmat->get_xsize();
932 tex_height = newmat->get_ysize();
933 state = newmat->get_state();
934 coverage = newmat->get_light_coverage();
935 // cout << "(w) = " << tex_width << " (h) = "
936 // << tex_width << endl;
941 // unknown comment, just gobble the input until the
951 // cout << "token = " << token << endl;
953 if ( token == "vn" ) {
955 if ( vncount < FG_MAX_NODES ) {
956 in >> normals[vncount][0]
957 >> normals[vncount][1]
958 >> normals[vncount][2];
961 SG_LOG( SG_TERRAIN, SG_ALERT,
962 "Read too many vertex normals in " << path
963 << " ... dying :-(" );
966 } else if ( token == "vt" ) {
967 // vertex texture coordinate
968 if ( vtcount < FG_MAX_NODES*3 ) {
969 in >> tex_coords[vtcount][0]
970 >> tex_coords[vtcount][1];
973 SG_LOG( SG_TERRAIN, SG_ALERT,
974 "Read too many vertex texture coords in " << path
979 } else if ( token == "v" ) {
981 if ( t->ncount < FG_MAX_NODES ) {
982 /* in >> nodes[t->ncount][0]
983 >> nodes[t->ncount][1]
984 >> nodes[t->ncount][2]; */
986 nodes.push_back(node);
991 SG_LOG( SG_TERRAIN, SG_ALERT,
992 "Read too many nodes in " << path
993 << " ... dying :-(");
996 } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
997 // triangle fan, strip, or individual face
998 // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
1000 fan_vertices.clear();
1001 fan_tex_coords.clear();
1004 // xglBegin(GL_TRIANGLE_FAN);
1007 fan_vertices.push_back( n1 );
1008 // xglNormal3dv(normals[n1]);
1009 if ( in.get( c ) && c == '/' ) {
1011 fan_tex_coords.push_back( tex );
1012 if ( scenery_version >= 0.4 ) {
1013 if ( tex_width > 0 ) {
1014 tclist[tex][0] *= (1000.0 / tex_width);
1016 if ( tex_height > 0 ) {
1017 tclist[tex][1] *= (1000.0 / tex_height);
1020 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1021 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1024 pp = local_calc_tex_coords(nodes[n1], center);
1026 // xglTexCoord2f(pp.x(), pp.y());
1027 // xglVertex3dv(nodes[n1].get_n());
1030 fan_vertices.push_back( n2 );
1031 // xglNormal3dv(normals[n2]);
1032 if ( in.get( c ) && c == '/' ) {
1034 fan_tex_coords.push_back( tex );
1035 if ( scenery_version >= 0.4 ) {
1036 if ( tex_width > 0 ) {
1037 tclist[tex][0] *= (1000.0 / tex_width);
1039 if ( tex_height > 0 ) {
1040 tclist[tex][1] *= (1000.0 / tex_height);
1043 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1044 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1047 pp = local_calc_tex_coords(nodes[n2], center);
1049 // xglTexCoord2f(pp.x(), pp.y());
1050 // xglVertex3dv(nodes[n2].get_n());
1052 // read all subsequent numbers until next thing isn't a number
1059 if ( ! isdigit(c) || in.eof() ) {
1064 fan_vertices.push_back( n3 );
1065 // cout << " triangle = "
1066 // << n1 << "," << n2 << "," << n3
1068 // xglNormal3dv(normals[n3]);
1069 if ( in.get( c ) && c == '/' ) {
1071 fan_tex_coords.push_back( tex );
1072 if ( scenery_version >= 0.4 ) {
1073 if ( tex_width > 0 ) {
1074 tclist[tex][0] *= (1000.0 / tex_width);
1076 if ( tex_height > 0 ) {
1077 tclist[tex][1] *= (1000.0 / tex_height);
1080 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1081 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1084 pp = local_calc_tex_coords(nodes[n3], center);
1086 // xglTexCoord2f(pp.x(), pp.y());
1087 // xglVertex3dv(nodes[n3].get_n());
1089 if ( (token == "tf") || (token == "f") ) {
1102 // build the ssg entity
1103 int size = (int)fan_vertices.size();
1104 ssgVertexArray *vl = new ssgVertexArray( size );
1105 ssgNormalArray *nl = new ssgNormalArray( size );
1106 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
1107 ssgColourArray *cl = new ssgColourArray( 1 );
1110 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
1115 for ( i = 0; i < size; ++i ) {
1116 sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
1119 sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
1122 sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
1126 ssgLeaf *leaf = NULL;
1127 if ( token == "tf" ) {
1130 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
1131 } else if ( token == "ts" ) {
1134 new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
1135 } else if ( token == "f" ) {
1138 new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
1140 // leaf->makeDList();
1141 leaf->setState( state );
1143 tile->addKid( leaf );
1146 if ( coverage > 0.0 ) {
1147 if ( coverage < 10000.0 ) {
1148 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1149 << coverage << ", pushing up to 10000");
1152 gen_random_surface_points(leaf, lights, coverage);
1156 SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in "
1157 << path << " = " << token );
1160 // eat white space before start of while loop so if we are
1161 // done with useful input it is noticed before hand.
1170 // stopwatch.stop();
1171 // SG_LOG( SG_TERRAIN, SG_DEBUG,
1172 // "Loaded " << path << " in "
1173 // << stopwatch.elapsedSeconds() << " seconds" );
1179 ssgLeaf *gen_leaf( const string& path,
1180 const GLenum ty, const string& material,
1181 const point_list& nodes, const point_list& normals,
1182 const point_list& texcoords,
1183 const int_list node_index,
1184 const int_list normal_index,
1185 const int_list& tex_index,
1186 const bool calc_lights, ssgVertexArray *lights )
1188 double tex_width = 1000.0, tex_height = 1000.0;
1189 ssgSimpleState *state = NULL;
1190 float coverage = -1;
1192 FGNewMat *newmat = material_lib.find( material );
1193 if ( newmat == NULL ) {
1194 // see if this is an on the fly texture
1196 int pos = file.rfind( "/" );
1197 file = file.substr( 0, pos );
1198 // cout << "current file = " << file << endl;
1201 // cout << "current file = " << file << endl;
1202 if ( ! material_lib.add_item( file ) ) {
1203 SG_LOG( SG_TERRAIN, SG_ALERT,
1204 "Ack! unknown usemtl name = " << material
1205 << " in " << path );
1207 // locate our newly created material
1208 newmat = material_lib.find( material );
1209 if ( newmat == NULL ) {
1210 SG_LOG( SG_TERRAIN, SG_ALERT,
1211 "Ack! bad on the fly material create = "
1212 << material << " in " << path );
1217 if ( newmat != NULL ) {
1218 // set the texture width and height values for this
1220 tex_width = newmat->get_xsize();
1221 tex_height = newmat->get_ysize();
1222 state = newmat->get_state();
1223 coverage = newmat->get_light_coverage();
1224 // cout << "(w) = " << tex_width << " (h) = "
1225 // << tex_width << endl;
1236 int size = node_index.size();
1238 SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
1241 ssgVertexArray *vl = new ssgVertexArray( size );
1243 for ( i = 0; i < size; ++i ) {
1244 node = nodes[ node_index[i] ];
1245 sgSetVec3( tmp3, node[0], node[1], node[2] );
1251 ssgNormalArray *nl = new ssgNormalArray( size );
1252 if ( normal_index.size() ) {
1253 // object file specifies normal indices (i.e. normal indices
1255 for ( i = 0; i < size; ++i ) {
1256 normal = normals[ normal_index[i] ];
1257 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
1261 // use implied normal indices. normal index = vertex index.
1262 for ( i = 0; i < size; ++i ) {
1263 normal = normals[ node_index[i] ];
1264 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
1270 ssgColourArray *cl = new ssgColourArray( 1 );
1271 sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
1274 // texture coordinates
1275 size = tex_index.size();
1277 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
1279 texcoord = texcoords[ tex_index[0] ];
1280 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1281 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1282 if ( tex_width > 0 ) {
1283 tmp2[0] *= (1000.0 / tex_width);
1285 if ( tex_height > 0 ) {
1286 tmp2[1] *= (1000.0 / tex_height);
1289 } else if ( size > 1 ) {
1290 for ( i = 0; i < size; ++i ) {
1291 texcoord = texcoords[ tex_index[i] ];
1292 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1293 if ( tex_width > 0 ) {
1294 tmp2[0] *= (1000.0 / tex_width);
1296 if ( tex_height > 0 ) {
1297 tmp2[1] *= (1000.0 / tex_height);
1303 ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
1305 // lookup the state record
1307 leaf->setState( state );
1309 if ( calc_lights ) {
1310 if ( coverage > 0.0 ) {
1311 if ( coverage < 10000.0 ) {
1312 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1313 << coverage << ", pushing up to 10000");
1316 gen_random_surface_points(leaf, lights, coverage);
1324 // Load an Binary obj file
1325 bool fgBinObjLoad( const string& path, const bool is_base,
1327 double *bounding_radius,
1328 ssgBranch* geometry,
1329 ssgBranch* rwy_lights,
1330 ssgVertexArray *ground_lights )
1333 bool use_random_objects =
1334 fgGetBool("/sim/rendering/random-objects", true);
1336 if ( ! obj.read_bin( path ) ) {
1340 geometry->setName( (char *)path.c_str() );
1342 double geod_lon = 0.0, geod_lat = 0.0, geod_alt = 0.0,
1343 geod_sl_radius = 0.0;
1345 // reference point (center offset/bounding sphere)
1346 *center = obj.get_gbs_center();
1347 *bounding_radius = obj.get_gbs_radius();
1349 // Calculate the geodetic centre of
1350 // the tile, for aligning automatic
1352 Point3D geoc = sgCartToPolar3d(*center);
1353 geod_lon = geoc.lon();
1354 sgGeocToGeod(geoc.lat(), geoc.radius(),
1355 &geod_lat, &geod_alt, &geod_sl_radius);
1356 geod_lon *= SGD_RADIANS_TO_DEGREES;
1357 geod_lat *= SGD_RADIANS_TO_DEGREES;
1360 point_list nodes = obj.get_wgs84_nodes();
1361 point_list colors = obj.get_colors();
1362 point_list normals = obj.get_normals();
1363 point_list texcoords = obj.get_texcoords();
1365 string material, tmp_mat;
1366 int_list vertex_index;
1367 int_list normal_index;
1371 bool is_lighting = false;
1374 string_list pt_materials = obj.get_pt_materials();
1375 group_list pts_v = obj.get_pts_v();
1376 group_list pts_n = obj.get_pts_n();
1377 for ( i = 0; i < (int)pts_v.size(); ++i ) {
1378 // cout << "pts_v.size() = " << pts_v.size() << endl;
1379 tmp_mat = pt_materials[i];
1380 if ( tmp_mat.substr(0, 3) == "RWY" ) {
1381 material = "LIGHTS";
1386 vertex_index = pts_v[i];
1387 normal_index = pts_n[i];
1389 ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
1390 nodes, normals, texcoords,
1391 vertex_index, normal_index, tex_index,
1392 false, ground_lights );
1394 if ( is_lighting ) {
1395 float ranges[] = { 0, 12000 };
1396 leaf->setCallback(SSG_CALLBACK_PREDRAW, runway_lights_predraw);
1397 ssgRangeSelector * lod = new ssgRangeSelector;
1398 lod->setRanges(ranges, 2);
1400 rwy_lights->addKid(lod);
1402 geometry->addKid( leaf );
1406 // generate triangles
1407 string_list tri_materials = obj.get_tri_materials();
1408 group_list tris_v = obj.get_tris_v();
1409 group_list tris_n = obj.get_tris_n();
1410 group_list tris_tc = obj.get_tris_tc();
1411 for ( i = 0; i < (int)tris_v.size(); ++i ) {
1412 material = tri_materials[i];
1413 vertex_index = tris_v[i];
1414 normal_index = tris_n[i];
1415 tex_index = tris_tc[i];
1416 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, material,
1417 nodes, normals, texcoords,
1418 vertex_index, normal_index, tex_index,
1419 is_base, ground_lights );
1421 if (use_random_objects)
1422 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1424 geometry->addKid( leaf );
1428 string_list strip_materials = obj.get_strip_materials();
1429 group_list strips_v = obj.get_strips_v();
1430 group_list strips_n = obj.get_strips_n();
1431 group_list strips_tc = obj.get_strips_tc();
1432 for ( i = 0; i < (int)strips_v.size(); ++i ) {
1433 material = strip_materials[i];
1434 vertex_index = strips_v[i];
1435 normal_index = strips_n[i];
1436 tex_index = strips_tc[i];
1437 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
1438 nodes, normals, texcoords,
1439 vertex_index, normal_index, tex_index,
1440 is_base, ground_lights );
1442 if (use_random_objects)
1443 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1445 geometry->addKid( leaf );
1449 string_list fan_materials = obj.get_fan_materials();
1450 group_list fans_v = obj.get_fans_v();
1451 group_list fans_n = obj.get_fans_n();
1452 group_list fans_tc = obj.get_fans_tc();
1453 for ( i = 0; i < (int)fans_v.size(); ++i ) {
1454 material = fan_materials[i];
1455 vertex_index = fans_v[i];
1456 normal_index = fans_n[i];
1457 tex_index = fans_tc[i];
1458 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, material,
1459 nodes, normals, texcoords,
1460 vertex_index, normal_index, tex_index,
1461 is_base, ground_lights );
1462 if (use_random_objects)
1463 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1465 geometry->addKid( leaf );