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/io/sg_binobj.hxx>
40 #include <vector> // STL
41 #include <ctype.h> // isdigit()
43 #include <simgear/constants.h>
44 #include <simgear/debug/logstream.hxx>
45 #include <simgear/math/point3d.hxx>
46 #include <simgear/math/polar3d.hxx>
47 #include <simgear/math/sg_geodesy.hxx>
48 #include <simgear/math/sg_random.h>
49 #include <simgear/misc/sgstream.hxx>
50 #include <simgear/misc/stopwatch.hxx>
51 #include <simgear/misc/texcoord.hxx>
53 #include <Main/globals.hxx>
54 #include <Main/fg_props.hxx>
55 #include <Time/light.hxx>
56 #include <Scenery/tileentry.hxx>
66 typedef vector < int > int_list;
67 typedef int_list::iterator int_list_iterator;
68 typedef int_list::const_iterator int_point_list_iterator;
71 static double normals[FG_MAX_NODES][3];
72 static double tex_coords[FG_MAX_NODES*3][3];
75 runway_lights_predraw (ssgEntity * e)
77 // Turn on lights only at night
78 float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
79 return int(sun_angle > 90.0);
83 #define FG_TEX_CONSTANT 69.0
85 // Calculate texture coordinates for a given point.
86 static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
89 // double tmplon, tmplat;
91 // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
92 // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
94 cp = Point3D( node[0] + ref.x(),
98 pp = sgCartToPolar3d(cp);
100 // tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
101 // tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
102 // cout << tmplon << " " << tmplat << endl;
104 pp.setx( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.x(), 11.0) );
105 pp.sety( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.y(), 11.0) );
107 if ( pp.x() < 0.0 ) {
108 pp.setx( pp.x() + 11.0 );
111 if ( pp.y() < 0.0 ) {
112 pp.sety( pp.y() + 11.0 );
115 // cout << pp << endl;
121 // Generate an ocean tile
122 bool fgGenTile( const string& path, SGBucket b,
124 double *bounding_radius,
125 ssgBranch* geometry )
129 ssgSimpleState *state = NULL;
131 geometry -> setName ( (char *)path.c_str() ) ;
133 double tex_width = 1000.0;
134 // double tex_height;
136 // find Ocean material in the properties list
137 newmat = material_lib.find( "Ocean" );
138 if ( newmat != NULL ) {
139 // set the texture width and height values for this
141 tex_width = newmat->get_xsize();
142 // tex_height = newmat->get_ysize();
145 state = newmat->get_state();
147 SG_LOG( SG_TERRAIN, SG_ALERT,
148 "Ack! unknown usemtl name = " << "Ocean"
152 // Calculate center point
153 double clon = b.get_center_lon();
154 double clat = b.get_center_lat();
155 double height = b.get_height();
156 double width = b.get_width();
158 *center = sgGeodToCart( Point3D(clon*SGD_DEGREES_TO_RADIANS,
159 clat*SGD_DEGREES_TO_RADIANS,
161 // cout << "center = " << center << endl;;
163 // Caculate corner vertices
165 geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
166 geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
167 geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
168 geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
172 for ( i = 0; i < 4; ++i ) {
173 rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
174 geod[i].y() * SGD_DEGREES_TO_RADIANS,
178 Point3D cart[4], rel[4];
179 for ( i = 0; i < 4; ++i ) {
180 cart[i] = sgGeodToCart(rad[i]);
181 rel[i] = cart[i] - *center;
182 // cout << "corner " << i << " = " << cart[i] << endl;
185 // Calculate bounding radius
186 *bounding_radius = center->distance3D( cart[0] );
187 // cout << "bounding radius = " << t->bounding_radius << endl;
191 for ( i = 0; i < 4; ++i ) {
192 double length = cart[i].distance3D( Point3D(0.0) );
193 normals[i] = cart[i] / length;
194 // cout << "normal = " << normals[i] << endl;
197 // Calculate texture coordinates
198 point_list geod_nodes;
202 for ( i = 0; i < 4; ++i ) {
203 geod_nodes.push_back( geod[i] );
204 rectangle.push_back( i );
206 point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
207 1000.0 / tex_width );
209 // Allocate ssg structure
210 ssgVertexArray *vl = new ssgVertexArray( 4 );
211 ssgNormalArray *nl = new ssgNormalArray( 4 );
212 ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
213 ssgColourArray *cl = new ssgColourArray( 1 );
216 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
219 // sgVec3 *vtlist = new sgVec3 [ 4 ];
220 // t->vec3_ptrs.push_back( vtlist );
221 // sgVec3 *vnlist = new sgVec3 [ 4 ];
222 // t->vec3_ptrs.push_back( vnlist );
223 // sgVec2 *tclist = new sgVec2 [ 4 ];
224 // t->vec2_ptrs.push_back( tclist );
228 for ( i = 0; i < 4; ++i ) {
230 rel[i].x(), rel[i].y(), rel[i].z() );
234 normals[i].x(), normals[i].y(), normals[i].z() );
237 sgSetVec2( tmp2, texs[i].x(), texs[i].y());
242 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
244 leaf->setState( state );
246 geometry->addKid( leaf );
252 static void random_pt_inside_tri( float *res,
253 float *n1, float *n2, float *n3 )
257 double a = sg_random();
258 double b = sg_random();
263 double c = 1 - a - b;
265 sgScaleVec3( p1, n1, a );
266 sgScaleVec3( p2, n2, b );
267 sgScaleVec3( p3, n3, c );
269 sgAddVec3( res, p1, p2 );
270 sgAddVec3( res, p3 );
274 static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
276 int num = leaf->getNumTriangles();
278 short int n1, n2, n3;
282 // generate a repeatable random seed
283 p1 = leaf->getVertex( 0 );
284 unsigned int seed = (unsigned int)p1[0];
287 for ( int i = 0; i < num; ++i ) {
288 leaf->getTriangle( i, &n1, &n2, &n3 );
289 p1 = leaf->getVertex(n1);
290 p2 = leaf->getVertex(n2);
291 p3 = leaf->getVertex(n3);
292 double area = sgTriArea( p1, p2, p3 );
293 double num = area / factor;
295 // generate a light point for each unit of area
296 while ( num > 1.0 ) {
297 random_pt_inside_tri( result, p1, p2, p3 );
298 lights->add( result );
301 // for partial units of area, use a zombie door method to
302 // create the proper random chance of a light being created
305 if ( sg_random() <= num ) {
306 // a zombie made it through our door
307 random_pt_inside_tri( result, p1, p2, p3 );
308 lights->add( result );
317 * Create a rotation matrix to align an object for the current lat/lon.
319 * By default, objects are aligned for the north pole. This code
320 * calculates a matrix to rotate them for the surface of the earth in
321 * the current location.
323 * TODO: there should be a single version of this method somewhere
324 * for all of SimGear.
326 * @param ROT The resulting rotation matrix.
327 * @param hdg_deg The object heading in degrees.
328 * @param lon_deg The longitude in degrees.
329 * @param lat_deg The latitude in degrees.
332 makeWorldUpRotationMatrix (sgMat4 ROT, double hdg_deg,
333 double lon_deg, double lat_deg)
335 SGfloat sin_lat = sin( lat_deg * SGD_DEGREES_TO_RADIANS );
336 SGfloat cos_lat = cos( lat_deg * SGD_DEGREES_TO_RADIANS );
337 SGfloat sin_lon = sin( lon_deg * SGD_DEGREES_TO_RADIANS );
338 SGfloat cos_lon = cos( lon_deg * SGD_DEGREES_TO_RADIANS );
339 SGfloat sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
340 SGfloat cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
342 ROT[0][0] = cos_hdg * sin_lat * cos_lon - sin_hdg * sin_lon;
343 ROT[0][1] = cos_hdg * sin_lat * sin_lon + sin_hdg * cos_lon;
344 ROT[0][2] = -cos_hdg * cos_lat;
347 ROT[1][0] = -sin_hdg * sin_lat * cos_lon - cos_hdg * sin_lon;
348 ROT[1][1] = -sin_hdg * sin_lat * sin_lon + cos_hdg * cos_lon;
349 ROT[1][2] = sin_hdg * cos_lat;
352 ROT[2][0] = cos_lat * cos_lon;
353 ROT[2][1] = cos_lat * sin_lon;
365 * Add an object to a random location inside a triangle.
367 * @param p1 The first vertex of the triangle.
368 * @param p2 The second vertex of the triangle.
369 * @param p3 The third vertex of the triangle.
370 * @param center The center of the triangle.
371 * @param lon_deg The longitude of the surface center, in degrees.
372 * @param lat_deg The latitude of the surface center, in degrees.
373 * @param object The randomly-placed object.
374 * @param branch The branch where the object should be added to the
378 add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
379 double lon_deg, double lat_deg,
380 FGNewMat::Object * object, ssgBranch * branch)
382 // Set up the random heading if required.
384 if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
385 hdg_deg = sg_random() * 360;
390 makeWorldUpRotationMatrix(ROT, hdg_deg, lon_deg, lat_deg);
392 random_pt_inside_tri(result, p1, p2, p3);
393 sgSubVec3(result, center);
395 sgMakeTransMat4(OBJ_pos, result);
396 sgCopyMat4(OBJ, ROT);
397 sgPostMultMat4(OBJ, OBJ_pos);
398 ssgTransform * pos = new ssgTransform;
399 pos->setTransform(OBJ);
400 pos->addKid(object->get_random_model());
404 class RandomObjectUserData : public ssgBase
411 FGNewMat::ObjectGroup * object_group;
419 * Fill in a triangle with randomly-placed objects.
421 * This method is invoked by a callback when the triangle is in range
422 * but not yet populated.
424 * @param p1 The first vertex of the triangle.
425 * @param p2 The second vertex of the triangle.
426 * @param p3 The third vertex of the triangle.
427 * @param mat The triangle's material.
428 * @param object_index The index of the random object in the triangle.
429 * @param branch The branch where the objects should be added.
430 * @param lon_deg The longitude of the surface center, in degrees.
431 * @param lat_deg The latitude of the surface center, in degrees.
434 fill_in_triangle (float * p1, float * p2, float * p3,
435 FGNewMat::ObjectGroup * object_group, ssgBranch * branch,
436 double lon_deg, double lat_deg)
438 int nObjects = object_group->get_object_count();
439 for (int i = 0; i < nObjects; i++) {
440 FGNewMat::Object * object = object_group->get_object(i);
443 (p1[0] + p2[0] + p3[0]) / 3.0,
444 (p1[1] + p2[1] + p3[1]) / 3.0,
445 (p1[2] + p2[2] + p3[2]) / 3.0);
446 double area = sgTriArea(p1, p2, p3);
447 double num = area / object->get_coverage_m2();
449 // place an object each unit of area
450 while ( num > 1.0 ) {
451 add_object_to_triangle(p1, p2, p3, center, lon_deg, lat_deg,
455 // for partial units of area, use a zombie door method to
456 // create the proper random chance of an object being created
459 if ( sg_random() <= num ) {
460 // a zombie made it through our door
461 add_object_to_triangle(p1, p2, p3, center, lon_deg, lat_deg,
470 * SSG callback for an in-range triangle of randomly-placed objects.
472 * This pretraversal callback is attached to a branch that is traversed
473 * only when a triangle is in range. If the triangle is not currently
474 * populated with randomly-placed objects, this callback will populate
477 * @param entity The entity to which the callback is attached (not used).
478 * @param mask The entity's traversal mask (not used).
479 * @return Always 1, to allow traversal and culling to continue.
482 in_range_callback (ssgEntity * entity, int mask)
484 RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
485 if (!data->is_filled_in) {
486 fill_in_triangle(data->p1, data->p2, data->p3, data->object_group,
487 data->branch, data->lon_deg, data->lat_deg);
488 data->is_filled_in = true;
495 * SSG callback for an out-of-range triangle of randomly-placed objects.
497 * This pretraversal callback is attached to a branch that is traversed
498 * only when a triangle is out of range. If the triangle is currently
499 * populated with randomly-placed objects, the objects will be removed.
502 * @param entity The entity to which the callback is attached (not used).
503 * @param mask The entity's traversal mask (not used).
504 * @return Always 0, to prevent any further traversal or culling.
507 out_of_range_callback (ssgEntity * entity, int mask)
509 RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
510 if (data->is_filled_in) {
511 data->branch->removeAllKids();
512 data->is_filled_in = false;
519 * Singleton ssgEntity with a dummy bounding sphere, to fool culling.
521 * This forces the in-range and out-of-range branches to be visited
522 * when appropriate, even if they have no children. It's ugly, but
523 * it works and seems fairly efficient (since branches can still
524 * be culled when they're out of the view frustum).
526 class DummyBSphereEntity : public ssgEntity
529 virtual ~DummyBSphereEntity () {}
530 virtual void recalcBSphere () { bsphere_is_invalid = false; }
531 virtual void cull (sgFrustum *f, sgMat4 m, int test_needed) {}
532 virtual void isect (sgSphere *s, sgMat4 m, int test_needed) {}
533 virtual void hot (sgVec3 s, sgMat4 m, int test_needed) {}
534 virtual void los (sgVec3 s, sgMat4 m, int test_needed) {}
535 static ssgEntity * get_entity ();
537 DummyBSphereEntity ()
539 bsphere.setCenter(0, 0, 0);
540 bsphere.setRadius(1000);
542 static DummyBSphereEntity * entity;
546 DummyBSphereEntity * DummyBSphereEntity::entity = 0;
550 * Ensure that only one copy of the dummy entity exists.
552 * @return The singleton copy of the DummyBSphereEntity.
555 DummyBSphereEntity::get_entity ()
558 entity = new DummyBSphereEntity;
566 * Calculate the bounding radius of a triangle from its center.
568 * @param center The triangle center.
569 * @param p1 The first point in the triangle.
570 * @param p2 The second point in the triangle.
571 * @param p3 The third point in the triangle.
572 * @return The greatest distance any point lies from the center.
575 get_bounding_radius (sgVec3 center, float *p1, float *p2, float *p3)
577 float result = sgDistanceVec3(center, p1);
578 float length = sgDistanceVec3(center, p2);
581 length = sgDistanceVec3(center, p3);
589 * Set up a triangle for randomly-placed objects.
591 * No objects will be added unless the triangle comes into range.
593 * @param leaf The leaf containing the data for the terrain surface.
594 * @param tri_index The index of the triangle in the leaf.
595 * @param mat The material data for the triangle.
596 * @param branch The branch to which the randomly-placed objects
598 * @param lon_deg The longitude of the surface center, in degrees.
599 * @param lat_deg The latitude of the surface center, in degrees.
602 setup_triangle (float * p1, float * p2, float * p3,
603 FGNewMat * mat, ssgBranch * branch,
604 double lon_deg, double lat_deg)
606 // Set up a single center point for LOD
609 (p1[0] + p2[0] + p3[0]) / 3.0,
610 (p1[1] + p2[1] + p3[1]) / 3.0,
611 (p1[2] + p2[2] + p3[2]) / 3.0);
613 // maximum radius of an object from center.
614 double bounding_radius = get_bounding_radius(center, p1, p2, p3);
616 // Set up a transformation to the center
617 // point, so that everything else can
618 // be specified relative to it.
619 ssgTransform * location = new ssgTransform;
621 sgMakeTransMat4(TRANS, center);
622 location->setTransform(TRANS);
623 branch->addKid(location);
625 // Iterate through all the object types.
626 int num_groups = mat->get_object_group_count();
627 for (int i = 0; i < num_groups; i++) {
628 // Look up the random object.
629 FGNewMat::ObjectGroup * group = mat->get_object_group(i);
631 // Set up the range selector for the entire
632 // triangle; note that we use the object
633 // range plus the bounding radius here, to
634 // allow for objects far from the center.
636 group->get_range_m() + bounding_radius,
638 ssgRangeSelector * lod = new ssgRangeSelector;
639 lod->setRanges(ranges, 3);
640 location->addKid(lod);
642 // Create the in-range and out-of-range
644 ssgBranch * in_range = new ssgBranch;
645 ssgBranch * out_of_range = new ssgBranch;
647 // Set up the user data for if/when
648 // the random objects in this triangle
650 RandomObjectUserData * data = new RandomObjectUserData;
651 data->is_filled_in = false;
655 data->object_group = group;
656 data->branch = in_range;
657 data->lon_deg = lon_deg;
658 data->lat_deg = lat_deg;
660 // Set up the in-range node.
661 in_range->setUserData(data);
662 in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
664 lod->addKid(in_range);
666 // Set up the out-of-range node.
667 out_of_range->setUserData(data);
668 out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
669 out_of_range_callback);
670 out_of_range->addKid(DummyBSphereEntity::get_entity());
671 lod->addKid(out_of_range);
677 * Randomly place objects on a surface.
679 * The leaf node provides the geometry of the surface, while the
680 * material provides the objects and placement density. Latitude
681 * and longitude are required so that the objects can be rotated
682 * to the world-up vector.
684 * @param leaf The surface where the objects should be placed.
685 * @param branch The branch that will hold the randomly-placed objects.
686 * @param lon_deg The longitude of the surface center, in degrees.
687 * @param lat_deg The latitude of the surface center, in degrees.
688 * @param material_name The name of the surface's material.
691 gen_random_surface_objects (ssgLeaf *leaf,
695 const string &material_name)
697 // First, look up the material
699 FGNewMat * mat = material_lib.find(material_name);
701 SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
705 // If the material has no randomly-placed
706 // objects, return now.
707 if (mat->get_object_group_count() < 1)
710 // If the surface has no triangles, return
712 int num_tris = leaf->getNumTriangles();
716 // generate a repeatable random seed
717 sg_srandom((unsigned int)(leaf->getVertex(0)[0]));
719 // Iterate through all the triangles
720 // and populate them.
721 for ( int i = 0; i < num_tris; ++i ) {
723 leaf->getTriangle(i, &n1, &n2, &n3);
724 setup_triangle(leaf->getVertex(n1),
727 mat, branch, lon_deg, lat_deg);
733 ////////////////////////////////////////////////////////////////////////
735 ////////////////////////////////////////////////////////////////////////
738 // Load an Ascii obj file
739 ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
740 ssgVertexArray *lights, const bool is_base)
742 FGNewMat *newmat = NULL;
746 // sgVec3 approx_normal;
747 // double normal[3], scale = 0.0;
748 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
749 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
750 // GLint display_list = 0;
752 bool in_faces = false;
753 int vncount, vtcount;
754 int n1 = 0, n2 = 0, n3 = 0;
756 // int last1 = 0, last2 = 0;
761 double scenery_version = 0.0;
762 double tex_width = 1000.0, tex_height = 1000.0;
763 bool shared_done = false;
764 int_list fan_vertices;
765 int_list fan_tex_coords;
767 ssgSimpleState *state = NULL;
768 sgVec3 *vtlist, *vnlist;
771 ssgBranch *tile = new ssgBranch () ;
773 tile -> setName ( (char *)path.c_str() ) ;
775 // Attempt to open "path.gz" or "path"
776 sg_gzifstream in( path );
777 if ( ! in.is_open() ) {
778 SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
779 SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
786 shading = fgGetBool("/sim/rendering/shading");
794 t->bounding_radius = 0.0;
798 // StopWatch stopwatch;
799 // stopwatch.start();
801 // ignore initial comments and blank lines. (priming the pump)
802 // in >> skipcomment;
809 while ( in.get(c) && c != '\0' ) {
812 while ( ! in.eof() ) {
817 if ( in.get( c ) && c == '#' ) {
818 // process a comment line
820 // getline( in, line );
821 // cout << "comment = " << line << endl;
825 if ( token == "Version" ) {
826 // read scenery versions number
827 in >> scenery_version;
828 // cout << "scenery_version = " << scenery_version << endl;
829 if ( scenery_version > 0.4 ) {
830 SG_LOG( SG_TERRAIN, SG_ALERT,
831 "\nYou are attempting to load a tile format that\n"
832 << "is newer than this version of flightgear can\n"
833 << "handle. You should upgrade your copy of\n"
834 << "FlightGear to the newest version. For\n"
835 << "details, please see:\n"
836 << "\n http://www.flightgear.org\n" );
839 } else if ( token == "gbs" ) {
840 // reference point (center offset)
842 in >> t->center >> t->bounding_radius;
846 in >> junk1 >> junk2;
849 // cout << "center = " << center
850 // << " radius = " << t->bounding_radius << endl;
851 } else if ( token == "bs" ) {
852 // reference point (center offset)
856 in >> junk1 >> junk2;
857 } else if ( token == "usemtl" ) {
858 // material property specification
860 // if first usemtl with shared_done = false, then set
861 // shared_done true and build the ssg shared lists
862 if ( ! shared_done ) {
864 if ( (int)nodes.size() != vncount ) {
865 SG_LOG( SG_TERRAIN, SG_ALERT,
866 "Tile has mismatched nodes = " << nodes.size()
867 << " and normals = " << vncount << " : "
873 vtlist = new sgVec3 [ nodes.size() ];
874 t->vec3_ptrs.push_back( vtlist );
875 vnlist = new sgVec3 [ vncount ];
876 t->vec3_ptrs.push_back( vnlist );
877 tclist = new sgVec2 [ vtcount ];
878 t->vec2_ptrs.push_back( tclist );
880 for ( i = 0; i < (int)nodes.size(); ++i ) {
881 sgSetVec3( vtlist[i],
882 nodes[i][0], nodes[i][1], nodes[i][2] );
884 for ( i = 0; i < vncount; ++i ) {
885 sgSetVec3( vnlist[i],
890 for ( i = 0; i < vtcount; ++i ) {
891 sgSetVec2( tclist[i],
897 // display_list = xglGenLists(1);
898 // xglNewList(display_list, GL_COMPILE);
899 // printf("xglGenLists(); xglNewList();\n");
902 // scan the material line
905 // find this material in the properties list
907 newmat = material_lib.find( material );
908 if ( newmat == NULL ) {
909 // see if this is an on the fly texture
911 int pos = file.rfind( "/" );
912 file = file.substr( 0, pos );
913 // cout << "current file = " << file << endl;
916 // cout << "current file = " << file << endl;
917 if ( ! material_lib.add_item( file ) ) {
918 SG_LOG( SG_TERRAIN, SG_ALERT,
919 "Ack! unknown usemtl name = " << material
922 // locate our newly created material
923 newmat = material_lib.find( material );
924 if ( newmat == NULL ) {
925 SG_LOG( SG_TERRAIN, SG_ALERT,
926 "Ack! bad on the fly materia create = "
927 << material << " in " << path );
932 if ( newmat != NULL ) {
933 // set the texture width and height values for this
935 tex_width = newmat->get_xsize();
936 tex_height = newmat->get_ysize();
937 state = newmat->get_state();
938 coverage = newmat->get_light_coverage();
939 // cout << "(w) = " << tex_width << " (h) = "
940 // << tex_width << endl;
945 // unknown comment, just gobble the input until the
955 // cout << "token = " << token << endl;
957 if ( token == "vn" ) {
959 if ( vncount < FG_MAX_NODES ) {
960 in >> normals[vncount][0]
961 >> normals[vncount][1]
962 >> normals[vncount][2];
965 SG_LOG( SG_TERRAIN, SG_ALERT,
966 "Read too many vertex normals in " << path
967 << " ... dying :-(" );
970 } else if ( token == "vt" ) {
971 // vertex texture coordinate
972 if ( vtcount < FG_MAX_NODES*3 ) {
973 in >> tex_coords[vtcount][0]
974 >> tex_coords[vtcount][1];
977 SG_LOG( SG_TERRAIN, SG_ALERT,
978 "Read too many vertex texture coords in " << path
983 } else if ( token == "v" ) {
985 if ( t->ncount < FG_MAX_NODES ) {
986 /* in >> nodes[t->ncount][0]
987 >> nodes[t->ncount][1]
988 >> nodes[t->ncount][2]; */
990 nodes.push_back(node);
995 SG_LOG( SG_TERRAIN, SG_ALERT,
996 "Read too many nodes in " << path
997 << " ... dying :-(");
1000 } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
1001 // triangle fan, strip, or individual face
1002 // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
1004 fan_vertices.clear();
1005 fan_tex_coords.clear();
1008 // xglBegin(GL_TRIANGLE_FAN);
1011 fan_vertices.push_back( n1 );
1012 // xglNormal3dv(normals[n1]);
1013 if ( in.get( c ) && c == '/' ) {
1015 fan_tex_coords.push_back( tex );
1016 if ( scenery_version >= 0.4 ) {
1017 if ( tex_width > 0 ) {
1018 tclist[tex][0] *= (1000.0 / tex_width);
1020 if ( tex_height > 0 ) {
1021 tclist[tex][1] *= (1000.0 / tex_height);
1024 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1025 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1028 pp = local_calc_tex_coords(nodes[n1], center);
1030 // xglTexCoord2f(pp.x(), pp.y());
1031 // xglVertex3dv(nodes[n1].get_n());
1034 fan_vertices.push_back( n2 );
1035 // xglNormal3dv(normals[n2]);
1036 if ( in.get( c ) && c == '/' ) {
1038 fan_tex_coords.push_back( tex );
1039 if ( scenery_version >= 0.4 ) {
1040 if ( tex_width > 0 ) {
1041 tclist[tex][0] *= (1000.0 / tex_width);
1043 if ( tex_height > 0 ) {
1044 tclist[tex][1] *= (1000.0 / tex_height);
1047 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1048 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1051 pp = local_calc_tex_coords(nodes[n2], center);
1053 // xglTexCoord2f(pp.x(), pp.y());
1054 // xglVertex3dv(nodes[n2].get_n());
1056 // read all subsequent numbers until next thing isn't a number
1063 if ( ! isdigit(c) || in.eof() ) {
1068 fan_vertices.push_back( n3 );
1069 // cout << " triangle = "
1070 // << n1 << "," << n2 << "," << n3
1072 // xglNormal3dv(normals[n3]);
1073 if ( in.get( c ) && c == '/' ) {
1075 fan_tex_coords.push_back( tex );
1076 if ( scenery_version >= 0.4 ) {
1077 if ( tex_width > 0 ) {
1078 tclist[tex][0] *= (1000.0 / tex_width);
1080 if ( tex_height > 0 ) {
1081 tclist[tex][1] *= (1000.0 / tex_height);
1084 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1085 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1088 pp = local_calc_tex_coords(nodes[n3], center);
1090 // xglTexCoord2f(pp.x(), pp.y());
1091 // xglVertex3dv(nodes[n3].get_n());
1093 if ( (token == "tf") || (token == "f") ) {
1106 // build the ssg entity
1107 int size = (int)fan_vertices.size();
1108 ssgVertexArray *vl = new ssgVertexArray( size );
1109 ssgNormalArray *nl = new ssgNormalArray( size );
1110 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
1111 ssgColourArray *cl = new ssgColourArray( 1 );
1114 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
1119 for ( i = 0; i < size; ++i ) {
1120 sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
1123 sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
1126 sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
1130 ssgLeaf *leaf = NULL;
1131 if ( token == "tf" ) {
1134 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
1135 } else if ( token == "ts" ) {
1138 new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
1139 } else if ( token == "f" ) {
1142 new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
1144 // leaf->makeDList();
1145 leaf->setState( state );
1147 tile->addKid( leaf );
1150 if ( coverage > 0.0 ) {
1151 if ( coverage < 10000.0 ) {
1152 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1153 << coverage << ", pushing up to 10000");
1156 gen_random_surface_points(leaf, lights, coverage);
1160 SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in "
1161 << path << " = " << token );
1164 // eat white space before start of while loop so if we are
1165 // done with useful input it is noticed before hand.
1174 // stopwatch.stop();
1175 // SG_LOG( SG_TERRAIN, SG_DEBUG,
1176 // "Loaded " << path << " in "
1177 // << stopwatch.elapsedSeconds() << " seconds" );
1183 ssgLeaf *gen_leaf( const string& path,
1184 const GLenum ty, const string& material,
1185 const point_list& nodes, const point_list& normals,
1186 const point_list& texcoords,
1187 const int_list node_index,
1188 const int_list normal_index,
1189 const int_list& tex_index,
1190 const bool calc_lights, ssgVertexArray *lights )
1192 double tex_width = 1000.0, tex_height = 1000.0;
1193 ssgSimpleState *state = NULL;
1194 float coverage = -1;
1196 FGNewMat *newmat = material_lib.find( material );
1197 if ( newmat == NULL ) {
1198 // see if this is an on the fly texture
1200 int pos = file.rfind( "/" );
1201 file = file.substr( 0, pos );
1202 // cout << "current file = " << file << endl;
1205 // cout << "current file = " << file << endl;
1206 if ( ! material_lib.add_item( file ) ) {
1207 SG_LOG( SG_TERRAIN, SG_ALERT,
1208 "Ack! unknown usemtl name = " << material
1209 << " in " << path );
1211 // locate our newly created material
1212 newmat = material_lib.find( material );
1213 if ( newmat == NULL ) {
1214 SG_LOG( SG_TERRAIN, SG_ALERT,
1215 "Ack! bad on the fly material create = "
1216 << material << " in " << path );
1221 if ( newmat != NULL ) {
1222 // set the texture width and height values for this
1224 tex_width = newmat->get_xsize();
1225 tex_height = newmat->get_ysize();
1226 state = newmat->get_state();
1227 coverage = newmat->get_light_coverage();
1228 // cout << "(w) = " << tex_width << " (h) = "
1229 // << tex_width << endl;
1240 int size = node_index.size();
1242 SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
1245 ssgVertexArray *vl = new ssgVertexArray( size );
1247 for ( i = 0; i < size; ++i ) {
1248 node = nodes[ node_index[i] ];
1249 sgSetVec3( tmp3, node[0], node[1], node[2] );
1255 ssgNormalArray *nl = new ssgNormalArray( size );
1256 if ( normal_index.size() ) {
1257 // object file specifies normal indices (i.e. normal indices
1259 for ( i = 0; i < size; ++i ) {
1260 normal = normals[ normal_index[i] ];
1261 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
1265 // use implied normal indices. normal index = vertex index.
1266 for ( i = 0; i < size; ++i ) {
1267 normal = normals[ node_index[i] ];
1268 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
1274 ssgColourArray *cl = new ssgColourArray( 1 );
1275 sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
1278 // texture coordinates
1279 size = tex_index.size();
1281 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
1283 texcoord = texcoords[ tex_index[0] ];
1284 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1285 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1286 if ( tex_width > 0 ) {
1287 tmp2[0] *= (1000.0 / tex_width);
1289 if ( tex_height > 0 ) {
1290 tmp2[1] *= (1000.0 / tex_height);
1293 } else if ( size > 1 ) {
1294 for ( i = 0; i < size; ++i ) {
1295 texcoord = texcoords[ tex_index[i] ];
1296 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1297 if ( tex_width > 0 ) {
1298 tmp2[0] *= (1000.0 / tex_width);
1300 if ( tex_height > 0 ) {
1301 tmp2[1] *= (1000.0 / tex_height);
1307 ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
1309 // lookup the state record
1311 leaf->setState( state );
1313 if ( calc_lights ) {
1314 if ( coverage > 0.0 ) {
1315 if ( coverage < 10000.0 ) {
1316 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1317 << coverage << ", pushing up to 10000");
1320 gen_random_surface_points(leaf, lights, coverage);
1328 // Load an Binary obj file
1329 bool fgBinObjLoad( const string& path, const bool is_base,
1331 double *bounding_radius,
1332 ssgBranch* geometry,
1333 ssgBranch* rwy_lights,
1334 ssgVertexArray *ground_lights )
1337 bool use_dynamic_objects =
1338 fgGetBool("/sim/rendering/dynamic-objects", false);
1340 if ( ! obj.read_bin( path ) ) {
1344 geometry->setName( (char *)path.c_str() );
1346 double geod_lon = 0.0, geod_lat = 0.0, geod_alt = 0.0,
1347 geod_sl_radius = 0.0;
1349 // reference point (center offset/bounding sphere)
1350 *center = obj.get_gbs_center();
1351 *bounding_radius = obj.get_gbs_radius();
1353 // Calculate the geodetic centre of
1354 // the tile, for aligning automatic
1356 Point3D geoc = sgCartToPolar3d(*center);
1357 geod_lon = geoc.lon();
1358 sgGeocToGeod(geoc.lat(), geoc.radius(),
1359 &geod_lat, &geod_alt, &geod_sl_radius);
1360 geod_lon *= SGD_RADIANS_TO_DEGREES;
1361 geod_lat *= SGD_RADIANS_TO_DEGREES;
1364 point_list nodes = obj.get_wgs84_nodes();
1365 point_list colors = obj.get_colors();
1366 point_list normals = obj.get_normals();
1367 point_list texcoords = obj.get_texcoords();
1369 string material, tmp_mat;
1370 int_list vertex_index;
1371 int_list normal_index;
1375 bool is_lighting = false;
1378 string_list pt_materials = obj.get_pt_materials();
1379 group_list pts_v = obj.get_pts_v();
1380 group_list pts_n = obj.get_pts_n();
1381 for ( i = 0; i < (int)pts_v.size(); ++i ) {
1382 // cout << "pts_v.size() = " << pts_v.size() << endl;
1383 tmp_mat = pt_materials[i];
1384 if ( tmp_mat.substr(0, 3) == "RWY" ) {
1385 material = "LIGHTS";
1390 vertex_index = pts_v[i];
1391 normal_index = pts_n[i];
1393 ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
1394 nodes, normals, texcoords,
1395 vertex_index, normal_index, tex_index,
1396 false, ground_lights );
1398 if ( is_lighting ) {
1399 float ranges[] = { 0, 12000 };
1400 leaf->setCallback(SSG_CALLBACK_PREDRAW, runway_lights_predraw);
1401 ssgRangeSelector * lod = new ssgRangeSelector;
1402 lod->setRanges(ranges, 2);
1404 rwy_lights->addKid(lod);
1406 geometry->addKid( leaf );
1410 // generate triangles
1411 string_list tri_materials = obj.get_tri_materials();
1412 group_list tris_v = obj.get_tris_v();
1413 group_list tris_n = obj.get_tris_n();
1414 group_list tris_tc = obj.get_tris_tc();
1415 for ( i = 0; i < (int)tris_v.size(); ++i ) {
1416 material = tri_materials[i];
1417 vertex_index = tris_v[i];
1418 normal_index = tris_n[i];
1419 tex_index = tris_tc[i];
1420 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, material,
1421 nodes, normals, texcoords,
1422 vertex_index, normal_index, tex_index,
1423 is_base, ground_lights );
1425 if (use_dynamic_objects)
1426 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1428 geometry->addKid( leaf );
1432 string_list strip_materials = obj.get_strip_materials();
1433 group_list strips_v = obj.get_strips_v();
1434 group_list strips_n = obj.get_strips_n();
1435 group_list strips_tc = obj.get_strips_tc();
1436 for ( i = 0; i < (int)strips_v.size(); ++i ) {
1437 material = strip_materials[i];
1438 vertex_index = strips_v[i];
1439 normal_index = strips_n[i];
1440 tex_index = strips_tc[i];
1441 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
1442 nodes, normals, texcoords,
1443 vertex_index, normal_index, tex_index,
1444 is_base, ground_lights );
1446 if (use_dynamic_objects)
1447 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1449 geometry->addKid( leaf );
1453 string_list fan_materials = obj.get_fan_materials();
1454 group_list fans_v = obj.get_fans_v();
1455 group_list fans_n = obj.get_fans_n();
1456 group_list fans_tc = obj.get_fans_tc();
1457 for ( i = 0; i < (int)fans_v.size(); ++i ) {
1458 material = fan_materials[i];
1459 vertex_index = fans_v[i];
1460 normal_index = fans_n[i];
1461 tex_index = fans_tc[i];
1462 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, material,
1463 nodes, normals, texcoords,
1464 vertex_index, normal_index, tex_index,
1465 is_base, ground_lights );
1466 if (use_dynamic_objects)
1467 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1469 geometry->addKid( leaf );