1 // obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
3 // Written by Curtis Olson, started October 1997.
5 // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #ifdef SG_MATH_EXCEPTION_CLASH
35 #include <simgear/compiler.h>
36 #include <simgear/sg_inlines.h>
37 #include <simgear/io/sg_binobj.hxx>
41 #include <vector> // STL
42 #include <ctype.h> // isdigit()
44 #include <simgear/constants.h>
45 #include <simgear/debug/logstream.hxx>
46 #include <simgear/math/point3d.hxx>
47 #include <simgear/math/polar3d.hxx>
48 #include <simgear/math/sg_geodesy.hxx>
49 #include <simgear/math/sg_random.h>
50 #include <simgear/math/vector.hxx>
51 #include <simgear/misc/sgstream.hxx>
52 #include <simgear/misc/stopwatch.hxx>
53 #include <simgear/misc/texcoord.hxx>
55 #include <Main/globals.hxx>
56 #include <Main/fg_props.hxx>
57 #include <Time/light.hxx>
58 #include <Scenery/tileentry.hxx>
68 typedef vector < int > int_list;
69 typedef int_list::iterator int_list_iterator;
70 typedef int_list::const_iterator int_point_list_iterator;
73 static double normals[FG_MAX_NODES][3];
74 static double tex_coords[FG_MAX_NODES*3][3];
77 runway_lights_predraw (ssgEntity * e)
79 // Turn on lights only at night
80 float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
81 return int(sun_angle > 90.0);
85 #define FG_TEX_CONSTANT 69.0
87 // Calculate texture coordinates for a given point.
88 static Point3D local_calc_tex_coords(const Point3D& node, const Point3D& ref) {
91 // double tmplon, tmplat;
93 // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
94 // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
96 cp = Point3D( node[0] + ref.x(),
100 pp = sgCartToPolar3d(cp);
102 // tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
103 // tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
104 // cout << tmplon << " " << tmplat << endl;
106 pp.setx( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.x(), 11.0) );
107 pp.sety( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.y(), 11.0) );
109 if ( pp.x() < 0.0 ) {
110 pp.setx( pp.x() + 11.0 );
113 if ( pp.y() < 0.0 ) {
114 pp.sety( pp.y() + 11.0 );
117 // cout << pp << endl;
123 // Generate an ocean tile
124 bool fgGenTile( const string& path, SGBucket b,
126 double *bounding_radius,
127 ssgBranch* geometry )
131 ssgSimpleState *state = NULL;
133 geometry -> setName ( (char *)path.c_str() ) ;
135 double tex_width = 1000.0;
136 // double tex_height;
138 // find Ocean material in the properties list
139 newmat = material_lib.find( "Ocean" );
140 if ( newmat != NULL ) {
141 // set the texture width and height values for this
143 tex_width = newmat->get_xsize();
144 // tex_height = newmat->get_ysize();
147 state = newmat->get_state();
149 SG_LOG( SG_TERRAIN, SG_ALERT,
150 "Ack! unknown usemtl name = " << "Ocean"
154 // Calculate center point
155 double clon = b.get_center_lon();
156 double clat = b.get_center_lat();
157 double height = b.get_height();
158 double width = b.get_width();
160 *center = sgGeodToCart( Point3D(clon*SGD_DEGREES_TO_RADIANS,
161 clat*SGD_DEGREES_TO_RADIANS,
163 // cout << "center = " << center << endl;;
165 // Caculate corner vertices
167 geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
168 geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
169 geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
170 geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
174 for ( i = 0; i < 4; ++i ) {
175 rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
176 geod[i].y() * SGD_DEGREES_TO_RADIANS,
180 Point3D cart[4], rel[4];
181 for ( i = 0; i < 4; ++i ) {
182 cart[i] = sgGeodToCart(rad[i]);
183 rel[i] = cart[i] - *center;
184 // cout << "corner " << i << " = " << cart[i] << endl;
187 // Calculate bounding radius
188 *bounding_radius = center->distance3D( cart[0] );
189 // cout << "bounding radius = " << t->bounding_radius << endl;
193 for ( i = 0; i < 4; ++i ) {
194 double length = cart[i].distance3D( Point3D(0.0) );
195 normals[i] = cart[i] / length;
196 // cout << "normal = " << normals[i] << endl;
199 // Calculate texture coordinates
200 point_list geod_nodes;
204 for ( i = 0; i < 4; ++i ) {
205 geod_nodes.push_back( geod[i] );
206 rectangle.push_back( i );
208 point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
209 1000.0 / tex_width );
211 // Allocate ssg structure
212 ssgVertexArray *vl = new ssgVertexArray( 4 );
213 ssgNormalArray *nl = new ssgNormalArray( 4 );
214 ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
215 ssgColourArray *cl = new ssgColourArray( 1 );
218 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
221 // sgVec3 *vtlist = new sgVec3 [ 4 ];
222 // t->vec3_ptrs.push_back( vtlist );
223 // sgVec3 *vnlist = new sgVec3 [ 4 ];
224 // t->vec3_ptrs.push_back( vnlist );
225 // sgVec2 *tclist = new sgVec2 [ 4 ];
226 // t->vec2_ptrs.push_back( tclist );
230 for ( i = 0; i < 4; ++i ) {
232 rel[i].x(), rel[i].y(), rel[i].z() );
236 normals[i].x(), normals[i].y(), normals[i].z() );
239 sgSetVec2( tmp2, texs[i].x(), texs[i].y());
244 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
246 leaf->setState( state );
248 geometry->addKid( leaf );
254 static void random_pt_inside_tri( float *res,
255 float *n1, float *n2, float *n3 )
257 double a = sg_random();
258 double b = sg_random();
263 double c = 1 - a - b;
265 res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
266 res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
267 res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
271 static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
273 int num = leaf->getNumTriangles();
275 short int n1, n2, n3;
279 // generate a repeatable random seed
280 p1 = leaf->getVertex( 0 );
281 unsigned int seed = (unsigned int)(fabs(p1[0]*100));
284 for ( int i = 0; i < num; ++i ) {
285 leaf->getTriangle( i, &n1, &n2, &n3 );
286 p1 = leaf->getVertex(n1);
287 p2 = leaf->getVertex(n2);
288 p3 = leaf->getVertex(n3);
289 double area = sgTriArea( p1, p2, p3 );
290 double num = area / factor;
292 // generate a light point for each unit of area
293 while ( num > 1.0 ) {
294 random_pt_inside_tri( result, p1, p2, p3 );
295 lights->add( result );
298 // for partial units of area, use a zombie door method to
299 // create the proper random chance of a light being created
302 if ( sg_random() <= num ) {
303 // a zombie made it through our door
304 random_pt_inside_tri( result, p1, p2, p3 );
305 lights->add( result );
314 * User data for populating leaves when they come in range.
316 class LeafUserData : public ssgBase
328 void setup_triangle( int i );
333 * User data for populating triangles when they come in range.
335 class TriUserData : public ssgBase
344 FGNewMat::ObjectGroup * object_group;
346 LeafUserData * leafData;
349 void fill_in_triangle();
350 void add_object_to_triangle(FGNewMat::Object * object);
351 void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
356 * Fill in a triangle with randomly-placed objects.
358 * This method is invoked by a callback when the triangle is in range
359 * but not yet populated.
363 void TriUserData::fill_in_triangle ()
365 // generate a repeatable random seed
368 int nObjects = object_group->get_object_count();
370 for (int i = 0; i < nObjects; i++) {
371 FGNewMat::Object * object = object_group->get_object(i);
372 double num = area / object->get_coverage_m2();
374 // place an object each unit of area
375 while ( num > 1.0 ) {
376 add_object_to_triangle(object);
379 // for partial units of area, use a zombie door method to
380 // create the proper random chance of an object being created
383 if ( sg_random() <= num ) {
384 // a zombie made it through our door
385 add_object_to_triangle(object);
391 void TriUserData::add_object_to_triangle (FGNewMat::Object * object)
393 // Set up the random heading if required.
395 if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
396 hdg_deg = sg_random() * 360;
399 makeWorldMatrix(mat, hdg_deg);
401 ssgTransform * pos = new ssgTransform;
402 pos->setTransform(mat);
403 pos->addKid(object->get_random_model());
407 void TriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
410 mat[0][0] = leafData->sin_lat * leafData->cos_lon;
411 mat[0][1] = leafData->sin_lat * leafData->sin_lon;
412 mat[0][2] = -leafData->cos_lat;
415 mat[1][0] = -leafData->sin_lon;
416 mat[1][1] = leafData->cos_lon;
420 float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
421 float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
422 mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
423 mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
424 mat[0][2] = -cos_hdg * leafData->cos_lat;
427 mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
428 mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
429 mat[1][2] = sin_hdg * leafData->cos_lat;
433 mat[2][0] = leafData->cos_lat * leafData->cos_lon;
434 mat[2][1] = leafData->cos_lat * leafData->sin_lon;
435 mat[2][2] = leafData->sin_lat;
438 // translate to random point in triangle
440 random_pt_inside_tri(result, p1, p2, p3);
441 sgSubVec3(mat[3], result, center);
447 * SSG callback for an in-range triangle of randomly-placed objects.
449 * This pretraversal callback is attached to a branch that is traversed
450 * only when a triangle is in range. If the triangle is not currently
451 * populated with randomly-placed objects, this callback will populate
454 * @param entity The entity to which the callback is attached (not used).
455 * @param mask The entity's traversal mask (not used).
456 * @return Always 1, to allow traversal and culling to continue.
459 tri_in_range_callback (ssgEntity * entity, int mask)
461 TriUserData * data = (TriUserData *)entity->getUserData();
462 if (!data->is_filled_in) {
463 data->fill_in_triangle();
464 data->is_filled_in = true;
471 * SSG callback for an out-of-range triangle of randomly-placed objects.
473 * This pretraversal callback is attached to a branch that is traversed
474 * only when a triangle is out of range. If the triangle is currently
475 * populated with randomly-placed objects, the objects will be removed.
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 0, to prevent any further traversal or culling.
483 tri_out_of_range_callback (ssgEntity * entity, int mask)
485 TriUserData * data = (TriUserData *)entity->getUserData();
486 if (data->is_filled_in) {
487 data->branch->removeAllKids();
488 data->is_filled_in = false;
495 * ssgEntity with a dummy bounding sphere, to fool culling.
497 * This forces the in-range and out-of-range branches to be visited
498 * when appropriate, even if they have no children. It's ugly, but
499 * it works and seems fairly efficient (since branches can still
500 * be culled when they're out of the view frustum).
502 class DummyBSphereEntity : public ssgEntity
505 DummyBSphereEntity (float radius)
507 bsphere.setCenter(0, 0, 0);
508 bsphere.setRadius(radius);
510 virtual ~DummyBSphereEntity () {}
511 virtual void recalcBSphere () { bsphere_is_invalid = false; }
512 virtual void cull (sgFrustum *f, sgMat4 m, int test_needed) {}
513 virtual void isect (sgSphere *s, sgMat4 m, int test_needed) {}
514 virtual void hot (sgVec3 s, sgMat4 m, int test_needed) {}
515 virtual void los (sgVec3 s, sgMat4 m, int test_needed) {}
520 * Calculate the bounding radius of a triangle from its center.
522 * @param center The triangle center.
523 * @param p1 The first point in the triangle.
524 * @param p2 The second point in the triangle.
525 * @param p3 The third point in the triangle.
526 * @return The greatest distance any point lies from the center.
529 get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
531 return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
532 sgDistanceSquaredVec3(center, p2),
533 sgDistanceSquaredVec3(center, p3) ) );
538 * Set up a triangle for randomly-placed objects.
540 * No objects will be added unless the triangle comes into range.
544 void LeafUserData::setup_triangle (int i )
547 leaf->getTriangle(i, &n1, &n2, &n3);
549 float * p1 = leaf->getVertex(n1);
550 float * p2 = leaf->getVertex(n2);
551 float * p3 = leaf->getVertex(n3);
553 // Set up a single center point for LOD
556 (p1[0] + p2[0] + p3[0]) / 3.0,
557 (p1[1] + p2[1] + p3[1]) / 3.0,
558 (p1[2] + p2[2] + p3[2]) / 3.0);
559 double area = sgTriArea(p1, p2, p3);
561 // maximum radius of an object from center.
562 double bounding_radius = get_bounding_radius(center, p1, p2, p3);
564 // Set up a transformation to the center
565 // point, so that everything else can
566 // be specified relative to it.
567 ssgTransform * location = new ssgTransform;
569 sgMakeTransMat4(TRANS, center);
570 location->setTransform(TRANS);
571 branch->addKid(location);
573 // Iterate through all the object types.
574 int num_groups = mat->get_object_group_count();
575 for (int j = 0; j < num_groups; j++) {
576 // Look up the random object.
577 FGNewMat::ObjectGroup * group = mat->get_object_group(j);
579 // Set up the range selector for the entire
580 // triangle; note that we use the object
581 // range plus the bounding radius here, to
582 // allow for objects far from the center.
583 float ranges[] = { 0,
584 group->get_range_m() + bounding_radius,
586 ssgRangeSelector * lod = new ssgRangeSelector;
587 lod->setRanges(ranges, 3);
588 location->addKid(lod);
590 // Create the in-range and out-of-range
592 ssgBranch * in_range = new ssgBranch;
593 ssgBranch * out_of_range = new ssgBranch;
595 // Set up the user data for if/when
596 // the random objects in this triangle
598 TriUserData * data = new TriUserData;
599 data->is_filled_in = false;
603 sgCopyVec3 (data->center, center);
605 data->object_group = group;
606 data->branch = in_range;
607 data->leafData = this;
608 data->seed = (unsigned int)(p1[0] * j);
610 // Set up the in-range node.
611 in_range->setUserData(data);
612 in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
613 tri_in_range_callback);
614 lod->addKid(in_range);
616 // Set up the out-of-range node.
617 out_of_range->setUserData(data);
618 out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
619 tri_out_of_range_callback);
620 out_of_range->addKid(new DummyBSphereEntity(bounding_radius));
621 lod->addKid(out_of_range);
626 * SSG callback for an in-range leaf of randomly-placed objects.
628 * This pretraversal callback is attached to a branch that is
629 * traversed only when a leaf is in range. If the leaf is not
630 * currently prepared to be populated with randomly-placed objects,
631 * this callback will prepare it (actual population is handled by
632 * the tri_in_range_callback for individual triangles).
634 * @param entity The entity to which the callback is attached (not used).
635 * @param mask The entity's traversal mask (not used).
636 * @return Always 1, to allow traversal and culling to continue.
639 leaf_in_range_callback (ssgEntity * entity, int mask)
641 LeafUserData * data = (LeafUserData *)entity->getUserData();
643 if (!data->is_filled_in) {
644 // Iterate through all the triangles
645 // and populate them.
646 int num_tris = data->leaf->getNumTriangles();
647 for ( int i = 0; i < num_tris; ++i ) {
648 data->setup_triangle(i);
650 data->is_filled_in = true;
657 * SSG callback for an out-of-range leaf of randomly-placed objects.
659 * This pretraversal callback is attached to a branch that is
660 * traversed only when a leaf is out of range. If the leaf is
661 * currently prepared to be populated with randomly-placed objects (or
662 * is actually populated), the objects will be removed.
664 * @param entity The entity to which the callback is attached (not used).
665 * @param mask The entity's traversal mask (not used).
666 * @return Always 0, to prevent any further traversal or culling.
669 leaf_out_of_range_callback (ssgEntity * entity, int mask)
671 LeafUserData * data = (LeafUserData *)entity->getUserData();
672 if (data->is_filled_in) {
673 data->branch->removeAllKids();
674 data->is_filled_in = false;
681 * Randomly place objects on a surface.
683 * The leaf node provides the geometry of the surface, while the
684 * material provides the objects and placement density. Latitude
685 * and longitude are required so that the objects can be rotated
686 * to the world-up vector. This function does not actually add
687 * any objects; instead, it attaches an ssgRangeSelector to the
688 * branch with callbacks to generate the objects when needed.
690 * @param leaf The surface where the objects should be placed.
691 * @param branch The branch that will hold the randomly-placed objects.
692 * @param center The center of the leaf in FlightGear coordinates.
693 * @param material_name The name of the surface's material.
696 gen_random_surface_objects (ssgLeaf *leaf,
699 const string &material_name)
701 // If the surface has no triangles, return
703 int num_tris = leaf->getNumTriangles();
707 // Get the material for this surface.
708 FGNewMat * mat = material_lib.find(material_name);
710 SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
714 // If the material has no randomly-placed
715 // objects, return now.
716 if (mat->get_object_group_count() < 1)
719 // Calculate the geodetic centre of
720 // the tile, for aligning automatic
722 double lon_deg, lat_rad, lat_deg, alt_m, sl_radius_m;
723 Point3D geoc = sgCartToPolar3d(*center);
724 lon_deg = geoc.lon() * SGD_RADIANS_TO_DEGREES;
725 sgGeocToGeod(geoc.lat(), geoc.radius(),
726 &lat_rad, &alt_m, &sl_radius_m);
727 lat_deg = lat_rad * SGD_RADIANS_TO_DEGREES;
730 // max random object range: 20000m
731 float ranges[] = { 0, 20000, 1000000 };
732 ssgRangeSelector * lod = new ssgRangeSelector;
733 lod->setRanges(ranges, 3);
736 // Create the in-range and out-of-range
738 ssgBranch * in_range = new ssgBranch;
739 ssgBranch * out_of_range = new ssgBranch;
740 lod->addKid(in_range);
741 lod->addKid(out_of_range);
743 LeafUserData * data = new LeafUserData;
744 data->is_filled_in = false;
747 data->branch = in_range;
748 data->sin_lat = sin(lat_deg * SGD_DEGREES_TO_RADIANS);
749 data->cos_lat = cos(lat_deg * SGD_DEGREES_TO_RADIANS);
750 data->sin_lon = sin(lon_deg * SGD_DEGREES_TO_RADIANS);
751 data->cos_lon = cos(lon_deg * SGD_DEGREES_TO_RADIANS);
753 in_range->setUserData(data);
754 in_range->setTravCallback(SSG_CALLBACK_PRETRAV, leaf_in_range_callback);
755 out_of_range->setUserData(data);
756 out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
757 leaf_out_of_range_callback);
759 ->addKid(new DummyBSphereEntity(leaf->getBSphere()->getRadius()));
764 ////////////////////////////////////////////////////////////////////////
766 ////////////////////////////////////////////////////////////////////////
769 // Load an Ascii obj file
770 ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
771 ssgVertexArray *lights, const bool is_base)
773 FGNewMat *newmat = NULL;
777 // sgVec3 approx_normal;
778 // double normal[3], scale = 0.0;
779 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
780 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
781 // GLint display_list = 0;
783 bool in_faces = false;
784 int vncount, vtcount;
785 int n1 = 0, n2 = 0, n3 = 0;
787 // int last1 = 0, last2 = 0;
792 double scenery_version = 0.0;
793 double tex_width = 1000.0, tex_height = 1000.0;
794 bool shared_done = false;
795 int_list fan_vertices;
796 int_list fan_tex_coords;
798 ssgSimpleState *state = NULL;
799 sgVec3 *vtlist, *vnlist;
802 ssgBranch *tile = new ssgBranch () ;
804 tile -> setName ( (char *)path.c_str() ) ;
806 // Attempt to open "path.gz" or "path"
807 sg_gzifstream in( path );
808 if ( ! in.is_open() ) {
809 SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
810 SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
817 shading = fgGetBool("/sim/rendering/shading");
825 t->bounding_radius = 0.0;
829 // StopWatch stopwatch;
830 // stopwatch.start();
832 // ignore initial comments and blank lines. (priming the pump)
833 // in >> skipcomment;
840 while ( in.get(c) && c != '\0' ) {
843 while ( ! in.eof() ) {
847 if ( in.get( c ) && c == '#' ) {
848 // process a comment line
850 // getline( in, line );
851 // cout << "comment = " << line << endl;
855 if ( token == "Version" ) {
856 // read scenery versions number
857 in >> scenery_version;
858 // cout << "scenery_version = " << scenery_version << endl;
859 if ( scenery_version > 0.4 ) {
860 SG_LOG( SG_TERRAIN, SG_ALERT,
861 "\nYou are attempting to load a tile format that\n"
862 << "is newer than this version of flightgear can\n"
863 << "handle. You should upgrade your copy of\n"
864 << "FlightGear to the newest version. For\n"
865 << "details, please see:\n"
866 << "\n http://www.flightgear.org\n" );
869 } else if ( token == "gbs" ) {
870 // reference point (center offset)
872 in >> t->center >> t->bounding_radius;
876 in >> junk1 >> junk2;
879 // cout << "center = " << center
880 // << " radius = " << t->bounding_radius << endl;
881 } else if ( token == "bs" ) {
882 // reference point (center offset)
886 in >> junk1 >> junk2;
887 } else if ( token == "usemtl" ) {
888 // material property specification
890 // if first usemtl with shared_done = false, then set
891 // shared_done true and build the ssg shared lists
892 if ( ! shared_done ) {
894 if ( (int)nodes.size() != vncount ) {
895 SG_LOG( SG_TERRAIN, SG_ALERT,
896 "Tile has mismatched nodes = " << nodes.size()
897 << " and normals = " << vncount << " : "
903 vtlist = new sgVec3 [ nodes.size() ];
904 t->vec3_ptrs.push_back( vtlist );
905 vnlist = new sgVec3 [ vncount ];
906 t->vec3_ptrs.push_back( vnlist );
907 tclist = new sgVec2 [ vtcount ];
908 t->vec2_ptrs.push_back( tclist );
910 for ( i = 0; i < (int)nodes.size(); ++i ) {
911 sgSetVec3( vtlist[i],
912 nodes[i][0], nodes[i][1], nodes[i][2] );
914 for ( i = 0; i < vncount; ++i ) {
915 sgSetVec3( vnlist[i],
920 for ( i = 0; i < vtcount; ++i ) {
921 sgSetVec2( tclist[i],
927 // display_list = xglGenLists(1);
928 // xglNewList(display_list, GL_COMPILE);
929 // printf("xglGenLists(); xglNewList();\n");
932 // scan the material line
935 // find this material in the properties list
937 newmat = material_lib.find( material );
938 if ( newmat == NULL ) {
939 // see if this is an on the fly texture
941 int pos = file.rfind( "/" );
942 file = file.substr( 0, pos );
943 // cout << "current file = " << file << endl;
946 // cout << "current file = " << file << endl;
947 if ( ! material_lib.add_item( file ) ) {
948 SG_LOG( SG_TERRAIN, SG_ALERT,
949 "Ack! unknown usemtl name = " << material
952 // locate our newly created material
953 newmat = material_lib.find( material );
954 if ( newmat == NULL ) {
955 SG_LOG( SG_TERRAIN, SG_ALERT,
956 "Ack! bad on the fly materia create = "
957 << material << " in " << path );
962 if ( newmat != NULL ) {
963 // set the texture width and height values for this
965 tex_width = newmat->get_xsize();
966 tex_height = newmat->get_ysize();
967 state = newmat->get_state();
968 coverage = newmat->get_light_coverage();
969 // cout << "(w) = " << tex_width << " (h) = "
970 // << tex_width << endl;
975 // unknown comment, just gobble the input until the
985 // cout << "token = " << token << endl;
987 if ( token == "vn" ) {
989 if ( vncount < FG_MAX_NODES ) {
990 in >> normals[vncount][0]
991 >> normals[vncount][1]
992 >> normals[vncount][2];
995 SG_LOG( SG_TERRAIN, SG_ALERT,
996 "Read too many vertex normals in " << path
997 << " ... dying :-(" );
1000 } else if ( token == "vt" ) {
1001 // vertex texture coordinate
1002 if ( vtcount < FG_MAX_NODES*3 ) {
1003 in >> tex_coords[vtcount][0]
1004 >> tex_coords[vtcount][1];
1007 SG_LOG( SG_TERRAIN, SG_ALERT,
1008 "Read too many vertex texture coords in " << path
1013 } else if ( token == "v" ) {
1015 if ( t->ncount < FG_MAX_NODES ) {
1016 /* in >> nodes[t->ncount][0]
1017 >> nodes[t->ncount][1]
1018 >> nodes[t->ncount][2]; */
1020 nodes.push_back(node);
1025 SG_LOG( SG_TERRAIN, SG_ALERT,
1026 "Read too many nodes in " << path
1027 << " ... dying :-(");
1030 } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
1031 // triangle fan, strip, or individual face
1032 // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
1034 fan_vertices.clear();
1035 fan_tex_coords.clear();
1038 // xglBegin(GL_TRIANGLE_FAN);
1041 fan_vertices.push_back( n1 );
1042 // xglNormal3dv(normals[n1]);
1043 if ( in.get( c ) && c == '/' ) {
1045 fan_tex_coords.push_back( tex );
1046 if ( scenery_version >= 0.4 ) {
1047 if ( tex_width > 0 ) {
1048 tclist[tex][0] *= (1000.0 / tex_width);
1050 if ( tex_height > 0 ) {
1051 tclist[tex][1] *= (1000.0 / tex_height);
1054 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1055 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1058 pp = local_calc_tex_coords(nodes[n1], center);
1060 // xglTexCoord2f(pp.x(), pp.y());
1061 // xglVertex3dv(nodes[n1].get_n());
1064 fan_vertices.push_back( n2 );
1065 // xglNormal3dv(normals[n2]);
1066 if ( in.get( c ) && c == '/' ) {
1068 fan_tex_coords.push_back( tex );
1069 if ( scenery_version >= 0.4 ) {
1070 if ( tex_width > 0 ) {
1071 tclist[tex][0] *= (1000.0 / tex_width);
1073 if ( tex_height > 0 ) {
1074 tclist[tex][1] *= (1000.0 / tex_height);
1077 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1078 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1081 pp = local_calc_tex_coords(nodes[n2], center);
1083 // xglTexCoord2f(pp.x(), pp.y());
1084 // xglVertex3dv(nodes[n2].get_n());
1086 // read all subsequent numbers until next thing isn't a number
1093 if ( ! isdigit(c) || in.eof() ) {
1098 fan_vertices.push_back( n3 );
1099 // cout << " triangle = "
1100 // << n1 << "," << n2 << "," << n3
1102 // xglNormal3dv(normals[n3]);
1103 if ( in.get( c ) && c == '/' ) {
1105 fan_tex_coords.push_back( tex );
1106 if ( scenery_version >= 0.4 ) {
1107 if ( tex_width > 0 ) {
1108 tclist[tex][0] *= (1000.0 / tex_width);
1110 if ( tex_height > 0 ) {
1111 tclist[tex][1] *= (1000.0 / tex_height);
1114 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1115 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1118 pp = local_calc_tex_coords(nodes[n3], center);
1120 // xglTexCoord2f(pp.x(), pp.y());
1121 // xglVertex3dv(nodes[n3].get_n());
1123 if ( (token == "tf") || (token == "f") ) {
1136 // build the ssg entity
1137 int size = (int)fan_vertices.size();
1138 ssgVertexArray *vl = new ssgVertexArray( size );
1139 ssgNormalArray *nl = new ssgNormalArray( size );
1140 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
1141 ssgColourArray *cl = new ssgColourArray( 1 );
1144 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
1149 for ( i = 0; i < size; ++i ) {
1150 sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
1153 sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
1156 sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
1160 ssgLeaf *leaf = NULL;
1161 if ( token == "tf" ) {
1164 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
1165 } else if ( token == "ts" ) {
1168 new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
1169 } else if ( token == "f" ) {
1172 new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
1174 // leaf->makeDList();
1175 leaf->setState( state );
1177 tile->addKid( leaf );
1180 if ( coverage > 0.0 ) {
1181 if ( coverage < 10000.0 ) {
1182 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1183 << coverage << ", pushing up to 10000");
1186 gen_random_surface_points(leaf, lights, coverage);
1190 SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in "
1191 << path << " = " << token );
1194 // eat white space before start of while loop so if we are
1195 // done with useful input it is noticed before hand.
1204 // stopwatch.stop();
1205 // SG_LOG( SG_TERRAIN, SG_DEBUG,
1206 // "Loaded " << path << " in "
1207 // << stopwatch.elapsedSeconds() << " seconds" );
1213 ssgLeaf *gen_leaf( const string& path,
1214 const GLenum ty, const string& material,
1215 const point_list& nodes, const point_list& normals,
1216 const point_list& texcoords,
1217 const int_list& node_index,
1218 const int_list& normal_index,
1219 const int_list& tex_index,
1220 const bool calc_lights, ssgVertexArray *lights )
1222 double tex_width = 1000.0, tex_height = 1000.0;
1223 ssgSimpleState *state = NULL;
1224 float coverage = -1;
1226 FGNewMat *newmat = material_lib.find( material );
1227 if ( newmat == NULL ) {
1228 // see if this is an on the fly texture
1230 int pos = file.rfind( "/" );
1231 file = file.substr( 0, pos );
1232 // cout << "current file = " << file << endl;
1235 // cout << "current file = " << file << endl;
1236 if ( ! material_lib.add_item( file ) ) {
1237 SG_LOG( SG_TERRAIN, SG_ALERT,
1238 "Ack! unknown usemtl name = " << material
1239 << " in " << path );
1241 // locate our newly created material
1242 newmat = material_lib.find( material );
1243 if ( newmat == NULL ) {
1244 SG_LOG( SG_TERRAIN, SG_ALERT,
1245 "Ack! bad on the fly material create = "
1246 << material << " in " << path );
1251 if ( newmat != NULL ) {
1252 // set the texture width and height values for this
1254 tex_width = newmat->get_xsize();
1255 tex_height = newmat->get_ysize();
1256 state = newmat->get_state();
1257 coverage = newmat->get_light_coverage();
1258 // cout << "(w) = " << tex_width << " (h) = "
1259 // << tex_width << endl;
1270 int size = node_index.size();
1272 SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
1275 ssgVertexArray *vl = new ssgVertexArray( size );
1277 for ( i = 0; i < size; ++i ) {
1278 node = nodes[ node_index[i] ];
1279 sgSetVec3( tmp3, node[0], node[1], node[2] );
1285 ssgNormalArray *nl = new ssgNormalArray( size );
1286 if ( normal_index.size() ) {
1287 // object file specifies normal indices (i.e. normal indices
1289 for ( i = 0; i < size; ++i ) {
1290 normal = normals[ normal_index[i] ];
1291 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
1295 // use implied normal indices. normal index = vertex index.
1296 for ( i = 0; i < size; ++i ) {
1297 normal = normals[ node_index[i] ];
1298 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
1304 ssgColourArray *cl = new ssgColourArray( 1 );
1305 sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
1308 // texture coordinates
1309 size = tex_index.size();
1311 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
1313 texcoord = texcoords[ tex_index[0] ];
1314 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1315 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1316 if ( tex_width > 0 ) {
1317 tmp2[0] *= (1000.0 / tex_width);
1319 if ( tex_height > 0 ) {
1320 tmp2[1] *= (1000.0 / tex_height);
1323 } else if ( size > 1 ) {
1324 for ( i = 0; i < size; ++i ) {
1325 texcoord = texcoords[ tex_index[i] ];
1326 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1327 if ( tex_width > 0 ) {
1328 tmp2[0] *= (1000.0 / tex_width);
1330 if ( tex_height > 0 ) {
1331 tmp2[1] *= (1000.0 / tex_height);
1337 ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
1339 // lookup the state record
1341 leaf->setState( state );
1343 if ( calc_lights ) {
1344 if ( coverage > 0.0 ) {
1345 if ( coverage < 10000.0 ) {
1346 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1347 << coverage << ", pushing up to 10000");
1350 gen_random_surface_points(leaf, lights, coverage);
1358 // Load an Binary obj file
1359 bool fgBinObjLoad( const string& path, const bool is_base,
1361 double *bounding_radius,
1362 ssgBranch* geometry,
1363 ssgBranch* rwy_lights,
1364 ssgVertexArray *ground_lights )
1367 bool use_random_objects =
1368 fgGetBool("/sim/rendering/random-objects", true);
1370 if ( ! obj.read_bin( path ) ) {
1374 geometry->setName( (char *)path.c_str() );
1377 // reference point (center offset/bounding sphere)
1378 *center = obj.get_gbs_center();
1379 *bounding_radius = obj.get_gbs_radius();
1383 point_list nodes = obj.get_wgs84_nodes();
1384 point_list colors = obj.get_colors();
1385 point_list normals = obj.get_normals();
1386 point_list texcoords = obj.get_texcoords();
1388 string material, tmp_mat;
1389 int_list vertex_index;
1390 int_list normal_index;
1394 bool is_lighting = false;
1397 string_list pt_materials = obj.get_pt_materials();
1398 group_list pts_v = obj.get_pts_v();
1399 group_list pts_n = obj.get_pts_n();
1400 for ( i = 0; i < (int)pts_v.size(); ++i ) {
1401 // cout << "pts_v.size() = " << pts_v.size() << endl;
1402 tmp_mat = pt_materials[i];
1403 if ( tmp_mat.substr(0, 3) == "RWY" ) {
1404 material = "LIGHTS";
1409 vertex_index = pts_v[i];
1410 normal_index = pts_n[i];
1412 ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
1413 nodes, normals, texcoords,
1414 vertex_index, normal_index, tex_index,
1415 false, ground_lights );
1417 if ( is_lighting ) {
1422 leaf->setCallback(SSG_CALLBACK_PREDRAW, runway_lights_predraw);
1423 ssgRangeSelector * lod = new ssgRangeSelector;
1424 lod->setRanges(ranges, 2);
1426 rwy_lights->addKid(lod);
1428 geometry->addKid( leaf );
1432 // Put all randomly-placed objects under a separate branch
1433 // (actually an ssgRangeSelector) named "random-models".
1434 ssgBranch * random_object_branch = 0;
1435 if (use_random_objects) {
1436 float ranges[] = { 0, 20000 }; // Maximum 20km range for random objects
1437 ssgRangeSelector * object_lod = new ssgRangeSelector;
1438 object_lod->setRanges(ranges, 2);
1439 object_lod->setName("random-models");
1440 geometry->addKid(object_lod);
1441 random_object_branch = new ssgBranch;
1442 object_lod->addKid(random_object_branch);
1445 // generate triangles
1446 string_list tri_materials = obj.get_tri_materials();
1447 group_list tris_v = obj.get_tris_v();
1448 group_list tris_n = obj.get_tris_n();
1449 group_list tris_tc = obj.get_tris_tc();
1450 for ( i = 0; i < (int)tris_v.size(); ++i ) {
1451 material = tri_materials[i];
1452 vertex_index = tris_v[i];
1453 normal_index = tris_n[i];
1454 tex_index = tris_tc[i];
1455 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, material,
1456 nodes, normals, texcoords,
1457 vertex_index, normal_index, tex_index,
1458 is_base, ground_lights );
1460 if (use_random_objects)
1461 gen_random_surface_objects(leaf, random_object_branch,
1463 geometry->addKid( leaf );
1467 string_list strip_materials = obj.get_strip_materials();
1468 group_list strips_v = obj.get_strips_v();
1469 group_list strips_n = obj.get_strips_n();
1470 group_list strips_tc = obj.get_strips_tc();
1471 for ( i = 0; i < (int)strips_v.size(); ++i ) {
1472 material = strip_materials[i];
1473 vertex_index = strips_v[i];
1474 normal_index = strips_n[i];
1475 tex_index = strips_tc[i];
1476 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
1477 nodes, normals, texcoords,
1478 vertex_index, normal_index, tex_index,
1479 is_base, ground_lights );
1481 if (use_random_objects)
1482 gen_random_surface_objects(leaf, random_object_branch,
1484 geometry->addKid( leaf );
1488 string_list fan_materials = obj.get_fan_materials();
1489 group_list fans_v = obj.get_fans_v();
1490 group_list fans_n = obj.get_fans_n();
1491 group_list fans_tc = obj.get_fans_tc();
1492 for ( i = 0; i < (int)fans_v.size(); ++i ) {
1493 material = fan_materials[i];
1494 vertex_index = fans_v[i];
1495 normal_index = fans_n[i];
1496 tex_index = fans_tc[i];
1497 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, material,
1498 nodes, normals, texcoords,
1499 vertex_index, normal_index, tex_index,
1500 is_base, ground_lights );
1501 if (use_random_objects)
1502 gen_random_surface_objects(leaf, random_object_branch,
1504 geometry->addKid( leaf );