1 // obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
3 // Written by Curtis Olson, started October 1997.
5 // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
28 #ifdef FG_MATH_EXCEPTION_CLASH
41 // #if defined ( __sun__ )
42 // extern "C" void *memmove(void *, const void *, size_t);
43 // extern "C" void *memset(void *, int, size_t);
46 #include <Include/compiler.h>
50 #include <vector> // STL
51 #include <ctype.h> // isdigit()
53 #include <Debug/logstream.hxx>
54 #include <Misc/fgstream.hxx>
55 #include <Include/fg_constants.h>
56 #include <Main/options.hxx>
57 #include <Math/mat3.h>
58 #include <Math/fg_random.h>
59 #include <Math/point3d.hxx>
60 #include <Math/polar3d.hxx>
61 #include <Misc/stopwatch.hxx>
62 #include <Scenery/tileentry.hxx>
64 #include "materialmgr.hxx"
71 typedef vector < int > int_list;
72 typedef int_list::iterator int_list_iterator;
73 typedef int_list::const_iterator int_point_list_iterator;
76 static double normals[FG_MAX_NODES][3];
77 static double tex_coords[FG_MAX_NODES*3][3];
80 // given three points defining a triangle, calculate the normal
81 static void calc_normal(Point3D p1, Point3D p2,
82 Point3D p3, double normal[3])
87 v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
88 v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
90 MAT3cross_product(normal, v1, v2);
91 MAT3_NORMALIZE_VEC(normal,temp);
93 // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
94 // normal[0], normal[1], normal[2]);
98 #define FG_TEX_CONSTANT 69.0
101 // Calculate texture coordinates for a given point.
102 static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) {
105 // double tmplon, tmplat;
107 // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
108 // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
110 cp = Point3D( node[0] + ref.x(),
114 pp = fgCartToPolar3d(cp);
116 // tmplon = pp.lon() * RAD_TO_DEG;
117 // tmplat = pp.lat() * RAD_TO_DEG;
118 // cout << tmplon << " " << tmplat << endl;
120 pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
121 pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
123 if ( pp.x() < 0.0 ) {
124 pp.setx( pp.x() + 11.0 );
127 if ( pp.y() < 0.0 ) {
128 pp.sety( pp.y() + 11.0 );
131 // cout << pp << endl;
137 // Load a .obj file and build the GL fragment list
138 ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
141 double approx_normal[3], normal[3] /*, scale = 0.0 */;
142 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
143 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
144 GLint display_list = 0;
146 bool in_fragment = false, in_faces = false;
147 int vncount, vtcount;
148 int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
150 int last1 = 0, last2 = 0, odd = 0;
154 double tex_width = 1000.0, tex_height = 1000.0;
155 bool shared_done = false;
156 int_list fan_vertices;
157 int_list fan_tex_coords;
159 ssgSimpleState *state = NULL;
161 // printf("loading %s\n", path.c_str() );
163 // Attempt to open "path.gz" or "path"
164 fg_gzifstream in( path );
165 if ( ! in.is_open() ) {
166 FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
170 shading = current_options.get_shading();
176 t->bounding_radius = 0.0;
182 ssgBranch *tile = new ssgBranch () ;
183 tile -> setName ( path.c_str() ) ;
185 // ignore initial comments and blank lines. (priming the pump)
186 // in >> skipcomment;
189 while ( ! in.eof() ) {
199 if ( in.get( c ) && c == '#' ) {
200 // process a comment line
202 // getline( in, line );
203 // cout << "comment = " << line << endl;
207 if ( token == "gbs" ) {
208 // reference point (center offset)
209 in >> t->center >> t->bounding_radius;
211 // cout << "center = " << center
212 // << " radius = " << t->bounding_radius << endl;
213 } else if ( token == "bs" ) {
214 // reference point (center offset)
215 in >> fragment.center;
216 in >> fragment.bounding_radius;
218 // cout << "center = " << fragment.center
219 // << " radius = " << fragment.bounding_radius << endl;
220 } else if ( token == "usemtl" ) {
221 // material property specification
223 // if first usemtl with shared_done = false, then set
224 // shared_done true and build the ssg shared lists
225 if ( ! shared_done ) {
228 t->vtlist = new sgVec3 [ nodes.size() ];
229 t->vnlist = new sgVec3 [ vncount ];
230 t->tclist = new sgVec2 [ vtcount ];
232 for ( i = 0; i < (int)nodes.size(); ++i ) {
233 sgSetVec3( t->vtlist[i],
234 nodes[i][0], nodes[i][1], nodes[i][2] );
236 for ( i = 0; i < vncount; ++i ) {
237 sgSetVec3( t->vnlist[i],
242 for ( i = 0; i < vtcount; ++i ) {
243 sgSetVec2( t->tclist[i],
244 tex_coords[i][0], tex_coords[i][1] );
248 // series of individual triangles
253 // this also signals the start of a new fragment
255 // close out the previous structure and start the next
257 // printf("xglEnd(); xglEndList();\n");
260 fragment.display_list = display_list;
262 // push this fragment onto the tile's object list
263 t->fragment_list.push_back(fragment);
268 // printf("start of fragment (usemtl)\n");
270 display_list = xglGenLists(1);
271 xglNewList(display_list, GL_COMPILE);
272 // printf("xglGenLists(); xglNewList();\n");
275 // reset the existing face list
276 // printf("cleaning a fragment with %d faces\n",
277 // fragment.faces.size());
280 // scan the material line
283 fragment.tile_ptr = t;
285 // find this material in the properties list
286 if ( ! material_mgr.find( material, fragment.material_ptr )) {
287 FG_LOG( FG_TERRAIN, FG_ALERT,
288 "Ack! unknown usemtl name = " << material
292 // set the texture width and height values for this
294 FGMaterial m = fragment.material_ptr->get_m();
295 tex_width = m.get_xsize();
296 tex_height = m.get_ysize();
297 state = fragment.material_ptr->get_state();
298 // cout << "(w) = " << tex_width << " (h) = "
299 // << tex_width << endl;
301 // initialize the fragment transformation matrix
303 for ( i = 0; i < 16; i++ ) {
304 fragment.matrix[i] = 0.0;
306 fragment.matrix[0] = fragment.matrix[5] =
307 fragment.matrix[10] = fragment.matrix[15] = 1.0;
310 // unknown comment, just gobble the input untill the
320 // cout << "token = " << token << endl;
322 if ( token == "vn" ) {
324 if ( vncount < FG_MAX_NODES ) {
325 in >> normals[vncount][0]
326 >> normals[vncount][1]
327 >> normals[vncount][2];
330 FG_LOG( FG_TERRAIN, FG_ALERT,
331 "Read too many vertex normals in " << path
332 << " ... dying :-(" );
335 } else if ( token == "vt" ) {
336 // vertex texture coordinate
337 if ( vtcount < FG_MAX_NODES*3 ) {
338 in >> tex_coords[vtcount][0]
339 >> tex_coords[vtcount][1];
342 FG_LOG( FG_TERRAIN, FG_ALERT,
343 "Read too many vertex texture coords in " << path
348 } else if ( token == "v" ) {
350 if ( t->ncount < FG_MAX_NODES ) {
351 /* in >> nodes[t->ncount][0]
352 >> nodes[t->ncount][1]
353 >> nodes[t->ncount][2]; */
355 nodes.push_back(node);
358 FG_LOG( FG_TERRAIN, FG_ALERT,
359 "Read too many nodes in " << path
360 << " ... dying :-(");
363 } else if ( token == "t" ) {
364 // start a new triangle strip
366 n1 = n2 = n3 = n4 = 0;
368 // fgPrintf( FG_TERRAIN, FG_DEBUG,
369 // " new tri strip = %s", line);
370 in >> n1 >> n2 >> n3;
371 fragment.add_face(n1, n2, n3);
373 // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
375 xglBegin(GL_TRIANGLE_STRIP);
376 // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
382 // Shading model is "GL_SMOOTH" so use precalculated
383 // (averaged) normals
384 // MAT3_SCALE_VEC(normal, normals[n1], scale);
385 xglNormal3dv(normal);
386 pp = calc_tex_coords(nodes[n1], center);
387 xglTexCoord2f(pp.lon(), pp.lat());
388 xglVertex3dv(nodes[n1].get_n());
390 // MAT3_SCALE_VEC(normal, normals[n2], scale);
391 xglNormal3dv(normal);
392 pp = calc_tex_coords(nodes[n2], center);
393 xglTexCoord2f(pp.lon(), pp.lat());
394 xglVertex3dv(nodes[n2].get_n());
396 // MAT3_SCALE_VEC(normal, normals[n3], scale);
397 xglNormal3dv(normal);
398 pp = calc_tex_coords(nodes[n3], center);
399 xglTexCoord2f(pp.lon(), pp.lat());
400 xglVertex3dv(nodes[n3].get_n());
402 // Shading model is "GL_FLAT" so calculate per face
403 // normals on the fly.
405 calc_normal(nodes[n1], nodes[n2],
406 nodes[n3], approx_normal);
408 calc_normal(nodes[n2], nodes[n1],
409 nodes[n3], approx_normal);
411 // MAT3_SCALE_VEC(normal, approx_normal, scale);
412 xglNormal3dv(normal);
414 pp = calc_tex_coords(nodes[n1], center);
415 xglTexCoord2f(pp.lon(), pp.lat());
416 xglVertex3dv(nodes[n1].get_n());
418 pp = calc_tex_coords(nodes[n2], center);
419 xglTexCoord2f(pp.lon(), pp.lat());
420 xglVertex3dv(nodes[n2].get_n());
422 pp = calc_tex_coords(nodes[n3], center);
423 xglTexCoord2f(pp.lon(), pp.lat());
424 xglVertex3dv(nodes[n3].get_n());
426 // printf("some normals, texcoords, and vertices\n");
432 // There can be three or four values
434 while ( in.get(c) ) {
436 break; // only the one
446 fragment.add_face(n3, n2, n4);
449 // Shading model is "GL_SMOOTH"
450 // MAT3_SCALE_VEC(normal, normals[n4], scale);
452 // Shading model is "GL_FLAT"
453 calc_normal(nodes[n3], nodes[n2], nodes[n4],
455 // MAT3_SCALE_VEC(normal, approx_normal, scale);
457 xglNormal3dv(normal);
458 pp = calc_tex_coords(nodes[n4], center);
459 xglTexCoord2f(pp.lon(), pp.lat());
460 xglVertex3dv(nodes[n4].get_n());
465 // printf("a normal, texcoord, and vertex (4th)\n");
467 } else if ( token == "tf" ) {
469 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
471 fan_vertices.clear();
472 fan_tex_coords.clear();
474 xglBegin(GL_TRIANGLE_FAN);
477 fan_vertices.push_back( n1 );
478 xglNormal3dv(normals[n1]);
479 if ( in.get( c ) && c == '/' ) {
481 fan_tex_coords.push_back( tex );
482 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
483 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
486 pp = calc_tex_coords(nodes[n1], center);
488 xglTexCoord2f(pp.x(), pp.y());
489 xglVertex3dv(nodes[n1].get_n());
492 fan_vertices.push_back( n2 );
493 xglNormal3dv(normals[n2]);
494 if ( in.get( c ) && c == '/' ) {
496 fan_tex_coords.push_back( tex );
497 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
498 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
501 pp = calc_tex_coords(nodes[n2], center);
503 xglTexCoord2f(pp.x(), pp.y());
504 xglVertex3dv(nodes[n2].get_n());
506 // read all subsequent numbers until next thing isn't a number
517 if ( ! isdigit(c) || in.eof() ) {
522 fan_vertices.push_back( n3 );
523 // cout << " triangle = "
524 // << n1 << "," << n2 << "," << n3
526 xglNormal3dv(normals[n3]);
527 if ( in.get( c ) && c == '/' ) {
529 fan_tex_coords.push_back( tex );
530 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
531 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
534 pp = calc_tex_coords(nodes[n3], center);
536 xglTexCoord2f(pp.x(), pp.y());
537 xglVertex3dv(nodes[n3].get_n());
539 fragment.add_face(n1, n2, n3);
545 // build the ssg entity
546 unsigned short *vindex =
547 new unsigned short [ fan_vertices.size() ];
548 unsigned short *tindex =
549 new unsigned short [ fan_tex_coords.size() ];
550 for ( i = 0; i < (int)fan_vertices.size(); ++i ) {
551 vindex[i] = fan_vertices[i];
553 for ( i = 0; i < (int)fan_tex_coords.size(); ++i ) {
554 tindex[i] = fan_tex_coords[i];
557 new ssgVTable ( GL_TRIANGLE_FAN,
558 fan_vertices.size(), vindex, t->vtlist,
559 fan_vertices.size(), vindex, t->vnlist,
560 fan_tex_coords.size(), tindex, t->tclist,
562 leaf->setState( state );
564 tile->addKid( leaf );
566 } else if ( token == "f" ) {
570 xglBegin(GL_TRIANGLES);
571 // printf("xglBegin(triangles)\n");
575 // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
576 in >> n1 >> n2 >> n3;
577 fragment.add_face(n1, n2, n3);
579 // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
580 xglNormal3dv(normals[n1]);
581 pp = calc_tex_coords(nodes[n1], center);
582 xglTexCoord2f(pp.lon(), pp.lat());
583 xglVertex3dv(nodes[n1].get_n());
585 xglNormal3dv(normals[n2]);
586 pp = calc_tex_coords(nodes[n2], center);
587 xglTexCoord2f(pp.lon(), pp.lat());
588 xglVertex3dv(nodes[n2].get_n());
590 xglNormal3dv(normals[n3]);
591 pp = calc_tex_coords(nodes[n3], center);
592 xglTexCoord2f(pp.lon(), pp.lat());
593 xglVertex3dv(nodes[n3].get_n());
594 // printf("some normals, texcoords, and vertices (tris)\n");
595 } else if ( token == "q" ) {
596 // continue a triangle strip
599 // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
603 // There can be one or two values
605 while ( in.get(c) ) {
607 break; // only the one
616 // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
619 fragment.add_face(last1, last2, n1);
621 fragment.add_face(last2, last1, n1);
625 // Shading model is "GL_SMOOTH"
626 // MAT3_SCALE_VEC(normal, normals[n1], scale);
628 // Shading model is "GL_FLAT"
630 calc_normal(nodes[last1], nodes[last2],
631 nodes[n1], approx_normal);
633 calc_normal(nodes[last2], nodes[last1],
634 nodes[n1], approx_normal);
636 // MAT3_SCALE_VEC(normal, approx_normal, scale);
638 xglNormal3dv(normal);
640 pp = calc_tex_coords(nodes[n1], center);
641 xglTexCoord2f(pp.lon(), pp.lat());
642 xglVertex3dv(nodes[n1].get_n());
643 // printf("a normal, texcoord, and vertex (4th)\n");
650 // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
653 fragment.add_face(last1, last2, n2);
655 fragment.add_face(last2, last1, n2);
659 // Shading model is "GL_SMOOTH"
660 // MAT3_SCALE_VEC(normal, normals[n2], scale);
662 // Shading model is "GL_FLAT"
664 calc_normal(nodes[last1], nodes[last2],
665 nodes[n2], approx_normal);
667 calc_normal(nodes[last2], nodes[last1],
668 nodes[n2], approx_normal);
670 // MAT3_SCALE_VEC(normal, approx_normal, scale);
672 xglNormal3dv(normal);
674 pp = calc_tex_coords(nodes[n2], center);
675 xglTexCoord2f(pp.lon(), pp.lat());
676 xglVertex3dv(nodes[n2].get_n());
677 // printf("a normal, texcoord, and vertex (4th)\n");
684 FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
685 << path << " = " << token );
688 // eat white space before start of while loop so if we are
689 // done with useful input it is noticed before hand.
699 // close out the previous structure and start the next
702 // printf("xglEnd(); xglEndList();\n");
705 fragment.display_list = display_list;
707 // push this fragment onto the tile's object list
708 t->fragment_list.push_back(fragment);
712 // Draw normal vectors (for visually verifying normals)
714 xglColor3f(0.0, 0.0, 0.0);
715 for ( i = 0; i < t->ncount; i++ ) {
716 xglVertex3d(nodes[i][0],
719 xglVertex3d(nodes[i][0] + 500*normals[i][0],
720 nodes[i][1] + 500*normals[i][1],
721 nodes[i][2] + 500*normals[i][2]);
729 FG_LOG( FG_TERRAIN, FG_INFO,
730 "Loaded " << path << " in "
731 << stopwatch.elapsedSeconds() << " seconds" );