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 gen_random_surface_objects (ssgLeaf *leaf,
321 const string &material_name)
323 FGNewMat * mat = material_lib.find(material_name);
325 SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
329 int num = leaf->getNumTriangles();
330 float hdg_deg = 0.0; // do something here later
333 // The object will be aligned for the north pole. This code
334 // calculates a matrix to rotate it to for the surface of the
335 // earth in the current location.
336 sgVec3 obj_right, obj_up;
337 sgSetVec3(obj_right, 0.0, 1.0, 0.0); // Y axis
338 sgSetVec3(obj_up, 0.0, 0.0, 1.0); // Z axis
339 sgMat4 ROT_lon, ROT_lat, ROT_hdg;
340 sgMakeRotMat4(ROT_lon, lon_deg, obj_up);
341 sgMakeRotMat4(ROT_lat, 90 - lat_deg, obj_right);
342 sgMakeRotMat4(ROT_hdg, hdg_deg, obj_up);
344 sgCopyMat4(ROT, ROT_hdg);
345 sgPostMultMat4(ROT, ROT_lat);
346 sgPostMultMat4(ROT, ROT_lon);
349 short int n1, n2, n3;
353 // generate a repeatable random seed
354 p1 = leaf->getVertex( 0 );
355 unsigned int seed = (unsigned int)p1[0];
358 int num_objects = mat->get_object_count();
359 for ( int i = 0; i < num; ++i ) {
360 leaf->getTriangle( i, &n1, &n2, &n3 );
361 p1 = leaf->getVertex(n1);
362 p2 = leaf->getVertex(n2);
363 p3 = leaf->getVertex(n3);
364 double area = sgTriArea( p1, p2, p3 );
365 // Set up a single center point for LOD
368 (p1[0] + p2[0] + p3[0]) / 3.0,
369 (p1[1] + p2[1] + p3[1]) / 3.0,
370 (p1[2] + p2[2] + p3[2]) / 3.0);
371 ssgTransform * location = new ssgTransform;
373 sgMakeTransMat4(TRANS, center);
374 location->setTransform(TRANS);
376 for (int j = 0; j < num_objects; j++) {
377 double num = area / mat->get_object_coverage(j);
378 float ranges[] = {0, mat->get_object_group_lod(j)};
379 ssgRangeSelector * lod = new ssgRangeSelector;
380 lod->setRanges(ranges, 2);
381 lod->addKid(location);
384 // place an object each unit of area
385 while ( num > 1.0 ) {
386 random_pt_inside_tri( result, p1, p2, p3 );
387 sgSubVec3(result, center);
389 sgMakeTransMat4(OBJ_pos, result);
390 sgCopyMat4(OBJ, ROT);
391 sgPostMultMat4(OBJ, OBJ_pos);
392 ssgTransform * pos = new ssgTransform;
393 pos->setTransform(OBJ);
394 float obj_range = mat->get_object_lod(j);
395 float range_div = (sg_random() * obj_range);
396 if (range_div < 0.0000001) {
397 // avoid a divide by zero error
400 float random_range = 160.0 * obj_range / range_div + obj_range;
401 float ranges[] = {0, random_range};
402 ssgRangeSelector *range = new ssgRangeSelector;
403 range->setRanges(ranges, 2);
404 range->addKid(mat->get_object(j));
406 location->addKid(pos);
409 // for partial units of area, use a zombie door method to
410 // create the proper random chance of an object being created
413 if ( sg_random() <= num ) {
414 // a zombie made it through our door
415 random_pt_inside_tri( result, p1, p2, p3 );
416 sgSubVec3(result, center);
418 sgMakeTransMat4(OBJ_pos, result);
419 sgCopyMat4(OBJ, ROT);
420 sgPostMultMat4(OBJ, OBJ_pos);
421 ssgTransform * pos = new ssgTransform;
422 pos->setTransform(OBJ);
423 float obj_range = mat->get_object_lod(j);
424 float range_div = (sg_random() * obj_range);
425 if (range_div < 0.0000001) {
426 // avoid a divide by zero error
429 float random_range = 160.0 * obj_range / range_div + obj_range;
430 float ranges[] = {0, random_range};
431 ssgRangeSelector *range = new ssgRangeSelector;
432 range->setRanges(ranges, 2);
433 range->addKid(mat->get_object(j));
435 location->addKid(pos);
444 // Load an Ascii obj file
445 ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
446 ssgVertexArray *lights, const bool is_base)
448 FGNewMat *newmat = NULL;
452 // sgVec3 approx_normal;
453 // double normal[3], scale = 0.0;
454 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
455 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
456 // GLint display_list = 0;
458 bool in_faces = false;
459 int vncount, vtcount;
460 int n1 = 0, n2 = 0, n3 = 0;
462 // int last1 = 0, last2 = 0;
467 double scenery_version = 0.0;
468 double tex_width = 1000.0, tex_height = 1000.0;
469 bool shared_done = false;
470 int_list fan_vertices;
471 int_list fan_tex_coords;
473 ssgSimpleState *state = NULL;
474 sgVec3 *vtlist, *vnlist;
477 ssgBranch *tile = new ssgBranch () ;
479 tile -> setName ( (char *)path.c_str() ) ;
481 // Attempt to open "path.gz" or "path"
482 sg_gzifstream in( path );
483 if ( ! in.is_open() ) {
484 SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
485 SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
492 shading = fgGetBool("/sim/rendering/shading");
500 t->bounding_radius = 0.0;
504 // StopWatch stopwatch;
505 // stopwatch.start();
507 // ignore initial comments and blank lines. (priming the pump)
508 // in >> skipcomment;
515 while ( in.get(c) && c != '\0' ) {
518 while ( ! in.eof() ) {
523 if ( in.get( c ) && c == '#' ) {
524 // process a comment line
526 // getline( in, line );
527 // cout << "comment = " << line << endl;
531 if ( token == "Version" ) {
532 // read scenery versions number
533 in >> scenery_version;
534 // cout << "scenery_version = " << scenery_version << endl;
535 if ( scenery_version > 0.4 ) {
536 SG_LOG( SG_TERRAIN, SG_ALERT,
537 "\nYou are attempting to load a tile format that\n"
538 << "is newer than this version of flightgear can\n"
539 << "handle. You should upgrade your copy of\n"
540 << "FlightGear to the newest version. For\n"
541 << "details, please see:\n"
542 << "\n http://www.flightgear.org\n" );
545 } else if ( token == "gbs" ) {
546 // reference point (center offset)
548 in >> t->center >> t->bounding_radius;
552 in >> junk1 >> junk2;
555 // cout << "center = " << center
556 // << " radius = " << t->bounding_radius << endl;
557 } else if ( token == "bs" ) {
558 // reference point (center offset)
562 in >> junk1 >> junk2;
563 } else if ( token == "usemtl" ) {
564 // material property specification
566 // if first usemtl with shared_done = false, then set
567 // shared_done true and build the ssg shared lists
568 if ( ! shared_done ) {
570 if ( (int)nodes.size() != vncount ) {
571 SG_LOG( SG_TERRAIN, SG_ALERT,
572 "Tile has mismatched nodes = " << nodes.size()
573 << " and normals = " << vncount << " : "
579 vtlist = new sgVec3 [ nodes.size() ];
580 t->vec3_ptrs.push_back( vtlist );
581 vnlist = new sgVec3 [ vncount ];
582 t->vec3_ptrs.push_back( vnlist );
583 tclist = new sgVec2 [ vtcount ];
584 t->vec2_ptrs.push_back( tclist );
586 for ( i = 0; i < (int)nodes.size(); ++i ) {
587 sgSetVec3( vtlist[i],
588 nodes[i][0], nodes[i][1], nodes[i][2] );
590 for ( i = 0; i < vncount; ++i ) {
591 sgSetVec3( vnlist[i],
596 for ( i = 0; i < vtcount; ++i ) {
597 sgSetVec2( tclist[i],
603 // display_list = xglGenLists(1);
604 // xglNewList(display_list, GL_COMPILE);
605 // printf("xglGenLists(); xglNewList();\n");
608 // scan the material line
611 // find this material in the properties list
613 newmat = material_lib.find( material );
614 if ( newmat == NULL ) {
615 // see if this is an on the fly texture
617 int pos = file.rfind( "/" );
618 file = file.substr( 0, pos );
619 // cout << "current file = " << file << endl;
622 // cout << "current file = " << file << endl;
623 if ( ! material_lib.add_item( file ) ) {
624 SG_LOG( SG_TERRAIN, SG_ALERT,
625 "Ack! unknown usemtl name = " << material
628 // locate our newly created material
629 newmat = material_lib.find( material );
630 if ( newmat == NULL ) {
631 SG_LOG( SG_TERRAIN, SG_ALERT,
632 "Ack! bad on the fly materia create = "
633 << material << " in " << path );
638 if ( newmat != NULL ) {
639 // set the texture width and height values for this
641 tex_width = newmat->get_xsize();
642 tex_height = newmat->get_ysize();
643 state = newmat->get_state();
644 coverage = newmat->get_light_coverage();
645 // cout << "(w) = " << tex_width << " (h) = "
646 // << tex_width << endl;
651 // unknown comment, just gobble the input until the
661 // cout << "token = " << token << endl;
663 if ( token == "vn" ) {
665 if ( vncount < FG_MAX_NODES ) {
666 in >> normals[vncount][0]
667 >> normals[vncount][1]
668 >> normals[vncount][2];
671 SG_LOG( SG_TERRAIN, SG_ALERT,
672 "Read too many vertex normals in " << path
673 << " ... dying :-(" );
676 } else if ( token == "vt" ) {
677 // vertex texture coordinate
678 if ( vtcount < FG_MAX_NODES*3 ) {
679 in >> tex_coords[vtcount][0]
680 >> tex_coords[vtcount][1];
683 SG_LOG( SG_TERRAIN, SG_ALERT,
684 "Read too many vertex texture coords in " << path
689 } else if ( token == "v" ) {
691 if ( t->ncount < FG_MAX_NODES ) {
692 /* in >> nodes[t->ncount][0]
693 >> nodes[t->ncount][1]
694 >> nodes[t->ncount][2]; */
696 nodes.push_back(node);
701 SG_LOG( SG_TERRAIN, SG_ALERT,
702 "Read too many nodes in " << path
703 << " ... dying :-(");
706 } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
707 // triangle fan, strip, or individual face
708 // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
710 fan_vertices.clear();
711 fan_tex_coords.clear();
714 // xglBegin(GL_TRIANGLE_FAN);
717 fan_vertices.push_back( n1 );
718 // xglNormal3dv(normals[n1]);
719 if ( in.get( c ) && c == '/' ) {
721 fan_tex_coords.push_back( tex );
722 if ( scenery_version >= 0.4 ) {
723 if ( tex_width > 0 ) {
724 tclist[tex][0] *= (1000.0 / tex_width);
726 if ( tex_height > 0 ) {
727 tclist[tex][1] *= (1000.0 / tex_height);
730 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
731 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
734 pp = local_calc_tex_coords(nodes[n1], center);
736 // xglTexCoord2f(pp.x(), pp.y());
737 // xglVertex3dv(nodes[n1].get_n());
740 fan_vertices.push_back( n2 );
741 // xglNormal3dv(normals[n2]);
742 if ( in.get( c ) && c == '/' ) {
744 fan_tex_coords.push_back( tex );
745 if ( scenery_version >= 0.4 ) {
746 if ( tex_width > 0 ) {
747 tclist[tex][0] *= (1000.0 / tex_width);
749 if ( tex_height > 0 ) {
750 tclist[tex][1] *= (1000.0 / tex_height);
753 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
754 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
757 pp = local_calc_tex_coords(nodes[n2], center);
759 // xglTexCoord2f(pp.x(), pp.y());
760 // xglVertex3dv(nodes[n2].get_n());
762 // read all subsequent numbers until next thing isn't a number
769 if ( ! isdigit(c) || in.eof() ) {
774 fan_vertices.push_back( n3 );
775 // cout << " triangle = "
776 // << n1 << "," << n2 << "," << n3
778 // xglNormal3dv(normals[n3]);
779 if ( in.get( c ) && c == '/' ) {
781 fan_tex_coords.push_back( tex );
782 if ( scenery_version >= 0.4 ) {
783 if ( tex_width > 0 ) {
784 tclist[tex][0] *= (1000.0 / tex_width);
786 if ( tex_height > 0 ) {
787 tclist[tex][1] *= (1000.0 / tex_height);
790 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
791 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
794 pp = local_calc_tex_coords(nodes[n3], center);
796 // xglTexCoord2f(pp.x(), pp.y());
797 // xglVertex3dv(nodes[n3].get_n());
799 if ( (token == "tf") || (token == "f") ) {
812 // build the ssg entity
813 int size = (int)fan_vertices.size();
814 ssgVertexArray *vl = new ssgVertexArray( size );
815 ssgNormalArray *nl = new ssgNormalArray( size );
816 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
817 ssgColourArray *cl = new ssgColourArray( 1 );
820 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
825 for ( i = 0; i < size; ++i ) {
826 sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
829 sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
832 sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
836 ssgLeaf *leaf = NULL;
837 if ( token == "tf" ) {
840 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
841 } else if ( token == "ts" ) {
844 new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
845 } else if ( token == "f" ) {
848 new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
850 // leaf->makeDList();
851 leaf->setState( state );
853 tile->addKid( leaf );
856 if ( coverage > 0.0 ) {
857 if ( coverage < 10000.0 ) {
858 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
859 << coverage << ", pushing up to 10000");
862 gen_random_surface_points(leaf, lights, coverage);
866 SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in "
867 << path << " = " << token );
870 // eat white space before start of while loop so if we are
871 // done with useful input it is noticed before hand.
881 // SG_LOG( SG_TERRAIN, SG_DEBUG,
882 // "Loaded " << path << " in "
883 // << stopwatch.elapsedSeconds() << " seconds" );
889 ssgLeaf *gen_leaf( const string& path,
890 const GLenum ty, const string& material,
891 const point_list& nodes, const point_list& normals,
892 const point_list& texcoords,
893 const int_list node_index,
894 const int_list normal_index,
895 const int_list& tex_index,
896 const bool calc_lights, ssgVertexArray *lights )
898 double tex_width = 1000.0, tex_height = 1000.0;
899 ssgSimpleState *state = NULL;
902 FGNewMat *newmat = material_lib.find( material );
903 if ( newmat == NULL ) {
904 // see if this is an on the fly texture
906 int pos = file.rfind( "/" );
907 file = file.substr( 0, pos );
908 // cout << "current file = " << file << endl;
911 // cout << "current file = " << file << endl;
912 if ( ! material_lib.add_item( file ) ) {
913 SG_LOG( SG_TERRAIN, SG_ALERT,
914 "Ack! unknown usemtl name = " << material
917 // locate our newly created material
918 newmat = material_lib.find( material );
919 if ( newmat == NULL ) {
920 SG_LOG( SG_TERRAIN, SG_ALERT,
921 "Ack! bad on the fly material create = "
922 << material << " in " << path );
927 if ( newmat != NULL ) {
928 // set the texture width and height values for this
930 tex_width = newmat->get_xsize();
931 tex_height = newmat->get_ysize();
932 state = newmat->get_state();
933 coverage = newmat->get_light_coverage();
934 // cout << "(w) = " << tex_width << " (h) = "
935 // << tex_width << endl;
946 int size = node_index.size();
948 SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
951 ssgVertexArray *vl = new ssgVertexArray( size );
953 for ( i = 0; i < size; ++i ) {
954 node = nodes[ node_index[i] ];
955 sgSetVec3( tmp3, node[0], node[1], node[2] );
961 ssgNormalArray *nl = new ssgNormalArray( size );
962 if ( normal_index.size() ) {
963 // object file specifies normal indices (i.e. normal indices
965 for ( i = 0; i < size; ++i ) {
966 normal = normals[ normal_index[i] ];
967 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
971 // use implied normal indices. normal index = vertex index.
972 for ( i = 0; i < size; ++i ) {
973 normal = normals[ node_index[i] ];
974 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
980 ssgColourArray *cl = new ssgColourArray( 1 );
981 sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
984 // texture coordinates
985 size = tex_index.size();
987 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
989 texcoord = texcoords[ tex_index[0] ];
990 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
991 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
992 if ( tex_width > 0 ) {
993 tmp2[0] *= (1000.0 / tex_width);
995 if ( tex_height > 0 ) {
996 tmp2[1] *= (1000.0 / tex_height);
999 } else if ( size > 1 ) {
1000 for ( i = 0; i < size; ++i ) {
1001 texcoord = texcoords[ tex_index[i] ];
1002 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1003 if ( tex_width > 0 ) {
1004 tmp2[0] *= (1000.0 / tex_width);
1006 if ( tex_height > 0 ) {
1007 tmp2[1] *= (1000.0 / tex_height);
1013 ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
1015 // lookup the state record
1017 leaf->setState( state );
1019 if ( calc_lights ) {
1020 if ( coverage > 0.0 ) {
1021 if ( coverage < 10000.0 ) {
1022 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1023 << coverage << ", pushing up to 10000");
1026 gen_random_surface_points(leaf, lights, coverage);
1034 // Load an Binary obj file
1035 bool fgBinObjLoad( const string& path, const bool is_base,
1037 double *bounding_radius,
1038 ssgBranch* geometry,
1039 ssgBranch* rwy_lights,
1040 ssgVertexArray *ground_lights )
1043 bool use_dynamic_objects =
1044 fgGetBool("/sim/rendering/dynamic-objects", false);
1046 if ( ! obj.read_bin( path ) ) {
1050 geometry->setName( (char *)path.c_str() );
1052 double geod_lon = 0.0, geod_lat = 0.0, geod_alt = 0.0,
1053 geod_sl_radius = 0.0;
1055 // reference point (center offset/bounding sphere)
1056 *center = obj.get_gbs_center();
1057 *bounding_radius = obj.get_gbs_radius();
1059 // Calculate the geodetic centre of
1060 // the tile, for aligning automatic
1062 Point3D geoc = sgCartToPolar3d(*center);
1063 geod_lon = geoc.lon();
1064 sgGeocToGeod(geoc.lat(), geoc.radius(),
1065 &geod_lat, &geod_alt, &geod_sl_radius);
1066 geod_lon *= SGD_RADIANS_TO_DEGREES;
1067 geod_lat *= SGD_RADIANS_TO_DEGREES;
1070 point_list nodes = obj.get_wgs84_nodes();
1071 point_list colors = obj.get_colors();
1072 point_list normals = obj.get_normals();
1073 point_list texcoords = obj.get_texcoords();
1075 string material, tmp_mat;
1076 int_list vertex_index;
1077 int_list normal_index;
1081 bool is_lighting = false;
1084 string_list pt_materials = obj.get_pt_materials();
1085 group_list pts_v = obj.get_pts_v();
1086 group_list pts_n = obj.get_pts_n();
1087 for ( i = 0; i < (int)pts_v.size(); ++i ) {
1088 // cout << "pts_v.size() = " << pts_v.size() << endl;
1089 tmp_mat = pt_materials[i];
1090 if ( tmp_mat.substr(0, 3) == "RWY" ) {
1091 material = "LIGHTS";
1096 vertex_index = pts_v[i];
1097 normal_index = pts_n[i];
1099 ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
1100 nodes, normals, texcoords,
1101 vertex_index, normal_index, tex_index,
1102 false, ground_lights );
1104 if ( is_lighting ) {
1105 float ranges[] = { 0, 12000 };
1106 leaf->setCallback(SSG_CALLBACK_PREDRAW, runway_lights_predraw);
1107 ssgRangeSelector * lod = new ssgRangeSelector;
1108 lod->setRanges(ranges, 2);
1110 rwy_lights->addKid(lod);
1112 geometry->addKid( leaf );
1116 // generate triangles
1117 string_list tri_materials = obj.get_tri_materials();
1118 group_list tris_v = obj.get_tris_v();
1119 group_list tris_n = obj.get_tris_n();
1120 group_list tris_tc = obj.get_tris_tc();
1121 for ( i = 0; i < (int)tris_v.size(); ++i ) {
1122 material = tri_materials[i];
1123 vertex_index = tris_v[i];
1124 normal_index = tris_n[i];
1125 tex_index = tris_tc[i];
1126 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, material,
1127 nodes, normals, texcoords,
1128 vertex_index, normal_index, tex_index,
1129 is_base, ground_lights );
1131 if (use_dynamic_objects)
1132 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1134 geometry->addKid( leaf );
1138 string_list strip_materials = obj.get_strip_materials();
1139 group_list strips_v = obj.get_strips_v();
1140 group_list strips_n = obj.get_strips_n();
1141 group_list strips_tc = obj.get_strips_tc();
1142 for ( i = 0; i < (int)strips_v.size(); ++i ) {
1143 material = strip_materials[i];
1144 vertex_index = strips_v[i];
1145 normal_index = strips_n[i];
1146 tex_index = strips_tc[i];
1147 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
1148 nodes, normals, texcoords,
1149 vertex_index, normal_index, tex_index,
1150 is_base, ground_lights );
1152 if (use_dynamic_objects)
1153 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1155 geometry->addKid( leaf );
1159 string_list fan_materials = obj.get_fan_materials();
1160 group_list fans_v = obj.get_fans_v();
1161 group_list fans_n = obj.get_fans_n();
1162 group_list fans_tc = obj.get_fans_tc();
1163 for ( i = 0; i < (int)fans_v.size(); ++i ) {
1164 material = fan_materials[i];
1165 vertex_index = fans_v[i];
1166 normal_index = fans_n[i];
1167 tex_index = fans_tc[i];
1168 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, material,
1169 nodes, normals, texcoords,
1170 vertex_index, normal_index, tex_index,
1171 is_base, ground_lights );
1172 if (use_dynamic_objects)
1173 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1175 geometry->addKid( leaf );