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 * Add an object to a random location inside a triangle.
319 * @param p1 The first vertex of the triangle.
320 * @param p2 The second vertex of the triangle.
321 * @param p3 The third vertex of the triangle.
322 * @param center The center of the triangle.
323 * @param ROT The world-up rotation matrix.
324 * @param mat The material object.
325 * @param object_index The index of the dynamically-placed object in
327 * @param branch The branch where the object should be added to the
331 add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
332 sgMat4 ROT, FGNewMat::Object * object,
337 random_pt_inside_tri(result, p1, p2, p3);
338 sgSubVec3(result, center);
340 sgMakeTransMat4(OBJ_pos, result);
341 sgCopyMat4(OBJ, ROT);
342 sgPostMultMat4(OBJ, OBJ_pos);
343 ssgTransform * pos = new ssgTransform;
344 pos->setTransform(OBJ);
345 pos->addKid(object->get_model());
349 class RandomObjectUserData : public ssgBase
356 FGNewMat::Object * object;
363 * Fill in a triangle with randomly-placed objects.
365 * This method is invoked by a callback when the triangle is in range
366 * but not yet populated.
368 * @param p1 The first vertex of the triangle.
369 * @param p2 The second vertex of the triangle.
370 * @param p3 The third vertex of the triangle.
371 * @param mat The triangle's material.
372 * @param object_index The index of the random object in the triangle.
373 * @param branch The branch where the objects should be added.
374 * @param ROT The rotation matrix to align objects with the earth's
378 fill_in_triangle (float * p1, float * p2, float * p3,
379 FGNewMat::Object *object, ssgBranch * branch, sgMat4 ROT)
383 (p1[0] + p2[0] + p3[0]) / 3.0,
384 (p1[1] + p2[1] + p3[1]) / 3.0,
385 (p1[2] + p2[2] + p3[2]) / 3.0);
386 double area = sgTriArea(p1, p2, p3);
387 double num = area / object->get_coverage_m2();
389 // place an object each unit of area
390 while ( num > 1.0 ) {
391 add_object_to_triangle(p1, p2, p3, center, ROT, object, branch);
394 // for partial units of area, use a zombie door method to
395 // create the proper random chance of an object being created
398 if ( sg_random() <= num ) {
399 // a zombie made it through our door
400 add_object_to_triangle(p1, p2, p3, center, ROT, object, branch);
407 * SSG callback for an in-range triangle of randomly-placed objects.
409 * This pretraversal callback is attached to a branch that is traversed
410 * only when a triangle is in range. If the triangle is not currently
411 * populated with randomly-placed objects, this callback will populate
414 * @param entity The entity to which the callback is attached (not used).
415 * @param mask The entity's traversal mask (not used).
416 * @return Always 1, to allow traversal and culling to continue.
419 in_range_callback (ssgEntity * entity, int mask)
421 RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
422 if (!data->is_filled_in) {
423 fill_in_triangle(data->p1, data->p2, data->p3, data->object,
424 data->branch, data->ROT);
425 data->is_filled_in = true;
432 * SSG callback for an out-of-range triangle of randomly-placed objects.
434 * This pretraversal callback is attached to a branch that is traversed
435 * only when a triangle is out of range. If the triangle is currently
436 * populated with randomly-placed objects, the objects will be removed.
439 * @param entity The entity to which the callback is attached (not used).
440 * @param mask The entity's traversal mask (not used).
441 * @return Always 0, to prevent any further traversal or culling.
444 out_of_range_callback (ssgEntity * entity, int mask)
446 RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
447 if (data->is_filled_in) {
448 data->branch->removeAllKids();
449 data->is_filled_in = false;
456 * Singleton ssgEntity with a dummy bounding sphere, to fool culling.
458 * This forces the in-range and out-of-range branches to be visited
459 * when appropriate, even if they have no children. It's ugly, but
460 * it works and seems fairly efficient (since branches can still
461 * be culled when they're out of the view frustum).
463 class DummyBSphereEntity : public ssgEntity
466 virtual ~DummyBSphereEntity () {}
467 virtual void recalcBSphere () { bsphere_is_invalid = false; }
468 virtual void cull (sgFrustum *f, sgMat4 m, int test_needed) {}
469 virtual void isect (sgSphere *s, sgMat4 m, int test_needed) {}
470 virtual void hot (sgVec3 s, sgMat4 m, int test_needed) {}
471 virtual void los (sgVec3 s, sgMat4 m, int test_needed) {}
472 static ssgEntity * get_entity ();
474 DummyBSphereEntity ()
476 bsphere.setCenter(0, 0, 0);
477 bsphere.setRadius(10);
479 static DummyBSphereEntity * entity;
483 DummyBSphereEntity * DummyBSphereEntity::entity = 0;
487 * Ensure that only one copy of the dummy entity exists.
489 * @return The singleton copy of the DummyBSphereEntity.
492 DummyBSphereEntity::get_entity ()
495 entity = new DummyBSphereEntity;
503 * Calculate the bounding radius of a triangle from its center.
505 * @param center The triangle center.
506 * @param p1 The first point in the triangle.
507 * @param p2 The second point in the triangle.
508 * @param p3 The third point in the triangle.
509 * @return The greatest distance any point lies from the center.
512 get_bounding_radius (sgVec3 center, float *p1, float *p2, float *p3)
514 float result = sgDistanceVec3(center, p1);
515 float length = sgDistanceVec3(center, p2);
518 length = sgDistanceVec3(center, p3);
526 * Set up a triangle for randomly-placed objects.
528 * No objects will be added unless the triangle comes into range.
530 * @param leaf The leaf containing the data for the terrain surface.
531 * @param tri_index The index of the triangle in the leaf.
532 * @param mat The material data for the triangle.
533 * @param branch The branch to which the randomly-placed objects
535 * @param ROT A rotation matrix to align the objects with the earth's
536 * surface at the current lat/lon.
539 setup_triangle (float * p1, float * p2, float * p3,
540 FGNewMat * mat, ssgBranch * branch, sgMat4 ROT)
542 // Set up a single center point for LOD
545 (p1[0] + p2[0] + p3[0]) / 3.0,
546 (p1[1] + p2[1] + p3[1]) / 3.0,
547 (p1[2] + p2[2] + p3[2]) / 3.0);
549 // maximum radius of an object from center.
550 double bounding_radius = get_bounding_radius(center, p1, p2, p3);
552 // Set up a transformation to the center
553 // point, so that everything else can
554 // be specified relative to it.
555 ssgTransform * location = new ssgTransform;
557 sgMakeTransMat4(TRANS, center);
558 location->setTransform(TRANS);
559 branch->addKid(location);
561 // Iterate through all the object types.
562 int num_objects = mat->get_object_count();
563 for (int i = 0; i < num_objects; i++) {
564 // Look up the random object.
565 FGNewMat::Object * object = mat->get_object(i);
567 // Set up the range selector for the entire
568 // triangle; note that we use the object
569 // range plus the bounding radius here, to
570 // allow for objects far from the center.
572 object->get_range_m() + bounding_radius,
574 ssgRangeSelector * lod = new ssgRangeSelector;
575 lod->setRanges(ranges, 3);
576 location->addKid(lod);
578 // Create the in-range and out-of-range
580 ssgBranch * in_range = new ssgBranch;
581 ssgBranch * out_of_range = new ssgBranch;
583 // Set up the user data for if/when
584 // the random objects in this triangle
586 RandomObjectUserData * data = new RandomObjectUserData;
587 data->is_filled_in = false;
591 data->object = object;
592 data->branch = in_range;
593 sgCopyMat4(data->ROT, ROT);
595 // Set up the in-range node.
596 in_range->setUserData(data);
597 in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
599 lod->addKid(in_range);
601 // Set up the out-of-range node.
602 out_of_range->setUserData(data);
603 out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
604 out_of_range_callback);
605 out_of_range->addKid(DummyBSphereEntity::get_entity());
606 lod->addKid(out_of_range);
612 * Create a rotation matrix to align an object for the current lat/lon.
614 * By default, objects are aligned for the north pole. This code
615 * calculates a matrix to rotate them for the surface of the earth in
616 * the current location.
618 * TODO: there should be a single version of this method somewhere
619 * for all of SimGear.
621 * @param ROT The resulting rotation matrix.
622 * @param hdg_deg The object heading in degrees.
623 * @param lon_deg The longitude in degrees.
624 * @param lat_deg The latitude in degrees.
627 makeWorldUpRotationMatrix (sgMat4 ROT, double hdg_deg,
628 double lon_deg, double lat_deg)
630 SGfloat sin_lat = sin( lat_deg * SGD_DEGREES_TO_RADIANS );
631 SGfloat cos_lat = cos( lat_deg * SGD_DEGREES_TO_RADIANS );
632 SGfloat sin_lon = sin( lon_deg * SGD_DEGREES_TO_RADIANS );
633 SGfloat cos_lon = cos( lon_deg * SGD_DEGREES_TO_RADIANS );
634 SGfloat sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
635 SGfloat cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
637 ROT[0][0] = cos_hdg * sin_lat * cos_lon - sin_hdg * sin_lon;
638 ROT[0][1] = cos_hdg * sin_lat * sin_lon + sin_hdg * cos_lon;
639 ROT[0][2] = -cos_hdg * cos_lat;
642 ROT[1][0] = -sin_hdg * sin_lat * cos_lon - cos_hdg * sin_lon;
643 ROT[1][1] = -sin_hdg * sin_lat * sin_lon + cos_hdg * cos_lon;
644 ROT[1][2] = sin_hdg * cos_lat;
647 ROT[2][0] = cos_lat * cos_lon;
648 ROT[2][1] = cos_lat * sin_lon;
660 * Randomly place objects on a surface.
662 * The leaf node provides the geometry of the surface, while the
663 * material provides the objects and placement density. Latitude
664 * and longitude are required so that the objects can be rotated
665 * to the world-up vector.
667 * @param leaf The surface where the objects should be placed.
668 * @param branch The branch that will hold the randomly-placed objects.
669 * @param lon_deg The longitude of the surface center, in degrees.
670 * @param lat_deg The latitude of the surface center, in degrees.
671 * @param material_name The name of the surface's material.
674 gen_random_surface_objects (ssgLeaf *leaf,
678 const string &material_name)
680 float hdg_deg = 0.0; // do something here later
682 // First, look up the material
684 FGNewMat * mat = material_lib.find(material_name);
686 SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
690 // If the material has no randomly-placed
691 // objects, return now.
692 int num_objects = mat->get_object_count();
696 // If the surface has no triangles, return
698 int num_tris = leaf->getNumTriangles();
702 // Make a rotation matrix to align the
703 // object for this point on the earth's
706 makeWorldUpRotationMatrix(ROT, hdg_deg, lon_deg, lat_deg);
708 // generate a repeatable random seed
709 sg_srandom((unsigned int)(leaf->getVertex(0)[0]));
711 // Iterate through all the triangles
712 // and populate them.
713 for ( int i = 0; i < num_tris; ++i ) {
715 leaf->getTriangle(i, &n1, &n2, &n3);
716 setup_triangle(leaf->getVertex(n1),
725 ////////////////////////////////////////////////////////////////////////
727 ////////////////////////////////////////////////////////////////////////
730 // Load an Ascii obj file
731 ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
732 ssgVertexArray *lights, const bool is_base)
734 FGNewMat *newmat = NULL;
738 // sgVec3 approx_normal;
739 // double normal[3], scale = 0.0;
740 // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
741 // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
742 // GLint display_list = 0;
744 bool in_faces = false;
745 int vncount, vtcount;
746 int n1 = 0, n2 = 0, n3 = 0;
748 // int last1 = 0, last2 = 0;
753 double scenery_version = 0.0;
754 double tex_width = 1000.0, tex_height = 1000.0;
755 bool shared_done = false;
756 int_list fan_vertices;
757 int_list fan_tex_coords;
759 ssgSimpleState *state = NULL;
760 sgVec3 *vtlist, *vnlist;
763 ssgBranch *tile = new ssgBranch () ;
765 tile -> setName ( (char *)path.c_str() ) ;
767 // Attempt to open "path.gz" or "path"
768 sg_gzifstream in( path );
769 if ( ! in.is_open() ) {
770 SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
771 SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
778 shading = fgGetBool("/sim/rendering/shading");
786 t->bounding_radius = 0.0;
790 // StopWatch stopwatch;
791 // stopwatch.start();
793 // ignore initial comments and blank lines. (priming the pump)
794 // in >> skipcomment;
801 while ( in.get(c) && c != '\0' ) {
804 while ( ! in.eof() ) {
809 if ( in.get( c ) && c == '#' ) {
810 // process a comment line
812 // getline( in, line );
813 // cout << "comment = " << line << endl;
817 if ( token == "Version" ) {
818 // read scenery versions number
819 in >> scenery_version;
820 // cout << "scenery_version = " << scenery_version << endl;
821 if ( scenery_version > 0.4 ) {
822 SG_LOG( SG_TERRAIN, SG_ALERT,
823 "\nYou are attempting to load a tile format that\n"
824 << "is newer than this version of flightgear can\n"
825 << "handle. You should upgrade your copy of\n"
826 << "FlightGear to the newest version. For\n"
827 << "details, please see:\n"
828 << "\n http://www.flightgear.org\n" );
831 } else if ( token == "gbs" ) {
832 // reference point (center offset)
834 in >> t->center >> t->bounding_radius;
838 in >> junk1 >> junk2;
841 // cout << "center = " << center
842 // << " radius = " << t->bounding_radius << endl;
843 } else if ( token == "bs" ) {
844 // reference point (center offset)
848 in >> junk1 >> junk2;
849 } else if ( token == "usemtl" ) {
850 // material property specification
852 // if first usemtl with shared_done = false, then set
853 // shared_done true and build the ssg shared lists
854 if ( ! shared_done ) {
856 if ( (int)nodes.size() != vncount ) {
857 SG_LOG( SG_TERRAIN, SG_ALERT,
858 "Tile has mismatched nodes = " << nodes.size()
859 << " and normals = " << vncount << " : "
865 vtlist = new sgVec3 [ nodes.size() ];
866 t->vec3_ptrs.push_back( vtlist );
867 vnlist = new sgVec3 [ vncount ];
868 t->vec3_ptrs.push_back( vnlist );
869 tclist = new sgVec2 [ vtcount ];
870 t->vec2_ptrs.push_back( tclist );
872 for ( i = 0; i < (int)nodes.size(); ++i ) {
873 sgSetVec3( vtlist[i],
874 nodes[i][0], nodes[i][1], nodes[i][2] );
876 for ( i = 0; i < vncount; ++i ) {
877 sgSetVec3( vnlist[i],
882 for ( i = 0; i < vtcount; ++i ) {
883 sgSetVec2( tclist[i],
889 // display_list = xglGenLists(1);
890 // xglNewList(display_list, GL_COMPILE);
891 // printf("xglGenLists(); xglNewList();\n");
894 // scan the material line
897 // find this material in the properties list
899 newmat = material_lib.find( material );
900 if ( newmat == NULL ) {
901 // see if this is an on the fly texture
903 int pos = file.rfind( "/" );
904 file = file.substr( 0, pos );
905 // cout << "current file = " << file << endl;
908 // cout << "current file = " << file << endl;
909 if ( ! material_lib.add_item( file ) ) {
910 SG_LOG( SG_TERRAIN, SG_ALERT,
911 "Ack! unknown usemtl name = " << material
914 // locate our newly created material
915 newmat = material_lib.find( material );
916 if ( newmat == NULL ) {
917 SG_LOG( SG_TERRAIN, SG_ALERT,
918 "Ack! bad on the fly materia create = "
919 << material << " in " << path );
924 if ( newmat != NULL ) {
925 // set the texture width and height values for this
927 tex_width = newmat->get_xsize();
928 tex_height = newmat->get_ysize();
929 state = newmat->get_state();
930 coverage = newmat->get_light_coverage();
931 // cout << "(w) = " << tex_width << " (h) = "
932 // << tex_width << endl;
937 // unknown comment, just gobble the input until the
947 // cout << "token = " << token << endl;
949 if ( token == "vn" ) {
951 if ( vncount < FG_MAX_NODES ) {
952 in >> normals[vncount][0]
953 >> normals[vncount][1]
954 >> normals[vncount][2];
957 SG_LOG( SG_TERRAIN, SG_ALERT,
958 "Read too many vertex normals in " << path
959 << " ... dying :-(" );
962 } else if ( token == "vt" ) {
963 // vertex texture coordinate
964 if ( vtcount < FG_MAX_NODES*3 ) {
965 in >> tex_coords[vtcount][0]
966 >> tex_coords[vtcount][1];
969 SG_LOG( SG_TERRAIN, SG_ALERT,
970 "Read too many vertex texture coords in " << path
975 } else if ( token == "v" ) {
977 if ( t->ncount < FG_MAX_NODES ) {
978 /* in >> nodes[t->ncount][0]
979 >> nodes[t->ncount][1]
980 >> nodes[t->ncount][2]; */
982 nodes.push_back(node);
987 SG_LOG( SG_TERRAIN, SG_ALERT,
988 "Read too many nodes in " << path
989 << " ... dying :-(");
992 } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
993 // triangle fan, strip, or individual face
994 // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
996 fan_vertices.clear();
997 fan_tex_coords.clear();
1000 // xglBegin(GL_TRIANGLE_FAN);
1003 fan_vertices.push_back( n1 );
1004 // xglNormal3dv(normals[n1]);
1005 if ( in.get( c ) && c == '/' ) {
1007 fan_tex_coords.push_back( tex );
1008 if ( scenery_version >= 0.4 ) {
1009 if ( tex_width > 0 ) {
1010 tclist[tex][0] *= (1000.0 / tex_width);
1012 if ( tex_height > 0 ) {
1013 tclist[tex][1] *= (1000.0 / tex_height);
1016 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1017 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1020 pp = local_calc_tex_coords(nodes[n1], center);
1022 // xglTexCoord2f(pp.x(), pp.y());
1023 // xglVertex3dv(nodes[n1].get_n());
1026 fan_vertices.push_back( n2 );
1027 // xglNormal3dv(normals[n2]);
1028 if ( in.get( c ) && c == '/' ) {
1030 fan_tex_coords.push_back( tex );
1031 if ( scenery_version >= 0.4 ) {
1032 if ( tex_width > 0 ) {
1033 tclist[tex][0] *= (1000.0 / tex_width);
1035 if ( tex_height > 0 ) {
1036 tclist[tex][1] *= (1000.0 / tex_height);
1039 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1040 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1043 pp = local_calc_tex_coords(nodes[n2], center);
1045 // xglTexCoord2f(pp.x(), pp.y());
1046 // xglVertex3dv(nodes[n2].get_n());
1048 // read all subsequent numbers until next thing isn't a number
1055 if ( ! isdigit(c) || in.eof() ) {
1060 fan_vertices.push_back( n3 );
1061 // cout << " triangle = "
1062 // << n1 << "," << n2 << "," << n3
1064 // xglNormal3dv(normals[n3]);
1065 if ( in.get( c ) && c == '/' ) {
1067 fan_tex_coords.push_back( tex );
1068 if ( scenery_version >= 0.4 ) {
1069 if ( tex_width > 0 ) {
1070 tclist[tex][0] *= (1000.0 / tex_width);
1072 if ( tex_height > 0 ) {
1073 tclist[tex][1] *= (1000.0 / tex_height);
1076 pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
1077 pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
1080 pp = local_calc_tex_coords(nodes[n3], center);
1082 // xglTexCoord2f(pp.x(), pp.y());
1083 // xglVertex3dv(nodes[n3].get_n());
1085 if ( (token == "tf") || (token == "f") ) {
1098 // build the ssg entity
1099 int size = (int)fan_vertices.size();
1100 ssgVertexArray *vl = new ssgVertexArray( size );
1101 ssgNormalArray *nl = new ssgNormalArray( size );
1102 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
1103 ssgColourArray *cl = new ssgColourArray( 1 );
1106 sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
1111 for ( i = 0; i < size; ++i ) {
1112 sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
1115 sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
1118 sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
1122 ssgLeaf *leaf = NULL;
1123 if ( token == "tf" ) {
1126 new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
1127 } else if ( token == "ts" ) {
1130 new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
1131 } else if ( token == "f" ) {
1134 new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
1136 // leaf->makeDList();
1137 leaf->setState( state );
1139 tile->addKid( leaf );
1142 if ( coverage > 0.0 ) {
1143 if ( coverage < 10000.0 ) {
1144 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1145 << coverage << ", pushing up to 10000");
1148 gen_random_surface_points(leaf, lights, coverage);
1152 SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in "
1153 << path << " = " << token );
1156 // eat white space before start of while loop so if we are
1157 // done with useful input it is noticed before hand.
1166 // stopwatch.stop();
1167 // SG_LOG( SG_TERRAIN, SG_DEBUG,
1168 // "Loaded " << path << " in "
1169 // << stopwatch.elapsedSeconds() << " seconds" );
1175 ssgLeaf *gen_leaf( const string& path,
1176 const GLenum ty, const string& material,
1177 const point_list& nodes, const point_list& normals,
1178 const point_list& texcoords,
1179 const int_list node_index,
1180 const int_list normal_index,
1181 const int_list& tex_index,
1182 const bool calc_lights, ssgVertexArray *lights )
1184 double tex_width = 1000.0, tex_height = 1000.0;
1185 ssgSimpleState *state = NULL;
1186 float coverage = -1;
1188 FGNewMat *newmat = material_lib.find( material );
1189 if ( newmat == NULL ) {
1190 // see if this is an on the fly texture
1192 int pos = file.rfind( "/" );
1193 file = file.substr( 0, pos );
1194 // cout << "current file = " << file << endl;
1197 // cout << "current file = " << file << endl;
1198 if ( ! material_lib.add_item( file ) ) {
1199 SG_LOG( SG_TERRAIN, SG_ALERT,
1200 "Ack! unknown usemtl name = " << material
1201 << " in " << path );
1203 // locate our newly created material
1204 newmat = material_lib.find( material );
1205 if ( newmat == NULL ) {
1206 SG_LOG( SG_TERRAIN, SG_ALERT,
1207 "Ack! bad on the fly material create = "
1208 << material << " in " << path );
1213 if ( newmat != NULL ) {
1214 // set the texture width and height values for this
1216 tex_width = newmat->get_xsize();
1217 tex_height = newmat->get_ysize();
1218 state = newmat->get_state();
1219 coverage = newmat->get_light_coverage();
1220 // cout << "(w) = " << tex_width << " (h) = "
1221 // << tex_width << endl;
1232 int size = node_index.size();
1234 SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
1237 ssgVertexArray *vl = new ssgVertexArray( size );
1239 for ( i = 0; i < size; ++i ) {
1240 node = nodes[ node_index[i] ];
1241 sgSetVec3( tmp3, node[0], node[1], node[2] );
1247 ssgNormalArray *nl = new ssgNormalArray( size );
1248 if ( normal_index.size() ) {
1249 // object file specifies normal indices (i.e. normal indices
1251 for ( i = 0; i < size; ++i ) {
1252 normal = normals[ normal_index[i] ];
1253 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
1257 // use implied normal indices. normal index = vertex index.
1258 for ( i = 0; i < size; ++i ) {
1259 normal = normals[ node_index[i] ];
1260 sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
1266 ssgColourArray *cl = new ssgColourArray( 1 );
1267 sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
1270 // texture coordinates
1271 size = tex_index.size();
1273 ssgTexCoordArray *tl = new ssgTexCoordArray( size );
1275 texcoord = texcoords[ tex_index[0] ];
1276 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1277 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1278 if ( tex_width > 0 ) {
1279 tmp2[0] *= (1000.0 / tex_width);
1281 if ( tex_height > 0 ) {
1282 tmp2[1] *= (1000.0 / tex_height);
1285 } else if ( size > 1 ) {
1286 for ( i = 0; i < size; ++i ) {
1287 texcoord = texcoords[ tex_index[i] ];
1288 sgSetVec2( tmp2, texcoord[0], texcoord[1] );
1289 if ( tex_width > 0 ) {
1290 tmp2[0] *= (1000.0 / tex_width);
1292 if ( tex_height > 0 ) {
1293 tmp2[1] *= (1000.0 / tex_height);
1299 ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
1301 // lookup the state record
1303 leaf->setState( state );
1305 if ( calc_lights ) {
1306 if ( coverage > 0.0 ) {
1307 if ( coverage < 10000.0 ) {
1308 SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
1309 << coverage << ", pushing up to 10000");
1312 gen_random_surface_points(leaf, lights, coverage);
1320 // Load an Binary obj file
1321 bool fgBinObjLoad( const string& path, const bool is_base,
1323 double *bounding_radius,
1324 ssgBranch* geometry,
1325 ssgBranch* rwy_lights,
1326 ssgVertexArray *ground_lights )
1329 bool use_dynamic_objects =
1330 fgGetBool("/sim/rendering/dynamic-objects", false);
1332 if ( ! obj.read_bin( path ) ) {
1336 geometry->setName( (char *)path.c_str() );
1338 double geod_lon = 0.0, geod_lat = 0.0, geod_alt = 0.0,
1339 geod_sl_radius = 0.0;
1341 // reference point (center offset/bounding sphere)
1342 *center = obj.get_gbs_center();
1343 *bounding_radius = obj.get_gbs_radius();
1345 // Calculate the geodetic centre of
1346 // the tile, for aligning automatic
1348 Point3D geoc = sgCartToPolar3d(*center);
1349 geod_lon = geoc.lon();
1350 sgGeocToGeod(geoc.lat(), geoc.radius(),
1351 &geod_lat, &geod_alt, &geod_sl_radius);
1352 geod_lon *= SGD_RADIANS_TO_DEGREES;
1353 geod_lat *= SGD_RADIANS_TO_DEGREES;
1356 point_list nodes = obj.get_wgs84_nodes();
1357 point_list colors = obj.get_colors();
1358 point_list normals = obj.get_normals();
1359 point_list texcoords = obj.get_texcoords();
1361 string material, tmp_mat;
1362 int_list vertex_index;
1363 int_list normal_index;
1367 bool is_lighting = false;
1370 string_list pt_materials = obj.get_pt_materials();
1371 group_list pts_v = obj.get_pts_v();
1372 group_list pts_n = obj.get_pts_n();
1373 for ( i = 0; i < (int)pts_v.size(); ++i ) {
1374 // cout << "pts_v.size() = " << pts_v.size() << endl;
1375 tmp_mat = pt_materials[i];
1376 if ( tmp_mat.substr(0, 3) == "RWY" ) {
1377 material = "LIGHTS";
1382 vertex_index = pts_v[i];
1383 normal_index = pts_n[i];
1385 ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
1386 nodes, normals, texcoords,
1387 vertex_index, normal_index, tex_index,
1388 false, ground_lights );
1390 if ( is_lighting ) {
1391 float ranges[] = { 0, 12000 };
1392 leaf->setCallback(SSG_CALLBACK_PREDRAW, runway_lights_predraw);
1393 ssgRangeSelector * lod = new ssgRangeSelector;
1394 lod->setRanges(ranges, 2);
1396 rwy_lights->addKid(lod);
1398 geometry->addKid( leaf );
1402 // generate triangles
1403 string_list tri_materials = obj.get_tri_materials();
1404 group_list tris_v = obj.get_tris_v();
1405 group_list tris_n = obj.get_tris_n();
1406 group_list tris_tc = obj.get_tris_tc();
1407 for ( i = 0; i < (int)tris_v.size(); ++i ) {
1408 material = tri_materials[i];
1409 vertex_index = tris_v[i];
1410 normal_index = tris_n[i];
1411 tex_index = tris_tc[i];
1412 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, material,
1413 nodes, normals, texcoords,
1414 vertex_index, normal_index, tex_index,
1415 is_base, ground_lights );
1417 if (use_dynamic_objects)
1418 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1420 geometry->addKid( leaf );
1424 string_list strip_materials = obj.get_strip_materials();
1425 group_list strips_v = obj.get_strips_v();
1426 group_list strips_n = obj.get_strips_n();
1427 group_list strips_tc = obj.get_strips_tc();
1428 for ( i = 0; i < (int)strips_v.size(); ++i ) {
1429 material = strip_materials[i];
1430 vertex_index = strips_v[i];
1431 normal_index = strips_n[i];
1432 tex_index = strips_tc[i];
1433 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
1434 nodes, normals, texcoords,
1435 vertex_index, normal_index, tex_index,
1436 is_base, ground_lights );
1438 if (use_dynamic_objects)
1439 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1441 geometry->addKid( leaf );
1445 string_list fan_materials = obj.get_fan_materials();
1446 group_list fans_v = obj.get_fans_v();
1447 group_list fans_n = obj.get_fans_n();
1448 group_list fans_tc = obj.get_fans_tc();
1449 for ( i = 0; i < (int)fans_v.size(); ++i ) {
1450 material = fan_materials[i];
1451 vertex_index = fans_v[i];
1452 normal_index = fans_n[i];
1453 tex_index = fans_tc[i];
1454 ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, material,
1455 nodes, normals, texcoords,
1456 vertex_index, normal_index, tex_index,
1457 is_base, ground_lights );
1458 if (use_dynamic_objects)
1459 gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
1461 geometry->addKid( leaf );