+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
+
+#include <simgear/compiler.h>
+
#include <unistd.h>
+#include <iostream>
#include "sg_binobj.hxx"
+using std::cout;
+using std::endl;
+
int main( int argc, char **argv ) {
int i, j;
obj.get_gbs_radius());
cout << endl;
- point_list nodes = obj.get_wgs84_nodes();
+ std::vector<SGVec3d> nodes = obj.get_wgs84_nodes();
cout << "# vertex list" << endl;
for ( i = 0; i < (int)nodes.size(); ++i ) {
printf("v %.5f %.5f %.5f\n", nodes[i].x(), nodes[i].y(), nodes[i].z() );
}
cout << endl;
- point_list normals = obj.get_normals();
+ std::vector<SGVec3f> normals = obj.get_normals();
cout << "# vertex normal list" << endl;
for ( i = 0; i < (int)normals.size(); ++i ) {
printf("vn %.5f %.5f %.5f\n",
}
cout << endl;
- point_list texcoords = obj.get_texcoords();
+ std::vector<SGVec2f> texcoords = obj.get_texcoords();
cout << "# texture coordinate list" << endl;
for ( i = 0; i < (int)texcoords.size(); ++i ) {
printf("vt %.5f %.5f\n",
}
cout << endl;
- cout << "# triangle groups" << endl;
+ cout << "# geometry groups" << endl;
cout << endl;
string material;
int_list vertex_index;
+ int_list normal_index;
int_list tex_index;
+ // generate points
+ string_list pt_materials = obj.get_pt_materials();
+ group_list pts_v = obj.get_pts_v();
+ group_list pts_n = obj.get_pts_n();
+ for ( i = 0; i < (int)pts_v.size(); ++i ) {
+ material = pt_materials[i];
+ vertex_index = pts_v[i];
+ normal_index = pts_n[i];
+ cout << "# usemtl " << material << endl;
+ cout << "pt ";
+ for ( j = 0; j < (int)vertex_index.size(); ++j ) {
+ cout << vertex_index[j] << "/" << normal_index[j] << " ";
+ }
+ cout << endl;
+ }
+
// generate triangles
string_list tri_materials = obj.get_tri_materials();
group_list tris_v = obj.get_tris_v();
+ group_list tris_n = obj.get_tris_n();
group_list tris_tc = obj.get_tris_tc();
for ( i = 0; i < (int)tris_v.size(); ++i ) {
material = tri_materials[i];
vertex_index = tris_v[i];
+ normal_index = tris_n[i];
tex_index = tris_tc[i];
cout << "# usemtl " << material << endl;
cout << "f ";
for ( j = 0; j < (int)vertex_index.size(); ++j ) {
- cout << vertex_index[j] << "/" << tex_index[j] << " ";
+ cout << vertex_index[j];
+ if ( normal_index.size() ) {
+ cout << "/" << normal_index[j];
+ }
+ cout << "/" << tex_index[j];
+ cout << " ";
}
cout << endl;
}
// generate strips
string_list strip_materials = obj.get_strip_materials();
group_list strips_v = obj.get_strips_v();
+ group_list strips_n = obj.get_strips_n();
group_list strips_tc = obj.get_strips_tc();
for ( i = 0; i < (int)strips_v.size(); ++i ) {
material = strip_materials[i];
vertex_index = strips_v[i];
+ normal_index = strips_n[i];
tex_index = strips_tc[i];
cout << "# usemtl " << material << endl;
cout << "ts ";
for ( j = 0; j < (int)vertex_index.size(); ++j ) {
- cout << vertex_index[j] << "/" << tex_index[j] << " ";
+ cout << vertex_index[j];
+ if ( normal_index.size() ) {
+ cout << "/" << normal_index[j];
+ }
+ cout << "/" << tex_index[j] << " ";
}
cout << endl;
}
// generate fans
string_list fan_materials = obj.get_fan_materials();
group_list fans_v = obj.get_fans_v();
+ group_list fans_n = obj.get_fans_n();
group_list fans_tc = obj.get_fans_tc();
for ( i = 0; i < (int)fans_v.size(); ++i ) {
material = fan_materials[i];
vertex_index = fans_v[i];
+ normal_index = fans_n[i];
tex_index = fans_tc[i];
cout << "# usemtl " << material << endl;
cout << "tf ";
for ( j = 0; j < (int)vertex_index.size(); ++j ) {
- cout << vertex_index[j] << "/" << tex_index[j] << " ";
+ cout << vertex_index[j];
+ if ( normal_index.size() ) {
+ cout << "/" << normal_index[j];
+ }
+ cout << "/" << tex_index[j] << " ";
}
cout << endl;
}