-// sg_binobj.hxx -- routines to read and write low level flightgear 3d objects
-//
+/**
+ * \file sg_binobj.hxx
+ * Routines to read and write the low level (binary) simgear 3d object format.
+ */
+
// Written by Curtis Olson, started January 2000.
//
-// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
-//
#ifndef _SG_BINOBJ_HXX
#define _SG_BINOBJ_HXX
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-#include <plib/sg.h>
-
#include <simgear/compiler.h>
#include <simgear/constants.h>
+#include <simgear/math/sg_types.hxx>
+#include <simgear/bucket/newbucket.hxx>
#include <stdio.h>
#include <time.h>
#include <list>
-#include STL_STRING
+#include <string>
-#include <simgear/math/sg_types.hxx>
-typedef vector < int_list > group_list;
+/** STL Structure used to store object information */
+typedef std::vector < int_list > group_list;
typedef group_list::iterator group_list_iterator;
typedef group_list::const_iterator const_group_list_iterator;
+/** Magic Number for our file format */
#define SG_FILE_MAGIC_NUMBER ( ('S'<<24) + ('G'<<16) + SG_BINOBJ_VERSION )
-/*
- scenery-file: magic, nobjects, object+
- magic: "TG" + version
- object: obj_typecode, nproperties, nelements, property+, element+
- element: nbytes, BYTE+
- property: prop_typecode, nbytes, BYTE+
- obj_typecode: bounding sphere | vertices | normals | texcoords | triangles |
- fans | strips
- prop_typecode: material_name | ???
- nelements: SHORT (Gives us 65536 which ought to be enough, right?)
- nproperties: SHORT
- *_typecode: CHAR
- nbytes: INTEGER (If we used short here that would mean 65536 bytes = 16384
- floats = 5461 vertices which is not enough for future
- growth)
- vertex: FLOAT, FLOAT, FLOAT
+/**
+ * A class to manipulate the simgear 3d object format.
+ * This class provides functionality to both read and write the binary format.
+ *
+ * Here is a really quick overview of the file syntax:
+ *
+ * - scenery-file: magic, nobjects, object+
+ *
+ * - magic: "TG" + version
+ *
+ * - object: obj_typecode, nproperties, nelements, property+, element+
+ *
+ * - element: nbytes, BYTE+
+ *
+ * - property: prop_typecode, nbytes, BYTE+
+ *
+ * - obj_typecode: bounding sphere | vertices | normals | texcoords |
+ * points | triangles | fans | strips
+ *
+ * - prop_typecode: material_name | ???
+ *
+ * - nelements: USHORT (Gives us 65536 which ought to be enough, right?)
+ *
+ * - nproperties: USHORT
+ *
+ * - *_typecode: CHAR
+ *
+ * - nbytes: INTEGER (If we used short here that would mean 65536 bytes = 16384
+ * floats = 5461 vertices which is not enough for future
+ * growth)
+ *
+ * - vertex: FLOAT, FLOAT, FLOAT
*/
-
-
-// calculate the bounding sphere. Center is the center of the
-// tile and zero elevation
-double sgCalcBoundingRadius( Point3D center, point_list& wgs84_nodes );
-
-
-// write out the structures to an ASCII file. We assume that the
-// groups come to us sorted by material property. If not, things
-// don't break, but the result won't be as optimal.
-void sgWriteAsciiObj( const string& base, const string& name, const SGBucket& b,
- Point3D gbs_center, float gbs_radius,
- const point_list& wgs84_nodes, const point_list& normals,
- const point_list& texcoords,
- const group_list& tris_v, const group_list& tris_tc,
- const string_list& tri_materials,
- const group_list& strips_v, const group_list& strips_tc,
- const string_list& strip_materials,
- const group_list& fans_v, const group_list& fans_tc,
- const string_list& fan_materials );
-
-
-// read a binary file object and populate the provided structures.
-void sgReadBinObj( const string& file,
- Point3D &gbs_center, float *gbs_radius,
- point_list& wgs84_nodes, point_list& normals,
- point_list& texcoords,
- group_list& tris_v, group_list& tris_tc,
- string_list& tri_materials,
- group_list& strips_v, group_list& strips_tc,
- string_list& strip_materials,
- group_list& fans_v, group_list& fans_tc,
- string_list& fan_materials );
-
-// write out the structures to a binary file. We assume that the
-// groups come to us sorted by material property. If not, things
-// don't break, but the result won't be as optimal.
-void sgWriteBinObj( const string& base, const string& name, const SGBucket& b,
- Point3D gbs_center, float gbs_radius,
- const point_list& wgs84_nodes, const point_list& normals,
- const point_list& texcoords,
- const group_list& tris_v, const group_list& tris_tc,
- const string_list& tri_materials,
- const group_list& strips_v, const group_list& strips_tc,
- const string_list& strip_materials,
- const group_list& fans_v, const group_list& fans_tc,
- const string_list& fan_materials );
-
+class SGBinObject {
+ unsigned short version;
+
+ SGVec3d gbs_center;
+ float gbs_radius;
+
+ std::vector<SGVec3d> wgs84_nodes; // vertex list
+ std::vector<SGVec4f> colors; // color list
+ std::vector<SGVec3f> normals; // normal list
+ std::vector<SGVec2f> texcoords; // texture coordinate list
+
+ group_list pts_v; // points vertex index
+ group_list pts_n; // points normal index
+ group_list pts_c; // points color index
+ group_list pts_tc; // points texture coordinate index
+ string_list pt_materials; // points materials
+
+ group_list tris_v; // triangles vertex index
+ group_list tris_n; // triangles normal index
+ group_list tris_c; // triangles color index
+ group_list tris_tc; // triangles texture coordinate index
+ string_list tri_materials; // triangles materials
+
+ group_list strips_v; // tristrips vertex index
+ group_list strips_n; // tristrips normal index
+ group_list strips_c; // tristrips color index
+ group_list strips_tc; // tristrips texture coordinate index
+ string_list strip_materials;// tristrips materials
+
+ group_list fans_v; // fans vertex index
+ group_list fans_n; // fans normal index
+ group_list fans_c; // fans color index
+ group_list fans_tc; // fans texture coordinate index
+ string_list fan_materials; // fans materials
+
+public:
+
+ inline unsigned short get_version() const { return version; }
+
+ inline const SGVec3d& get_gbs_center() const { return gbs_center; }
+ inline void set_gbs_center( const SGVec3d& p ) { gbs_center = p; }
+
+ inline float get_gbs_radius() const { return gbs_radius; }
+ inline void set_gbs_radius( float r ) { gbs_radius = r; }
+
+ inline const std::vector<SGVec3d>& get_wgs84_nodes() const
+ { return wgs84_nodes; }
+ inline void set_wgs84_nodes( const std::vector<SGVec3d>& n )
+ { wgs84_nodes = n; }
+
+ inline const std::vector<SGVec4f>& get_colors() const { return colors; }
+ inline void set_colors( const std::vector<SGVec4f>& c ) { colors = c; }
+
+ inline const std::vector<SGVec3f>& get_normals() const { return normals; }
+ inline void set_normals( const std::vector<SGVec3f>& n ) { normals = n; }
+
+ inline const std::vector<SGVec2f>& get_texcoords() const { return texcoords; }
+ inline void set_texcoords( const std::vector<SGVec2f>& t ) { texcoords = t; }
+
+ inline const group_list& get_pts_v() const { return pts_v; }
+ inline void set_pts_v( const group_list& g ) { pts_v = g; }
+ inline const group_list& get_pts_n() const { return pts_n; }
+ inline void set_pts_n( const group_list& g ) { pts_n = g; }
+ inline const group_list& get_pts_c() const { return pts_c; }
+ inline void set_pts_c( const group_list& g ) { pts_c = g; }
+ inline const group_list& get_pts_tc() const { return pts_tc; }
+ inline void set_pts_tc( const group_list& g ) { pts_tc = g; }
+ inline const string_list& get_pt_materials() const { return pt_materials; }
+ inline void set_pt_materials( const string_list& s ) { pt_materials = s; }
+
+ inline const group_list& get_tris_v() const { return tris_v; }
+ inline void set_tris_v( const group_list& g ) { tris_v = g; }
+ inline const group_list& get_tris_n() const { return tris_n; }
+ inline void set_tris_n( const group_list& g ) { tris_n = g; }
+ inline const group_list& get_tris_c() const { return tris_c; }
+ inline void set_tris_c( const group_list& g ) { tris_c = g; }
+ inline const group_list& get_tris_tc() const { return tris_tc; }
+ inline void set_tris_tc( const group_list& g ) { tris_tc = g; }
+ inline const string_list& get_tri_materials() const { return tri_materials; }
+ inline void set_tri_materials( const string_list& s ) { tri_materials = s; }
+
+ inline const group_list& get_strips_v() const { return strips_v; }
+ inline void set_strips_v( const group_list& g ) { strips_v = g; }
+ inline const group_list& get_strips_n() const { return strips_n; }
+ inline void set_strips_n( const group_list& g ) { strips_n = g; }
+ inline const group_list& get_strips_c() const { return strips_c; }
+ inline void set_strips_c( const group_list& g ) { strips_c = g; }
+
+ inline const group_list& get_strips_tc() const { return strips_tc; }
+ inline void set_strips_tc( const group_list& g ) { strips_tc = g; }
+ inline const string_list& get_strip_materials() const { return strip_materials; }
+ inline void set_strip_materials( const string_list& s ) { strip_materials = s; }
+
+ inline const group_list& get_fans_v() const { return fans_v; }
+ inline void set_fans_v( const group_list& g ) { fans_v = g; }
+ inline const group_list& get_fans_n() const { return fans_n; }
+ inline void set_fans_n( const group_list& g ) { fans_n = g; }
+ inline const group_list& get_fans_c() const { return fans_c; }
+ inline void set_fans_c( const group_list& g ) { fans_c = g; }
+
+ inline const group_list& get_fans_tc() const { return fans_tc; }
+ inline void set_fans_tc( const group_list& g ) { fans_tc = g; }
+ inline const string_list& get_fan_materials() const { return fan_materials; }
+ inline void set_fan_materials( const string_list& s ) { fan_materials = s; }
+
+ /**
+ * Read a binary file object and populate the provided structures.
+ * @param file input file name
+ * @return result of read
+ */
+ bool read_bin( const std::string& file );
+
+ /**
+ * Write out the structures to a binary file. We assume that the
+ * groups come to us sorted by material property. If not, things
+ * don't break, but the result won't be as optimal.
+ * @param base name of output path
+ * @param name name of output file
+ * @param b bucket for object location
+ * @return result of write
+ */
+ bool write_bin( const std::string& base, const std::string& name, const SGBucket& b );
+
+ /**
+ * Write out the structures to an ASCII file. We assume that the
+ * groups come to us sorted by material property. If not, things
+ * don't break, but the result won't be as optimal.
+ * @param base name of output path
+ * @param name name of output file
+ * @param b bucket for object location
+ * @return result of write
+ */
+ bool write_ascii( const std::string& base, const std::string& name,
+ const SGBucket& b );
+};
#endif // _SG_BINOBJ_HXX