#ifndef _SG_BINOBJ_HXX
#define _SG_BINOBJ_HXX
-
-#include <plib/sg.h>
+#include <zlib.h> // for gzFile
#include <simgear/compiler.h>
#include <simgear/constants.h>
#include <simgear/math/sg_types.hxx>
-#include <simgear/math/point3d.hxx>
-#include <simgear/bucket/newbucket.hxx>
-
-#include <stdio.h>
-#include <time.h>
+#include <simgear/math/SGMath.hxx>
-#include <list>
+#include <vector>
#include <string>
-
-
/** 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 )
-
+// forward decls
+class SGBucket;
+class SGPath;
/**
* A class to manipulate the simgear 3d object format.
* - vertex: FLOAT, FLOAT, FLOAT
*/
class SGBinObject {
+private:
unsigned short version;
SGVec3d gbs_center;
group_list fans_tc; // fans texture coordinate index
string_list fan_materials; // fans materials
+ void read_properties(gzFile fp, int nproperties);
+
+ void read_object( gzFile fp,
+ int obj_type,
+ int nproperties,
+ int nelements,
+ group_list& vertices,
+ group_list& normals,
+ group_list& colors,
+ group_list& texCoords,
+ string_list& materials);
+
+ void write_header(gzFile fp, int type, int nProps, int nElements);
+ void write_objects(gzFile fp, int type, const group_list& verts,
+ const group_list& normals, const group_list& colors,
+ const group_list& texCoords, const string_list& materials);
+
+ unsigned int count_objects(const string_list& materials);
public:
inline unsigned short get_version() const { return version; }
* @param file input file name
* @return result of read
*/
- bool read_bin( const string& file );
+ bool read_bin( const std::string& file );
/**
* Write out the structures to a binary file. We assume that the
* @param b bucket for object location
* @return result of write
*/
- bool write_bin( const string& base, const string& name, const SGBucket& b );
+ bool write_bin( const std::string& base, const std::string& name, const SGBucket& b );
+
+
+ bool write_bin_file(const SGPath& file);
/**
* Write out the structures to an ASCII file. We assume that the
* @param b bucket for object location
* @return result of write
*/
- bool write_ascii( const string& base, const string& name,
+ bool write_ascii( const std::string& base, const std::string& name,
const SGBucket& b );
};