-// obj.cxx -- routines to handle "sorta" WaveFront .obj format files.
+// obj.cxx -- routines to handle loading scenery and building the plib
+// scene graph.
//
// Written by Curtis Olson, started October 1997.
//
# include <config.h>
#endif
-#ifdef FG_MATH_EXCEPTION_CLASH
+#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#include <stdio.h>
#include <string.h>
-// #if defined ( __sun__ )
-// extern "C" void *memmove(void *, const void *, size_t);
-// extern "C" void *memset(void *, int, size_t);
-// #endif
-
-#include <Include/compiler.h>
+#include <simgear/compiler.h>
+#include <simgear/sg_inlines.h>
+#include <simgear/io/sg_binobj.hxx>
#include STL_STRING
-#include <map> // STL
-#include <vector> // STL
-#include <ctype.h> // isdigit()
-
-#include <Debug/logstream.hxx>
-#include <Misc/fgstream.hxx>
-#include <Include/fg_constants.h>
-#include <Main/options.hxx>
-#include <Math/mat3.h>
-#include <Math/fg_geodesy.hxx>
-#include <Math/fg_random.h>
-#include <Math/point3d.hxx>
-#include <Math/polar3d.hxx>
-#include <Misc/stopwatch.hxx>
-#include <Scenery/tileentry.hxx>
-
-#include "materialmgr.hxx"
+#include <map> // STL
+#include <vector> // STL
+#include <ctype.h> // isdigit()
+
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/math/vector.hxx>
+#include <simgear/misc/sgstream.hxx>
+#include <simgear/misc/stopwatch.hxx>
+#include <simgear/misc/texcoord.hxx>
+#include <simgear/scene/material/mat.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/tgdb/leaf.hxx>
+#include <simgear/scene/tgdb/pt_lights.hxx>
+
+#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
+#include <Time/light.hxx>
+
+
#include "obj.hxx"
-FG_USING_STD(string);
-FG_USING_STD(vector);
+SG_USING_STD(string);
+SG_USING_STD(vector);
typedef vector < int > int_list;
typedef int_list::const_iterator int_point_list_iterator;
-static double normals[FG_MAX_NODES][3];
-static double tex_coords[FG_MAX_NODES*3][3];
-
-
-// given three points defining a triangle, calculate the normal
-static void calc_normal(Point3D p1, Point3D p2,
- Point3D p3, double normal[3])
+// not used because plib branches don't honor call backs.
+static int
+runway_lights_pretrav (ssgEntity * e, int mask)
{
- double v1[3], v2[3];
- double temp;
-
- v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
- v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
-
- MAT3cross_product(normal, v1, v2);
- MAT3_NORMALIZE_VEC(normal,temp);
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
- // normal[0], normal[1], normal[2]);
-}
-
-
-#define FG_TEX_CONSTANT 69.0
-
-
-// Calculate texture coordinates for a given point.
-static Point3D calc_tex_coords(const Point3D& node, const Point3D& ref) {
- Point3D cp;
- Point3D pp;
- // double tmplon, tmplat;
-
- // cout << "-> " << node[0] << " " << node[1] << " " << node[2] << endl;
- // cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
-
- cp = Point3D( node[0] + ref.x(),
- node[1] + ref.y(),
- node[2] + ref.z() );
-
- pp = fgCartToPolar3d(cp);
-
- // tmplon = pp.lon() * RAD_TO_DEG;
- // tmplat = pp.lat() * RAD_TO_DEG;
- // cout << tmplon << " " << tmplat << endl;
-
- pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
- pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
-
- if ( pp.x() < 0.0 ) {
- pp.setx( pp.x() + 11.0 );
- }
-
- if ( pp.y() < 0.0 ) {
- pp.sety( pp.y() + 11.0 );
- }
-
- // cout << pp << endl;
-
- return(pp);
+ // Turn on lights only at night
+ float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
+ return int((sun_angle > 85.0) ||
+ (fgGetDouble("/environment/visibility-m") < 5000.0));
}
-// Generate a generic ocean tile on the fly
-ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
- fgFRAGMENT fragment;
- fragment.init();
- fragment.tile_ptr = t;
-
+// Generate an ocean tile
+bool fgGenTile( const string& path, SGBucket b,
+ Point3D *center, double *bounding_radius,
+ SGMaterialLib *matlib, ssgBranch* geometry )
+{
ssgSimpleState *state = NULL;
- ssgBranch *tile = new ssgBranch () ;
- tile -> setName ( (char *)path.c_str() ) ;
+ geometry->setName( (char *)path.c_str() );
+
+ double tex_width = 1000.0;
+ // double tex_height;
// find Ocean material in the properties list
- if ( ! material_mgr.find( "Ocean", fragment.material_ptr )) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Ack! unknown usemtl name = " << "Ocean"
- << " in " << path );
+ SGMaterial *mat = matlib->find( "Ocean" );
+ if ( mat != NULL ) {
+ // set the texture width and height values for this
+ // material
+ tex_width = mat->get_xsize();
+ // tex_height = newmat->get_ysize();
+
+ // set ssgState
+ state = mat->get_state();
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Ack! unknown usemtl name = " << "Ocean"
+ << " in " << path );
}
- // set the texture width and height values for this
- // material
- FGMaterial m = fragment.material_ptr->get_m();
- // double tex_width = m.get_xsize();
- // double tex_height = m.get_ysize();
-
- // set ssgState
- state = fragment.material_ptr->get_state();
-
// Calculate center point
- FGBucket b = t->tile_bucket;
double clon = b.get_center_lon();
double clat = b.get_center_lat();
double height = b.get_height();
double width = b.get_width();
- Point3D center = fgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0));
- t->center = center;
- fragment.center = center;
+ *center = sgGeodToCart( Point3D(clon*SGD_DEGREES_TO_RADIANS,
+ clat*SGD_DEGREES_TO_RADIANS,
+ 0.0) );
// cout << "center = " << center << endl;;
// Caculate corner vertices
Point3D rad[4];
int i;
for ( i = 0; i < 4; ++i ) {
- rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
- geod[i].z() );
+ rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS,
+ geod[i].y() * SGD_DEGREES_TO_RADIANS,
+ geod[i].z() );
}
Point3D cart[4], rel[4];
- t->nodes.clear();
for ( i = 0; i < 4; ++i ) {
- cart[i] = fgGeodToCart(rad[i]);
- rel[i] = cart[i] - center;
- t->nodes.push_back( rel[i] );
- // cout << "corner " << i << " = " << cart[i] << endl;
+ cart[i] = sgGeodToCart(rad[i]);
+ rel[i] = cart[i] - *center;
+ // cout << "corner " << i << " = " << cart[i] << endl;
}
- t->ncount = 4;
-
// Calculate bounding radius
- t->bounding_radius = center.distance3D( cart[0] );
- fragment.bounding_radius = t->bounding_radius;
+ *bounding_radius = center->distance3D( cart[0] );
// cout << "bounding radius = " << t->bounding_radius << endl;
// Calculate normals
Point3D normals[4];
for ( i = 0; i < 4; ++i ) {
- normals[i] = cart[i];
- double length = normals[i].distance3D( Point3D(0.0) );
- normals[i] /= length;
- // cout << "normal = " << normals[i] << endl;
+ double length = cart[i].distance3D( Point3D(0.0) );
+ normals[i] = cart[i] / length;
+ // cout << "normal = " << normals[i] << endl;
}
// Calculate texture coordinates
- Point3D texs[4];
+ point_list geod_nodes;
+ geod_nodes.clear();
+ geod_nodes.reserve(4);
+ int_list rectangle;
+ rectangle.clear();
+ rectangle.reserve(4);
for ( i = 0; i < 4; ++i ) {
- texs[i] = calc_tex_coords( rel[i], center );
- // cout << "texture coordinate = " << texs[i] << endl;
+ geod_nodes.push_back( geod[i] );
+ rectangle.push_back( i );
}
+ point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
+ 1000.0 / tex_width );
+
+ // Allocate ssg structure
+ ssgVertexArray *vl = new ssgVertexArray( 4 );
+ ssgNormalArray *nl = new ssgNormalArray( 4 );
+ ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
+ ssgColourArray *cl = new ssgColourArray( 1 );
+
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+
+ // sgVec3 *vtlist = new sgVec3 [ 4 ];
+ // t->vec3_ptrs.push_back( vtlist );
+ // sgVec3 *vnlist = new sgVec3 [ 4 ];
+ // t->vec3_ptrs.push_back( vnlist );
+ // sgVec2 *tclist = new sgVec2 [ 4 ];
+ // t->vec2_ptrs.push_back( tclist );
+
+ sgVec2 tmp2;
+ sgVec3 tmp3;
+ for ( i = 0; i < 4; ++i ) {
+ sgSetVec3( tmp3,
+ rel[i].x(), rel[i].y(), rel[i].z() );
+ vl->add( tmp3 );
- // Build flight gear structure
- fragment.add_face(0, 1, 2);
- fragment.add_face(0, 2, 3);
- t->fragment_list.push_back(fragment);
-
- // Build ssg structure
- t->vtlist = new sgVec3 [ 4 ];
- t->vnlist = new sgVec3 [ 4 ];
- t->tclist = new sgVec2 [ 4 ];
+ sgSetVec3( tmp3,
+ normals[i].x(), normals[i].y(), normals[i].z() );
+ nl->add( tmp3 );
- for ( i = 0; i < 4; ++i ) {
- sgSetVec3( t->vtlist[i],
- rel[i].x(), rel[i].y(), rel[i].z() );
- sgSetVec3( t->vnlist[i],
- normals[i].x(), normals[i].y(), normals[i].z() );
- sgSetVec2( t->tclist[i], texs[i].x(), texs[i].y() );
+ sgSetVec2( tmp2, texs[i].x(), texs[i].y());
+ tl->add( tmp2 );
}
- unsigned short *vindex = new unsigned short [ 4 ];
- unsigned short *tindex = new unsigned short [ 4 ];
- for ( i = 0; i < 4; ++i ) {
- vindex[i] = i;
- tindex[i] = i;
- }
-
ssgLeaf *leaf =
- new ssgVTable ( GL_TRIANGLE_FAN,
- 4, vindex, t->vtlist,
- 4, vindex, t->vnlist,
- 4, tindex, t->tclist,
- 0, NULL, NULL ) ;
+ new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
+
leaf->setState( state );
- tile->addKid( leaf );
+ geometry->addKid( leaf );
- return tile;
+ return true;
}
-// Load a .obj file and build the fragment list
-ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
- fgFRAGMENT fragment;
- Point3D pp;
- double approx_normal[3] /*, normal[3], scale = 0.0 */;
- // double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
- // GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
- // GLint display_list = 0;
- int shading;
- bool in_fragment = false, in_faces = false;
- int vncount, vtcount;
- int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
- int tex;
- int last1 = 0, last2 = 0, odd = 0;
- point_list nodes;
- Point3D node;
- Point3D center;
- double scenery_version = 0.0;
- double tex_width = 1000.0, tex_height = 1000.0;
- bool shared_done = false;
- int_list fan_vertices;
- int_list fan_tex_coords;
- int i;
- ssgSimpleState *state = NULL;
+static void random_pt_inside_tri( float *res,
+ float *n1, float *n2, float *n3 )
+{
+ double a = sg_random();
+ double b = sg_random();
+ if ( a + b > 1.0 ) {
+ a = 1.0 - a;
+ b = 1.0 - b;
+ }
+ double c = 1 - a - b;
- ssgBranch *tile = new ssgBranch () ;
- tile -> setName ( (char *)path.c_str() ) ;
+ res[0] = n1[0]*a + n2[0]*b + n3[0]*c;
+ res[1] = n1[1]*a + n2[1]*b + n3[1]*c;
+ res[2] = n1[2]*a + n2[2]*b + n3[2]*c;
+}
- // Attempt to open "path.gz" or "path"
- fg_gzifstream in( path );
- if ( ! in.is_open() ) {
- FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
- FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
- return fgGenTile( path, t );
+/**
+ * User data for populating leaves when they come in range.
+ */
+class LeafUserData : public ssgBase
+{
+public:
+ bool is_filled_in;
+ ssgLeaf *leaf;
+ SGMaterial *mat;
+ ssgBranch *branch;
+ float sin_lat;
+ float cos_lat;
+ float sin_lon;
+ float cos_lon;
+
+ void setup_triangle( int i );
+};
+
+
+/**
+ * User data for populating triangles when they come in range.
+ */
+class TriUserData : public ssgBase
+{
+public:
+ bool is_filled_in;
+ float * p1;
+ float * p2;
+ float * p3;
+ sgVec3 center;
+ double area;
+ SGMaterial::ObjectGroup * object_group;
+ ssgBranch * branch;
+ LeafUserData * leafData;
+ unsigned int seed;
+
+ void fill_in_triangle();
+ void add_object_to_triangle(SGMaterial::Object * object);
+ void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
+};
+
+
+/**
+ * Fill in a triangle with randomly-placed objects.
+ *
+ * This method is invoked by a callback when the triangle is in range
+ * but not yet populated.
+ *
+ */
+
+void TriUserData::fill_in_triangle ()
+{
+ // generate a repeatable random seed
+ sg_srandom(seed);
+
+ int nObjects = object_group->get_object_count();
+
+ for (int i = 0; i < nObjects; i++) {
+ SGMaterial::Object * object = object_group->get_object(i);
+ double num = area / object->get_coverage_m2();
+
+ // place an object each unit of area
+ while ( num > 1.0 ) {
+ add_object_to_triangle(object);
+ num -= 1.0;
+ }
+ // for partial units of area, use a zombie door method to
+ // create the proper random chance of an object being created
+ // for this triangle
+ if ( num > 0.0 ) {
+ if ( sg_random() <= num ) {
+ // a zombie made it through our door
+ add_object_to_triangle(object);
+ }
+ }
}
+}
- shading = current_options.get_shading();
+void TriUserData::add_object_to_triangle (SGMaterial::Object * object)
+{
+ // Set up the random heading if required.
+ double hdg_deg = 0;
+ if (object->get_heading_type() == SGMaterial::Object::HEADING_RANDOM)
+ hdg_deg = sg_random() * 360;
+
+ sgMat4 mat;
+ makeWorldMatrix(mat, hdg_deg);
+
+ ssgTransform * pos = new ssgTransform;
+ pos->setTransform(mat);
+ pos->addKid( object->get_random_model( globals->get_model_loader(),
+ globals->get_fg_root(),
+ globals->get_props(),
+ globals->get_sim_time_sec() )
+ );
+ branch->addKid(pos);
+}
- in_fragment = false;
- t->ncount = 0;
- vncount = 0;
- vtcount = 0;
- t->bounding_radius = 0.0;
- center = t->center;
+void TriUserData::makeWorldMatrix (sgMat4 mat, double hdg_deg )
+{
+ if (hdg_deg == 0) {
+ mat[0][0] = leafData->sin_lat * leafData->cos_lon;
+ mat[0][1] = leafData->sin_lat * leafData->sin_lon;
+ mat[0][2] = -leafData->cos_lat;
+ mat[0][3] = SG_ZERO;
+
+ mat[1][0] = -leafData->sin_lon;
+ mat[1][1] = leafData->cos_lon;
+ mat[1][2] = SG_ZERO;
+ mat[1][3] = SG_ZERO;
+ } else {
+ float sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
+ float cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
+ mat[0][0] = cos_hdg * leafData->sin_lat * leafData->cos_lon - sin_hdg * leafData->sin_lon;
+ mat[0][1] = cos_hdg * leafData->sin_lat * leafData->sin_lon + sin_hdg * leafData->cos_lon;
+ mat[0][2] = -cos_hdg * leafData->cos_lat;
+ mat[0][3] = SG_ZERO;
+
+ mat[1][0] = -sin_hdg * leafData->sin_lat * leafData->cos_lon - cos_hdg * leafData->sin_lon;
+ mat[1][1] = -sin_hdg * leafData->sin_lat * leafData->sin_lon + cos_hdg * leafData->cos_lon;
+ mat[1][2] = sin_hdg * leafData->cos_lat;
+ mat[1][3] = SG_ZERO;
+ }
- StopWatch stopwatch;
- stopwatch.start();
+ mat[2][0] = leafData->cos_lat * leafData->cos_lon;
+ mat[2][1] = leafData->cos_lat * leafData->sin_lon;
+ mat[2][2] = leafData->sin_lat;
+ mat[2][3] = SG_ZERO;
- // ignore initial comments and blank lines. (priming the pump)
- // in >> skipcomment;
- // string line;
+ // translate to random point in triangle
+ sgVec3 result;
+ random_pt_inside_tri(result, p1, p2, p3);
+ sgSubVec3(mat[3], result, center);
- string token;
- char c;
+ mat[3][3] = SG_ONE ;
+}
-#ifdef __MWERKS__
- while ( in.get(c) && c != '\0' ) {
- in.putback(c);
-#else
- while ( ! in.eof() ) {
-#endif
+/**
+ * SSG callback for an in-range triangle of randomly-placed objects.
+ *
+ * This pretraversal callback is attached to a branch that is traversed
+ * only when a triangle is in range. If the triangle is not currently
+ * populated with randomly-placed objects, this callback will populate
+ * it.
+ *
+ * @param entity The entity to which the callback is attached (not used).
+ * @param mask The entity's traversal mask (not used).
+ * @return Always 1, to allow traversal and culling to continue.
+ */
+static int
+tri_in_range_callback (ssgEntity * entity, int mask)
+{
+ TriUserData * data = (TriUserData *)entity->getUserData();
+ if (!data->is_filled_in) {
+ data->fill_in_triangle();
+ data->is_filled_in = true;
+ }
+ return 1;
+}
-#if defined( MACOS )
- in >> ::skipws;
-#else
- in >> skipws;
-#endif
- if ( in.get( c ) && c == '#' ) {
- // process a comment line
-
- // getline( in, line );
- // cout << "comment = " << line << endl;
-
- in >> token;
-
- if ( token == "Version" ) {
- // read scenery versions number
- in >> scenery_version;
- // cout << "scenery_version = " << scenery_version << endl;
- } else if ( token == "gbs" ) {
- // reference point (center offset)
- in >> t->center >> t->bounding_radius;
- center = t->center;
- // cout << "center = " << center
- // << " radius = " << t->bounding_radius << endl;
- } else if ( token == "bs" ) {
- // reference point (center offset)
- in >> fragment.center;
- in >> fragment.bounding_radius;
-
- // cout << "center = " << fragment.center
- // << " radius = " << fragment.bounding_radius << endl;
- } else if ( token == "usemtl" ) {
- // material property specification
-
- // if first usemtl with shared_done = false, then set
- // shared_done true and build the ssg shared lists
- if ( ! shared_done ) {
- // sanity check
- if ( (int)nodes.size() != vncount ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Tile has mismatched nodes and normals: "
- << path );
- // exit(-1);
- }
- shared_done = true;
-
- t->vtlist = new sgVec3 [ nodes.size() ];
- t->vnlist = new sgVec3 [ vncount ];
- t->tclist = new sgVec2 [ vtcount ];
-
- for ( i = 0; i < (int)nodes.size(); ++i ) {
- sgSetVec3( t->vtlist[i],
- nodes[i][0], nodes[i][1], nodes[i][2] );
- }
- for ( i = 0; i < vncount; ++i ) {
- sgSetVec3( t->vnlist[i],
- normals[i][0],
- normals[i][1],
- normals[i][2] );
- }
- for ( i = 0; i < vtcount; ++i ) {
- sgSetVec2( t->tclist[i],
- tex_coords[i][0],
- tex_coords[i][1] );
- }
- }
-
- // series of individual triangles
- // if ( in_faces ) {
- // xglEnd();
- // }
-
- // this also signals the start of a new fragment
- if ( in_fragment ) {
- // close out the previous structure and start the next
- // xglEndList();
- // printf("xglEnd(); xglEndList();\n");
-
- // update fragment
- // fragment.display_list = display_list;
-
- // push this fragment onto the tile's object list
- t->fragment_list.push_back(fragment);
- } else {
- in_fragment = true;
- }
-
- // printf("start of fragment (usemtl)\n");
-
- // display_list = xglGenLists(1);
- // xglNewList(display_list, GL_COMPILE);
- // printf("xglGenLists(); xglNewList();\n");
- in_faces = false;
-
- // reset the existing face list
- // printf("cleaning a fragment with %d faces\n",
- // fragment.faces.size());
- fragment.init();
-
- // scan the material line
- string material;
- in >> material;
- fragment.tile_ptr = t;
-
- // find this material in the properties list
- if ( ! material_mgr.find( material, fragment.material_ptr )) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Ack! unknown usemtl name = " << material
- << " in " << path );
- }
-
- // set the texture width and height values for this
- // material
- FGMaterial m = fragment.material_ptr->get_m();
- tex_width = m.get_xsize();
- tex_height = m.get_ysize();
- state = fragment.material_ptr->get_state();
- // cout << "(w) = " << tex_width << " (h) = "
- // << tex_width << endl;
-
- // initialize the fragment transformation matrix
- /*
- for ( i = 0; i < 16; i++ ) {
- fragment.matrix[i] = 0.0;
- }
- fragment.matrix[0] = fragment.matrix[5] =
- fragment.matrix[10] = fragment.matrix[15] = 1.0;
- */
- } else {
- // unknown comment, just gobble the input untill the
- // end of line
-
- in >> skipeol;
- }
- } else {
- in.putback( c );
-
- in >> token;
-
- // cout << "token = " << token << endl;
-
- if ( token == "vn" ) {
- // vertex normal
- if ( vncount < FG_MAX_NODES ) {
- in >> normals[vncount][0]
- >> normals[vncount][1]
- >> normals[vncount][2];
- vncount++;
- } else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Read too many vertex normals in " << path
- << " ... dying :-(" );
- exit(-1);
- }
- } else if ( token == "vt" ) {
- // vertex texture coordinate
- if ( vtcount < FG_MAX_NODES*3 ) {
- in >> tex_coords[vtcount][0]
- >> tex_coords[vtcount][1];
- vtcount++;
- } else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Read too many vertex texture coords in " << path
- << " ... dying :-("
- );
- exit(-1);
- }
- } else if ( token == "v" ) {
- // node (vertex)
- if ( t->ncount < FG_MAX_NODES ) {
- /* in >> nodes[t->ncount][0]
- >> nodes[t->ncount][1]
- >> nodes[t->ncount][2]; */
- in >> node;
- nodes.push_back(node);
- t->ncount++;
- } else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Read too many nodes in " << path
- << " ... dying :-(");
- exit(-1);
- }
- } else if ( token == "t" ) {
- // start a new triangle strip
-
- n1 = n2 = n3 = n4 = 0;
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG,
- // " new tri strip = %s", line);
- in >> n1 >> n2 >> n3;
- fragment.add_face(n1, n2, n3);
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "(t) = ");
-
- // xglBegin(GL_TRIANGLE_STRIP);
- // printf("xglBegin(tristrip) %d %d %d\n", n1, n2, n3);
-
- odd = 1;
- // scale = 1.0;
-
- if ( shading ) {
- // Shading model is "GL_SMOOTH" so use precalculated
- // (averaged) normals
- // MAT3_SCALE_VEC(normal, normals[n1], scale);
- // xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n1], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n1].get_n());
-
- // MAT3_SCALE_VEC(normal, normals[n2], scale);
- // xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n2], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n2].get_n());
-
- // MAT3_SCALE_VEC(normal, normals[n3], scale);
- // xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n3], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n3].get_n());
- } else {
- // Shading model is "GL_FLAT" so calculate per face
- // normals on the fly.
- if ( odd ) {
- calc_normal(nodes[n1], nodes[n2],
- nodes[n3], approx_normal);
- } else {
- calc_normal(nodes[n2], nodes[n1],
- nodes[n3], approx_normal);
- }
- // MAT3_SCALE_VEC(normal, approx_normal, scale);
- // xglNormal3dv(normal);
-
- pp = calc_tex_coords(nodes[n1], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n1].get_n());
-
- pp = calc_tex_coords(nodes[n2], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n2].get_n());
-
- pp = calc_tex_coords(nodes[n3], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n3].get_n());
- }
- // printf("some normals, texcoords, and vertices\n");
-
- odd = 1 - odd;
- last1 = n2;
- last2 = n3;
-
- // There can be three or four values
- char c;
- while ( in.get(c) ) {
- if ( c == '\n' ) {
- break; // only the one
- }
- if ( isdigit(c) ){
- in.putback(c);
- in >> n4;
- break;
- }
- }
-
- if ( n4 > 0 ) {
- fragment.add_face(n3, n2, n4);
-
- if ( shading ) {
- // Shading model is "GL_SMOOTH"
- // MAT3_SCALE_VEC(normal, normals[n4], scale);
- } else {
- // Shading model is "GL_FLAT"
- calc_normal(nodes[n3], nodes[n2], nodes[n4],
- approx_normal);
- // MAT3_SCALE_VEC(normal, approx_normal, scale);
- }
- // xglNormal3dv(normal);
- pp = calc_tex_coords(nodes[n4], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n4].get_n());
-
- odd = 1 - odd;
- last1 = n3;
- last2 = n4;
- // printf("a normal, texcoord, and vertex (4th)\n");
- }
- } else if ( (token == "tf") || (token == "ts") ) {
- // triangle fan
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "new fan");
-
- fan_vertices.clear();
- fan_tex_coords.clear();
-
- // xglBegin(GL_TRIANGLE_FAN);
-
- in >> n1;
- fan_vertices.push_back( n1 );
- // xglNormal3dv(normals[n1]);
- if ( in.get( c ) && c == '/' ) {
- in >> tex;
- fan_tex_coords.push_back( tex );
- if ( scenery_version >= 0.4 ) {
- if ( tex_width > 0 ) {
- t->tclist[tex][0] *= (1000.0 / tex_width);
- }
- if ( tex_height > 0 ) {
- t->tclist[tex][1] *= (1000.0 / tex_height);
- }
- }
- pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
- pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
- } else {
- in.putback( c );
- pp = calc_tex_coords(nodes[n1], center);
- }
- // xglTexCoord2f(pp.x(), pp.y());
- // xglVertex3dv(nodes[n1].get_n());
-
- in >> n2;
- fan_vertices.push_back( n2 );
- // xglNormal3dv(normals[n2]);
- if ( in.get( c ) && c == '/' ) {
- in >> tex;
- fan_tex_coords.push_back( tex );
- if ( scenery_version >= 0.4 ) {
- if ( tex_width > 0 ) {
- t->tclist[tex][0] *= (1000.0 / tex_width);
- }
- if ( tex_height > 0 ) {
- t->tclist[tex][1] *= (1000.0 / tex_height);
- }
- }
- pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
- pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
- } else {
- in.putback( c );
- pp = calc_tex_coords(nodes[n2], center);
- }
- // xglTexCoord2f(pp.x(), pp.y());
- // xglVertex3dv(nodes[n2].get_n());
-
- // read all subsequent numbers until next thing isn't a number
- while ( true ) {
-#if defined( MACOS )
- in >> ::skipws;
-#else
- in >> skipws;
-#endif
+/**
+ * SSG callback for an out-of-range triangle of randomly-placed objects.
+ *
+ * This pretraversal callback is attached to a branch that is traversed
+ * only when a triangle is out of range. If the triangle is currently
+ * populated with randomly-placed objects, the objects will be removed.
+ *
+ *
+ * @param entity The entity to which the callback is attached (not used).
+ * @param mask The entity's traversal mask (not used).
+ * @return Always 0, to prevent any further traversal or culling.
+ */
+static int
+tri_out_of_range_callback (ssgEntity * entity, int mask)
+{
+ TriUserData * data = (TriUserData *)entity->getUserData();
+ if (data->is_filled_in) {
+ data->branch->removeAllKids();
+ data->is_filled_in = false;
+ }
+ return 0;
+}
- char c;
- in.get(c);
- in.putback(c);
- if ( ! isdigit(c) || in.eof() ) {
- break;
- }
-
- in >> n3;
- fan_vertices.push_back( n3 );
- // cout << " triangle = "
- // << n1 << "," << n2 << "," << n3
- // << endl;
- // xglNormal3dv(normals[n3]);
- if ( in.get( c ) && c == '/' ) {
- in >> tex;
- fan_tex_coords.push_back( tex );
- if ( scenery_version >= 0.4 ) {
- if ( tex_width > 0 ) {
- t->tclist[tex][0] *= (1000.0 / tex_width);
- }
- if ( tex_height > 0 ) {
- t->tclist[tex][1] *= (1000.0 / tex_height);
- }
- }
- pp.setx( tex_coords[tex][0] * (1000.0 / tex_width) );
- pp.sety( tex_coords[tex][1] * (1000.0 / tex_height) );
- } else {
- in.putback( c );
- pp = calc_tex_coords(nodes[n3], center);
- }
- // xglTexCoord2f(pp.x(), pp.y());
- // xglVertex3dv(nodes[n3].get_n());
-
- fragment.add_face(n1, n2, n3);
- n2 = n3;
- }
-
- // xglEnd();
-
- // build the ssg entity
- unsigned short *vindex =
- new unsigned short [ fan_vertices.size() ];
- unsigned short *tindex =
- new unsigned short [ fan_tex_coords.size() ];
- for ( i = 0; i < (int)fan_vertices.size(); ++i ) {
- vindex[i] = fan_vertices[i];
- }
- for ( i = 0; i < (int)fan_tex_coords.size(); ++i ) {
- tindex[i] = fan_tex_coords[i];
- }
- ssgLeaf *leaf;
- if ( token == "tf" ) {
- // triangle fan
- leaf =
- new ssgVTable ( GL_TRIANGLE_FAN,
- fan_vertices.size(), vindex, t->vtlist,
- fan_vertices.size(), vindex, t->vnlist,
- fan_tex_coords.size(), tindex,t->tclist,
- 0, NULL, NULL ) ;
- } else {
- // triangle strip
- leaf =
- new ssgVTable ( GL_TRIANGLE_STRIP,
- fan_vertices.size(), vindex, t->vtlist,
- fan_vertices.size(), vindex, t->vnlist,
- fan_tex_coords.size(), tindex,t->tclist,
- 0, NULL, NULL ) ;
- }
- leaf->setState( state );
-
- tile->addKid( leaf );
-
- } else if ( token == "f" ) {
- // unoptimized face
-
- if ( !in_faces ) {
- // xglBegin(GL_TRIANGLES);
- // printf("xglBegin(triangles)\n");
- in_faces = true;
- }
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "new triangle = %s", line);*/
- in >> n1 >> n2 >> n3;
- fragment.add_face(n1, n2, n3);
-
- // xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
- // xglNormal3dv(normals[n1]);
- pp = calc_tex_coords(nodes[n1], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n1].get_n());
-
- // xglNormal3dv(normals[n2]);
- pp = calc_tex_coords(nodes[n2], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n2].get_n());
-
- // xglNormal3dv(normals[n3]);
- pp = calc_tex_coords(nodes[n3], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n3].get_n());
- // printf("some normals, texcoords, and vertices (tris)\n");
- } else if ( token == "q" ) {
- // continue a triangle strip
- n1 = n2 = 0;
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "continued tri strip = %s ",
- // line);
- in >> n1;
-
- // There can be one or two values
- char c;
- while ( in.get(c) ) {
- if ( c == '\n' ) {
- break; // only the one
- }
-
- if ( isdigit(c) ) {
- in.putback(c);
- in >> n2;
- break;
- }
- }
- // fgPrintf( FG_TERRAIN, FG_DEBUG, "read %d %d\n", n1, n2);
-
- if ( odd ) {
- fragment.add_face(last1, last2, n1);
- } else {
- fragment.add_face(last2, last1, n1);
- }
-
- if ( shading ) {
- // Shading model is "GL_SMOOTH"
- // MAT3_SCALE_VEC(normal, normals[n1], scale);
- } else {
- // Shading model is "GL_FLAT"
- if ( odd ) {
- calc_normal(nodes[last1], nodes[last2],
- nodes[n1], approx_normal);
- } else {
- calc_normal(nodes[last2], nodes[last1],
- nodes[n1], approx_normal);
- }
- // MAT3_SCALE_VEC(normal, approx_normal, scale);
- }
- // xglNormal3dv(normal);
-
- pp = calc_tex_coords(nodes[n1], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n1].get_n());
- // printf("a normal, texcoord, and vertex (4th)\n");
-
- odd = 1 - odd;
- last1 = last2;
- last2 = n1;
-
- if ( n2 > 0 ) {
- // fgPrintf( FG_TERRAIN, FG_DEBUG, " (cont)\n");
-
- if ( odd ) {
- fragment.add_face(last1, last2, n2);
- } else {
- fragment.add_face(last2, last1, n2);
- }
-
- if ( shading ) {
- // Shading model is "GL_SMOOTH"
- // MAT3_SCALE_VEC(normal, normals[n2], scale);
- } else {
- // Shading model is "GL_FLAT"
- if ( odd ) {
- calc_normal(nodes[last1], nodes[last2],
- nodes[n2], approx_normal);
- } else {
- calc_normal(nodes[last2], nodes[last1],
- nodes[n2], approx_normal);
- }
- // MAT3_SCALE_VEC(normal, approx_normal, scale);
- }
- // xglNormal3dv(normal);
-
- pp = calc_tex_coords(nodes[n2], center);
- // xglTexCoord2f(pp.lon(), pp.lat());
- // xglVertex3dv(nodes[n2].get_n());
- // printf("a normal, texcoord, and vertex (4th)\n");
-
- odd = 1 -odd;
- last1 = last2;
- last2 = n2;
- }
- } else {
- FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
- << path << " = " << token );
- }
-
- // eat white space before start of while loop so if we are
- // done with useful input it is noticed before hand.
-#if defined( MACOS )
- in >> ::skipws;
-#else
- in >> skipws;
-#endif
- }
+
+/**
+ * ssgEntity with a dummy bounding sphere, to fool culling.
+ *
+ * This forces the in-range and out-of-range branches to be visited
+ * when appropriate, even if they have no children. It's ugly, but
+ * it works and seems fairly efficient (since branches can still
+ * be culled when they're out of the view frustum).
+ */
+class DummyBSphereEntity : public ssgBranch
+{
+public:
+ DummyBSphereEntity (float radius)
+ {
+ bsphere.setCenter(0, 0, 0);
+ bsphere.setRadius(radius);
+ }
+ virtual ~DummyBSphereEntity () {}
+ virtual void recalcBSphere () { bsphere_is_invalid = false; }
+};
+
+
+/**
+ * Calculate the bounding radius of a triangle from its center.
+ *
+ * @param center The triangle center.
+ * @param p1 The first point in the triangle.
+ * @param p2 The second point in the triangle.
+ * @param p3 The third point in the triangle.
+ * @return The greatest distance any point lies from the center.
+ */
+static inline float
+get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
+{
+ return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
+ sgDistanceSquaredVec3(center, p2),
+ sgDistanceSquaredVec3(center, p3) ) );
+}
+
+
+/**
+ * Set up a triangle for randomly-placed objects.
+ *
+ * No objects will be added unless the triangle comes into range.
+ *
+ */
+
+void LeafUserData::setup_triangle (int i )
+{
+ short n1, n2, n3;
+ leaf->getTriangle(i, &n1, &n2, &n3);
+
+ float * p1 = leaf->getVertex(n1);
+ float * p2 = leaf->getVertex(n2);
+ float * p3 = leaf->getVertex(n3);
+
+ // Set up a single center point for LOD
+ sgVec3 center;
+ sgSetVec3(center,
+ (p1[0] + p2[0] + p3[0]) / 3.0,
+ (p1[1] + p2[1] + p3[1]) / 3.0,
+ (p1[2] + p2[2] + p3[2]) / 3.0);
+ double area = sgTriArea(p1, p2, p3);
+
+ // maximum radius of an object from center.
+ double bounding_radius = get_bounding_radius(center, p1, p2, p3);
+
+ // Set up a transformation to the center
+ // point, so that everything else can
+ // be specified relative to it.
+ ssgTransform * location = new ssgTransform;
+ sgMat4 TRANS;
+ sgMakeTransMat4(TRANS, center);
+ location->setTransform(TRANS);
+ branch->addKid(location);
+
+ // Iterate through all the object types.
+ int num_groups = mat->get_object_group_count();
+ for (int j = 0; j < num_groups; j++) {
+ // Look up the random object.
+ SGMaterial::ObjectGroup * group = mat->get_object_group(j);
+
+ // Set up the range selector for the entire
+ // triangle; note that we use the object
+ // range plus the bounding radius here, to
+ // allow for objects far from the center.
+ float ranges[] = { 0,
+ group->get_range_m() + bounding_radius,
+ SG_MAX };
+ ssgRangeSelector * lod = new ssgRangeSelector;
+ lod->setRanges(ranges, 3);
+ location->addKid(lod);
+
+ // Create the in-range and out-of-range
+ // branches.
+ ssgBranch * in_range = new ssgBranch;
+ ssgBranch * out_of_range = new ssgBranch;
+
+ // Set up the user data for if/when
+ // the random objects in this triangle
+ // are filled in.
+ TriUserData * data = new TriUserData;
+ data->is_filled_in = false;
+ data->p1 = p1;
+ data->p2 = p2;
+ data->p3 = p3;
+ sgCopyVec3 (data->center, center);
+ data->area = area;
+ data->object_group = group;
+ data->branch = in_range;
+ data->leafData = this;
+ data->seed = (unsigned int)(p1[0] * j);
+
+ // Set up the in-range node.
+ in_range->setUserData(data);
+ in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
+ tri_in_range_callback);
+ lod->addKid(in_range);
+
+ // Set up the out-of-range node.
+ out_of_range->setUserData(data);
+ out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
+ tri_out_of_range_callback);
+ out_of_range->addKid(new DummyBSphereEntity(bounding_radius));
+ lod->addKid(out_of_range);
}
+}
- if ( in_fragment ) {
- // close out the previous structure and start the next
- // xglEnd();
- // xglEndList();
- // printf("xglEnd(); xglEndList();\n");
-
- // update fragment
- // fragment.display_list = display_list;
-
- // push this fragment onto the tile's object list
- t->fragment_list.push_back(fragment);
+/**
+ * SSG callback for an in-range leaf of randomly-placed objects.
+ *
+ * This pretraversal callback is attached to a branch that is
+ * traversed only when a leaf is in range. If the leaf is not
+ * currently prepared to be populated with randomly-placed objects,
+ * this callback will prepare it (actual population is handled by
+ * the tri_in_range_callback for individual triangles).
+ *
+ * @param entity The entity to which the callback is attached (not used).
+ * @param mask The entity's traversal mask (not used).
+ * @return Always 1, to allow traversal and culling to continue.
+ */
+static int
+leaf_in_range_callback (ssgEntity * entity, int mask)
+{
+ LeafUserData * data = (LeafUserData *)entity->getUserData();
+
+ if (!data->is_filled_in) {
+ // Iterate through all the triangles
+ // and populate them.
+ int num_tris = data->leaf->getNumTriangles();
+ for ( int i = 0; i < num_tris; ++i ) {
+ data->setup_triangle(i);
}
+ data->is_filled_in = true;
+ }
+ return 1;
+}
-#if 0
- // Draw normal vectors (for visually verifying normals)
- xglBegin(GL_LINES);
- xglColor3f(0.0, 0.0, 0.0);
- for ( i = 0; i < t->ncount; i++ ) {
- xglVertex3d(nodes[i][0],
- nodes[i][1] ,
- nodes[i][2]);
- xglVertex3d(nodes[i][0] + 500*normals[i][0],
- nodes[i][1] + 500*normals[i][1],
- nodes[i][2] + 500*normals[i][2]);
- }
- xglEnd();
-#endif
- t->nodes = nodes;
+/**
+ * SSG callback for an out-of-range leaf of randomly-placed objects.
+ *
+ * This pretraversal callback is attached to a branch that is
+ * traversed only when a leaf is out of range. If the leaf is
+ * currently prepared to be populated with randomly-placed objects (or
+ * is actually populated), the objects will be removed.
+ *
+ * @param entity The entity to which the callback is attached (not used).
+ * @param mask The entity's traversal mask (not used).
+ * @return Always 0, to prevent any further traversal or culling.
+ */
+static int
+leaf_out_of_range_callback (ssgEntity * entity, int mask)
+{
+ LeafUserData * data = (LeafUserData *)entity->getUserData();
+ if (data->is_filled_in) {
+ data->branch->removeAllKids();
+ data->is_filled_in = false;
+ }
+ return 0;
+}
+
- stopwatch.stop();
- FG_LOG( FG_TERRAIN, FG_DEBUG,
- "Loaded " << path << " in "
- << stopwatch.elapsedSeconds() << " seconds" );
-
- return tile;
+/**
+ * Randomly place objects on a surface.
+ *
+ * The leaf node provides the geometry of the surface, while the
+ * material provides the objects and placement density. Latitude
+ * and longitude are required so that the objects can be rotated
+ * to the world-up vector. This function does not actually add
+ * any objects; instead, it attaches an ssgRangeSelector to the
+ * branch with callbacks to generate the objects when needed.
+ *
+ * @param leaf The surface where the objects should be placed.
+ * @param branch The branch that will hold the randomly-placed objects.
+ * @param center The center of the leaf in FlightGear coordinates.
+ * @param material_name The name of the surface's material.
+ */
+static void
+gen_random_surface_objects (ssgLeaf *leaf,
+ ssgBranch *branch,
+ Point3D *center,
+ SGMaterial *mat )
+{
+ // If the surface has no triangles, return
+ // now.
+ int num_tris = leaf->getNumTriangles();
+ if (num_tris < 1)
+ return;
+
+ // If the material has no randomly-placed
+ // objects, return now.
+ if (mat->get_object_group_count() < 1)
+ return;
+
+ // Calculate the geodetic centre of
+ // the tile, for aligning automatic
+ // objects.
+ double lon_deg, lat_rad, lat_deg, alt_m, sl_radius_m;
+ Point3D geoc = sgCartToPolar3d(*center);
+ lon_deg = geoc.lon() * SGD_RADIANS_TO_DEGREES;
+ sgGeocToGeod(geoc.lat(), geoc.radius(),
+ &lat_rad, &alt_m, &sl_radius_m);
+ lat_deg = lat_rad * SGD_RADIANS_TO_DEGREES;
+
+ // LOD for the leaf
+ // max random object range: 20000m
+ float ranges[] = { 0, 20000, 1000000 };
+ ssgRangeSelector * lod = new ssgRangeSelector;
+ lod->setRanges(ranges, 3);
+ branch->addKid(lod);
+
+ // Create the in-range and out-of-range
+ // branches.
+ ssgBranch * in_range = new ssgBranch;
+ ssgBranch * out_of_range = new ssgBranch;
+ lod->addKid(in_range);
+ lod->addKid(out_of_range);
+
+ LeafUserData * data = new LeafUserData;
+ data->is_filled_in = false;
+ data->leaf = leaf;
+ data->mat = mat;
+ data->branch = in_range;
+ data->sin_lat = sin(lat_deg * SGD_DEGREES_TO_RADIANS);
+ data->cos_lat = cos(lat_deg * SGD_DEGREES_TO_RADIANS);
+ data->sin_lon = sin(lon_deg * SGD_DEGREES_TO_RADIANS);
+ data->cos_lon = cos(lon_deg * SGD_DEGREES_TO_RADIANS);
+
+ in_range->setUserData(data);
+ in_range->setTravCallback(SSG_CALLBACK_PRETRAV, leaf_in_range_callback);
+ out_of_range->setUserData(data);
+ out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
+ leaf_out_of_range_callback);
+ out_of_range
+ ->addKid(new DummyBSphereEntity(leaf->getBSphere()->getRadius()));
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Scenery loaders.
+////////////////////////////////////////////////////////////////////////
+
+// Load an Binary obj file
+bool fgBinObjLoad( const string& path, const bool is_base,
+ Point3D *center,
+ double *bounding_radius,
+ SGMaterialLib *matlib,
+ ssgBranch* geometry,
+ ssgBranch* rwy_lights,
+ ssgBranch* taxi_lights,
+ ssgVertexArray *ground_lights )
+{
+ SGBinObject obj;
+ bool use_random_objects =
+ fgGetBool("/sim/rendering/random-objects", true);
+
+ if ( ! obj.read_bin( path ) ) {
+ return false;
+ }
+
+ geometry->setName( (char *)path.c_str() );
+
+ // reference point (center offset/bounding sphere)
+ *center = obj.get_gbs_center();
+ *bounding_radius = obj.get_gbs_radius();
+
+ point_list const& nodes = obj.get_wgs84_nodes();
+ // point_list const& colors = obj.get_colors();
+ point_list const& normals = obj.get_normals();
+ point_list const& texcoords = obj.get_texcoords();
+
+ string material;
+ int_list tex_index;
+
+ group_list::size_type i;
+
+ // generate points
+ string_list const& pt_materials = obj.get_pt_materials();
+ group_list const& pts_v = obj.get_pts_v();
+ group_list const& pts_n = obj.get_pts_n();
+ for ( i = 0; i < pts_v.size(); ++i ) {
+ // cout << "pts_v.size() = " << pts_v.size() << endl;
+ if ( pt_materials[i].substr(0, 3) == "RWY" ) {
+ sgVec3 up;
+ sgSetVec3( up, center->x(), center->y(), center->z() );
+ // returns a transform -> lod -> leaf structure
+ ssgBranch *branch = gen_directional_lights( nodes, normals,
+ pts_v[i], pts_n[i],
+ matlib, pt_materials[i],
+ up );
+ // branches don't honor callbacks as far as I know so I'm
+ // commenting this out to avoid a plib runtime warning.
+ branch->setTravCallback( SSG_CALLBACK_PRETRAV,
+ runway_lights_pretrav );
+ if ( pt_materials[i].substr(0, 16) == "RWY_BLUE_TAXIWAY" ) {
+ taxi_lights->addKid( branch );
+ } else {
+ rwy_lights->addKid( branch );
+ }
+ } else {
+ material = pt_materials[i];
+ tex_index.clear();
+ ssgLeaf *leaf = sgMakeLeaf( path, GL_POINTS, matlib, material,
+ nodes, normals, texcoords,
+ pts_v[i], pts_n[i], tex_index,
+ false, ground_lights );
+ geometry->addKid( leaf );
+ }
+ }
+
+ // Put all randomly-placed objects under a separate branch
+ // (actually an ssgRangeSelector) named "random-models".
+ ssgBranch * random_object_branch = 0;
+ if (use_random_objects) {
+ float ranges[] = { 0, 20000 }; // Maximum 20km range for random objects
+ ssgRangeSelector * object_lod = new ssgRangeSelector;
+ object_lod->setRanges(ranges, 2);
+ object_lod->setName("random-models");
+ geometry->addKid(object_lod);
+ random_object_branch = new ssgBranch;
+ object_lod->addKid(random_object_branch);
+ }
+
+ // generate triangles
+ string_list const& tri_materials = obj.get_tri_materials();
+ group_list const& tris_v = obj.get_tris_v();
+ group_list const& tris_n = obj.get_tris_n();
+ group_list const& tris_tc = obj.get_tris_tc();
+ for ( i = 0; i < tris_v.size(); ++i ) {
+ ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLES, matlib,
+ tri_materials[i],
+ nodes, normals, texcoords,
+ tris_v[i], tris_n[i], tris_tc[i],
+ is_base, ground_lights );
+
+ if ( use_random_objects ) {
+ SGMaterial *mat = matlib->find( tri_materials[i] );
+ if ( mat == NULL ) {
+ SG_LOG( SG_INPUT, SG_ALERT,
+ "Unknown material for random surface objects = "
+ << tri_materials[i] );
+ }
+ gen_random_surface_objects( leaf, random_object_branch,
+ center, mat );
+ }
+ geometry->addKid( leaf );
+ }
+
+ // generate strips
+ string_list const& strip_materials = obj.get_strip_materials();
+ group_list const& strips_v = obj.get_strips_v();
+ group_list const& strips_n = obj.get_strips_n();
+ group_list const& strips_tc = obj.get_strips_tc();
+ for ( i = 0; i < strips_v.size(); ++i ) {
+ ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_STRIP,
+ matlib, strip_materials[i],
+ nodes, normals, texcoords,
+ strips_v[i], strips_n[i], strips_tc[i],
+ is_base, ground_lights );
+
+ if ( use_random_objects ) {
+ SGMaterial *mat = matlib->find( strip_materials[i] );
+ if ( mat == NULL ) {
+ SG_LOG( SG_INPUT, SG_ALERT,
+ "Unknown material for random surface objects = "
+ << strip_materials[i] );
+ }
+ gen_random_surface_objects( leaf, random_object_branch,
+ center, mat );
+ }
+ geometry->addKid( leaf );
+ }
+
+ // generate fans
+ string_list const& fan_materials = obj.get_fan_materials();
+ group_list const& fans_v = obj.get_fans_v();
+ group_list const& fans_n = obj.get_fans_n();
+ group_list const& fans_tc = obj.get_fans_tc();
+ for ( i = 0; i < fans_v.size(); ++i ) {
+ ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_FAN,
+ matlib, fan_materials[i],
+ nodes, normals, texcoords,
+ fans_v[i], fans_n[i], fans_tc[i],
+ is_base, ground_lights );
+ if ( use_random_objects ) {
+ SGMaterial *mat = matlib->find( fan_materials[i] );
+ if ( mat == NULL ) {
+ SG_LOG( SG_INPUT, SG_ALERT,
+ "Unknown material for random surface objects = "
+ << fan_materials[i] );
+ }
+ gen_random_surface_objects( leaf, random_object_branch,
+ center, mat );
+ }
+ geometry->addKid( leaf );
+ }
+
+ return true;
+}