-// obj.hxx -- routines to handle loading scenery and building the plib
+// obj.cxx -- routines to handle loading scenery and building the plib
// scene graph.
//
// Written by Curtis Olson, started October 1997.
#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 <Scenery/tileentry.hxx>
-#include "pt_lights.hxx"
+
#include "obj.hxx"
SG_USING_STD(string);
// Generate an ocean tile
bool fgGenTile( const string& path, SGBucket b,
- Point3D *center,
- double *bounding_radius,
- ssgBranch* geometry )
+ Point3D *center, double *bounding_radius,
+ SGMaterialLib *matlib, ssgBranch* geometry )
{
- SGMaterial *newmat;
-
ssgSimpleState *state = NULL;
- geometry -> 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
- newmat = material_lib.find( "Ocean" );
- if ( newmat != NULL ) {
+ SGMaterial *mat = matlib->find( "Ocean" );
+ if ( mat != NULL ) {
// set the texture width and height values for this
// material
- tex_width = newmat->get_xsize();
+ tex_width = mat->get_xsize();
// tex_height = newmat->get_ysize();
// set ssgState
- state = newmat->get_state();
+ state = mat->get_state();
} else {
SG_LOG( SG_TERRAIN, SG_ALERT,
"Ack! unknown usemtl name = " << "Ocean"
}
-static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
- double factor ) {
- int tris = leaf->getNumTriangles();
- if ( tris > 0 ) {
- short int n1, n2, n3;
- float *p1, *p2, *p3;
- sgVec3 result;
-
- // generate a repeatable random seed
- p1 = leaf->getVertex( 0 );
- unsigned int seed = (unsigned int)(fabs(p1[0]*100));
- sg_srandom( seed );
-
- for ( int i = 0; i < tris; ++i ) {
- leaf->getTriangle( i, &n1, &n2, &n3 );
- p1 = leaf->getVertex(n1);
- p2 = leaf->getVertex(n2);
- p3 = leaf->getVertex(n3);
- double area = sgTriArea( p1, p2, p3 );
- double num = area / factor;
-
- // generate a light point for each unit of area
- while ( num > 1.0 ) {
- random_pt_inside_tri( result, p1, p2, p3 );
- lights->add( result );
- num -= 1.0;
- }
- // for partial units of area, use a zombie door method to
- // create the proper random chance of a light being created
- // for this triangle
- if ( num > 0.0 ) {
- if ( sg_random() <= num ) {
- // a zombie made it through our door
- random_pt_inside_tri( result, p1, p2, p3 );
- lights->add( result );
- }
- }
- }
- }
-}
-
-
/**
* User data for populating leaves when they come in range.
*/
{
public:
bool is_filled_in;
- ssgLeaf * leaf;
- SGMaterial * mat;
- ssgBranch * branch;
+ ssgLeaf *leaf;
+ SGMaterial *mat;
+ ssgBranch *branch;
float sin_lat;
float cos_lat;
float sin_lon;
static void
gen_random_surface_objects (ssgLeaf *leaf,
ssgBranch *branch,
- Point3D * center,
- const string &material_name)
+ Point3D *center,
+ SGMaterial *mat )
{
// If the surface has no triangles, return
// now.
int num_tris = leaf->getNumTriangles();
if (num_tris < 1)
- return;
-
- // Get the material for this surface.
- SGMaterial * mat = material_lib.find(material_name);
- if (mat == 0) {
- SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
- return;
- }
+ return;
// If the material has no randomly-placed
// objects, return now.
if (mat->get_object_group_count() < 1)
- return;
+ return;
// Calculate the geodetic centre of
// the tile, for aligning automatic
// Scenery loaders.
////////////////////////////////////////////////////////////////////////
-ssgLeaf *gen_leaf( const string& path,
- const GLenum ty, const string& material,
- const point_list& nodes, const point_list& normals,
- const point_list& texcoords,
- const int_list& node_index,
- const int_list& normal_index,
- const int_list& tex_index,
- const bool calc_lights, ssgVertexArray *lights )
-{
- double tex_width = 1000.0, tex_height = 1000.0;
- ssgSimpleState *state = NULL;
- float coverage = -1;
-
- SGMaterial *newmat = material_lib.find( material );
- if ( newmat == NULL ) {
- // see if this is an on the fly texture
- string file = path;
- string::size_type pos = file.rfind( "/" );
- file = file.substr( 0, pos );
- // cout << "current file = " << file << endl;
- file += "/";
- file += material;
- // cout << "current file = " << file << endl;
- if ( ! material_lib.add_item( file ) ) {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Ack! unknown usemtl name = " << material
- << " in " << path );
- } else {
- // locate our newly created material
- newmat = material_lib.find( material );
- if ( newmat == NULL ) {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Ack! bad on the fly material create = "
- << material << " in " << path );
- }
- }
- }
-
- if ( newmat != NULL ) {
- // set the texture width and height values for this
- // material
- tex_width = newmat->get_xsize();
- tex_height = newmat->get_ysize();
- state = newmat->get_state();
- coverage = newmat->get_light_coverage();
- // cout << "(w) = " << tex_width << " (h) = "
- // << tex_width << endl;
- } else {
- coverage = -1;
- }
-
- sgVec2 tmp2;
- sgVec3 tmp3;
- sgVec4 tmp4;
- int i;
-
- // vertices
- int size = node_index.size();
- if ( size < 1 ) {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
- exit(-1);
- }
- ssgVertexArray *vl = new ssgVertexArray( size );
- Point3D node;
- for ( i = 0; i < size; ++i ) {
- node = nodes[ node_index[i] ];
- sgSetVec3( tmp3, node[0], node[1], node[2] );
- vl -> add( tmp3 );
- }
-
- // normals
- Point3D normal;
- ssgNormalArray *nl = new ssgNormalArray( size );
- if ( normal_index.size() ) {
- // object file specifies normal indices (i.e. normal indices
- // aren't 'implied'
- for ( i = 0; i < size; ++i ) {
- normal = normals[ normal_index[i] ];
- sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
- nl -> add( tmp3 );
- }
- } else {
- // use implied normal indices. normal index = vertex index.
- for ( i = 0; i < size; ++i ) {
- normal = normals[ node_index[i] ];
- sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
- nl -> add( tmp3 );
- }
- }
-
- // colors
- ssgColourArray *cl = new ssgColourArray( 1 );
- sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
- cl->add( tmp4 );
-
- // texture coordinates
- size = tex_index.size();
- Point3D texcoord;
- ssgTexCoordArray *tl = new ssgTexCoordArray( size );
- if ( size == 1 ) {
- texcoord = texcoords[ tex_index[0] ];
- sgSetVec2( tmp2, texcoord[0], texcoord[1] );
- sgSetVec2( tmp2, texcoord[0], texcoord[1] );
- if ( tex_width > 0 ) {
- tmp2[0] *= (1000.0 / tex_width);
- }
- if ( tex_height > 0 ) {
- tmp2[1] *= (1000.0 / tex_height);
- }
- tl -> add( tmp2 );
- } else if ( size > 1 ) {
- for ( i = 0; i < size; ++i ) {
- texcoord = texcoords[ tex_index[i] ];
- sgSetVec2( tmp2, texcoord[0], texcoord[1] );
- if ( tex_width > 0 ) {
- tmp2[0] *= (1000.0 / tex_width);
- }
- if ( tex_height > 0 ) {
- tmp2[1] *= (1000.0 / tex_height);
- }
- tl -> add( tmp2 );
- }
- }
-
- ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
-
- // lookup the state record
-
- leaf->setState( state );
-
- if ( calc_lights ) {
- if ( coverage > 0.0 ) {
- if ( coverage < 10000.0 ) {
- SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
- << coverage << ", pushing up to 10000");
- coverage = 10000;
- }
- gen_random_surface_points(leaf, lights, coverage);
- }
- }
-
- return leaf;
-}
-
-
// 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,
// returns a transform -> lod -> leaf structure
ssgBranch *branch = gen_directional_lights( nodes, normals,
pts_v[i], pts_n[i],
- pt_materials[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.
} else {
material = pt_materials[i];
tex_index.clear();
- ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
- nodes, normals, texcoords,
- pts_v[i], pts_n[i], tex_index,
- false, ground_lights );
+ 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 );
}
}
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 = gen_leaf( path, GL_TRIANGLES, tri_materials[i],
- nodes, normals, texcoords,
- tris_v[i], tris_n[i], tris_tc[i],
- is_base, ground_lights );
-
- if (use_random_objects)
- gen_random_surface_objects(leaf, random_object_branch,
- center, tri_materials[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 );
}
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 = gen_leaf( path, GL_TRIANGLE_STRIP, strip_materials[i],
- nodes, normals, texcoords,
- strips_v[i], strips_n[i], strips_tc[i],
- is_base, ground_lights );
-
- if (use_random_objects)
- gen_random_surface_objects(leaf, random_object_branch,
- center,strip_materials[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 );
}
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 = gen_leaf( path, GL_TRIANGLE_FAN, fan_materials[i],
- nodes, normals, texcoords,
- fans_v[i], fans_n[i], fans_tc[i],
- is_base, ground_lights );
- if (use_random_objects)
- gen_random_surface_objects(leaf, random_object_branch,
- center, fan_materials[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 );
}