-// 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 <string.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 <map> // STL
+#include <vector> // STL
+#include <ctype.h> // isdigit()
#include <simgear/constants.h>
#include <simgear/debug/logstream.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 <Scenery/tileentry.hxx>
-#include "newmat.hxx"
-#include "matlib.hxx"
+
#include "obj.hxx"
SG_USING_STD(string);
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];
-
+// not used because plib branches don't honor call backs.
static int
-runway_lights_predraw (ssgEntity * e)
+runway_lights_pretrav (ssgEntity * e, int mask)
{
- // Turn on lights only at night
+ // Turn on lights only at night
float sun_angle = cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES;
- return int(sun_angle > 90.0);
-}
-
-
-#define FG_TEX_CONSTANT 69.0
-
-// Calculate texture coordinates for a given point.
-static Point3D local_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 = sgCartToPolar3d(cp);
-
- // tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
- // tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
- // cout << tmplon << " " << tmplat << endl;
-
- pp.setx( fmod(SGD_RADIANS_TO_DEGREES * FG_TEX_CONSTANT * pp.x(), 11.0) );
- pp.sety( fmod(SGD_RADIANS_TO_DEGREES * 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);
+ return int((sun_angle > 85.0) ||
+ (fgGetDouble("/environment/visibility-m") < 5000.0));
}
// 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 )
{
- FGNewMat *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 ) {
- // set the texture width and height values for this
- // material
- tex_width = newmat->get_xsize();
- // tex_height = newmat->get_ysize();
-
- // set ssgState
- state = newmat->get_state();
+ 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 );
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Ack! unknown usemtl name = " << "Ocean"
+ << " in " << path );
}
// Calculate center point
double width = b.get_width();
*center = sgGeodToCart( Point3D(clon*SGD_DEGREES_TO_RADIANS,
- clat*SGD_DEGREES_TO_RADIANS,
- 0.0) );
+ clat*SGD_DEGREES_TO_RADIANS,
+ 0.0) );
// cout << "center = " << center << endl;;
// Caculate corner vertices
Point3D cart[4], rel[4];
for ( i = 0; i < 4; ++i ) {
- cart[i] = sgGeodToCart(rad[i]);
- rel[i] = cart[i] - *center;
- // cout << "corner " << i << " = " << cart[i] << endl;
+ cart[i] = sgGeodToCart(rad[i]);
+ rel[i] = cart[i] - *center;
+ // cout << "corner " << i << " = " << cart[i] << endl;
}
// Calculate bounding radius
// Calculate normals
Point3D normals[4];
for ( i = 0; i < 4; ++i ) {
- double length = cart[i].distance3D( Point3D(0.0) );
- normals[i] = cart[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
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 ) {
- geod_nodes.push_back( geod[i] );
- rectangle.push_back( i );
+ geod_nodes.push_back( geod[i] );
+ rectangle.push_back( i );
}
point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
- 1000.0 / tex_width );
+ 1000.0 / tex_width );
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( 4 );
sgVec2 tmp2;
sgVec3 tmp3;
for ( i = 0; i < 4; ++i ) {
- sgSetVec3( tmp3,
- rel[i].x(), rel[i].y(), rel[i].z() );
- vl->add( tmp3 );
+ sgSetVec3( tmp3,
+ rel[i].x(), rel[i].y(), rel[i].z() );
+ vl->add( tmp3 );
- sgSetVec3( tmp3,
- normals[i].x(), normals[i].y(), normals[i].z() );
- nl->add( tmp3 );
+ sgSetVec3( tmp3,
+ normals[i].x(), normals[i].y(), normals[i].z() );
+ nl->add( tmp3 );
- sgSetVec2( tmp2, texs[i].x(), texs[i].y());
- tl->add( tmp2 );
+ sgSetVec2( tmp2, texs[i].x(), texs[i].y());
+ tl->add( tmp2 );
}
ssgLeaf *leaf =
- new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
+ new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
leaf->setState( state );
static void random_pt_inside_tri( float *res,
- float *n1, float *n2, float *n3 )
+ float *n1, float *n2, float *n3 )
{
- sgVec3 p1, p2, p3;
-
double a = sg_random();
double b = sg_random();
if ( a + b > 1.0 ) {
- a = 1.0 - a;
- b = 1.0 - b;
+ a = 1.0 - a;
+ b = 1.0 - b;
}
double c = 1 - a - b;
- sgScaleVec3( p1, n1, a );
- sgScaleVec3( p2, n2, b );
- sgScaleVec3( p3, n3, c );
-
- sgAddVec3( res, p1, p2 );
- sgAddVec3( res, p3 );
-}
-
-
-static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
- double factor ) {
- int num = leaf->getNumTriangles();
- if ( num > 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)p1[0];
- sg_srandom( seed );
-
- for ( int i = 0; i < num; ++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 );
- }
- }
- }
- }
+ 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;
}
/**
- * Create a rotation matrix to align an object for the current lat/lon.
- *
- * By default, objects are aligned for the north pole. This code
- * calculates a matrix to rotate them for the surface of the earth in
- * the current location.
- *
- * TODO: there should be a single version of this method somewhere
- * for all of SimGear.
- *
- * @param ROT The resulting rotation matrix.
- * @param hdg_deg The object heading in degrees.
- * @param lon_deg The longitude in degrees.
- * @param lat_deg The latitude in degrees.
+ * User data for populating leaves when they come in range.
*/
-static void
-makeWorldUpRotationMatrix (sgMat4 ROT, double hdg_deg,
- double lon_deg, double lat_deg)
+class LeafUserData : public ssgBase
{
- SGfloat sin_lat = sin( lat_deg * SGD_DEGREES_TO_RADIANS );
- SGfloat cos_lat = cos( lat_deg * SGD_DEGREES_TO_RADIANS );
- SGfloat sin_lon = sin( lon_deg * SGD_DEGREES_TO_RADIANS );
- SGfloat cos_lon = cos( lon_deg * SGD_DEGREES_TO_RADIANS );
- SGfloat sin_hdg = sin( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
- SGfloat cos_hdg = cos( hdg_deg * SGD_DEGREES_TO_RADIANS ) ;
-
- ROT[0][0] = cos_hdg * sin_lat * cos_lon - sin_hdg * sin_lon;
- ROT[0][1] = cos_hdg * sin_lat * sin_lon + sin_hdg * cos_lon;
- ROT[0][2] = -cos_hdg * cos_lat;
- ROT[0][3] = SG_ZERO;
-
- ROT[1][0] = -sin_hdg * sin_lat * cos_lon - cos_hdg * sin_lon;
- ROT[1][1] = -sin_hdg * sin_lat * sin_lon + cos_hdg * cos_lon;
- ROT[1][2] = sin_hdg * cos_lat;
- ROT[1][3] = SG_ZERO;
-
- ROT[2][0] = cos_lat * cos_lon;
- ROT[2][1] = cos_lat * sin_lon;
- ROT[2][2] = sin_lat;
- ROT[2][3] = SG_ZERO;
-
- ROT[3][0] = SG_ZERO;
- ROT[3][1] = SG_ZERO;
- ROT[3][2] = SG_ZERO;
- ROT[3][3] = SG_ONE ;
-}
+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 );
+};
/**
- * Add an object to a random location inside a triangle.
- *
- * @param p1 The first vertex of the triangle.
- * @param p2 The second vertex of the triangle.
- * @param p3 The third vertex of the triangle.
- * @param center The center of the triangle.
- * @param lon_deg The longitude of the surface center, in degrees.
- * @param lat_deg The latitude of the surface center, in degrees.
- * @param object The randomly-placed object.
- * @param branch The branch where the object should be added to the
- * scene graph.
+ * User data for populating triangles when they come in range.
*/
-static void
-add_object_to_triangle (sgVec3 p1, sgVec3 p2, sgVec3 p3, sgVec3 center,
- double lon_deg, double lat_deg,
- FGNewMat::Object * object, ssgBranch * branch)
-{
- // Set up the random heading if required.
- double hdg_deg = 0;
- if (object->get_heading_type() == FGNewMat::Object::HEADING_RANDOM)
- hdg_deg = sg_random() * 360;
-
- sgVec3 result;
-
- sgMat4 ROT;
- makeWorldUpRotationMatrix(ROT, hdg_deg, lon_deg, lat_deg);
-
- random_pt_inside_tri(result, p1, p2, p3);
- sgSubVec3(result, center);
- sgMat4 OBJ_pos, OBJ;
- sgMakeTransMat4(OBJ_pos, result);
- sgCopyMat4(OBJ, ROT);
- sgPostMultMat4(OBJ, OBJ_pos);
- ssgTransform * pos = new ssgTransform;
- pos->setTransform(OBJ);
- pos->addKid(object->get_random_model());
- branch->addKid(pos);
-}
-
-class RandomObjectUserData : public ssgBase
+class TriUserData : public ssgBase
{
public:
bool is_filled_in;
float * p1;
float * p2;
float * p3;
- FGNewMat::ObjectGroup * object_group;
+ sgVec3 center;
+ double area;
+ SGMaterial::ObjectGroup * object_group;
ssgBranch * branch;
- double lon_deg;
- double lat_deg;
+ LeafUserData * leafData;
+ unsigned int seed;
+
+ void fill_in_triangle();
+ void add_object_to_triangle(SGMaterial::Object * object);
+ void makeWorldMatrix (sgMat4 ROT, double hdg_deg );
};
* This method is invoked by a callback when the triangle is in range
* but not yet populated.
*
- * @param p1 The first vertex of the triangle.
- * @param p2 The second vertex of the triangle.
- * @param p3 The third vertex of the triangle.
- * @param mat The triangle's material.
- * @param object_index The index of the random object in the triangle.
- * @param branch The branch where the objects should be added.
- * @param lon_deg The longitude of the surface center, in degrees.
- * @param lat_deg The latitude of the surface center, in degrees.
*/
-static void
-fill_in_triangle (float * p1, float * p2, float * p3,
- FGNewMat::ObjectGroup * object_group, ssgBranch * branch,
- double lon_deg, double lat_deg)
+
+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++) {
- FGNewMat::Object * object = object_group->get_object(i);
- 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);
+ 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(p1, p2, p3, center, lon_deg, lat_deg,
- object, branch);
- 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(p1, p2, p3, center, lon_deg, lat_deg,
- object, branch);
- }
+ if ( sg_random() <= num ) {
+ // a zombie made it through our door
+ add_object_to_triangle(object);
+ }
}
}
}
+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);
+}
+
+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;
+ }
+
+ 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;
+
+ // translate to random point in triangle
+ sgVec3 result;
+ random_pt_inside_tri(result, p1, p2, p3);
+ sgSubVec3(mat[3], result, center);
+
+ mat[3][3] = SG_ONE ;
+}
/**
* SSG callback for an in-range triangle of randomly-placed objects.
* @return Always 1, to allow traversal and culling to continue.
*/
static int
-in_range_callback (ssgEntity * entity, int mask)
+tri_in_range_callback (ssgEntity * entity, int mask)
{
- RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
+ TriUserData * data = (TriUserData *)entity->getUserData();
if (!data->is_filled_in) {
- fill_in_triangle(data->p1, data->p2, data->p3, data->object_group,
- data->branch, data->lon_deg, data->lat_deg);
+ data->fill_in_triangle();
data->is_filled_in = true;
}
return 1;
* @return Always 0, to prevent any further traversal or culling.
*/
static int
-out_of_range_callback (ssgEntity * entity, int mask)
+tri_out_of_range_callback (ssgEntity * entity, int mask)
{
- RandomObjectUserData * data = (RandomObjectUserData *)entity->getUserData();
+ TriUserData * data = (TriUserData *)entity->getUserData();
if (data->is_filled_in) {
data->branch->removeAllKids();
data->is_filled_in = false;
/**
- * Singleton ssgEntity with a dummy bounding sphere, to fool culling.
+ * 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 ssgEntity
+class DummyBSphereEntity : public ssgBranch
{
public:
- virtual ~DummyBSphereEntity () {}
- virtual void recalcBSphere () { bsphere_is_invalid = false; }
- virtual void cull (sgFrustum *f, sgMat4 m, int test_needed) {}
- virtual void isect (sgSphere *s, sgMat4 m, int test_needed) {}
- virtual void hot (sgVec3 s, sgMat4 m, int test_needed) {}
- virtual void los (sgVec3 s, sgMat4 m, int test_needed) {}
- static ssgEntity * get_entity ();
-private:
- DummyBSphereEntity ()
+ DummyBSphereEntity (float radius)
{
bsphere.setCenter(0, 0, 0);
- bsphere.setRadius(1000);
+ bsphere.setRadius(radius);
}
- static DummyBSphereEntity * entity;
+ virtual ~DummyBSphereEntity () {}
+ virtual void recalcBSphere () { bsphere_is_invalid = false; }
};
-DummyBSphereEntity * DummyBSphereEntity::entity = 0;
-
-
-/**
- * Ensure that only one copy of the dummy entity exists.
- *
- * @return The singleton copy of the DummyBSphereEntity.
- */
-ssgEntity *
-DummyBSphereEntity::get_entity ()
-{
- if (entity == 0) {
- entity = new DummyBSphereEntity;
- entity->ref();
- }
- return entity;
-}
-
-
/**
* Calculate the bounding radius of a triangle from its center.
*
* @param p3 The third point in the triangle.
* @return The greatest distance any point lies from the center.
*/
-static float
-get_bounding_radius (sgVec3 center, float *p1, float *p2, float *p3)
+static inline float
+get_bounding_radius( sgVec3 center, float *p1, float *p2, float *p3)
{
- float result = sgDistanceVec3(center, p1);
- float length = sgDistanceVec3(center, p2);
- if (length > result)
- result = length;
- length = sgDistanceVec3(center, p3);
- if (length > result)
- result = length;
- return result;
+ return sqrt( SG_MAX3( sgDistanceSquaredVec3(center, p1),
+ sgDistanceSquaredVec3(center, p2),
+ sgDistanceSquaredVec3(center, p3) ) );
}
*
* No objects will be added unless the triangle comes into range.
*
- * @param leaf The leaf containing the data for the terrain surface.
- * @param tri_index The index of the triangle in the leaf.
- * @param mat The material data for the triangle.
- * @param branch The branch to which the randomly-placed objects
- * should be added.
- * @param lon_deg The longitude of the surface center, in degrees.
- * @param lat_deg The latitude of the surface center, in degrees.
*/
-static void
-setup_triangle (float * p1, float * p2, float * p3,
- FGNewMat * mat, ssgBranch * branch,
- double lon_deg, double lat_deg)
+
+void LeafUserData::setup_triangle (int i )
{
- // Set up a single center point for LOD
+ 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);
+ (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.
+ // 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.
+ // 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.
+ // Iterate through all the object types.
int num_groups = mat->get_object_group_count();
- for (int i = 0; i < num_groups; i++) {
- // Look up the random object.
- FGNewMat::ObjectGroup * group = mat->get_object_group(i);
-
- // 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,
- 500000};
- 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.
- RandomObjectUserData * data = new RandomObjectUserData;
- data->is_filled_in = false;
- data->p1 = p1;
- data->p2 = p2;
- data->p3 = p3;
- data->object_group = group;
- data->branch = in_range;
- data->lon_deg = lon_deg;
- data->lat_deg = lat_deg;
-
- // Set up the in-range node.
- in_range->setUserData(data);
- in_range->setTravCallback(SSG_CALLBACK_PRETRAV,
- 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,
- out_of_range_callback);
- out_of_range->addKid(DummyBSphereEntity::get_entity());
- lod->addKid(out_of_range);
+ 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);
}
}
+/**
+ * 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;
+}
+
+
+/**
+ * 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;
+}
+
/**
* 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.
+ * 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 lon_deg The longitude of the surface center, in degrees.
- * @param lat_deg The latitude of the surface center, in degrees.
+ * @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,
- float lon_deg,
- float lat_deg,
- const string &material_name)
+ ssgBranch *branch,
+ Point3D *center,
+ SGMaterial *mat )
{
- // First, look up the material
- // for this surface.
- FGNewMat * mat = material_lib.find(material_name);
- if (mat == 0) {
- SG_LOG(SG_INPUT, SG_ALERT, "Unknown material " << material_name);
- return;
- }
-
- // If the material has no randomly-placed
- // objects, return now.
- if (mat->get_object_group_count() < 1)
- return;
-
- // If the surface has no triangles, return
- // now.
+ // If the surface has no triangles, return
+ // now.
int num_tris = leaf->getNumTriangles();
if (num_tris < 1)
- return;
+ return;
- // generate a repeatable random seed
- sg_srandom((unsigned int)(leaf->getVertex(0)[0]));
-
- // Iterate through all the triangles
- // and populate them.
- for ( int i = 0; i < num_tris; ++i ) {
- short n1, n2, n3;
- leaf->getTriangle(i, &n1, &n2, &n3);
- setup_triangle(leaf->getVertex(n1),
- leaf->getVertex(n2),
- leaf->getVertex(n3),
- mat, branch, lon_deg, lat_deg);
- }
+ // 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()));
}
// Scenery loaders.
////////////////////////////////////////////////////////////////////////
-
-// Load an Ascii obj file
-ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
- ssgVertexArray *lights, const bool is_base)
-{
- FGNewMat *newmat = NULL;
- string material;
- float coverage = -1;
- Point3D pp;
- // sgVec3 approx_normal;
- // double 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_faces = false;
- int vncount, vtcount;
- int n1 = 0, n2 = 0, n3 = 0;
- int tex;
- // int last1 = 0, last2 = 0;
- bool odd = false;
- 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;
- sgVec3 *vtlist, *vnlist;
- sgVec2 *tclist;
-
- ssgBranch *tile = new ssgBranch () ;
-
- tile -> setName ( (char *)path.c_str() ) ;
-
- // Attempt to open "path.gz" or "path"
- sg_gzifstream in( path );
- if ( ! in.is_open() ) {
- SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
- SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
-
- delete tile;
-
- return NULL;
- }
-
- shading = fgGetBool("/sim/rendering/shading");
-
- if ( is_base ) {
- t->ncount = 0;
- }
- vncount = 0;
- vtcount = 0;
- if ( is_base ) {
- t->bounding_radius = 0.0;
- }
- center = t->center;
-
- // StopWatch stopwatch;
- // stopwatch.start();
-
- // ignore initial comments and blank lines. (priming the pump)
- // in >> skipcomment;
- // string line;
-
- string token;
- char c;
-
-#ifdef __MWERKS__
- while ( in.get(c) && c != '\0' ) {
- in.putback(c);
-#else
- while ( ! in.eof() ) {
-#endif
-
- in >> ::skipws;
-
- 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;
- if ( scenery_version > 0.4 ) {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "\nYou are attempting to load a tile format that\n"
- << "is newer than this version of flightgear can\n"
- << "handle. You should upgrade your copy of\n"
- << "FlightGear to the newest version. For\n"
- << "details, please see:\n"
- << "\n http://www.flightgear.org\n" );
- exit(-1);
- }
- } else if ( token == "gbs" ) {
- // reference point (center offset)
- if ( is_base ) {
- in >> t->center >> t->bounding_radius;
- } else {
- Point3D junk1;
- double junk2;
- in >> junk1 >> junk2;
- }
- center = t->center;
- // cout << "center = " << center
- // << " radius = " << t->bounding_radius << endl;
- } else if ( token == "bs" ) {
- // reference point (center offset)
- // (skip past this)
- Point3D junk1;
- double junk2;
- in >> junk1 >> junk2;
- } 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 ) {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Tile has mismatched nodes = " << nodes.size()
- << " and normals = " << vncount << " : "
- << path );
- // exit(-1);
- }
- shared_done = true;
-
- vtlist = new sgVec3 [ nodes.size() ];
- t->vec3_ptrs.push_back( vtlist );
- vnlist = new sgVec3 [ vncount ];
- t->vec3_ptrs.push_back( vnlist );
- tclist = new sgVec2 [ vtcount ];
- t->vec2_ptrs.push_back( tclist );
-
- for ( i = 0; i < (int)nodes.size(); ++i ) {
- sgSetVec3( vtlist[i],
- nodes[i][0], nodes[i][1], nodes[i][2] );
- }
- for ( i = 0; i < vncount; ++i ) {
- sgSetVec3( vnlist[i],
- normals[i][0],
- normals[i][1],
- normals[i][2] );
- }
- for ( i = 0; i < vtcount; ++i ) {
- sgSetVec2( tclist[i],
- tex_coords[i][0],
- tex_coords[i][1] );
- }
- }
-
- // display_list = xglGenLists(1);
- // xglNewList(display_list, GL_COMPILE);
- // printf("xglGenLists(); xglNewList();\n");
- in_faces = false;
-
- // scan the material line
- in >> material;
-
- // find this material in the properties list
-
- newmat = material_lib.find( material );
- if ( newmat == NULL ) {
- // see if this is an on the fly texture
- string file = path;
- int 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 materia 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;
- }
- } else {
- // unknown comment, just gobble the input until 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 {
- SG_LOG( SG_TERRAIN, SG_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 {
- SG_LOG( SG_TERRAIN, SG_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);
- if ( is_base ) {
- t->ncount++;
- }
- } else {
- SG_LOG( SG_TERRAIN, SG_ALERT,
- "Read too many nodes in " << path
- << " ... dying :-(");
- exit(-1);
- }
- } else if ( (token == "tf") || (token == "ts") || (token == "f") ) {
- // triangle fan, strip, or individual face
- // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
-
- fan_vertices.clear();
- fan_tex_coords.clear();
- odd = true;
-
- // 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 ) {
- tclist[tex][0] *= (1000.0 / tex_width);
- }
- if ( tex_height > 0 ) {
- 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 = local_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 ) {
- tclist[tex][0] *= (1000.0 / tex_width);
- }
- if ( tex_height > 0 ) {
- 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 = local_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 ) {
- in >> ::skipws;
-
- 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 ) {
- tclist[tex][0] *= (1000.0 / tex_width);
- }
- if ( tex_height > 0 ) {
- 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 = local_calc_tex_coords(nodes[n3], center);
- }
- // xglTexCoord2f(pp.x(), pp.y());
- // xglVertex3dv(nodes[n3].get_n());
-
- if ( (token == "tf") || (token == "f") ) {
- // triangle fan
- n2 = n3;
- } else {
- // triangle strip
- odd = !odd;
- n1 = n2;
- n2 = n3;
- }
- }
-
- // xglEnd();
-
- // build the ssg entity
- int size = (int)fan_vertices.size();
- ssgVertexArray *vl = new ssgVertexArray( size );
- ssgNormalArray *nl = new ssgNormalArray( size );
- ssgTexCoordArray *tl = new ssgTexCoordArray( size );
- ssgColourArray *cl = new ssgColourArray( 1 );
-
- sgVec4 color;
- sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
- cl->add( color );
-
- sgVec2 tmp2;
- sgVec3 tmp3;
- for ( i = 0; i < size; ++i ) {
- sgCopyVec3( tmp3, vtlist[ fan_vertices[i] ] );
- vl -> add( tmp3 );
-
- sgCopyVec3( tmp3, vnlist[ fan_vertices[i] ] );
- nl -> add( tmp3 );
-
- sgCopyVec2( tmp2, tclist[ fan_tex_coords[i] ] );
- tl -> add( tmp2 );
- }
-
- ssgLeaf *leaf = NULL;
- if ( token == "tf" ) {
- // triangle fan
- leaf =
- new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
- } else if ( token == "ts" ) {
- // triangle strip
- leaf =
- new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
- } else if ( token == "f" ) {
- // triangle
- leaf =
- new ssgVtxTable ( GL_TRIANGLES, vl, nl, tl, cl );
- }
- // leaf->makeDList();
- leaf->setState( state );
-
- tile->addKid( leaf );
-
- if ( is_base ) {
- 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);
- }
- }
- } else {
- SG_LOG( SG_TERRAIN, SG_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.
- in >> ::skipws;
- }
- }
-
- if ( is_base ) {
- t->nodes = nodes;
- }
-
- // stopwatch.stop();
- // SG_LOG( SG_TERRAIN, SG_DEBUG,
- // "Loaded " << path << " in "
- // << stopwatch.elapsedSeconds() << " seconds" );
-
- return tile;
-}
-
-
-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;
-
- FGNewMat *newmat = material_lib.find( material );
- if ( newmat == NULL ) {
- // see if this is an on the fly texture
- string file = path;
- int 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,
- ssgBranch* geometry,
- ssgBranch* rwy_lights,
- ssgVertexArray *ground_lights )
+ Point3D *center,
+ double *bounding_radius,
+ SGMaterialLib *matlib,
+ ssgBranch* geometry,
+ ssgBranch* rwy_lights,
+ ssgBranch* taxi_lights,
+ ssgVertexArray *ground_lights )
{
SGBinObject obj;
- bool use_dynamic_objects =
- fgGetBool("/sim/rendering/dynamic-objects", false);
+ bool use_random_objects =
+ fgGetBool("/sim/rendering/random-objects", true);
if ( ! obj.read_bin( path ) ) {
- return false;
+ return false;
}
geometry->setName( (char *)path.c_str() );
-
- double geod_lon = 0.0, geod_lat = 0.0, geod_alt = 0.0,
- geod_sl_radius = 0.0;
- if ( is_base ) {
- // reference point (center offset/bounding sphere)
- *center = obj.get_gbs_center();
- *bounding_radius = obj.get_gbs_radius();
-
- // Calculate the geodetic centre of
- // the tile, for aligning automatic
- // objects.
- Point3D geoc = sgCartToPolar3d(*center);
- geod_lon = geoc.lon();
- sgGeocToGeod(geoc.lat(), geoc.radius(),
- &geod_lat, &geod_alt, &geod_sl_radius);
- geod_lon *= SGD_RADIANS_TO_DEGREES;
- geod_lat *= SGD_RADIANS_TO_DEGREES;
- }
- point_list nodes = obj.get_wgs84_nodes();
- point_list colors = obj.get_colors();
- point_list normals = obj.get_normals();
- point_list texcoords = obj.get_texcoords();
+ // 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, tmp_mat;
- int_list vertex_index;
- int_list normal_index;
+ string material;
int_list tex_index;
- int i;
- bool is_lighting = false;
+ group_list::size_type i;
// 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 ) {
- // cout << "pts_v.size() = " << pts_v.size() << endl;
- tmp_mat = pt_materials[i];
- if ( tmp_mat.substr(0, 3) == "RWY" ) {
- material = "LIGHTS";
- is_lighting = true;
- } else {
- material = tmp_mat;
- }
- vertex_index = pts_v[i];
- normal_index = pts_n[i];
- tex_index.clear();
- ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
- nodes, normals, texcoords,
- vertex_index, normal_index, tex_index,
- false, ground_lights );
-
- if ( is_lighting ) {
- float ranges[] = { 0, 12000 };
- leaf->setCallback(SSG_CALLBACK_PREDRAW, runway_lights_predraw);
- ssgRangeSelector * lod = new ssgRangeSelector;
- lod->setRanges(ranges, 2);
- lod->addKid(leaf);
- rwy_lights->addKid(lod);
- } else {
- geometry->addKid( leaf );
- }
+ 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 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];
- ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, material,
- nodes, normals, texcoords,
- vertex_index, normal_index, tex_index,
- is_base, ground_lights );
-
- if (use_dynamic_objects)
- gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
- material);
- geometry->addKid( leaf );
+ 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 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];
- ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
- nodes, normals, texcoords,
- vertex_index, normal_index, tex_index,
- is_base, ground_lights );
-
- if (use_dynamic_objects)
- gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
- material);
- geometry->addKid( leaf );
+ 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 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];
- ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, material,
- nodes, normals, texcoords,
- vertex_index, normal_index, tex_index,
- is_base, ground_lights );
- if (use_dynamic_objects)
- gen_random_surface_objects(leaf, geometry, geod_lon, geod_lat,
- material);
- geometry->addKid( leaf );
+ 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;