#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 <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"
static double normals[FG_MAX_NODES][3];
static double tex_coords[FG_MAX_NODES*3][3];
+static int
+runway_lights_predraw (ssgEntity * e)
+{
+ // 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
// cout << "-> " << ref.x() << " " << ref.y() << " " << ref.z() << endl;
cp = Point3D( node[0] + ref.x(),
- node[1] + ref.y(),
- node[2] + ref.z() );
+ node[1] + ref.y(),
+ node[2] + ref.z() );
pp = sgCartToPolar3d(cp);
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 );
+ pp.setx( pp.x() + 11.0 );
}
if ( pp.y() < 0.0 ) {
- pp.sety( pp.y() + 11.0 );
+ pp.sety( pp.y() + 11.0 );
}
// cout << pp << endl;
// Generate an ocean tile
bool fgGenTile( const string& path, SGBucket b,
- Point3D *center,
- double *bounding_radius,
- ssgBranch* geometry )
+ Point3D *center,
+ double *bounding_radius,
+ ssgBranch* geometry )
{
FGNewMat *newmat;
// 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();
+ // 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();
} 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 );
+ 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;
}
static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights,
- double factor ) {
+ 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 );
- }
- }
- }
+ 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 < 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 );
+ }
+ }
+ }
+ }
+}
+
+
+/**
+ * User data for populating leaves when they come in range.
+ */
+class LeafUserData : public ssgBase
+{
+public:
+ bool is_filled_in;
+ ssgLeaf * leaf;
+ FGNewMat * 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;
+ FGNewMat::ObjectGroup * object_group;
+ ssgBranch * branch;
+ LeafUserData * leafData;
+ unsigned int seed;
+
+ void fill_in_triangle();
+ void add_object_to_triangle(FGNewMat::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++) {
+ FGNewMat::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);
+ }
+ }
+ }
+}
+
+void TriUserData::add_object_to_triangle (FGNewMat::Object * object)
+{
+ // 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;
+
+ sgMat4 mat;
+ makeWorldMatrix(mat, hdg_deg);
+
+ ssgTransform * pos = new ssgTransform;
+ pos->setTransform(mat);
+ pos->addKid(object->get_random_model());
+ 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.
+ *
+ * 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;
+}
+
+
+/**
+ * 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;
+}
+
+
+/**
+ * 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
+{
+public:
+ DummyBSphereEntity (float radius)
+ {
+ bsphere.setCenter(0, 0, 0);
+ bsphere.setRadius(radius);
+ }
+ 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) {}
+};
+
+
+/**
+ * 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.
+ FGNewMat::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. 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,
+ const string &material_name)
+{
+ // If the surface has no triangles, return
+ // now.
+ int num_tris = leaf->getNumTriangles();
+ if (num_tris < 1)
+ return;
+
+ // Get 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;
+
+ // 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 Ascii obj file
ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
- ssgVertexArray *lights, const bool is_base)
+ ssgVertexArray *lights, const bool is_base)
{
FGNewMat *newmat = NULL;
string material;
// 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 );
+ 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;
+ return NULL;
}
shading = fgGetBool("/sim/rendering/shading");
if ( is_base ) {
- t->ncount = 0;
+ t->ncount = 0;
}
vncount = 0;
vtcount = 0;
if ( is_base ) {
- t->bounding_radius = 0.0;
+ t->bounding_radius = 0.0;
}
center = t->center;
#ifdef __MWERKS__
while ( in.get(c) && c != '\0' ) {
- in.putback(c);
+ 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 );
+ }
- 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;
- }
+ // 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;
+ t->nodes = nodes;
}
// stopwatch.stop();
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& tex_index,
- const bool calc_lights, ssgVertexArray *lights )
+ 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;
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 );
- }
- }
+ // 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;
+ // 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;
+ coverage = -1;
}
- // cout << "before list allocs" << endl;
-
- // cout << "before vl, size = " << size << endl;
- // cout << "before nl" << endl;
- // cout << "before tl" << endl;
- // cout << "before cl" << endl;
-
sgVec2 tmp2;
sgVec3 tmp3;
sgVec4 tmp4;
// vertices
int size = node_index.size();
if ( size < 1 ) {
- SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! node list size < 1" );
- exit(-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 );
+ node = nodes[ node_index[i] ];
+ sgSetVec3( tmp3, node[0], node[1], node[2] );
+ vl -> add( tmp3 );
}
- // colors
- ssgColourArray *cl = new ssgColourArray( 1 );
- sgSetVec4( tmp4, 1.0, 1.0, 1.0, 1.0 );
- cl->add( tmp4 );
-
// normals
Point3D normal;
ssgNormalArray *nl = new ssgNormalArray( size );
- if ( normals.size() == 1 ) {
- normal = normals[ 0 ];
- sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
- nl -> add( tmp3 );
- } else if ( normals.size() > 1 ) {
+ 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] );
}
}
+ // 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 );
+ 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] ];
}
}
- // cout << "before leaf create" << endl;
ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl );
- // cout << "after leaf create" << endl;
// lookup the state record
- // cout << "looking up material = " << endl;
- // cout << material << endl;
- // cout << "'" << endl;
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);
- }
+ 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,
+ ssgBranch* geometry,
+ ssgBranch* rwy_lights,
+ ssgVertexArray *ground_lights )
{
SGBinObject obj;
- bool result = obj.read_bin( path );
+ bool use_random_objects =
+ fgGetBool("/sim/rendering/random-objects", true);
- if ( !result ) {
- return false;
+ if ( ! obj.read_bin( path ) ) {
+ return false;
}
- // cout << "fans size = " << obj.get_fans_v().size()
- // << " fan_mats size = " << obj.get_fan_materials().size() << endl;
-
geometry->setName( (char *)path.c_str() );
-
+
if ( is_base ) {
- // reference point (center offset/bounding sphere)
- *center = obj.get_gbs_center();
- *bounding_radius = obj.get_gbs_radius();
+ // reference point (center offset/bounding sphere)
+ *center = obj.get_gbs_center();
+ *bounding_radius = obj.get_gbs_radius();
+
}
- 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();
+ 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 vertex_index;
int_list tex_index;
- int i;
+ group_list::size_type i;
+ bool is_lighting = false;
// generate points
- string_list pt_materials = obj.get_pt_materials();
- group_list pts_v = obj.get_pts_v();
- for ( i = 0; i < (int)pts_v.size(); ++i ) {
- cout << "pts_v.size() = " << pts_v.size() << endl;
- material = pt_materials[i];
- vertex_index = pts_v[i];
- tex_index.clear();
- ssgLeaf *leaf = gen_leaf( path, GL_POINTS, material,
- nodes, normals, texcoords,
- vertex_index, tex_index,
- false, ground_lights );
+ 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" ) {
+ material = "LIGHTS";
+ is_lighting = true;
+ } 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 );
+
+ 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 );
+ }
+ }
- 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_tc = obj.get_tris_tc();
- for ( i = 0; i < (int)tris_v.size(); ++i ) {
- material = tri_materials[i];
- vertex_index = tris_v[i];
- tex_index = tris_tc[i];
- ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, material,
- nodes, normals, texcoords,
- vertex_index, tex_index,
- is_base, ground_lights );
-
- 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 = 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]);
+ geometry->addKid( leaf );
}
// generate strips
- string_list strip_materials = obj.get_strip_materials();
- group_list strips_v = obj.get_strips_v();
- 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];
- tex_index = strips_tc[i];
- ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
- nodes, normals, texcoords,
- vertex_index, tex_index,
- is_base, ground_lights );
-
- 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 = 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]);
+ geometry->addKid( leaf );
}
// generate fans
- string_list fan_materials = obj.get_fan_materials();
- group_list fans_v = obj.get_fans_v();
- 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];
- tex_index = fans_tc[i];
- ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, material,
- nodes, normals, texcoords,
- vertex_index, tex_index,
- is_base, ground_lights );
-
- 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 = 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]);
+ geometry->addKid( leaf );
}
return true;