# include <config.h>
#endif
-#ifdef FG_MATH_EXCEPTION_CLASH
+#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#include <stdio.h>
#include <string.h>
-// #if defined ( __sun__ )
-// extern "C" void *memmove(void *, const void *, size_t);
-// extern "C" void *memset(void *, int, size_t);
-// #endif
-
#include <simgear/compiler.h>
+#include <simgear/io/sg_binobj.hxx>
#include STL_STRING
#include <map> // STL
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
-#include <simgear/math/fg_geodesy.hxx>
-#include <simgear/math/fg_random.h>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
-#include <simgear/misc/fgstream.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/misc/sgstream.hxx>
#include <simgear/misc/stopwatch.hxx>
#include <simgear/misc/texcoord.hxx>
-#include <Main/options.hxx>
+#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
#include <Scenery/tileentry.hxx>
-#include "materialmgr.hxx"
+#include "matlib.hxx"
#include "obj.hxx"
-FG_USING_STD(string);
-FG_USING_STD(vector);
+SG_USING_STD(string);
+SG_USING_STD(vector);
typedef vector < int > int_list;
static double tex_coords[FG_MAX_NODES*3][3];
-// given three points defining a triangle, calculate the normal
-static void calc_normal(Point3D p1, Point3D p2,
- Point3D p3, sgVec3 normal)
-{
- sgVec3 v1, v2;
-
- v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2];
- v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2];
-
- sgVectorProductVec3( normal, v1, v2 );
- sgNormalizeVec3( normal );
-
- // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n",
- // normal[0], normal[1], normal[2]);
-}
-
-
#define FG_TEX_CONSTANT 69.0
// Calculate texture coordinates for a given point.
node[1] + ref.y(),
node[2] + ref.z() );
- pp = fgCartToPolar3d(cp);
+ pp = sgCartToPolar3d(cp);
- // tmplon = pp.lon() * RAD_TO_DEG;
- // tmplat = pp.lat() * RAD_TO_DEG;
+ // tmplon = pp.lon() * SGD_RADIANS_TO_DEGREES;
+ // tmplat = pp.lat() * SGD_RADIANS_TO_DEGREES;
// cout << tmplon << " " << tmplat << endl;
- pp.setx( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.x(), 11.0) );
- pp.sety( fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.y(), 11.0) );
+ 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 );
// Generate a generic ocean tile on the fly
ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
- fgFRAGMENT fragment;
- fragment.init();
- fragment.tile_ptr = t;
+ FGNewMat *newmat;
ssgSimpleState *state = NULL;
ssgBranch *tile = new ssgBranch () ;
tile -> setName ( (char *)path.c_str() ) ;
+ double tex_width = 1000.0;
+ // double tex_height;
+
// find Ocean material in the properties list
- if ( ! material_mgr.find( "Ocean", fragment.material_ptr )) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ 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();
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Ack! unknown usemtl name = " << "Ocean"
<< " in " << path );
}
- // set the texture width and height values for this
- // material
- FGMaterial m = fragment.material_ptr->get_m();
- double tex_width = m.get_xsize();
- // double tex_height = m.get_ysize();
-
- // set ssgState
- state = fragment.material_ptr->get_state();
-
// Calculate center point
- FGBucket b = t->tile_bucket;
+ SGBucket b = t->tile_bucket;
double clon = b.get_center_lon();
double clat = b.get_center_lat();
double height = b.get_height();
double width = b.get_width();
- Point3D center = fgGeodToCart(Point3D(clon*DEG_TO_RAD,clat*DEG_TO_RAD,0.0));
+ Point3D center = sgGeodToCart(Point3D(clon*SGD_DEGREES_TO_RADIANS,clat*SGD_DEGREES_TO_RADIANS,0.0));
t->center = center;
- fragment.center = center;
// cout << "center = " << center << endl;;
// Caculate corner vertices
Point3D rad[4];
int i;
for ( i = 0; i < 4; ++i ) {
- rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
+ rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS, geod[i].y() * SGD_DEGREES_TO_RADIANS,
geod[i].z() );
}
Point3D cart[4], rel[4];
t->nodes.clear();
for ( i = 0; i < 4; ++i ) {
- cart[i] = fgGeodToCart(rad[i]);
+ cart[i] = sgGeodToCart(rad[i]);
rel[i] = cart[i] - center;
t->nodes.push_back( rel[i] );
// cout << "corner " << i << " = " << cart[i] << endl;
// Calculate bounding radius
t->bounding_radius = center.distance3D( cart[0] );
- fragment.bounding_radius = t->bounding_radius;
// cout << "bounding radius = " << t->bounding_radius << endl;
// Calculate normals
point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
1000.0 / tex_width );
- // Build flight gear structure
- fragment.add_face(0, 1, 2);
- fragment.add_face(0, 2, 3);
- t->fragment_list.push_back(fragment);
-
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( 4 );
ssgNormalArray *nl = new ssgNormalArray( 4 );
leaf->setState( state );
tile->addKid( leaf );
- // if ( current_options.get_clouds() ) {
- // fgGenCloudTile(path, t, tile);
- // }
return tile;
}
-// Load a .obj file and build the fragment list
-ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
- fgFRAGMENT fragment;
+static void random_pt_inside_tri( float *res,
+ 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;
+ }
+ 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 );
+ }
+ }
+ }
+ }
+}
+
+
+// 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;
+ // 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_fragment = false, in_faces = false;
+ bool in_faces = false;
int vncount, vtcount;
- int n1 = 0, n2 = 0, n3 = 0, n4 = 0;
+ int n1 = 0, n2 = 0, n3 = 0;
int tex;
- int last1 = 0, last2 = 0;
+ // int last1 = 0, last2 = 0;
bool odd = false;
point_list nodes;
Point3D node;
tile -> setName ( (char *)path.c_str() ) ;
// Attempt to open "path.gz" or "path"
- fg_gzifstream in( path );
+ sg_gzifstream in( path );
if ( ! in.is_open() ) {
- FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
- FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "Cannot open file: " << path );
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "default to ocean tile: " << path );
- return fgGenTile( path, t );
+ return NULL;
}
- shading = current_options.get_shading();
+ shading = fgGetBool("/sim/rendering/shading");
- in_fragment = false;
if ( is_base ) {
t->ncount = 0;
}
while ( ! in.eof() ) {
#endif
-#if defined( MACOS )
in >> ::skipws;
-#else
- in >> skipws;
-#endif
if ( in.get( c ) && c == '#' ) {
// process a comment line
// 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 ) {
// << " radius = " << t->bounding_radius << endl;
} else if ( token == "bs" ) {
// reference point (center offset)
- in >> fragment.center;
- in >> fragment.bounding_radius;
-
- // cout << "center = " << fragment.center
- // << " radius = " << fragment.bounding_radius << endl;
+ // (skip past this)
+ Point3D junk1;
+ double junk2;
+ in >> junk1 >> junk2;
} else if ( token == "usemtl" ) {
// material property specification
if ( ! shared_done ) {
// sanity check
if ( (int)nodes.size() != vncount ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Tile has mismatched nodes and normals: "
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Tile has mismatched nodes = " << nodes.size()
+ << " and normals = " << vncount << " : "
<< path );
// exit(-1);
}
}
}
- // series of individual triangles
- // if ( in_faces ) {
- // xglEnd();
- // }
-
- // this also signals the start of a new fragment
- if ( in_fragment ) {
- // close out the previous structure and start the next
- // xglEndList();
- // printf("xglEnd(); xglEndList();\n");
-
- // update fragment
- // fragment.display_list = display_list;
-
- // push this fragment onto the tile's object list
- t->fragment_list.push_back(fragment);
- } else {
- in_fragment = true;
- }
-
- // printf("start of fragment (usemtl)\n");
-
// display_list = xglGenLists(1);
// xglNewList(display_list, GL_COMPILE);
// printf("xglGenLists(); xglNewList();\n");
in_faces = false;
- // reset the existing face list
- // printf("cleaning a fragment with %d faces\n",
- // fragment.faces.size());
- fragment.init();
-
// scan the material line
- string material;
in >> material;
- fragment.tile_ptr = t;
// find this material in the properties list
- if ( ! material_mgr.find( material, fragment.material_ptr )) {
+
+ 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 += material;
cout << "current file = " << file << endl;
- if ( ! material_mgr.add_item( file ) ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ 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
- if ( !material_mgr.find( material, fragment.material_ptr ) ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ newmat = material_lib.find( material );
+ if ( newmat == NULL ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Ack! bad on the fly materia create = "
<< material << " in " << path );
}
-
}
}
- // set the texture width and height values for this
- // material
- FGMaterial m = fragment.material_ptr->get_m();
- tex_width = m.get_xsize();
- tex_height = m.get_ysize();
- state = fragment.material_ptr->get_state();
- // cout << "(w) = " << tex_width << " (h) = "
- // << tex_width << endl;
-
- // initialize the fragment transformation matrix
- /*
- for ( i = 0; i < 16; i++ ) {
- fragment.matrix[i] = 0.0;
- }
- fragment.matrix[0] = fragment.matrix[5] =
- fragment.matrix[10] = fragment.matrix[15] = 1.0;
- */
+ 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 untill the
+ // unknown comment, just gobble the input until the
// end of line
in >> skipeol;
>> normals[vncount][2];
vncount++;
} else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Read too many vertex normals in " << path
<< " ... dying :-(" );
exit(-1);
>> tex_coords[vtcount][1];
vtcount++;
} else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Read too many vertex texture coords in " << path
<< " ... dying :-("
);
t->ncount++;
}
} else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ 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
- // FG_LOG( FG_TERRAIN, FG_INFO, "new fan or strip");
+ // SG_LOG( SG_TERRAIN, SG_INFO, "new fan or strip");
fan_vertices.clear();
fan_tex_coords.clear();
// read all subsequent numbers until next thing isn't a number
while ( true ) {
-#if defined( MACOS )
in >> ::skipws;
-#else
- in >> skipws;
-#endif
char c;
in.get(c);
if ( (token == "tf") || (token == "f") ) {
// triangle fan
- fragment.add_face(n1, n2, n3);
n2 = n3;
} else {
// triangle strip
- if ( odd ) {
- fragment.add_face(n1, n2, n3);
- } else {
- fragment.add_face(n2, n1, n3);
- }
odd = !odd;
n1 = n2;
n2 = n3;
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 {
- FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
+ 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.
-#if defined( MACOS )
in >> ::skipws;
-#else
- in >> skipws;
-#endif
}
}
- if ( in_fragment ) {
- // close out the previous structure and start the next
- // xglEnd();
- // xglEndList();
- // printf("xglEnd(); xglEndList();\n");
-
- // update fragment
- // fragment.display_list = display_list;
-
- // push this fragment onto the tile's object list
- t->fragment_list.push_back(fragment);
- }
-
-#if 0
- // Draw normal vectors (for visually verifying normals)
- xglBegin(GL_LINES);
- xglColor3f(0.0, 0.0, 0.0);
- for ( i = 0; i < t->ncount; i++ ) {
- xglVertex3d(nodes[i][0],
- nodes[i][1] ,
- nodes[i][2]);
- xglVertex3d(nodes[i][0] + 500*normals[i][0],
- nodes[i][1] + 500*normals[i][1],
- nodes[i][2] + 500*normals[i][2]);
- }
- xglEnd();
-#endif
-
if ( is_base ) {
t->nodes = nodes;
}
stopwatch.stop();
- FG_LOG( FG_TERRAIN, FG_DEBUG,
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
"Loaded " << path << " in "
<< stopwatch.elapsedSeconds() << " seconds" );
- // Generate a cloud layer above the tiles
- // if ( current_options.get_clouds() ) {
- // fgGenCloudTile(path, t, tile);
- // }
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& 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;
+ }
+
+ // cout << "before list allocs" << endl;
+
+ int size = node_index.size();
+
+ if ( size < 1 ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT, "Woh! list size < 1" );
+ exit(-1);
+ }
+
+ // cout << "before vl, size = " << size << endl;
+ ssgVertexArray *vl = new ssgVertexArray( size );
+ // cout << "before nl" << endl;
+ ssgNormalArray *nl = new ssgNormalArray( size );
+ // cout << "before tl" << endl;
+ ssgTexCoordArray *tl = new ssgTexCoordArray( size );
+ // cout << "before cl" << endl;
+ ssgColourArray *cl = new ssgColourArray( 1 );
+
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+
+ sgVec2 tmp2;
+ sgVec3 tmp3;
+ int i;
+ for ( i = 0; i < size; ++i ) {
+ Point3D node = nodes[ node_index[i] ];
+ sgSetVec3( tmp3, node[0], node[1], node[2] );
+ vl -> add( tmp3 );
+
+ Point3D normal = normals[ node_index[i] ];
+ sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
+ nl -> add( tmp3 );
+
+ Point3D 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 );
+ }
+
+ // 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);
+ }
+ }
+
+ return leaf;
+}
+
+
+// Load an Binary obj file
+ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
+ ssgVertexArray *lights, const bool is_base)
+{
+ int i;
+
+ SGBinObject obj;
+ bool result = obj.read_bin( path );
+
+ if ( !result ) {
+ return NULL;
+ }
+
+ // cout << "fans size = " << obj.get_fans_v().size()
+ // << " fan_mats size = " << obj.get_fan_materials().size() << endl;
+
+ ssgBranch *object = new ssgBranch();
+ object->setName( (char *)path.c_str() );
+
+ if ( is_base && t != NULL ) {
+ // reference point (center offset/bounding sphere)
+ t->center = obj.get_gbs_center();
+ t->bounding_radius = obj.get_gbs_radius();
+ }
+
+ point_list nodes = obj.get_wgs84_nodes();
+ point_list normals = obj.get_normals();
+ point_list texcoords = obj.get_texcoords();
+
+ string material;
+ int_list vertex_index;
+ int_list tex_index;
+
+ // 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, lights );
+
+ object->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, lights );
+
+ object->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, lights );
+
+ object->addKid( leaf );
+ }
+
+ return object;
+}