}
-#if defined ( PLIB_1_2_X )
-static float fgTriArea( sgVec3 p0, sgVec3 p1, sgVec3 p2 ) {
- /*
- From comp.graph.algorithms FAQ
- 2A(P) = abs(N.(sum_{i=0}^{n-1}(v_i x v_{i+1})))
- */
- sgVec3 sum;
- sgZeroVec3( sum );
-
- sgVec3 norm;
- sgMakeNormal( norm, p0, p1, p2 );
-
- float *vv[3];
- vv[0] = p0;
- vv[1] = p1;
- vv[2] = p2;
-
- for( int i=0; i<3; i++ ) {
- int ii = (i+1) % 3;
- sum[0] += (vv[i][1] * vv[ii][2] - vv[i][2] * vv[ii][1]) ;
- sum[1] += (vv[i][2] * vv[ii][0] - vv[i][0] * vv[ii][2]) ;
- sum[2] += (vv[i][0] * vv[ii][1] - vv[i][1] * vv[ii][0]) ;
- }
-
- return( sgAbs(sgScalarProductVec3( norm, sum )) * SG_HALF );
-}
-#else
-# define fgTriArea(p0,p1,p2) sgTriArea(p0,p1,p2)
-#endif
-
-
static void random_pt_inside_tri( float *res,
float *n1, float *n2, float *n3 )
{
// generate a repeatable random seed
p1 = leaf->getVertex( 0 );
- unsigned int *seed = (unsigned int *)p1;
- sg_srandom( *seed );
+ 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 = fgTriArea( p1, p2, p3 );
+ double area = sgTriArea( p1, p2, p3 );
double num = area / factor;
// generate a light point for each unit of area
// Load an Ascii obj file
-static ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
+ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t,
ssgVertexArray *lights, const bool is_base)
{
FGNewMat *newmat = NULL;
while ( ! in.eof() ) {
#endif
-#if defined( macintosh ) || defined( _MSC_VER )
in >> ::skipws;
-#else
- in >> skipws;
-#endif
if ( in.get( c ) && c == '#' ) {
// process a comment line
// read all subsequent numbers until next thing isn't a number
while ( true ) {
-#if defined( macintosh ) || defined( _MSC_VER )
in >> ::skipws;
-#else
- in >> skipws;
-#endif
char c;
in.get(c);
// eat white space before start of while loop so if we are
// done with useful input it is noticed before hand.
-#if defined( macintosh ) || defined( _MSC_VER )
in >> ::skipws;
-#else
- in >> skipws;
-#endif
}
}
}
-static 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 )
+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;
newmat = material_lib.find( material );
if ( newmat == NULL ) {
SG_LOG( SG_TERRAIN, SG_ALERT,
- "Ack! bad on the fly materia create = "
+ "Ack! bad on the fly material create = "
<< material << " in " << path );
}
}
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;
// Load an Binary obj file
-static ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
- ssgVertexArray *lights, const bool is_base)
+ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
+ ssgVertexArray *lights, const bool is_base)
{
int i;
return object;
}
-
-
-// Load an obj file
-ssgBranch *fgObjLoad( const string& path, FGTileEntry *t,
- ssgVertexArray *lights, const bool is_base)
-{
- ssgBranch *result = NULL;
-
- // try loading binary format
- result = fgBinObjLoad( path, t, lights, is_base );
- if ( result == NULL ) {
- // next try the older ascii format
- result = fgAsciiObjLoad( path, t, lights, is_base );
- if ( result == NULL ) {
- // default to an ocean tile
- result = fgGenTile( path, t );
- }
- }
-
- return result;
-}