ssgSimpleState *state = NULL;
ssgBranch *tile = new ssgBranch () ;
+ if ( !tile ) {
+ SG_LOG( SG_TERRAIN, SG_ALERT, "fgGenTile(): NO MEMORY" );
+ return NULL;
+ }
+
tile -> setName ( (char *)path.c_str() ) ;
double tex_width = 1000.0;
Point3D rad[4];
int i;
for ( i = 0; i < 4; ++i ) {
- rad[i] = Point3D( geod[i].x() * SGD_DEGREES_TO_RADIANS, geod[i].y() * SGD_DEGREES_TO_RADIANS,
- geod[i].z() );
+ 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];
// Calculate normals
Point3D normals[4];
for ( i = 0; i < 4; ++i ) {
- normals[i] = cart[i];
- double length = normals[i].distance3D( Point3D(0.0) );
- normals[i] /= length;
+ 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();
- for ( i = 0; i < 4; ++i ) {
- geod_nodes.push_back( geod[i] );
- }
int_list rectangle;
rectangle.clear();
for ( i = 0; i < 4; ++i ) {
+ geod_nodes.push_back( geod[i] );
rectangle.push_back( i );
}
point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
}
-#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
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;
}
}
center = t->center;
- StopWatch stopwatch;
- stopwatch.start();
+ // StopWatch stopwatch;
+ // stopwatch.start();
// ignore initial comments and blank lines. (priming the pump)
// in >> skipcomment;
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
}
}
t->nodes = nodes;
}
- stopwatch.stop();
- SG_LOG( SG_TERRAIN, SG_DEBUG,
- "Loaded " << path << " in "
- << stopwatch.elapsedSeconds() << " seconds" );
+ // stopwatch.stop();
+ // SG_LOG( SG_TERRAIN, SG_DEBUG,
+ // "Loaded " << path << " in "
+ // << stopwatch.elapsedSeconds() << " seconds" );
return tile;
}
-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;
coverage = -1;
}
- int size = node_index.size();
- ssgVertexArray *vl = new ssgVertexArray( size );
- ssgNormalArray *nl = new ssgNormalArray( size );
- ssgTexCoordArray *tl = new ssgTexCoordArray( size );
- ssgColourArray *cl = new ssgColourArray( 1 );
+ // cout << "before list allocs" << endl;
- sgVec4 color;
- sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
- cl->add( color );
+ // cout << "before vl, size = " << size << endl;
+ // cout << "before nl" << endl;
+ // cout << "before tl" << endl;
+ // cout << "before cl" << endl;
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 ) {
- Point3D node = nodes[ node_index[i] ];
+ 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 );
+ // 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 ) {
+ for ( i = 0; i < size; ++i ) {
+ normal = normals[ node_index[i] ];
+ sgSetVec3( tmp3, normal[0], normal[1], normal[2] );
+ nl -> add( tmp3 );
+ }
+ }
- Point3D texcoord = texcoords[ tex_index[i] ];
+ // 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);
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 );
+ }
}
// cout << "before leaf create" << endl;
// Load an Binary obj file
ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t,
- ssgVertexArray *lights, const bool is_base)
+ ssgVertexArray *lights, const bool is_base)
{
int i;
}
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();
int_list vertex_index;
int_list tex_index;
+ // 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, lights );
+
+ object->addKid( leaf );
+ }
+
// generate triangles
string_list tri_materials = obj.get_tri_materials();
group_list tris_v = obj.get_tris_v();
return object;
}
-
-
-ssgBranch *gen_taxi_sign( const string path, const string content ) {
- // for demo purposes we assume each element (letter) is 1x1 meter.
- // Sign is placed 0.25 meters above the ground
-
- ssgBranch *object = new ssgBranch();
- object->setName( (char *)content.c_str() );
-
- double offset = content.length() / 2.0;
-
- for ( unsigned int i = 0; i < content.length(); ++i ) {
- string material;
-
- char item = content[i];
- if ( item == '<' ) {
- material = "ArrowL.rgb";
- } else if ( item == '>' ) {
- material = "ArrowR.rgb";
- } else if ( item >= 'A' && item <= 'Z' ) {
- material = "Letter";
- material += item;
- material += ".rgb";
- } else if ( item >= 'a' && item <= 'z' ) {
- int tmp = item - 'a';
- char c = 'A' + tmp;
- material = "Black";
- material += c;
- material += ".rgb";
- } else {
- cout << "Unknown taxi sign code = '" << item << "' !!!!" << endl;
- return NULL;
- }
-
- point_list nodes; nodes.clear();
- point_list normals; normals.clear();
- point_list texcoords; texcoords.clear();
- int_list vertex_index; vertex_index.clear();
- int_list tex_index; tex_index.clear();
-
- nodes.push_back( Point3D( -offset + i, 0, 0.25 ) );
- nodes.push_back( Point3D( -offset + i + 1, 0, 0.25 ) );
- nodes.push_back( Point3D( -offset + i, 0, 1.25 ) );
- nodes.push_back( Point3D( -offset + i + 1, 0, 1.25 ) );
-
- normals.push_back( Point3D( 0, -1, 0 ) );
- normals.push_back( Point3D( 0, -1, 0 ) );
- normals.push_back( Point3D( 0, -1, 0 ) );
- normals.push_back( Point3D( 0, -1, 0 ) );
-
- texcoords.push_back( Point3D( 0, 0, 0 ) );
- texcoords.push_back( Point3D( 1, 0, 0 ) );
- texcoords.push_back( Point3D( 0, 1, 0 ) );
- texcoords.push_back( Point3D( 1, 1, 0 ) );
-
- vertex_index.push_back( 0 );
- vertex_index.push_back( 1 );
- vertex_index.push_back( 2 );
- vertex_index.push_back( 3 );
-
- tex_index.push_back( 0 );
- tex_index.push_back( 1 );
- tex_index.push_back( 2 );
- tex_index.push_back( 3 );
-
- ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
- nodes, normals, texcoords,
- vertex_index, tex_index,
- false, NULL );
-
- object->addKid( leaf );
- }
-
- return object;
-}
-
-
-ssgBranch *gen_runway_sign( const string path, const string name ) {
- // for demo purposes we assume each element (letter) is 1x1 meter.
- // Sign is placed 0.25 meters above the ground
-
- ssgBranch *object = new ssgBranch();
- object->setName( (char *)name.c_str() );
-
- double width = name.length() / 3.0;
-
- string material = name + ".rgb";
-
- point_list nodes; nodes.clear();
- point_list normals; normals.clear();
- point_list texcoords; texcoords.clear();
- int_list vertex_index; vertex_index.clear();
- int_list tex_index; tex_index.clear();
-
- nodes.push_back( Point3D( -width, 0, 0.25 ) );
- nodes.push_back( Point3D( width + 1, 0, 0.25 ) );
- nodes.push_back( Point3D( -width, 0, 1.25 ) );
- nodes.push_back( Point3D( width + 1, 0, 1.25 ) );
-
- normals.push_back( Point3D( 0, -1, 0 ) );
- normals.push_back( Point3D( 0, -1, 0 ) );
- normals.push_back( Point3D( 0, -1, 0 ) );
- normals.push_back( Point3D( 0, -1, 0 ) );
-
- texcoords.push_back( Point3D( 0, 0, 0 ) );
- texcoords.push_back( Point3D( 1, 0, 0 ) );
- texcoords.push_back( Point3D( 0, 1, 0 ) );
- texcoords.push_back( Point3D( 1, 1, 0 ) );
-
- vertex_index.push_back( 0 );
- vertex_index.push_back( 1 );
- vertex_index.push_back( 2 );
- vertex_index.push_back( 3 );
-
- tex_index.push_back( 0 );
- tex_index.push_back( 1 );
- tex_index.push_back( 2 );
- tex_index.push_back( 3 );
-
- ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, material,
- nodes, normals, texcoords,
- vertex_index, tex_index,
- false, NULL );
-
- object->addKid( leaf );
-
- return object;
-}