# 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 <simgear/math/polar3d.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
-#include <simgear/misc/fgstream.hxx>
+#include <simgear/misc/sgstream.hxx>
#include <simgear/misc/stopwatch.hxx>
#include <simgear/misc/texcoord.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;
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 );
// set ssgState
state = newmat->get_state();
} else {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Ack! unknown usemtl name = " << "Ocean"
<< " in " << path );
}
double height = b.get_height();
double width = b.get_width();
- Point3D center = sgGeodToCart(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;
// cout << "center = " << center << endl;;
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() );
}
}
+#if defined ( PLIB_1_2_X )
static float fgTriArea( sgVec3 p0, sgVec3 p1, sgVec3 p2 ) {
/*
From comp.graph.algorithms FAQ
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,
// 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;
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_DEBUG, "Cannot open file: " << path );
- FG_LOG( FG_TERRAIN, FG_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 );
return NULL;
}
in >> scenery_version;
// cout << "scenery_version = " << scenery_version << endl;
if ( scenery_version > 0.4 ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ 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"
if ( ! shared_done ) {
// sanity check
if ( (int)nodes.size() != vncount ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Tile has mismatched nodes = " << nodes.size()
<< " and normals = " << vncount << " : "
<< path );
file += material;
cout << "current file = " << file << endl;
if ( ! material_lib.add_item( file ) ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ 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 ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ SG_LOG( SG_TERRAIN, SG_ALERT,
"Ack! bad on the fly materia create = "
<< material << " in " << path );
}
>> 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();
if ( is_base ) {
if ( coverage > 0.0 ) {
if ( coverage < 10000.0 ) {
- FG_LOG(FG_INPUT, FG_ALERT, "Light coverage is "
+ SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
<< coverage << ", pushing up to 10000");
coverage = 10000;
}
}
}
} else {
- FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in "
+ SG_LOG( SG_TERRAIN, SG_WARN, "Unknown token in "
<< path << " = " << token );
}
}
stopwatch.stop();
- FG_LOG( FG_TERRAIN, FG_DEBUG,
+ SG_LOG( SG_TERRAIN, SG_DEBUG,
"Loaded " << path << " in "
<< stopwatch.elapsedSeconds() << " seconds" );
file += material;
cout << "current file = " << file << endl;
if ( ! material_lib.add_item( file ) ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
+ 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 ) {
- FG_LOG( FG_TERRAIN, FG_ALERT,
- "Ack! bad on the fly materia create = "
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Ack! bad on the fly material create = "
<< material << " in " << path );
}
}
if ( calc_lights ) {
if ( coverage > 0.0 ) {
if ( coverage < 10000.0 ) {
- FG_LOG(FG_INPUT, FG_ALERT, "Light coverage is "
+ SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
<< coverage << ", pushing up to 10000");
coverage = 10000;
}
// 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;
}
-// 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 );
+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 result;
+ 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;
}