--- /dev/null
+// obj.cxx -- routines to handle loading scenery and building the plib
+// scene graph.
+//
+// Written by Curtis Olson, started October 1997.
+//
+// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+
+
+// #ifdef HAVE_CONFIG_H
+// # include <config.h>
+// #endif
+
+#include <simgear/compiler.h>
+
+#include STL_STRING
+
+#include <simgear/bucket/newbucket.hxx>
+#include <simgear/io/sg_binobj.hxx>
+#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/sg_types.hxx>
+#include <simgear/misc/texcoord.hxx>
+#include <simgear/scene/material/mat.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/tgdb/leaf.hxx>
+#include <simgear/scene/tgdb/pt_lights.hxx>
+#include <simgear/scene/tgdb/userdata.hxx>
+
+#include "obj.hxx"
+
+SG_USING_STD(string);
+
+
+// Generate an ocean tile
+bool fgGenTile( const string& path, SGBucket b,
+ Point3D *center, double *bounding_radius,
+ SGMaterialLib *matlib, ssgBranch* geometry )
+{
+ ssgSimpleState *state = NULL;
+
+ geometry->setName( (char *)path.c_str() );
+
+ double tex_width = 1000.0;
+ // double tex_height;
+
+ // find Ocean material in the properties list
+ SGMaterial *mat = matlib->find( "Ocean" );
+ if ( mat != NULL ) {
+ // set the texture width and height values for this
+ // material
+ tex_width = mat->get_xsize();
+ // tex_height = newmat->get_ysize();
+
+ // set ssgState
+ state = mat->get_state();
+ } else {
+ SG_LOG( SG_TERRAIN, SG_ALERT,
+ "Ack! unknown usemtl name = " << "Ocean"
+ << " in " << path );
+ }
+
+ // Calculate center point
+ double clon = b.get_center_lon();
+ double clat = b.get_center_lat();
+ double height = b.get_height();
+ double width = b.get_width();
+
+ *center = sgGeodToCart( Point3D(clon*SGD_DEGREES_TO_RADIANS,
+ clat*SGD_DEGREES_TO_RADIANS,
+ 0.0) );
+ // cout << "center = " << center << endl;;
+
+ // Caculate corner vertices
+ Point3D geod[4];
+ geod[0] = Point3D( clon - width/2.0, clat - height/2.0, 0.0 );
+ geod[1] = Point3D( clon + width/2.0, clat - height/2.0, 0.0 );
+ geod[2] = Point3D( clon + width/2.0, clat + height/2.0, 0.0 );
+ geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
+
+ 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() );
+ }
+
+ 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;
+ }
+
+ // Calculate bounding radius
+ *bounding_radius = center->distance3D( cart[0] );
+ // cout << "bounding radius = " << t->bounding_radius << endl;
+
+ // 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;
+ }
+
+ // 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 );
+ }
+ point_list texs = calc_tex_coords( b, geod_nodes, rectangle,
+ 1000.0 / tex_width );
+
+ // Allocate ssg structure
+ ssgVertexArray *vl = new ssgVertexArray( 4 );
+ ssgNormalArray *nl = new ssgNormalArray( 4 );
+ ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
+ ssgColourArray *cl = new ssgColourArray( 1 );
+
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+
+ // sgVec3 *vtlist = new sgVec3 [ 4 ];
+ // t->vec3_ptrs.push_back( vtlist );
+ // sgVec3 *vnlist = new sgVec3 [ 4 ];
+ // t->vec3_ptrs.push_back( vnlist );
+ // sgVec2 *tclist = new sgVec2 [ 4 ];
+ // t->vec2_ptrs.push_back( tclist );
+
+ 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,
+ normals[i].x(), normals[i].y(), normals[i].z() );
+ nl->add( tmp3 );
+
+ sgSetVec2( tmp2, texs[i].x(), texs[i].y());
+ tl->add( tmp2 );
+ }
+
+ ssgLeaf *leaf =
+ new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
+
+ leaf->setState( state );
+
+ geometry->addKid( leaf );
+
+ return true;
+}
+
+
+/**
+ * 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)
+{
+ sgLeafUserData * data = (sgLeafUserData *)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)
+{
+ sgLeafUserData * data = (sgLeafUserData *)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,
+ SGMaterial *mat )
+{
+ // If the surface has no triangles, return
+ // now.
+ int num_tris = leaf->getNumTriangles();
+ if (num_tris < 1)
+ 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);
+
+ sgLeafUserData * data = new sgLeafUserData;
+ 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 sgDummyBSphereEntity(leaf->getBSphere()->getRadius()));
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Scenery loaders.
+////////////////////////////////////////////////////////////////////////
+
+// Load an Binary obj file
+bool fgBinObjLoad( const string& path, const bool is_base,
+ Point3D *center,
+ double *bounding_radius,
+ SGMaterialLib *matlib,
+ bool use_random_objects,
+ ssgBranch* geometry,
+ ssgBranch* rwy_lights,
+ ssgBranch* taxi_lights,
+ ssgVertexArray *ground_lights )
+{
+ SGBinObject obj;
+
+ if ( ! obj.read_bin( path ) ) {
+ return false;
+ }
+
+ geometry->setName( (char *)path.c_str() );
+
+ // reference point (center offset/bounding sphere)
+ *center = obj.get_gbs_center();
+ *bounding_radius = obj.get_gbs_radius();
+
+ 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 tex_index;
+
+ group_list::size_type i;
+
+ // generate points
+ 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" ) {
+ sgVec3 up;
+ sgSetVec3( up, center->x(), center->y(), center->z() );
+ // returns a transform -> lod -> leaf structure
+ ssgBranch *branch = sgMakeDirectionalLights( nodes, normals,
+ pts_v[i], pts_n[i],
+ matlib,
+ pt_materials[i], up );
+ if ( pt_materials[i].substr(0, 16) == "RWY_BLUE_TAXIWAY" ) {
+ taxi_lights->addKid( branch );
+ } else {
+ rwy_lights->addKid( branch );
+ }
+ } else {
+ material = pt_materials[i];
+ tex_index.clear();
+ ssgLeaf *leaf = sgMakeLeaf( path, GL_POINTS, matlib, material,
+ nodes, normals, texcoords,
+ pts_v[i], pts_n[i], tex_index,
+ false, ground_lights );
+ 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 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 = sgMakeLeaf( path, GL_TRIANGLES, matlib,
+ tri_materials[i],
+ nodes, normals, texcoords,
+ tris_v[i], tris_n[i], tris_tc[i],
+ is_base, ground_lights );
+
+ if ( use_random_objects ) {
+ SGMaterial *mat = matlib->find( tri_materials[i] );
+ if ( mat == NULL ) {
+ SG_LOG( SG_INPUT, SG_ALERT,
+ "Unknown material for random surface objects = "
+ << tri_materials[i] );
+ } else {
+ gen_random_surface_objects( leaf, random_object_branch,
+ center, mat );
+ }
+ }
+ geometry->addKid( leaf );
+ }
+
+ // generate strips
+ 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 = sgMakeLeaf( path, GL_TRIANGLE_STRIP,
+ matlib, strip_materials[i],
+ nodes, normals, texcoords,
+ strips_v[i], strips_n[i], strips_tc[i],
+ is_base, ground_lights );
+
+ if ( use_random_objects ) {
+ SGMaterial *mat = matlib->find( strip_materials[i] );
+ if ( mat == NULL ) {
+ SG_LOG( SG_INPUT, SG_ALERT,
+ "Unknown material for random surface objects = "
+ << strip_materials[i] );
+ } else {
+ gen_random_surface_objects( leaf, random_object_branch,
+ center, mat );
+ }
+ }
+ geometry->addKid( leaf );
+ }
+
+ // generate fans
+ 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 = sgMakeLeaf( path, GL_TRIANGLE_FAN,
+ matlib, fan_materials[i],
+ nodes, normals, texcoords,
+ fans_v[i], fans_n[i], fans_tc[i],
+ is_base, ground_lights );
+ if ( use_random_objects ) {
+ SGMaterial *mat = matlib->find( fan_materials[i] );
+ if ( mat == NULL ) {
+ SG_LOG( SG_INPUT, SG_ALERT,
+ "Unknown material for random surface objects = "
+ << fan_materials[i] );
+ } else {
+ gen_random_surface_objects( leaf, random_object_branch,
+ center, mat );
+ }
+ }
+
+ geometry->addKid( leaf );
+ }
+
+ return true;
+}