From: curt Date: Wed, 28 May 2003 20:59:11 +0000 (+0000) Subject: Moved low level "tg" format object loader code over to SimGear. X-Git-Url: https://git.mxchange.org/?a=commitdiff_plain;h=009ed26fd24e3ebf36a281abec41beb4bfb05ead;p=simgear.git Moved low level "tg" format object loader code over to SimGear. --- diff --git a/simgear/scene/tgdb/Makefile.am b/simgear/scene/tgdb/Makefile.am index 39513c33..91a62853 100644 --- a/simgear/scene/tgdb/Makefile.am +++ b/simgear/scene/tgdb/Makefile.am @@ -7,12 +7,14 @@ noinst_HEADERS = include_HEADERS = \ apt_signs.hxx \ leaf.hxx \ + obj.hxx \ pt_lights.hxx \ userdata.hxx libsgtgdb_a_SOURCES = \ apt_signs.cxx \ leaf.cxx \ + obj.cxx \ pt_lights.cxx \ userdata.cxx diff --git a/simgear/scene/tgdb/obj.cxx b/simgear/scene/tgdb/obj.cxx new file mode 100644 index 00000000..385398b7 --- /dev/null +++ b/simgear/scene/tgdb/obj.cxx @@ -0,0 +1,470 @@ +// 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 +// #endif + +#include + +#include STL_STRING + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#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())); +} + + + +//////////////////////////////////////////////////////////////////////// +// 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; +} diff --git a/simgear/scene/tgdb/obj.hxx b/simgear/scene/tgdb/obj.hxx new file mode 100644 index 00000000..b1b26978 --- /dev/null +++ b/simgear/scene/tgdb/obj.hxx @@ -0,0 +1,65 @@ +// obj.hxx -- 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. +// +// $Id$ + + +#ifndef _SG_OBJ_HXX +#define _SG_OBJ_HXX + + +#ifndef __cplusplus +# error This library requires C++ +#endif + + +#include + +#include STL_STRING + +#include // plib include + +#include + +SG_USING_STD(string); + +class SGBucket; +class SGMaterialLib; + + +// Load a Binary obj file +bool sgBinObjLoad( 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 ); + +// Generate an ocean tile +bool sgGenTile( const string& path, SGBucket b, + Point3D *center, double *bounding_radius, + SGMaterialLib *matlib, ssgBranch* geometry ); + + +#endif // _SG_OBJ_HXX