From ba8f62a5404a3bd11c1f7035d892156654d0024e Mon Sep 17 00:00:00 2001 From: curt Date: Fri, 5 Jan 2001 01:07:10 +0000 Subject: [PATCH] Added support for loading binary object files. --- src/Objects/obj.cxx | 283 ++++++++++++++++++++++++++++++++------------ 1 file changed, 207 insertions(+), 76 deletions(-) diff --git a/src/Objects/obj.cxx b/src/Objects/obj.cxx index 3a5524454..8be1c426a 100644 --- a/src/Objects/obj.cxx +++ b/src/Objects/obj.cxx @@ -38,6 +38,7 @@ // #endif #include +#include #include STL_STRING #include // STL @@ -73,25 +74,6 @@ static double normals[FG_MAX_NODES][3]; static double tex_coords[FG_MAX_NODES*3][3]; -#if 0 -// given three points defining a triangle, calculate the normal -static void calc_normal(Point3D p1, Point3D p2, - Point3D p3, sgVec3 normal) -{ - sgVec3 v1, v2; - - v1[0] = p2[0] - p1[0]; v1[1] = p2[1] - p1[1]; v1[2] = p2[2] - p1[2]; - v2[0] = p3[0] - p1[0]; v2[1] = p3[1] - p1[1]; v2[2] = p3[2] - p1[2]; - - sgVectorProductVec3( normal, v1, v2 ); - sgNormalizeVec3( normal ); - - // fgPrintf( FG_TERRAIN, FG_DEBUG, " Normal = %.2f %.2f %.2f\n", - // normal[0], normal[1], normal[2]); -} -#endif - - #define FG_TEX_CONSTANT 69.0 // Calculate texture coordinates for a given point. @@ -294,24 +276,6 @@ static float fgTriArea( sgVec3 p0, sgVec3 p1, sgVec3 p2 ) { } -#if 0 -// this works too, but Norman claims fgTriArea() is more efficient :-) -static double triangle_area_3d( float *p1, float *p2, float *p3 ) { - // Heron's formula: A^2 = s(s-a)(s-b)(s-c) where A is the area, - // a,b,c are the side lengths, s=(a+b+c)/2. In R^3 you can compute - // the lengths of the sides with the distance formula, of course. - - double a = sgDistanceVec3( p1, p2 ); - double b = sgDistanceVec3( p2, p3 ); - double c = sgDistanceVec3( p3, p1 ); - - double s = (a + b + c) / 2.0; - - return sqrt( s * ( s - a ) * ( s - b ) * ( s - c ) ); -} -#endif - - static void random_pt_inside_tri( float *res, float *n1, float *n2, float *n3 ) { @@ -376,9 +340,9 @@ static void gen_random_surface_points( ssgLeaf *leaf, ssgVertexArray *lights, } -// Load a .obj file -ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, - ssgVertexArray *lights, const bool is_base) +// Load an Ascii obj file +static ssgBranch *fgAsciiObjLoad( const string& path, FGTileEntry *t, + ssgVertexArray *lights, const bool is_base) { FGNewMat *newmat = NULL; string material; @@ -419,7 +383,7 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path ); FG_LOG( FG_TERRAIN, FG_ALERT, "default to ocean tile: " << path ); - return fgGenTile( path, t ); + return NULL; } shading = globals->get_options()->get_shading(); @@ -802,41 +766,6 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, } gen_random_surface_points(leaf, lights, coverage); } -// // generate lighting -// if ( material == "Urban" || material == "BuiltUpCover" ) { -// gen_random_surface_points( leaf, lights, 100000.0 ); -// } else if ( material == "EvergreenBroadCover" || -// material == "Default" || material == "Island" || -// material == "SomeSort" || -// material == "DeciduousBroadCover" || -// material == "EvergreenNeedleCover" || -// material == "DeciduousNeedleCover" ) { -// gen_random_surface_points( leaf, lights, 10000000.0 ); -// } else if ( material == "Road") { -// gen_random_surface_points( leaf, lights, 10000.0); -// } else if ( material == "MixedForestCover" ) { -// gen_random_surface_points( leaf, lights, 5000000.0 ); -// } else if ( material == "WoodedTundraCover" || -// material == "BareTundraCover" || -// material == "HerbTundraCover" || -// material == "MixedTundraCover" || -// material == "Marsh" || -// material == "HerbWetlandCover" || -// material == "WoodedWetlandCover" ) { -// gen_random_surface_points( leaf, lights, 20000000.0 ); -// } else if ( material == "ShrubCover" || -// material == "ShrubGrassCover" ) { -// gen_random_surface_points( leaf, lights, 4000000.0 ); -// } else if ( material == "GrassCover" || -// material == "SavannaCover" ) { -// gen_random_surface_points( leaf, lights, 4000000.0 ); -// } else if ( material == "MixedCropPastureCover" || -// material == "IrrCropPastureCover" || -// material == "DryCropPastureCover" || -// material == "CropGrassCover" || -// material == "CropWoodCover" ) { -// gen_random_surface_points( leaf, lights, 2000000.0 ); -// } } } else { FG_LOG( FG_TERRAIN, FG_WARN, "Unknown token in " @@ -866,7 +795,209 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, // if ( globals->get_options()->get_clouds() ) { // fgGenCloudTile(path, t, tile); // } + 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 ) +{ + double tex_width = 1000.0, tex_height = 1000.0; + ssgSimpleState *state = NULL; + float 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 ); + + sgVec4 color; + sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 ); + cl->add( color ); + + sgVec2 tmp2; + sgVec3 tmp3; + int i; + for ( i = 0; i < size; ++i ) { + Point3D 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 ); + + Point3D texcoord = texcoords[ tex_index[i] ]; + sgSetVec2( tmp2, texcoord[0], texcoord[1] ); + tl -> add( tmp2 ); + } + + cout << "before leaf create" << endl; + ssgLeaf *leaf = new ssgVtxTable ( ty, vl, nl, tl, cl ); + cout << "after leaf create" << endl; + + // lookup the state record + cout << "looking up material = " << endl; + cout << material << endl; + cout << "'" << endl; + + FGNewMat *newmat = material_lib.find( material ); + if ( newmat == NULL ) { + // see if this is an on the fly texture + string file = path; + int pos = file.rfind( "/" ); + file = file.substr( 0, pos ); + cout << "current file = " << file << endl; + file += "/"; + file += material; + cout << "current file = " << file << endl; + if ( ! material_lib.add_item( file ) ) { + FG_LOG( FG_TERRAIN, FG_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 = " + << material << " in " << path ); + } + } + } + + if ( newmat != NULL ) { + // set the texture width and height values for this + // material + tex_width = newmat->get_xsize(); + tex_height = newmat->get_ysize(); + state = newmat->get_state(); + coverage = newmat->get_light_coverage(); + // cout << "(w) = " << tex_width << " (h) = " + // << tex_width << endl; + } else { + coverage = -1; + } + + leaf->setState( state ); + + if ( calc_lights ) { + if ( coverage > 0.0 ) { + if ( coverage < 10000.0 ) { + FG_LOG(FG_INPUT, FG_ALERT, "Light coverage is " + << coverage << ", pushing up to 10000"); + coverage = 10000; + } + gen_random_surface_points(leaf, lights, coverage); + } + } + + return leaf; +} + + +// Load an Binary obj file +static ssgBranch *fgBinObjLoad( const string& path, FGTileEntry *t, + ssgVertexArray *lights, const bool is_base) +{ + int i; + + Point3D gbs_center; + float gbs_radius; + + point_list offset_nodes; offset_nodes.clear(); + point_list normals; normals.clear(); + point_list texcoords; texcoords.clear(); + + // allocate and initialize triangle group structures + group_list tris_v; group_list tris_tc; string_list tri_materials; + tris_v.clear(); tris_tc.clear(); tri_materials.clear(); + + group_list strips_v; group_list strips_tc; string_list strip_materials; + strips_v.clear(); strips_tc.clear(); strip_materials.clear(); + + group_list fans_v; group_list fans_tc; string_list fan_materials; + fans_v.clear(); fans_tc.clear(); fan_materials.clear(); + + bool result = sgReadBinObj( path, gbs_center, &gbs_radius, + offset_nodes, normals, texcoords, + tris_v, tris_tc, tri_materials, + strips_v, strips_tc, strip_materials, + fans_v, fans_tc, fan_materials ); + + if ( !result ) { + return NULL; + } + + cout << "fans size = " << fans_v.size() << " fan_mats size = " << + fan_materials.size() << endl; + + ssgBranch *object = new ssgBranch(); + object->setName( (char *)path.c_str() ); + + if ( is_base && t != NULL ) { + // reference point (center offset/bounding sphere) + t->center = gbs_center; + t->bounding_radius = gbs_radius; + } + + // generate triangles + for ( i = 0; i < (int)tris_v.size(); ++i ) { + ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLES, tri_materials[i], + offset_nodes, normals, texcoords, + tris_v[i], tris_tc[i], + is_base, lights ); + + object->addKid( leaf ); + } + + // generate strips + for ( i = 0; i < (int)strips_v.size(); ++i ) { + ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_STRIP, strip_materials[i], + offset_nodes, normals, texcoords, + strips_v[i], strips_tc[i], + is_base, lights ); + + object->addKid( leaf ); + } + + // generate fans + for ( i = 0; i < (int)fans_v.size(); ++i ) { + ssgLeaf *leaf = gen_leaf( path, GL_TRIANGLE_FAN, fan_materials[i], + offset_nodes, normals, texcoords, + fans_v[i], fans_tc[i], + is_base, lights ); + + object->addKid( leaf ); + } + + return object; +} + + +// Load an obj file +ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, + ssgVertexArray *lights, const bool is_base) +{ + ssgBranch *result; + + // 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; +} -- 2.39.5