/* ************************ Copyright Terrain Experts Inc. Terrain Experts Inc (TERREX) reserves all rights to this source code unless otherwise specified in writing by the President of TERREX. This copyright may be updated in the future, in which case that version supercedes this one. ------------------- Terrex Experts Inc. 4400 East Broadway #314 Tucson, AZ 85711 info@terrex.com Tel: (520) 323-7990 ************************ */ #include #include #include /* trpage_pparse.cpp This file contains classes that can parse a TerraPage archive for the purpose of printing it out. */ #include #include /* Set up the callbacks for the scene graph parser. In our case this is just one read helper with a switch statement. */ trpgPrintGraphParser::trpgPrintGraphParser(trpgPrintBuffer *inBuf) { printBuf = inBuf; // Register the readers AddCallback(TRPG_GEOMETRY,new ReadHelper(printBuf)); AddCallback(TRPG_GROUP,new ReadHelper(printBuf)); AddCallback(TRPG_ATTACH,new ReadHelper(printBuf)); AddCallback(TRPG_BILLBOARD,new ReadHelper(printBuf)); AddCallback(TRPG_LOD,new ReadHelper(printBuf)); AddCallback(TRPG_TRANSFORM,new ReadHelper(printBuf)); AddCallback(TRPG_MODELREF,new ReadHelper(printBuf)); AddCallback(TRPG_LAYER,new ReadHelper(printBuf)); AddCallback(TRPG_LIGHT,new ReadHelper(printBuf)); AddCallback(TRPGTILEHEADER,new ReadHelper(printBuf)); } /* Start Children is called when the parser hits a Push in the read buffer. We just want to indent further when that happens. */ bool trpgPrintGraphParser::StartChildren(void *) { printBuf->IncreaseIndent(); return true; } /* End Children is called when the parser hits a Pop in the read buffer. We just want to reduce the indent when that happens. */ bool trpgPrintGraphParser::EndChildren(void *) { printBuf->DecreaseIndent(); return true; } /* Read Helper parse method sets up the correct class depending on the token and asks it to read and print itself. */ void *trpgPrintGraphParser::ReadHelper::Parse(trpgToken tok,trpgReadBuffer &buf) { trpgReadWriteable *obj = NULL; switch (tok) { case TRPG_GEOMETRY: obj = new trpgGeometry(); break; case TRPG_GROUP: obj = new trpgGroup(); break; case TRPG_ATTACH: obj = new trpgAttach(); break; case TRPG_BILLBOARD: obj = new trpgBillboard(); break; case TRPG_LOD: obj = new trpgLod(); break; case TRPG_TRANSFORM: obj = new trpgTransform(); break; case TRPG_MODELREF: obj = new trpgModelRef(); break; case TRPG_LAYER: obj = new trpgLayer(); break; case TRPG_LIGHT: obj = new trpgLight(); break; case TRPGTILEHEADER: obj = new trpgTileHeader(); break; }; if (obj) { if (obj->Read(buf)) obj->Print(*pBuf); delete obj; } // Need to return non-zero. Otherwise it's interpreted as an error return (void *)1; } // The following routine is not compiled if there's no _splitpath #ifdef _splitpath /* This is a convenience function to print out the contents of an entire TerraPage archive. There are two versions of this function. The first takes a file name and the second an opened archive where the header has already been read. */ bool trpgPrintArchive(char *filename,trpgPrintBuffer &pBuf,int flags) { trpgr_Archive archive; // Break path apart so we can find the directory char drive[100],dir[1024],fname[1024],ext[1024]; _splitpath(filename,drive,dir,fname,ext); char rname[1024],baseDir[1024]; sprintf(baseDir,"%s%s",drive,dir); sprintf(rname,"%s%s",fname,ext); if (!*baseDir) strcpy(baseDir,"."); archive.SetDirectory(baseDir); if (!archive.OpenFile(rname)) { fprintf(stdout,"Failed to open archive.\n"); return false; } if (!archive.ReadHeader()) { fprintf(stdout,"Failed to read header.\n"); return false; } bool status = trpgPrintArchive(&archive,pBuff,flags); return status; } #endif bool trpgPrintArchive(trpgr_Archive *archive,trpgPrintBuffer &pBuf,int flags) { char ls[1024]; if (!archive->isValid()) return false; pBuf.prnLine("====Header Structures===="); // Print out the header portion archive->GetHeader()->Print(pBuf); archive->GetMaterialTable()->Print(pBuf); archive->GetTexTable()->Print(pBuf); archive->GetModelTable()->Print(pBuf); archive->GetTileTable()->Print(pBuf); archive->GetLightTable()->Print(pBuf); archive->GetRangeTable()->Print(pBuf); pBuf.prnLine(); // Now do the tiles if (!archive->isValid()) return false; // Parser that prints out a tile scene graph trpgPrintGraphParser parser(&pBuf); pBuf.prnLine("====Tile Data===="); int nl,x,y; trpgMemReadBuffer buf(archive->GetEndian()); // Iterate over the terrain lods int numLod; archive->GetHeader()->GetNumLods(numLod); trpg2iPoint tileSize; for (nl=0;nlGetHeader()->GetLodSize(nl,tileSize); // Iterate over the tiles for (x=tileSize.x-1;x>=0;x--) for (y=0;yReadTile(x,y,nl,buf)) { if (flags & TRPGPRN_BODY) { pBuf.IncreaseIndent(); // Parse it (also prints it parser.Parse(buf); pBuf.DecreaseIndent(); } } else pBuf.prnLine(" Couldn't read tile."); } } return true; }