// 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 - http://www.flightgear.org/~curt // // 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 #include STL_STRING #include #include #include #include #include #include #include #include #include #include #include "obj.hxx" SG_USING_STD(string); SG_USING_STD(list); struct Leaf { GLenum type; int index; }; // Generate an ocean tile bool sgGenTile( 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 = sgCalcTexCoords( 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 xyz[3], lon_rad, lat_rad, alt_m; xyz[0] = center->x(); xyz[1] = center->y(); xyz[2] = center->z(); sgCartToGeod(xyz, &lat_rad, &lon_rad, &alt_m); // 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_rad); data->cos_lat = cos(lat_rad); data->sin_lon = sin(lon_rad); data->cos_lon = cos(lon_rad); 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 sgBinObjLoad( const string& path, const bool is_base, Point3D *center, double *bounding_radius, SGMaterialLib *matlib, bool use_random_objects, ssgBranch *geometry, ssgBranch *vasi_lights, ssgBranch *rwy_lights, ssgBranch *taxi_lights, ssgVertexArray *ground_lights ) { SGBinObject obj; if ( ! obj.read_bin( path ) ) { return false; } ssgBranch *local_terrain = new ssgBranch; local_terrain->setName( "LocalTerrain" ); geometry->addKid( local_terrain ); 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" ) { // airport environment lighting sgdVec3 up; sgdSetVec3( 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] == "RWY_VASI_LIGHTS" ) { vasi_lights->addKid( branch ); } else if ( pt_materials[i] == "RWY_BLUE_TAXIWAY_LIGHTS" || pt_materials[i] == "RWY_GREEN_TAXIWAY_LIGHTS" ) { taxi_lights->addKid( branch ); } else { rwy_lights->addKid( branch ); } } else { // other geometry 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 ); local_terrain->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); } typedef map > LeafMap; LeafMap leafMap; Leaf leaf; leaf.type = GL_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++ ) { leaf.index = i; leafMap[ tri_materials[i] ].push_back( leaf ); } leaf.type = GL_TRIANGLE_STRIP; 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++ ) { leaf.index = i; leafMap[ strip_materials[i] ].push_back( leaf ); } leaf.type = GL_TRIANGLE_FAN; 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++ ) { leaf.index = i; leafMap[ fan_materials[i] ].push_back( leaf ); } LeafMap::iterator lmi = leafMap.begin(); while ( lmi != leafMap.end() ) { list &leaf_list = lmi->second; list::iterator li = leaf_list.begin(); while ( li != leaf_list.end() ) { Leaf &leaf = *li; int ind = leaf.index; if ( leaf.type == GL_TRIANGLES ) { ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLES, matlib, tri_materials[ind], nodes, normals, texcoords, tris_v[ind], tris_n[ind], tris_tc[ind], is_base, ground_lights ); if ( use_random_objects ) { SGMaterial *mat = matlib->find( tri_materials[ind] ); if ( mat == NULL ) { SG_LOG( SG_INPUT, SG_ALERT, "Unknown material for random surface objects = " << tri_materials[ind] ); } else { gen_random_surface_objects( leaf, random_object_branch, center, mat ); } } local_terrain->addKid( leaf ); } else if ( leaf.type == GL_TRIANGLE_STRIP ) { ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_STRIP, matlib, strip_materials[ind], nodes, normals, texcoords, strips_v[ind], strips_n[ind], strips_tc[ind], is_base, ground_lights ); if ( use_random_objects ) { SGMaterial *mat = matlib->find( strip_materials[ind] ); if ( mat == NULL ) { SG_LOG( SG_INPUT, SG_ALERT, "Unknown material for random surface objects = " << strip_materials[ind] ); } else { gen_random_surface_objects( leaf, random_object_branch, center, mat ); } } local_terrain->addKid( leaf ); } else { ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_FAN, matlib, fan_materials[ind], nodes, normals, texcoords, fans_v[ind], fans_n[ind], fans_tc[ind], is_base, ground_lights ); if ( use_random_objects ) { SGMaterial *mat = matlib->find( fan_materials[ind] ); if ( mat == NULL ) { SG_LOG( SG_INPUT, SG_ALERT, "Unknown material for random surface objects = " << fan_materials[ind] ); } else { gen_random_surface_objects( leaf, random_object_branch, center, mat ); } } local_terrain->addKid( leaf ); } ++li; } ++lmi; } return true; }