Files
simgear/simgear/scene/tgdb/obj.cxx
T
frohlich d3bacd0b73 Modified Files:
simgear/scene/material/mat.cxx
	simgear/scene/material/matlib.cxx simgear/scene/sky/cloud.cxx
	simgear/scene/sky/dome.cxx simgear/scene/sky/moon.cxx
	simgear/scene/sky/oursun.cxx simgear/scene/sky/sphere.cxx
	simgear/scene/sky/stars.cxx simgear/scene/tgdb/apt_signs.cxx
	simgear/scene/tgdb/leaf.cxx simgear/scene/tgdb/leaf.hxx
	simgear/scene/tgdb/obj.cxx simgear/scene/tgdb/pt_lights.cxx
	simgear/scene/util/SGDebugDrawCallback.hxx
	simgear/screen/Makefile.am: Use color arrays for every geode.
	Just use osg::Material instead of osg::Material and the associated
	mode.
2006-11-10 05:30:37 +00:00

503 lines
18 KiB
C++

// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include <simgear/compiler.h>
#include <list>
#include STL_STRING
#include <osg/StateSet>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Group>
#include <osg/LOD>
#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);
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, osg::Group* group )
{
osg::StateSet *state = 0;
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
osg::Vec3Array *vl = new osg::Vec3Array;
osg::Vec3Array *nl = new osg::Vec3Array;
osg::Vec2Array *tl = new osg::Vec2Array;
for ( i = 0; i < 4; ++i ) {
vl->push_back(osg::Vec3(rel[i].x(), rel[i].y(), rel[i].z()));
nl->push_back(osg::Vec3(normals[i].x(), normals[i].y(), normals[i].z()));
tl->push_back(osg::Vec2(texs[i].x(), texs[i].y()));
}
osg::Vec4Array* cl = new osg::Vec4Array;
cl->push_back(osg::Vec4(1, 1, 1, 1));
osg::Geometry* geometry = new osg::Geometry;
geometry->setVertexArray(vl);
geometry->setNormalArray(nl);
geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
geometry->setColorArray(cl);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
geometry->setTexCoordArray(0, tl);
geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_FAN, 0, vl->size()));
osg::Geode* geode = new osg::Geode;
geode->setName(path);
geode->addDrawable(geometry);
geode->setStateSet(state);
group->addChild(geode);
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 (osg::Node *leaf,
osg::Group *branch,
Point3D *center,
SGMaterial *mat )
{
// OSGFIXME
#if 0
// 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
osg::LOD * lod = new osg::LOD;
branch->addChild(lod);
// Create the in-range and out-of-range
// branches.
osg::Group * in_range = new osg::Group;
// osg::Group * out_of_range = new osg::Group;
lod->addChild(in_range, 0, 20000 /*OSGFIXME hardcoded visibility ???*/);
// lod->addChild(out_of_range, 20000, 1e30);
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);
// OSGFIXME: implement random objects to be loaded when in sight
// in_range->setTravCallback(SSG_CALLBACK_PRETRAV, leaf_in_range_callback);
// OSGFIXME: implement deletion of tiles that are no longer used
// out_of_range->setUserData(data);
// out_of_range->setTravCallback(SSG_CALLBACK_PRETRAV,
// leaf_out_of_range_callback);
// out_of_range
// ->addChild(new SGDummyBSphereEntity(leaf->getBSphere()->getRadius()));
#endif
}
////////////////////////////////////////////////////////////////////////
// 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,
osg::Group *geometry,
osg::Group *vasi_lights,
osg::Group *rwy_lights,
osg::Group *taxi_lights,
osg::Vec3Array *ground_lights )
{
SGBinObject obj;
if ( ! obj.read_bin( path ) ) {
return false;
}
osg::Group *local_terrain = new osg::Group;
local_terrain->setName( "LocalTerrain" );
geometry->addChild( local_terrain );
geometry->setName(path);
// 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
SGVec3d up(center->x(), center->y(), center->z());
// returns a transform -> lod -> leaf structure
osg::Node *branch = SGMakeDirectionalLights( nodes, normals,
pts_v[i], pts_n[i],
matlib,
pt_materials[i], up );
if ( pt_materials[i] == "RWY_VASI_LIGHTS" ) {
vasi_lights->addChild( branch );
} else if ( pt_materials[i] == "RWY_BLUE_TAXIWAY_LIGHTS"
|| pt_materials[i] == "RWY_GREEN_TAXIWAY_LIGHTS" )
{
taxi_lights->addChild( branch );
} else {
rwy_lights->addChild( branch );
}
} else {
// other geometry
material = pt_materials[i];
tex_index.clear();
osg::Node *leaf = SGMakeLeaf( path, GL_POINTS, matlib, material,
nodes, normals, texcoords,
pts_v[i], pts_n[i], tex_index,
false, ground_lights );
local_terrain->addChild( leaf );
}
}
// Put all randomly-placed objects under a separate branch
// (actually an ssgRangeSelector) named "random-models".
osg::Group * random_object_branch = 0;
if (use_random_objects) {
osg::LOD* object_lod = new osg::LOD;
object_lod->setName("random-models");
geometry->addChild(object_lod);
random_object_branch = new osg::Group;
// Maximum 20km range for random objects
object_lod->addChild(random_object_branch, 0, 20000);
}
typedef map<string,list<Leaf> > 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> &leaf_list = lmi->second;
list<Leaf>::iterator li = leaf_list.begin();
while ( li != leaf_list.end() ) {
Leaf &leaf = *li;
int ind = leaf.index;
if ( leaf.type == GL_TRIANGLES ) {
osg::Node *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->addChild( leaf );
} else if ( leaf.type == GL_TRIANGLE_STRIP ) {
osg::Node *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->addChild( leaf );
} else {
osg::Node *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->addChild( leaf );
}
++li;
}
++lmi;
}
return true;
}