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simgear/simgear/io/sg_binobj.hxx
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/**
* \file sg_binobj.hxx
* Routines to read and write the low level (binary) simgear 3d object format.
*/
// Written by Curtis Olson, started January 2000.
//
// Copyright (C) 2000 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.
//
// $Id$
#ifndef _SG_BINOBJ_HXX
#define _SG_BINOBJ_HXX
#include <plib/sg.h>
#include <simgear/compiler.h>
#include <simgear/constants.h>
#include <simgear/math/sg_types.hxx>
#include <simgear/bucket/newbucket.hxx>
#include <stdio.h>
#include <time.h>
#include <list>
#include STL_STRING
/** STL Structure used to store object information */
typedef vector < int_list > group_list;
typedef group_list::iterator group_list_iterator;
typedef group_list::const_iterator const_group_list_iterator;
/** Magic Number for our file format */
#define SG_FILE_MAGIC_NUMBER ( ('S'<<24) + ('G'<<16) + SG_BINOBJ_VERSION )
/**
* A class to manipulate the simgear 3d object format.
* This class provides functionality to both read and write the binary format.
*
* Here is a really quick overview of the file syntax:
*
* - scenery-file: magic, nobjects, object+
*
* - magic: "TG" + version
*
* - object: obj_typecode, nproperties, nelements, property+, element+
*
* - element: nbytes, BYTE+
*
* - property: prop_typecode, nbytes, BYTE+
*
* - obj_typecode: bounding sphere | vertices | normals | texcoords |
* points | triangles | fans | strips
*
* - prop_typecode: material_name | ???
*
* - nelements: SHORT (Gives us 65536 which ought to be enough, right?)
*
* - nproperties: SHORT
*
* - *_typecode: CHAR
*
* - nbytes: INTEGER (If we used short here that would mean 65536 bytes = 16384
* floats = 5461 vertices which is not enough for future
* growth)
*
* - vertex: FLOAT, FLOAT, FLOAT
*/
class SGBinObject {
unsigned short version;
Point3D gbs_center;
float gbs_radius;
point_list wgs84_nodes; // vertex list
point_list colors; // color list
point_list normals; // normal list
point_list texcoords; // texture coordinate list
group_list pts_v; // points vertex index
group_list pts_n; // points normal index
group_list pts_c; // points color index
group_list pts_tc; // points texture coordinate index
string_list pt_materials; // points materials
group_list tris_v; // triangles vertex index
group_list tris_n; // triangles normal index
group_list tris_c; // triangles color index
group_list tris_tc; // triangles texture coordinate index
string_list tri_materials; // triangles materials
group_list strips_v; // tristrips vertex index
group_list strips_n; // tristrips normal index
group_list strips_c; // tristrips color index
group_list strips_tc; // tristrips texture coordinate index
string_list strip_materials;// tristrips materials
group_list fans_v; // fans vertex index
group_list fans_n; // fans normal index
group_list fans_c; // fans color index
group_list fans_tc; // fans texture coordinate index
string_list fan_materials; // fans materials
public:
inline unsigned short get_version() const { return version; }
inline const Point3D& get_gbs_center() const { return gbs_center; }
inline void set_gbs_center( const Point3D& p ) { gbs_center = p; }
inline float get_gbs_radius() const { return gbs_radius; }
inline void set_gbs_radius( float r ) { gbs_radius = r; }
inline const point_list& get_wgs84_nodes() const { return wgs84_nodes; }
inline void set_wgs84_nodes( const point_list& n ) { wgs84_nodes = n; }
inline const point_list& get_colors() const { return colors; }
inline void set_colors( const point_list& c ) { colors = c; }
inline const point_list& get_normals() const { return normals; }
inline void set_normals( const point_list& n ) { normals = n; }
inline const point_list& get_texcoords() const { return texcoords; }
inline void set_texcoords( const point_list& t ) { texcoords = t; }
inline const group_list& get_pts_v() const { return pts_v; }
inline void set_pts_v( const group_list& g ) { pts_v = g; }
inline const group_list& get_pts_n() const { return pts_n; }
inline void set_pts_n( const group_list& g ) { pts_n = g; }
inline const group_list& get_pts_c() const { return pts_c; }
inline void set_pts_c( const group_list& g ) { pts_c = g; }
inline const group_list& get_pts_tc() const { return pts_tc; }
inline void set_pts_tc( const group_list& g ) { pts_tc = g; }
inline const string_list& get_pt_materials() const { return pt_materials; }
inline void set_pt_materials( const string_list& s ) { pt_materials = s; }
inline const group_list& get_tris_v() const { return tris_v; }
inline void set_tris_v( const group_list& g ) { tris_v = g; }
inline const group_list& get_tris_n() const { return tris_n; }
inline void set_tris_n( const group_list& g ) { tris_n = g; }
inline const group_list& get_tris_c() const { return tris_c; }
inline void set_tris_c( const group_list& g ) { tris_c = g; }
inline const group_list& get_tris_tc() const { return tris_tc; }
inline void set_tris_tc( const group_list& g ) { tris_tc = g; }
inline const string_list& get_tri_materials() const { return tri_materials; }
inline void set_tri_materials( const string_list& s ) { tri_materials = s; }
inline const group_list& get_strips_v() const { return strips_v; }
inline void set_strips_v( const group_list& g ) { strips_v = g; }
inline const group_list& get_strips_n() const { return strips_n; }
inline void set_strips_n( const group_list& g ) { strips_n = g; }
inline const group_list& get_strips_c() const { return strips_c; }
inline void set_strips_c( const group_list& g ) { strips_c = g; }
inline const group_list& get_strips_tc() const { return strips_tc; }
inline void set_strips_tc( const group_list& g ) { strips_tc = g; }
inline const string_list& get_strip_materials() const { return strip_materials; }
inline void set_strip_materials( const string_list& s ) { strip_materials = s; }
inline const group_list& get_fans_v() const { return fans_v; }
inline void set_fans_v( const group_list& g ) { fans_v = g; }
inline const group_list& get_fans_n() const { return fans_n; }
inline void set_fans_n( const group_list& g ) { fans_n = g; }
inline const group_list& get_fans_c() const { return fans_c; }
inline void set_fans_c( const group_list& g ) { fans_c = g; }
inline const group_list& get_fans_tc() const { return fans_tc; }
inline void set_fans_tc( const group_list& g ) { fans_tc = g; }
inline const string_list& get_fan_materials() const { return fan_materials; }
inline void set_fan_materials( const string_list& s ) { fan_materials = s; }
/**
* Read a binary file object and populate the provided structures.
* @param file input file name
* @return result of read
*/
bool read_bin( const string& file );
/**
* Write out the structures to a binary file. We assume that the
* groups come to us sorted by material property. If not, things
* don't break, but the result won't be as optimal.
* @param base name of output path
* @param name name of output file
* @param b bucket for object location
* @return result of write
*/
bool write_bin( const string& base, const string& name, const SGBucket& b );
/**
* Write out the structures to an ASCII file. We assume that the
* groups come to us sorted by material property. If not, things
* don't break, but the result won't be as optimal.
* @param base name of output path
* @param name name of output file
* @param b bucket for object location
* @return result of write
*/
bool write_ascii( const string& base, const string& name,
const SGBucket& b );
};
/**
* \relates SGBinObject
* Calculate the center of a list of points, by taking the halfway
* point between the min and max points.
* @param wgs84_nodes list of points in wgs84 coordinates
* @return center point
*/
Point3D sgCalcCenter( point_list& wgs84_nodes );
/**
* \relates SGBinObject
* Calculate the bounding sphere of a set of nodes.
* Center is the center of the tile and zero elevation.
* @param center center of our bounding radius
* @param wgs84_nodes list of points in wgs84 coordinates
* @return radius
*/
double sgCalcBoundingRadius( Point3D center, point_list& wgs84_nodes );
#endif // _SG_BINOBJ_HXX