Moved low level "tg" format object loader code over to SimGear.

This commit is contained in:
curt 2003-05-28 20:59:11 +00:00
parent 5ed0ce79ab
commit 009ed26fd2
3 changed files with 537 additions and 0 deletions

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@ -7,12 +7,14 @@ noinst_HEADERS =
include_HEADERS = \
apt_signs.hxx \
leaf.hxx \
obj.hxx \
pt_lights.hxx \
userdata.hxx
libsgtgdb_a_SOURCES = \
apt_signs.cxx \
leaf.cxx \
obj.cxx \
pt_lights.cxx \
userdata.cxx

470
simgear/scene/tgdb/obj.cxx Normal file
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@ -0,0 +1,470 @@
// 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 - curt@infoplane.com
//
// 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 <config.h>
// #endif
#include <simgear/compiler.h>
#include STL_STRING
#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);
// Generate an ocean tile
bool fgGenTile( 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 = calc_tex_coords( 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 lon_deg, lat_rad, lat_deg, alt_m, sl_radius_m;
Point3D geoc = sgCartToPolar3d(*center);
lon_deg = geoc.lon() * SGD_RADIANS_TO_DEGREES;
sgGeocToGeod(geoc.lat(), geoc.radius(),
&lat_rad, &alt_m, &sl_radius_m);
lat_deg = lat_rad * SGD_RADIANS_TO_DEGREES;
// 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_deg * SGD_DEGREES_TO_RADIANS);
data->cos_lat = cos(lat_deg * SGD_DEGREES_TO_RADIANS);
data->sin_lon = sin(lon_deg * SGD_DEGREES_TO_RADIANS);
data->cos_lon = cos(lon_deg * SGD_DEGREES_TO_RADIANS);
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 fgBinObjLoad( const string& path, const bool is_base,
Point3D *center,
double *bounding_radius,
SGMaterialLib *matlib,
bool use_random_objects,
ssgBranch* geometry,
ssgBranch* rwy_lights,
ssgBranch* taxi_lights,
ssgVertexArray *ground_lights )
{
SGBinObject obj;
if ( ! obj.read_bin( path ) ) {
return false;
}
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" ) {
sgVec3 up;
sgSetVec3( 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].substr(0, 16) == "RWY_BLUE_TAXIWAY" ) {
taxi_lights->addKid( branch );
} else {
rwy_lights->addKid( branch );
}
} else {
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 );
geometry->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);
}
// generate 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 ) {
ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLES, matlib,
tri_materials[i],
nodes, normals, texcoords,
tris_v[i], tris_n[i], tris_tc[i],
is_base, ground_lights );
if ( use_random_objects ) {
SGMaterial *mat = matlib->find( tri_materials[i] );
if ( mat == NULL ) {
SG_LOG( SG_INPUT, SG_ALERT,
"Unknown material for random surface objects = "
<< tri_materials[i] );
} else {
gen_random_surface_objects( leaf, random_object_branch,
center, mat );
}
}
geometry->addKid( leaf );
}
// generate strips
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 ) {
ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_STRIP,
matlib, strip_materials[i],
nodes, normals, texcoords,
strips_v[i], strips_n[i], strips_tc[i],
is_base, ground_lights );
if ( use_random_objects ) {
SGMaterial *mat = matlib->find( strip_materials[i] );
if ( mat == NULL ) {
SG_LOG( SG_INPUT, SG_ALERT,
"Unknown material for random surface objects = "
<< strip_materials[i] );
} else {
gen_random_surface_objects( leaf, random_object_branch,
center, mat );
}
}
geometry->addKid( leaf );
}
// generate fans
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 ) {
ssgLeaf *leaf = sgMakeLeaf( path, GL_TRIANGLE_FAN,
matlib, fan_materials[i],
nodes, normals, texcoords,
fans_v[i], fans_n[i], fans_tc[i],
is_base, ground_lights );
if ( use_random_objects ) {
SGMaterial *mat = matlib->find( fan_materials[i] );
if ( mat == NULL ) {
SG_LOG( SG_INPUT, SG_ALERT,
"Unknown material for random surface objects = "
<< fan_materials[i] );
} else {
gen_random_surface_objects( leaf, random_object_branch,
center, mat );
}
}
geometry->addKid( leaf );
}
return true;
}

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@ -0,0 +1,65 @@
// obj.hxx -- routines to handle loading scenery and building the plib
// scene graph.
//
// Written by Curtis Olson, started October 1997.
//
// Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
//
// 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_OBJ_HXX
#define _SG_OBJ_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#include <simgear/compiler.h>
#include STL_STRING
#include <plib/ssg.h> // plib include
#include <simgear/math/point3d.hxx>
SG_USING_STD(string);
class SGBucket;
class SGMaterialLib;
// Load a 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* rwy_lights,
ssgBranch* taxi_lights,
ssgVertexArray *ground_lights );
// Generate an ocean tile
bool sgGenTile( const string& path, SGBucket b,
Point3D *center, double *bounding_radius,
SGMaterialLib *matlib, ssgBranch* geometry );
#endif // _SG_OBJ_HXX