// -*-c++-*- /* * * VRML2 file converter for OpenSceneGraph. * * authors : Jan Ciger (jan.ciger@gmail.com), * Tolga Abaci (tolga.abaci@gmail.com), * Bruno Herbelin (bruno.herbelin@gmail.com) * * (c) VRlab EPFL, Switzerland, 2004-2006 * * Gino van den Bergen, DTECTA (gino@dtecta.com) * */ #include "ReaderWriterVRML2.h" #include #include #if defined(_MSC_VER) # pragma warning(disable: 4250) # pragma warning(disable: 4290) # pragma warning(disable: 4800) #endif #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // Register with Registry to instantiate the above reader/writer. REGISTER_OSGPLUGIN(vrml, ReaderWriterVRML2) osgDB::ReaderWriter::ReadResult ReaderWriterVRML2::readNode(const std::string &fname, const Options* opt) const { std::string fileName = osgDB::findDataFile(fname, opt); if (fileName.empty()) return ReadResult::FILE_NOT_FOUND; // convert possible Windows backslashes to Unix slashes // OpenVRML doesn't like backslashes, even on Windows std::string unixFileName = osgDB::convertFileNameToUnixStyle(fileName); #ifdef WIN32 if(unixFileName[1] == ':') // absolute path fileName = "file:///" + unixFileName; #else if(unixFileName[0] == '/') // absolute path fileName = "file://" + unixFileName; #endif else // relative path fileName = unixFileName; std::fstream null; openvrml::browser *browser = new openvrml::browser(null, null); std::vector parameter; std::vector vuri; vuri.push_back(fileName); browser->load_url(vuri, parameter); std::vector< openvrml::node_ptr > mfn; mfn = browser->root_nodes(); if (mfn.size() == 0) { return ReadResult::FILE_NOT_HANDLED; } else { osg::ref_ptr osg_root = new osg::MatrixTransform(osg::Matrix( 1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 0, 0, 1)); osgDB::getDataFilePathList().push_front(osgDB::getFilePath(unixFileName)); for (unsigned i = 0; i < mfn.size(); i++) { openvrml::node *vrml_node = mfn[i].get(); osg_root->addChild(convertFromVRML(vrml_node).get()); } osgDB::getDataFilePathList().pop_front(); return osg_root.get(); } } osg::ref_ptr ReaderWriterVRML2::convertFromVRML(openvrml::node *obj) const { std::string name = obj->id(); static int osgLightNum = 0; //light // std::cout << obj->type.id << " Node " << " ["<< name <<']' << std::endl; if (obj->type.id == "Group") // Group node { openvrml::vrml97_node::group_node *vrml_group; vrml_group = dynamic_cast(obj); osg::ref_ptr osg_group = new osg::Group; try { const openvrml::field_value &fv = obj->field("children"); if ( fv.type() == openvrml::field_value::mfnode_id ) { const openvrml::mfnode &mfn = dynamic_cast(fv); for (unsigned i = 0; i < mfn.value.size(); i++) { openvrml::node *node = mfn.value[i].get(); osg_group->addChild(convertFromVRML(node).get()); } } } catch (openvrml::unsupported_interface&) { // no children } return osg_group.get(); } else if (obj->type.id == "Transform") // Handle transforms { openvrml::vrml97_node::transform_node *vrml_transform; vrml_transform = dynamic_cast(obj); openvrml::mat4f vrml_m = vrml_transform->transform(); osg::ref_ptr osg_m = new osg::MatrixTransform(osg::Matrix(vrml_m[0][0], vrml_m[0][1], vrml_m[0][2], vrml_m[0][3], vrml_m[1][0], vrml_m[1][1], vrml_m[1][2], vrml_m[1][3], vrml_m[2][0], vrml_m[2][1], vrml_m[2][2], vrml_m[2][3], vrml_m[3][0], vrml_m[3][1], vrml_m[3][2], vrml_m[3][3])); try { const openvrml::field_value &fv = obj->field("children"); if ( fv.type() == openvrml::field_value::mfnode_id ) { const openvrml::mfnode &mfn = dynamic_cast(fv); for (unsigned i = 0; i < mfn.value.size(); i++) { openvrml::node *node = mfn.value[i].get(); osg_m->addChild(convertFromVRML(node).get()); } } } catch (openvrml::unsupported_interface&) { // no children } return osg_m.get(); } else if (obj->type.id == "Shape") // Handle Shape node { osg::ref_ptr osg_geom; // parse the geometry { const openvrml::field_value &fv = obj->field("geometry"); if (fv.type() == openvrml::field_value::sfnode_id) { const openvrml::sfnode &sfn = dynamic_cast(fv); // is it indexed_face_set_node ? openvrml::vrml97_node::abstract_geometry_node* vrml_geom = static_cast(sfn.value.get()->to_geometry()); if (openvrml::vrml97_node::indexed_face_set_node *vrml_ifs = dynamic_cast(vrml_geom)) { osg_geom = convertVRML97IndexedFaceSet(vrml_ifs); } else if (openvrml::vrml97_node::box_node* vrml_box = dynamic_cast(vrml_geom)) { osg_geom = convertVRML97Box(vrml_box); } else if (openvrml::vrml97_node::sphere_node* vrml_sphere = dynamic_cast(vrml_geom)) { osg_geom = convertVRML97Sphere(vrml_sphere); } else if (openvrml::vrml97_node::cone_node* vrml_cone = dynamic_cast(vrml_geom)) { osg_geom = convertVRML97Cone(vrml_cone); } else if (openvrml::vrml97_node::cylinder_node* vrml_cylinder = dynamic_cast(vrml_geom)) { osg_geom = convertVRML97Cylinder(vrml_cylinder); } else { // other geometry types not handled yet } } } osg::ref_ptr osg_geode = new osg::Geode(); osg_geode->addDrawable(osg_geom.get()); osg::StateSet *osg_stateset = osg_geode->getOrCreateStateSet(); osg::ref_ptr osg_mat = new osg::Material(); osg_stateset->setAttributeAndModes(osg_mat.get()); osg_mat->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE); // parse the appearance { const openvrml::field_value &fv = obj->field("appearance"); if (fv.type() == openvrml::field_value::sfnode_id) { const openvrml::sfnode &sfn = dynamic_cast(fv); // std::cerr << "FV->sfnode OK" << std::endl << std::flush; openvrml::vrml97_node::appearance_node* vrml_app = static_cast(sfn.value.get()->to_appearance()); const openvrml::node_ptr &vrml_material_node = vrml_app->material(); const openvrml::node_ptr &vrml_texture_node = vrml_app->texture(); const openvrml::vrml97_node::material_node *vrml_material = dynamic_cast(vrml_material_node.get()); // std::cerr << "sfnode->Material OK" << std::endl << std::flush; if (vrml_material != NULL) { osg_mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->ambient_intensity(), vrml_material->ambient_intensity(), vrml_material->ambient_intensity(), 1.0)); osg_mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->diffuse_color().r(), vrml_material->diffuse_color().g(), vrml_material->diffuse_color().b(), 1.0)); osg_mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->emissive_color().r(), vrml_material->emissive_color().g(), vrml_material->emissive_color().b(), 1.0)); osg_mat->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(vrml_material->specular_color().r(), vrml_material->specular_color().g(), vrml_material->specular_color().b(), 1.0)); osg_mat->setShininess(osg::Material::FRONT_AND_BACK, vrml_material->shininess() ); if (vrml_material->transparency() > 0.0f) { osg_mat->setTransparency(osg::Material::FRONT_AND_BACK, vrml_material->transparency()); osg_stateset->setMode(GL_BLEND, osg::StateAttribute::ON); osg_stateset->setAttribute(new osg::Depth(osg::Depth::LESS, 0.0, 1.0, false)); // GvdB: transparent objects do not write depth osg_stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); } else { osg_stateset->setMode(GL_BLEND, osg::StateAttribute::OFF); osg_stateset->setRenderingHint(osg::StateSet::OPAQUE_BIN); } osg_stateset->setAttributeAndModes(osg_mat.get()); } const openvrml::vrml97_node::image_texture_node *vrml_texture = dynamic_cast(vrml_texture_node.get()); // std::cerr << "TextureNode -> ImageTexture OK" << std::endl << std::flush; // if texture is provided if (vrml_texture != 0) { const openvrml::field_value &texture_url_fv = vrml_texture->field("url"); const openvrml::mfstring &mfs = dynamic_cast(texture_url_fv); // std::cerr << "Texture URL FV -> mfstring OK" << std::endl << std::flush; const std::string &url = mfs.value[0]; osg::ref_ptr image = osgDB::readRefImageFile(url); if (image != 0) { osg::ref_ptr texture = new osg::Texture2D; texture->setImage(image.get()); // defaults texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT); texture->setWrap(osg::Texture::WRAP_R, osg::Texture::REPEAT); texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT); // get the real texture wrapping parameters (if any) try { const openvrml::field_value &wrap_fv = vrml_texture->field("repeatS"); const openvrml::sfbool &sfb = dynamic_cast(wrap_fv); if (!sfb.value) { texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP); } } catch (...) { // nothing specified } try { const openvrml::field_value &wrap_fv = vrml_texture->field("repeatT"); const openvrml::sfbool &sfb = dynamic_cast(wrap_fv); if (!sfb.value) { texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP); } } catch (...) { // nothing specified } osg_stateset->setTextureAttributeAndModes(0, texture.get()); //osg_stateset->setMode(GL_BLEND,osg::StateAttribute::ON); //bhbn } else { std::cerr << "texture file " << url << " not found !" << std::endl << std::flush; } } } } return osg_geode.get(); } else { return 0; } /* } else if(obj->type.id == "DirectionalLight") // Handle lights { osg::Group* lightGroup = new osg::Group; openvrml::vrml97_node::directional_light_node *vrml_light; vrml_light = dynamic_cast(obj); // create light with global params osg::Light* myLight = new osg::Light; myLight->setLightNum(osgLightNum); myLight->setAmbient(osg::Vec4(vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity())); float osgR = vrml_light->color().r()*vrml_light->intensity(); float osgG = vrml_light->color().g()*vrml_light->intensity(); float osgB = vrml_light->color().b()*vrml_light->intensity(); myLight->setDiffuse(osg::Vec4(osgR, osgG, osgB, 1.0f)); myLight->setSpecular(osg::Vec4(osgR, osgG, osgB, 1.0f)); // configure light as DIRECTIONAL openvrml::sfvec3f &dir = vrml_light->direction_; myLight->setDirection(osg::Vec3(dir.value[0],dir.value[1],dir.value[2])); myLight->setPosition(osg::Vec4(dir.value[0],dir.value[1],dir.value[2], 0.0f)); // add the light in the scenegraph osg::LightSource* lightS = new osg::LightSource; lightS->setLight(myLight); if (vrml_light->on()) { lightS->setLocalStateSetModes(osg::StateAttribute::ON); //lightS->setStateSetModes(*rootStateSet,osg::StateAttribute::ON); } lightGroup->addChild(lightS); osgLightNum++; return lightGroup; } else if(obj->type.id == "PointLight") // Handle lights { osg::Group* lightGroup = new osg::Group; openvrml::vrml97_node::point_light_node *vrml_light; vrml_light = dynamic_cast(obj); // create light with global params osg::Light* myLight = new osg::Light; myLight->setLightNum(osgLightNum); //std::cout<<"lightnum = "<location_; myLight->setPosition(osg::Vec4(pos.value[0], pos.value[1], pos.value[2], 1.0f)); myLight->setAmbient(osg::Vec4(vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity())); float osgR = vrml_light->color().r()*vrml_light->intensity(); float osgG = vrml_light->color().g()*vrml_light->intensity(); float osgB = vrml_light->color().b()*vrml_light->intensity(); myLight->setDiffuse(osg::Vec4(osgR, osgG, osgB, 1.0f)); myLight->setSpecular(osg::Vec4(osgR, osgG, osgB, 1.0f)); // configure light as POINT myLight->setDirection(osg::Vec3(0.f,0.f,0.f)); // add the light in the scenegraph osg::LightSource* lightS = new osg::LightSource; lightS->setLight(myLight); if (vrml_light->on()) { lightS->setLocalStateSetModes(osg::StateAttribute::ON); //lightS->setStateSetModes(*rootStateSet,osg::StateAttribute::ON); } lightGroup->addChild(lightS); osgLightNum++; return lightGroup; } else if(obj->type.id == "SpotLight") // Handle lights { osg::Group* lightGroup = new osg::Group; openvrml::vrml97_node::spot_light_node *vrml_light; vrml_light = dynamic_cast(obj); // create light with global params osg::Light* myLight = new osg::Light; myLight->setLightNum(osgLightNum); myLight->setPosition(osg::Vec4(0.0f, 0.0f, 0.0f, 1.0f)); myLight->setAmbient(osg::Vec4(vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity(),vrml_light->ambient_intensity())); float osgR = vrml_light->color().r()*vrml_light->intensity(); float osgG = vrml_light->color().g()*vrml_light->intensity(); float osgB = vrml_light->color().b()*vrml_light->intensity(); myLight->setDiffuse(osg::Vec4(osgR, osgG, osgB, 1.0f)); myLight->setSpecular(osg::Vec4(osgR, osgG, osgB, 1.0f)); // configure light as SPOT openvrml::sfvec3f &dir = vrml_light->direction_; myLight->setDirection(osg::Vec3(dir.value[0],dir.value[1],dir.value[2])); // The cutOff value in osg ranges from 0 to 90, we need // to divide by 2 to avoid openGL error. // myLight->setSpotCutoff(ls.fallsize/2.0f); // The bigger the differens is between fallsize and hotsize // the bigger the exponent should be. // float diff = ls.fallsize - ls.hotsize; // myLight->setSpotExponent(diff); // add the light in the scenegraph osg::LightSource* lightS = new osg::LightSource; lightS->setLight(myLight); if (vrml_light->on()) { lightS->setLocalStateSetModes(osg::StateAttribute::ON); //lightS->setStateSetModes(*rootStateSet,osg::StateAttribute::ON); } lightGroup->addChild(lightS); osgLightNum++; return lightGroup; } else { return NULL; } */ }