Files
OpenSceneGraph/src/osgPlugins/dae/daeReader.h
Robert Osfield eab39329c5 From Roland Smeenk, "Attached you will find some changes to the dae plugin to improve light support.
-Changed the addition of lights to add the lightsource directly into the scenegraph (instead of below a switch node)
-All added lights are enabled in the root stateset and replace the head- or skylight.
 (if no lights are available the head- or skylight will remain active)
-Ambient in osg::LightModel is zeroed out. All ambient now comes from separate ambient only light sources.
-Lights can now be written properly
-Replaced strings by constants defined in the Collada DOM"
2009-05-18 15:21:57 +00:00

261 lines
8.2 KiB
Objective-C

/*
* Copyright 2006 Sony Computer Entertainment Inc.
*
* Licensed under the SCEA Shared Source License, Version 1.0 (the "License"); you may not use this
* file except in compliance with the License. You may obtain a copy of the License at:
* http://research.scea.com/scea_shared_source_license.html
*
* Unless required by applicable law or agreed to in writing, software distributed under the License
* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
* implied. See the License for the specific language governing permissions and limitations under the
* License.
*/
#ifndef _DAE_CONV_H_
#define _DAE_CONV_H_
#include <string>
#include <dae.h>
#include <dae/daeURI.h>
#include <dae/daeElement.h>
#include <dom/domCommon_color_or_texture_type.h>
#include <osg/Node>
#include <osg/Transform>
#include <osg/Notify>
#include <osg/PositionAttitudeTransform>
#include <osgDB/ReaderWriter>
#include <osgDB/FileNameUtils>
#include <osgDB/FileUtils>
#include <osgDB/Registry>
#include <osg/Material>
class domBind_material;
class domCamera;
//class domCommon_color_or_texture_type;
class domCommon_float_or_param_type;
class domGeometry;
class domInstance_controller;
class domInstance_geometry;
class domInstanceWithExtra;
class domLight;
class domLookat;
class domMatrix;
class domNode;
class domP;
class domProfile_COMMON;
class domScale;
class domSkew;
class domTranslate;
class domRotate;
class domVisual_scene;
#include <dom/domInputLocalOffset.h>
namespace osgdae {
class domSourceReader;
inline daeElement *getElementFromURI( daeURI &uri )
{
if ( uri.getState() == daeURI::uri_loaded || uri.getState() == daeURI::uri_pending ) {
uri.resolveElement();
}
return uri.getElement();
}
inline daeElement *getElementFromIDRef( daeIDRef &idref )
{
if ( idref.getState() == daeIDRef::id_loaded || idref.getState() == daeIDRef::id_pending ) {
idref.resolveElement();
}
return idref.getElement();
}
template< typename TInputArray, typename TInputType >
bool findInputSourceBySemantic( TInputArray& inputs, const char* semantic, daeElement *& element,
TInputType ** input = NULL, int unit = 0 )
{
element = NULL;
int count = 0;
for ( size_t i = 0; i < inputs.getCount(); i++ ) {
if ( !strcmp(semantic, inputs[i]->getSemantic()) ) {
if ( count == unit )
{
element = getElementFromURI( inputs[i]->getSource() );
*input = (TInputType*)inputs[i];
return true;
}
count++;
}
}
return false;
}
/// Convert string to value using it's stream operator
template <typename T>
T parseString(const std::string& valueAsString) {
std::stringstream str;
str << valueAsString;
T result;
str >> result;
return result;
}
inline osg::Vec3 parseVec3String(const std::string& valueAsString)
{
std::stringstream str;
str << valueAsString;
osg::Vec3 result;
str >> result.x() >> result.y() >> result.z();
return result;
}
inline osg::Matrix parseMatrixString(const std::string& valueAsString)
{
std::stringstream str;
str << valueAsString;
osg::Matrix result;
str >> result(0,0) >> result(1,0) >> result(2,0) >> result(3,0)
>> result(0,1) >> result(1,1) >> result(2,1) >> result(3,1)
>> result(0,2) >> result(1,2) >> result(2,2) >> result(3,2)
>> result(0,3) >> result(1,3) >> result(2,3) >> result(3,3);
return result;
}
/**
@class daeReader
@brief Read a OSG scene from a DAE file
*/
class daeReader {
public:
daeReader(DAE *dae_, bool strictTransparency = false);
virtual ~daeReader();
bool convert( const std::string &fileURI );
osg::Node* getRootNode() { return rootNode; }
// Additional Information
std::string m_AssetUnitName;
float m_AssetUnitMeter;
domUpAxisType m_AssetUp_axis;
// Texture unit useage
enum
{
AMBIENT_OCCLUSION_UNIT = 0,
MAIN_TEXTURE_UNIT,
TRANSPARENCY_MAP_UNIT
};
protected:
//scene processing
osg::Node* processVisualScene( domVisual_scene *scene );
osg::Node* processNode( domNode *node );
osg::Node* processOsgMatrixTransform( domNode *node );
//osg::Node* processInstance( domInstanceWithExtra *iwe );
// Processing of OSG specific info stored in node extras
osg::Node* processExtras(domNode *node);
void processNodeExtra(osg::Node* osgNode, domNode *node);
domTechnique* getOpenSceneGraphProfile(domExtra* extra);
void processAsset( domAsset *node );
osg::Node* processOsgSwitch(domTechnique* teq);
osg::Node* processOsgMultiSwitch(domTechnique* teq);
osg::Node* processOsgLOD(domTechnique* teq);
osg::Node* processOsgDOFTransform(domTechnique* teq);
osg::Node* processOsgSequence(domTechnique* teq);
//geometry processing
class ReaderGeometry : public osg::Geometry
{
public:
std::map<int, int> _TexcoordSetMap;
};
osg::Geode* processInstanceGeometry( domInstance_geometry *ig );
osg::Geode* processGeometry( domGeometry *geo );
osg::Geode* processInstanceController( domInstance_controller *ictrl );
typedef std::map< daeElement*, domSourceReader > SourceMap;
typedef std::map< int, osg::IntArray*, std::less<int> > IndexMap;
template< typename T >
void processSinglePPrimitive(osg::Geode* geode, T *group, SourceMap &sources, GLenum mode );
template< typename T >
void processMultiPPrimitive(osg::Geode* geode, T *group, SourceMap &sources, GLenum mode );
void processPolylist(osg::Geode* geode, domPolylist *group, SourceMap &sources );
void resolveArrays( domInputLocalOffset_Array &inputs, osg::Geometry *geom,
SourceMap &sources, IndexMap &index_map );
void processP( domP *p, osg::Geometry *&geom, IndexMap &index_map, osg::DrawArrayLengths* dal/*GLenum mode*/ );
//material/effect processing
void processBindMaterial( domBind_material *bm, domGeometry *geom, osg::Geode *geode, osg::Geode *cachedGeode );
void processMaterial(osg::StateSet *ss, domMaterial *mat );
void processEffect(osg::StateSet *ss, domEffect *effect );
void processProfileCOMMON(osg::StateSet *ss, domProfile_COMMON *pc );
bool processColorOrTextureType( domCommon_color_or_texture_type *cot,
osg::Material::ColorMode channel,
osg::Material *mat,
domCommon_float_or_param_type *fop = NULL,
osg::StateAttribute **sa = NULL,
bool normalizeShininess=false);
void processTransparencySettings( domCommon_transparent_type *ctt,
domCommon_float_or_param_type *pTransparency,
osg::StateSet *ss,
osg::Material *material,
xsNCName diffuseTextureName );
bool GetFloat4Param(xsNCName Reference, domFloat4 &f4);
bool GetFloatParam(xsNCName Reference, domFloat &f);
osg::StateAttribute *processTexture( domCommon_color_or_texture_type_complexType::domTexture *tex );
//scene objects
osg::Node* processLight( domLight *dlight );
osg::Node* processCamera( domCamera *dcamera );
protected:
DAE *dae;
osg::Node* rootNode;
osg::ref_ptr<osg::StateSet> _rootStateSet;
std::map<std::string,bool> _targetMap;
int m_numlights;
domInstance_effect *currentInstance_effect;
domEffect *currentEffect;
typedef std::map< domGeometry*, osg::ref_ptr<osg::Geode> > domGeometryGeodeMap;
typedef std::map< domMaterial*, osg::ref_ptr<osg::StateSet> > domMaterialStateSetMap;
typedef std::map< std::string, osg::ref_ptr<osg::StateSet> > MaterialStateSetMap;
/// Maps geometry to a Geode
domGeometryGeodeMap geometryMap;
// Maps material target to stateset
domMaterialStateSetMap materialMap;
// Maps material symbol to stateset
MaterialStateSetMap materialMap2;
enum AuthoringTool
{
UNKNOWN,
GOOGLE_SKETCHUP
};
AuthoringTool m_AuthoringTool;
bool m_StrictTransparency;
};
}
#endif