Files
OpenSceneGraph/src/osgPlugins/txp/trpage_nodes.cpp
Robert Osfield 7a5053f81f From Trajce Nikolov, port of TXP plugin across to a pure PagedLOD based
pager, with a little assistance from Robert Osfield.
2003-12-22 06:27:17 +00:00

796 lines
14 KiB
C++

/* ************************
Copyright Terrain Experts Inc.
Terrain Experts Inc (TERREX) reserves all rights to this source code
unless otherwise specified in writing by the President of TERREX.
This copyright may be updated in the future, in which case that version
supercedes this one.
-------------------
Terrex Experts Inc.
4400 East Broadway #314
Tucson, AZ 85711
info@terrex.com
Tel: (520) 323-7990
************************
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
/* trpage_nodes.cpp
The methods for all the hierarchy nodes (e.g. groups, transforms, etc...)
is here.
You should only need to modify this if you want to add something to one
of these classes.
*/
#include <trpage_geom.h>
#include <trpage_read.h>
/* Write Group
Basic group.
*/
// Constructor
trpgGroup::trpgGroup()
{
name = 0;
Reset();
}
trpgGroup::~trpgGroup()
{
Reset();
}
// Reset
void trpgGroup::Reset()
{
numChild = 0;
id = -1;
if ( name ) {
delete [] name;
name = 0;
}
}
// Set functions
void trpgGroup::SetNumChild(int no)
{
numChild = no;
}
int trpgGroup::AddChild()
{
numChild++;
return numChild-1;
}
void trpgGroup::SetID(int inID)
{
id = inID;
}
void trpgGroup::SetName(const char* newname )
{
if ( name ) {
delete [] name;
name = 0;
}
if (newname) {
if ( strlen(newname) ) {
name = new char[strlen(newname)+1];
strcpy(name,newname);
}
}
}
// Get methods
const char* trpgGroup::GetName(void) const
{
return name;
}
bool trpgGroup::GetNumChild(int &n) const
{
if (!isValid()) return false;
n = numChild;
return true;
}
bool trpgGroup::GetID(int &inID) const
{
if (!isValid()) return false;
inID = id;
return true;
}
// Validity check
bool trpgGroup::isValid() const
{
if (numChild <= 0) return false;
if (id < 0) return false;
return true;
}
// Write group
bool trpgGroup::Write(trpgWriteBuffer &buf)
{
if (!isValid())
return false;
buf.Begin(TRPG_GROUP);
buf.Add(numChild);
buf.Add(id);
if ( name && strlen(name) ) {
buf.Add(name);
}
buf.End();
return true;
}
// Read group
bool trpgGroup::Read(trpgReadBuffer &buf)
{
try {
buf.Get(numChild);
if (numChild < 0) throw 1;
buf.Get(id);
if (id < 0) throw 1;
if ( !buf.isEmpty() ) {
char nm[1024] = {0};
buf.Get(nm,1024);
SetName(nm);
}
}
catch (...) {
return false;
}
return isValid();
}
/* Write Billboard
Represents rotational billboarded geometry.
*/
// Constructor
trpgBillboard::trpgBillboard()
{
name = 0;
Reset();
}
trpgBillboard::~trpgBillboard()
{
Reset();
}
// Reset function
void trpgBillboard::Reset()
{
id = -1;
mode = Axial;
type = Group;
axis = trpg3dPoint(0,0,1);
center = trpg3dPoint(0,0,0);
numChild = 0;
if ( name ) {
delete [] name;
name = 0;
}
}
// Set functions
void trpgBillboard::SetCenter(const trpg3dPoint &pt)
{
center = pt;
valid = true;
}
void trpgBillboard::SetMode(int m)
{
mode = m;
}
void trpgBillboard::SetAxis(const trpg3dPoint &pt)
{
axis = pt;
}
void trpgBillboard::SetType(int t)
{
type = t;
}
// Get methods
bool trpgBillboard::GetCenter(trpg3dPoint &pt) const
{
if (!isValid()) return false;
pt = center;
return true;
}
bool trpgBillboard::GetMode(int &m) const
{
if (!isValid()) return false;
m = mode;
return true;
}
bool trpgBillboard::GetAxis(trpg3dPoint &pt) const
{
if (!isValid()) return false;
pt = axis;
return true;
}
bool trpgBillboard::GetType(int &t) const
{
if (!isValid()) return false;
t = type;
return true;
}
// Write billboard
bool trpgBillboard::Write(trpgWriteBuffer &buf)
{
if (!isValid())
return false;
buf.Begin(TRPG_BILLBOARD);
buf.Add(numChild);
buf.Add(id);
buf.Add((uint8)type);
buf.Add((uint8)mode);
buf.Add(center);
buf.Add(axis);
if ( name && strlen(name) ) {
buf.Add(name);
}
buf.End();
return true;
}
// Read billboard
bool trpgBillboard::Read(trpgReadBuffer &buf)
{
uint8 uChar;
try {
buf.Get(numChild);
buf.Get(id);
buf.Get(uChar); type = uChar;
buf.Get(uChar); mode = uChar;
buf.Get(center);
buf.Get(axis);
if ( !buf.isEmpty() ) {
char nm[1024] = {0};
buf.Get(nm,1024);
SetName(nm);
}
}
catch (...) {
return false;
}
return isValid();
}
/* Write Level of Detail
Represents LOD information.
*/
// Constructor
trpgLod::trpgLod()
{
name = 0;
Reset();
}
trpgLod::~trpgLod()
{
Reset();
}
// Reset function
void trpgLod::Reset()
{
id = -1;
numRange = 0;
center = trpg3dPoint(0,0,0);
switchIn = switchOut = width = 0;
rangeIndex = -1;
valid = true;
if ( name ) {
delete [] name;
name = 0;
}
}
// Set functions
void trpgLod::SetCenter(const trpg3dPoint &pt)
{
center = pt;
valid = true;
}
void trpgLod::SetNumChild(int no)
{
if (no < 0)
return;
numRange = no;
}
void trpgLod::SetLOD(double in,double out,double wid)
{
switchIn = in;
switchOut = out;
width = wid;
}
void trpgLod::SetID(int inID)
{
id = inID;
}
void trpgLod::SetName(const char* newname )
{
if ( name ) {
delete [] name;
name = 0;
}
if (newname) {
if ( strlen(newname) ) {
name = new char[strlen(newname)+1];
strcpy(name,newname);
}
}
}
void trpgLod::SetRangeIndex(int ri)
{
rangeIndex = ri;
}
// Get methods
const char* trpgLod::GetName(void) const
{
return name;
}
// Get functions
bool trpgLod::GetCenter(trpg3dPoint &pt) const
{
if (!isValid()) return false;
pt = center;
return true;
}
bool trpgLod::GetNumChild(int &n) const
{
if (!isValid()) return false;
n = numRange;
return true;
}
bool trpgLod::GetLOD(double &in,double &out,double &wid) const
{
if (!isValid()) return false;
in = switchIn;
out = switchOut;
wid = width;
return true;
}
bool trpgLod::GetID(int &outID) const
{
if (!isValid()) return false;
outID = id;
return true;
}
bool trpgLod::GetRangeIndex(int &ri) const
{
if (!isValid()) return false;
ri = rangeIndex;
return true;
}
// Write out LOD
bool trpgLod::Write(trpgWriteBuffer &buf)
{
if (!isValid())
return false;
buf.Begin(TRPG_LOD);
buf.Add(id);
buf.Add(numRange);
buf.Add(center);
buf.Add(switchIn);
buf.Add(switchOut);
buf.Add(width);
if ( name && strlen(name) ) {
buf.Add(name);
} else
buf.Add("");
buf.End();
return true;
}
// Read in LOD
bool trpgLod::Read(trpgReadBuffer &buf)
{
try {
buf.Get(id);
buf.Get(numRange);
if (numRange < 0) throw 1;
buf.Get(center);
buf.Get(switchIn);
buf.Get(switchOut);
buf.Get(width);
if ( !buf.isEmpty() ) {
char nm[1024] = {0};
buf.Get(nm,1024);
if (*nm)
SetName(nm);
// Look for a range index
if (!buf.isEmpty())
buf.Get(rangeIndex);
}
}
catch (...) {
return false;
}
return isValid();
}
/* Write Layer
A layer is just a group with a different opcode.
*/
// Constructor
trpgLayer::trpgLayer()
{
name = 0;
}
trpgLayer::~trpgLayer()
{
Reset();
}
// Write it
bool trpgLayer::Write(trpgWriteBuffer &buf)
{
if (!isValid())
return false;
buf.Begin(TRPG_LAYER);
buf.Add(numChild);
buf.Add(id);
if ( name && strlen(name) ) {
buf.Add(name);
}
buf.End();
return true;
}
// Read layer
bool trpgLayer::Read(trpgReadBuffer &buf)
{
try {
buf.Get(numChild);
if (numChild < 0) throw 1;
buf.Get(id);
if (id < 0) throw 1;
if ( !buf.isEmpty() ) {
char nm[1024] = {0};
buf.Get(nm,1024);
SetName(nm);
}
}
catch (...) {
return false;
}
return isValid();
}
// Reset function
void trpgLayer::Reset()
{
numChild = 0;
if ( name ) {
delete [] name;
name = 0;
}
}
/* Write Transform
Matrix defining the transform with children.
*/
// Constructor
trpgTransform::trpgTransform()
{
name = 0;
Reset();
}
trpgTransform::~trpgTransform()
{
Reset();
}
// Reset function
void trpgTransform::Reset()
{
id = -1;
// Note: Is this row major or column major?
m[0][0] = 1; m[0][1] = 0; m[0][2] = 0; m[0][3] = 0;
m[1][0] = 0; m[1][1] = 1; m[1][2] = 0; m[1][3] = 0;
m[2][0] = 0; m[2][1] = 0; m[2][2] = 1; m[2][3] = 0;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
if ( name ) {
delete [] name;
name = 0;
}
}
// Set functions
void trpgTransform::SetMatrix(const float64 *im)
{
m[0][0] = im[4*0+0]; m[0][1] = im[4*0+1]; m[0][2] = im[4*0+2]; m[0][3] = im[4*0+3];
m[1][0] = im[4*1+0]; m[1][1] = im[4*1+1]; m[1][2] = im[4*1+2]; m[1][3] = im[4*1+3];
m[2][0] = im[4*2+0]; m[2][1] = im[4*2+1]; m[2][2] = im[4*2+2]; m[2][3] = im[4*2+3];
m[3][0] = im[4*3+0]; m[3][1] = im[4*3+1]; m[3][2] = im[4*3+2]; m[3][3] = im[4*3+3];
}
// Get methods
bool trpgTransform::GetMatrix(float64 *rm) const
{
if (!isValid()) return false;
for (int i=0;i<4;i++)
for (int j=0;j<4;j++)
// Note: is this right?
rm[i*4+j] = m[i][j];
return true;
}
// Write transform
bool trpgTransform::Write(trpgWriteBuffer &buf)
{
if (!isValid())
return false;
buf.Begin(TRPG_TRANSFORM);
buf.Add(numChild);
buf.Add(id);
for (int i=0;i<4;i++)
for (int j=0;j<4;j++)
buf.Add(m[i][j]);
if ( name && strlen(name) ) {
buf.Add(name);
}
buf.End();
return true;
}
// Read transform
bool trpgTransform::Read(trpgReadBuffer &buf)
{
try {
buf.Get(numChild);
buf.Get(id);
if (numChild < 0) throw 1;
for (int i=0;i<4;i++)
for (int j=0;j<4;j++)
buf.Get(m[i][j]);
if ( !buf.isEmpty() ) {
char nm[1024] = {0};
buf.Get(nm,1024);
SetName(nm);
}
}
catch (...) {
return false;
}
return isValid();
}
/* Model Reference
This is just a matrix transform and a model ID.
*/
// Constructor
trpgModelRef::trpgModelRef()
{
Reset();
}
trpgModelRef::~trpgModelRef()
{
}
// Reset function
void trpgModelRef::Reset()
{
m[0][0] = 1; m[0][1] = 0; m[0][2] = 0; m[0][3] = 0;
m[1][0] = 0; m[1][1] = 1; m[1][2] = 0; m[1][3] = 0;
m[2][0] = 0; m[2][1] = 0; m[2][2] = 1; m[2][3] = 0;
m[3][0] = 0; m[3][1] = 0; m[3][2] = 0; m[3][3] = 1;
modelRef = -1;
}
// Set functions
void trpgModelRef::SetModel(int id)
{
modelRef = id;
valid = true;
}
void trpgModelRef::SetMatrix(const float64 *im)
{
m[0][0] = im[4*0+0]; m[0][1] = im[4*0+1]; m[0][2] = im[4*0+2]; m[0][3] = im[4*0+3];
m[1][0] = im[4*1+0]; m[1][1] = im[4*1+1]; m[1][2] = im[4*1+2]; m[1][3] = im[4*1+3];
m[2][0] = im[4*2+0]; m[2][1] = im[4*2+1]; m[2][2] = im[4*2+2]; m[2][3] = im[4*2+3];
m[3][0] = im[4*3+0]; m[3][1] = im[4*3+1]; m[3][2] = im[4*3+2]; m[3][3] = im[4*3+3];
}
// Get methods
bool trpgModelRef::GetModel(int32 &mod) const
{
if (!isValid()) return false;
mod = modelRef;
return true;
}
bool trpgModelRef::GetMatrix(float64 *rm) const
{
if (!isValid()) return false;
for (int i=0;i<4;i++)
for (int j=0;j<4;j++)
// Note: is this right?
rm[i*4+j] = m[i][j];
return true;
}
// Write model reference
bool trpgModelRef::Write(trpgWriteBuffer &buf)
{
if (!isValid())
return false;
buf.Begin(TRPG_MODELREF);
buf.Add(modelRef);
for (int i=0;i<4;i++)
for (int j=0;j<4;j++)
buf.Add(m[i][j]);
buf.End();
return true;
}
// Read model reference
bool trpgModelRef::Read(trpgReadBuffer &buf)
{
try {
buf.Get(modelRef);
if (modelRef < 0) throw 1;
for (int i=0;i<4;i++)
for (int j=0;j<4;j++)
buf.Get(m[i][j]);
}
catch (...) {
return false;
}
valid = true;
return isValid();
}
/* Attach Node
You'll find one of these in each tile, except for the lowest LOD.
It's basically a group with some extra info that tells you where to attach it.
The ID corresponds to the one in Group and LOD.
*/
// Constructor
trpgAttach::trpgAttach()
{
name = 0;
Reset();
}
trpgAttach::~trpgAttach()
{
Reset();
}
// Reset
void trpgAttach::Reset()
{
parentID = -1;
childPos = -1;
if ( name ) {
delete [] name;
name = 0;
}
}
// Parent ID is the node this one gets attached to
void trpgAttach::SetParentID(int id)
{
parentID = id;
}
bool trpgAttach::GetParentID(int &id) const
{
if (!isValid()) return false;
id = parentID;
return true;
}
// Child Position is a unique number of parent
// It could be used as an array index, for example
void trpgAttach::SetChildPos(int id)
{
childPos = id;
}
bool trpgAttach::GetChildPos(int &id) const
{
if (!isValid()) return false;
id = childPos;
return true;
}
// Validity check
bool trpgAttach::isValid() const
{
if (parentID < 0 || childPos < 0) return false;
return true;
}
// Write Attach node
bool trpgAttach::Write(trpgWriteBuffer &buf)
{
if (!isValid()) return false;
buf.Begin(TRPG_ATTACH);
buf.Add(numChild);
buf.Add(id);
buf.Add(parentID);
buf.Add(childPos);
if ( name && strlen(name) ) {
buf.Add(name);
}
buf.End();
return true;
}
// Read Attach node
bool trpgAttach::Read(trpgReadBuffer &buf)
{
try {
buf.Get(numChild);
buf.Get(id);
if (id < 0) throw 1;
buf.Get(parentID);
if (parentID < 0) throw 1;
buf.Get(childPos);
if (childPos < 0) throw 1;
if ( !buf.isEmpty() ) {
char nm[1024] = {0};
buf.Get(nm,1024);
SetName(nm);
}
}
catch (...) {
return false;
}
return true;
}