Files
OpenSceneGraph/src/osgPlugins/txp/trpage_model.cpp
Robert Osfield 261f4a3b1c From Terrex and Andrew Sampsom and Don Tidrow and Robert Osfield,
email comments from Andew Sampson,

"I've contacted Terrex, and obtained the 2.2 version
of their trpage library.  The library included a
fork of OSG 0.9.8's txp plugin, modified to load 2.1+
txp DBs.

I've done the work of incorporating the changes made
to OSG's txp plugin since 0.9.8 into Terrex's fork.
The forked version is now up-to-date with the changes
made to OSG 0.9.9 and 1.0.

Terrex made a lot of changes (especially differences
in whitespace), so the diff between the forked version

and OSG 1.0's txp plugin is yucky.  I did my best, but

keep in mind that this is the result of a 4-way merge
(kinda... terrex-0.9.8, stock-0.9.8, stock-0.9.9,
stock-1.0).

I really want to see this forked version merged back
into the main OSG branch.  The new features offered by

this version of the plugin (2.1+ support, variable
LOD support, bug fixes) are worth the trouble."

--

Don Tidrow then took this code and added his work.

--

Robert Osfield then fixed all the warnings that abound in the trpage code base.
2006-06-27 10:07:42 +00:00

462 lines
8.3 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>
#define OLDMODELSTYLE
/* trpage_model.cpp
This source file contains the methods trpgModel and trpgModelTable.
You should only modify this code if you want to add data to these classes.
*/
#include <trpage_geom.h>
#include <trpage_read.h>
/* Write Model class
Represents a model reference.
*/
trpgModel::trpgModel()
{
name = NULL;
type = External;
useCount = 0;
diskRef = -1;
handle = -1;
writeHandle = false;
}
trpgModel::trpgModel(const trpgModel &in):
trpgReadWriteable(in)
{
if (in.name)
{
name = new char[strlen(in.name)+1];
strcpy(name,in.name);
}
else
name = NULL;
type=in.type;
useCount=in.useCount;
diskRef=in.diskRef;
handle = in.handle;
writeHandle = in.writeHandle;
}
// Reset function
void trpgModel::Reset()
{
if (name)
delete [] name;
name = NULL;
useCount = 0;
diskRef = -1;
handle = -1;
writeHandle = false;
}
trpgModel::~trpgModel()
{
Reset();
}
// Set functions
void trpgModel::SetType(int t)
{
type = t;
}
void trpgModel::SetName(const char *nm)
{
if (name)
delete [] name;
if (nm)
{
name = new char[(nm ? strlen(nm) : 0)+1];
strcpy(name,nm);
}
}
void trpgModel::SetReference(trpgDiskRef pos)
{
diskRef = pos;
}
void trpgModel::SetNumTiles(int num)
{
useCount = num;
}
void trpgModel::AddTile()
{
useCount++;
}
// Validity check
bool trpgModel::isValid() const
{
if (type == External && !name)
{
strcpy(errMess, "Model is external with no name");
return false;
}
return true;
}
// Copy from one to another
trpgModel& trpgModel::operator = (const trpgModel &in)
{
if (name) {
delete [] name;
name = NULL;
}
type = in.type;
if (in.name)
SetName(in.name);
diskRef = in.diskRef;
useCount = in.useCount;
writeHandle = in.writeHandle;
handle = in.handle;
return *this;
}
// Compare two models
int trpgModel::operator == (const trpgModel &in) const
{
if (type != in.type)
return 0;
switch (type) {
case Local:
if (diskRef == in.diskRef)
return 1;
else
return 0;
break;
case External:
if (!name && !in.name)
return 1;
if (!name || !in.name)
return 0;
if (strcmp(name,in.name))
return 0;
break;
}
return 1;
}
// Write a model reference out
bool trpgModel::Write(trpgWriteBuffer &buf)
{
if (!isValid())
return false;
// We will use two different tokens to track the
// format used in terrapage 2.2, and older versions
int tok = TRPGMODELREF;
if(writeHandle)
tok = TRPGMODELREF2;
// Nick messed up the model entries when checking into txv4; now we're
// a bit stuck because U3 dbs don't have models in the U2 viewer.
// This will force the old behavior.
#ifdef OLDMODELSTYLE
buf.Begin(tok);
buf.Add(type);
//writeHandle is only set for terrapage 2.2, and we use the different token.
if(writeHandle) {
buf.Add((int)handle);
}
if (name)
buf.Add(name);
else
buf.Add(diskRef);
buf.Add(useCount);
#else
buf.Begin(tok);
if(writeHandle) {
buf.Add((int)handle);
}
buf.Add(type);
buf.Add(name);
buf.Add(diskRef);
buf.Add(useCount);
#endif
buf.End();
return true;
}
/* *******************
Model Read Methods
*******************
*/
// Get methods
bool trpgModel::GetType(int &t)
{
if (!isValid()) return false;
t = type;
return true;
}
bool trpgModel::GetName(char *str,int strLen) const
{
if (!isValid()) return false;
int len = (name ? strlen(name) : 0);
strncpy(str,name,MIN(len,strLen)+1);
return true;
}
bool trpgModel::GetNumTiles(int &ret) const
{
if (!isValid()) return false;
ret = useCount;
return true;
}
bool trpgModel::GetReference(trpgDiskRef &ref) const
{
if (!isValid() || type != Local) return false;
ref = diskRef;
return true;
}
bool trpgModel::Read(trpgReadBuffer &buf, bool hasHandle)
{
// MD: added complexity here - written multiple ways by
// mistake, unraveling the various cases.
char tmpName[1024];
try {
buf.Get(type);
// TerraPage 2.2 will store the unique handle after the type
// we use a different token, so this is backwards compatible.
if(hasHandle) {
buf.Get((int32 &)handle);
}
else
handle = -1;
if (type == Local) {
// two possibilities:
// name, diskRef, useCount
// diskRef, useCount
// diskRef + useCount = 12 bytes...
if (buf.TestLimit(13))
{
buf.Get(tmpName,1023);
SetName(tmpName);
}
buf.Get(diskRef);
buf.Get(useCount);
}
else
{
// two possibilities:
// name, diskRef, useCount
// name, useCount
buf.Get(tmpName,1023);
SetName(tmpName);
// useCount = 4 bytes...
if (buf.TestLimit(5))
buf.Get(diskRef);
buf.Get(useCount);
}
}
catch(...) {
return false;
}
// going to make this fail if the buffer isn't empty.
if (buf.TestLimit(1)) return false;
return isValid();
}
/* Write Model Reference table
Groups of models for the entire file.
*/
// Constructor
trpgModelTable::trpgModelTable()
{
}
trpgModelTable::~trpgModelTable()
{
}
// Reset function
void trpgModelTable::Reset()
{
modelsMap.clear();
}
// Set functions
void trpgModelTable::SetNumModels(int /*no*/)
{
// This method isn't needed with a map
//models.resize(no);
}
void trpgModelTable::SetModel(int id,const trpgModel &mod)
{
if (id < 0)
return;
modelsMap[id] = mod;
//models[id] = mod;
}
int trpgModelTable::AddModel(trpgModel &mod)
{
int hdl = modelsMap.size();
if(mod.GetHandle()==-1) {
modelsMap[hdl] = mod;
return hdl;
}
modelsMap[mod.GetHandle()] = mod;
return mod.GetHandle();
}
int trpgModelTable::FindAddModel(trpgModel &mod)
{
ModelMapType::iterator itr = modelsMap.begin();
for ( ; itr != modelsMap.end( ); itr++) {
if(itr->second == mod) {
return itr->first;
}
}
return AddModel(mod);
}
bool trpgModelTable::FindByName(const char *name, unsigned int &mId)
{
ModelMapType::const_iterator itr = modelsMap.begin();
for ( ; itr != modelsMap.end( ); itr++) {
char theName[1023];
itr->second.GetName(theName,1023);
if(strcmp(name,theName)==0) {
mId = itr->first;
return true;
}
}
return false;
}
// Validity check
bool trpgModelTable::isValid() const
{
ModelMapType::const_iterator itr = modelsMap.begin();
for ( ; itr != modelsMap.end( ); itr++) {
if(!itr->second.isValid()) {
if(itr->second.getErrMess())
strcpy(errMess, itr->second.getErrMess());
return false;
}
}
return true;
}
// Write out the model table
bool trpgModelTable::Write(trpgWriteBuffer &buf)
{
if (!isValid())
return false;
buf.Begin(TRPGMODELTABLE);
buf.Add((int32)modelsMap.size());
ModelMapType::iterator itr = modelsMap.begin();
for ( ; itr != modelsMap.end( ); itr++) {
itr->second.Write(buf);
}
buf.End();
return true;
}
/* ***************
Model Table Read methods
***************
*/
// Get methods
bool trpgModelTable::GetNumModels(int &nm) const
{
if (!isValid()) return false;
nm = modelsMap.size();
return true;
}
bool trpgModelTable::GetModel(int id,trpgModel &model) const
{
if (!isValid() || id < 0 ) //|| id >= models.size())
return false;
//model = models[id];
ModelMapType::const_iterator itr = modelsMap.find(id);
if(itr == modelsMap.end()) {
return false;
}
model = itr->second;
return true;
}
trpgModel *trpgModelTable::GetModelRef(int id)
{
if (id < 0 ) //|| id >= models.size())
return NULL;
//return &models[id];
ModelMapType::iterator itr = modelsMap.find(id);
if(itr == modelsMap.end()) {
return false;
}
return &(itr->second);
}
bool trpgModelTable::Read(trpgReadBuffer &buf)
{
int32 numModel;
trpgToken tok;
int32 len;
bool status;
try {
buf.Get(numModel);
for (int i=0;i<numModel;i++) {
trpgModel model;
buf.GetToken(tok,len);
bool readHandle;
if (tok == TRPGMODELREF)
readHandle = false;
else if (tok == TRPGMODELREF2)
readHandle = true;
else
throw 1;
buf.PushLimit(len);
status = model.Read(buf,readHandle);
buf.PopLimit();
if (!status) throw 1;
AddModel(model);
}
}
catch (...) {
return false;
}
return isValid();
}