Files
OpenSceneGraph/src/osgPlugins/OpenFlight/Record.cpp

168 lines
4.5 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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
* OpenSceneGraph Public License for more details.
*/
//
// OpenFlight® loader for OpenSceneGraph
//
// Copyright (C) 2005-2007 Brede Johansen
//
#include <stdexcept>
#include <osg/Texture2D>
#include <osg/MatrixTransform>
#include "Record.h"
#include "Document.h"
using namespace flt;
Record::Record()
{
}
Record::~Record()
{
}
void Record::read(RecordInputStream& in, Document& document)
{
_parent = document.getCurrentPrimaryRecord();
// Read record body.
readRecord(in,document);
}
void Record::readRecord(RecordInputStream& /*in*/, Document& /*document*/)
{
}
PrimaryRecord::PrimaryRecord() :
_numberOfReplications(0)
{
}
void PrimaryRecord::read(RecordInputStream& in, Document& document)
{
PrimaryRecord* parentPrimary = document.getTopOfLevelStack();
PrimaryRecord* currentPrimary = document.getCurrentPrimaryRecord();
// Finally call dispose() for primary without push, pop level pair.
if (currentPrimary && currentPrimary!=parentPrimary)
{
currentPrimary->dispose(document);
}
// Update current primary record.
document.setCurrentPrimaryRecord(this);
_parent = parentPrimary;
// Read record body.
readRecord(in,document);
}
///////////////////////////////////////////////////////////////////////////////////
// Helper methods
// Insert matrix-tranform(s)
//
// node: node to apply transform
// matrix: transformation matrix
// numberOfReplications: zero for regular transform, number of copies if replication is used.
void flt::insertMatrixTransform(osg::Node& node, const osg::Matrix& matrix, int numberOfReplications)
{
osg::ref_ptr<osg::Node> ref = &node;
osg::Node::ParentList parents = node.getParents();
// Disconnect node from parents.
for (osg::Node::ParentList::iterator itr=parents.begin();
itr!=parents.end();
++itr)
{
(*itr)->removeChild(&node);
}
// Start without transformation if replication.
osg::Matrix accumulatedMatrix = (numberOfReplications > 0)? osg::Matrix::identity() : matrix;
for (int n=0; n<=numberOfReplications; n++)
{
// Accumulate transformation for each replication.
osg::ref_ptr<osg::MatrixTransform> transform = new osg::MatrixTransform(accumulatedMatrix);
transform->setDataVariance(osg::Object::STATIC);
// Add transform to parents
for (osg::Node::ParentList::iterator itr=parents.begin();
itr!=parents.end();
++itr)
{
(*itr)->addChild(transform.get());
}
// Make primary a child of matrix transform.
transform->addChild(&node);
// Accumulate transform if multiple replications.
accumulatedMatrix *= matrix;
}
}
///////////////////////////////////////////////////////////////////////////////////
osg::Vec3Array* flt::getOrCreateVertexArray(osg::Geometry& geometry)
{
osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometry.getVertexArray());
if (!vertices)
{
vertices = new osg::Vec3Array;
geometry.setVertexArray(vertices);
}
return vertices;
}
osg::Vec3Array* flt::getOrCreateNormalArray(osg::Geometry& geometry)
{
osg::Vec3Array* normals = dynamic_cast<osg::Vec3Array*>(geometry.getNormalArray());
if (!normals)
{
normals = new osg::Vec3Array;
geometry.setNormalArray(normals);
}
return normals;
}
osg::Vec4Array* flt::getOrCreateColorArray(osg::Geometry& geometry)
{
osg::Vec4Array* colors = dynamic_cast<osg::Vec4Array*>(geometry.getColorArray());
if (!colors)
{
colors = new osg::Vec4Array;
geometry.setColorArray(colors);
}
return colors;
}
osg::Vec2Array* flt::getOrCreateTextureArray(osg::Geometry& geometry, int unit)
{
osg::Vec2Array* UVs = dynamic_cast<osg::Vec2Array*>(geometry.getTexCoordArray(unit));
if (!UVs)
{
UVs = new osg::Vec2Array;
geometry.setTexCoordArray(unit,UVs);
}
return UVs;
}