504 lines
17 KiB
C++
504 lines
17 KiB
C++
// ModelRegistry.hxx -- interface to the OSG model registry
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//
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// Copyright (C) 2005-2007 Mathias Froehlich
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// Copyright (C) 2007 Tim Moore <timoore@redhat.com>
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "ModelRegistry.hxx"
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#include <algorithm>
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#include <OpenThreads/ScopedLock>
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#include <osg/observer_ptr>
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#include <osg/ref_ptr>
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#include <osg/Group>
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#include <osg/NodeCallback>
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#include <osg/Switch>
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#include <osg/Material>
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#include <osg/MatrixTransform>
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#include <osgDB/Archive>
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#include <osgDB/FileNameUtils>
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#include <osgDB/FileUtils>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgDB/Registry>
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#include <osgDB/SharedStateManager>
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#include <osgUtil/Optimizer>
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#include <simgear/scene/util/SGSceneFeatures.hxx>
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#include <simgear/scene/util/SGStateAttributeVisitor.hxx>
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#include <simgear/scene/util/SGTextureStateAttributeVisitor.hxx>
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#include <simgear/structure/exception.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/props/condition.hxx>
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using namespace std;
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using namespace osg;
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using namespace osgUtil;
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using namespace osgDB;
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using namespace simgear;
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// Little helper class that holds an extra reference to a
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// loaded 3d model.
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// Since we clone all structural nodes from our 3d models,
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// the database pager will only see one single reference to
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// top node of the model and expire it relatively fast.
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// We attach that extra reference to every model cloned from
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// a base model in the pager. When that cloned model is deleted
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// this extra reference is deleted too. So if there are no
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// cloned models left the model will expire.
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namespace {
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class SGDatabaseReference : public Observer {
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public:
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SGDatabaseReference(Referenced* referenced) :
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mReferenced(referenced)
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{ }
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virtual void objectDeleted(void*)
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{
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mReferenced = 0;
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}
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private:
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ref_ptr<Referenced> mReferenced;
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};
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// Visitor for
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class SGTextureUpdateVisitor : public SGTextureStateAttributeVisitor {
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public:
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SGTextureUpdateVisitor(const FilePathList& pathList) :
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mPathList(pathList)
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{ }
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Texture2D* textureReplace(int unit,
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StateSet::RefAttributePair& refAttr)
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{
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Texture2D* texture;
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texture = dynamic_cast<Texture2D*>(refAttr.first.get());
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if (!texture)
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return 0;
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ref_ptr<Image> image = texture->getImage(0);
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if (!image)
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return 0;
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// The currently loaded file name
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string fullFilePath = image->getFileName();
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// The short name
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string fileName = getSimpleFileName(fullFilePath);
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// The name that should be found with the current database path
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string fullLiveryFile = findFileInPath(fileName, mPathList);
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// If it is empty or they are identical then there is nothing to do
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if (fullLiveryFile.empty() || fullLiveryFile == fullFilePath)
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return 0;
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image = readImageFile(fullLiveryFile);
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if (!image)
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return 0;
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CopyOp copyOp(CopyOp::DEEP_COPY_ALL & ~CopyOp::DEEP_COPY_IMAGES);
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texture = static_cast<Texture2D*>(copyOp(texture));
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if (!texture)
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return 0;
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texture->setImage(image.get());
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return texture;
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}
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virtual void apply(StateSet* stateSet)
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{
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if (!stateSet)
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return;
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// get a copy that we can safely modify the statesets values.
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StateSet::TextureAttributeList attrList;
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attrList = stateSet->getTextureAttributeList();
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for (unsigned unit = 0; unit < attrList.size(); ++unit) {
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StateSet::AttributeList::iterator i = attrList[unit].begin();
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while (i != attrList[unit].end()) {
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Texture2D* texture = textureReplace(unit, i->second);
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if (texture) {
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stateSet->removeTextureAttribute(unit, i->second.first.get());
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stateSet->setTextureAttribute(unit, texture, i->second.second);
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stateSet->setTextureMode(unit, GL_TEXTURE_2D, StateAttribute::ON);
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}
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++i;
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}
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}
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}
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private:
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FilePathList mPathList;
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};
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class SGTexCompressionVisitor : public SGTextureStateAttributeVisitor {
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public:
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virtual void apply(int, StateSet::RefAttributePair& refAttr)
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{
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Texture2D* texture;
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texture = dynamic_cast<Texture2D*>(refAttr.first.get());
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if (!texture)
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return;
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// Hmm, true??
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texture->setDataVariance(osg::Object::STATIC);
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Image* image = texture->getImage(0);
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if (!image)
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return;
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int s = image->s();
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int t = image->t();
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if (s <= t && 32 <= s) {
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SGSceneFeatures::instance()->setTextureCompression(texture);
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} else if (t < s && 32 <= t) {
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SGSceneFeatures::instance()->setTextureCompression(texture);
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}
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}
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};
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class SGTexDataVarianceVisitor : public SGTextureStateAttributeVisitor {
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public:
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virtual void apply(int, StateSet::RefAttributePair& refAttr)
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{
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Texture* texture;
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texture = dynamic_cast<Texture*>(refAttr.first.get());
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if (!texture)
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return;
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texture->setDataVariance(Object::STATIC);
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}
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virtual void apply(StateSet* stateSet)
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{
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if (!stateSet)
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return;
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SGTextureStateAttributeVisitor::apply(stateSet);
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stateSet->setDataVariance(Object::STATIC);
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}
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};
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class SGAcMaterialCrippleVisitor : public SGStateAttributeVisitor {
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public:
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virtual void apply(StateSet::RefAttributePair& refAttr)
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{
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Material* material;
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material = dynamic_cast<Material*>(refAttr.first.get());
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if (!material)
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return;
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material->setColorMode(Material::AMBIENT_AND_DIFFUSE);
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}
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};
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// Work around an OSG bug - the file loaders don't use the file path
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// in options while the file is being loaded.
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struct OptionsPusher {
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FilePathList localPathList;
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bool validOptions;
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OptionsPusher(const ReaderWriter::Options* options):
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validOptions(false)
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{
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if (!options)
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return;
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Registry* registry = Registry::instance();
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localPathList = registry->getDataFilePathList();
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const FilePathList& regPathList = registry->getDataFilePathList();
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const FilePathList& optionsPathList = options->getDatabasePathList();
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for (FilePathList::const_iterator iter = optionsPathList.begin();
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iter != optionsPathList.end();
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++iter) {
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if (find(regPathList.begin(), regPathList.end(), *iter)
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== regPathList.end())
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localPathList.push_back(*iter);
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}
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// Save the current Registry path list and install the augmented one.
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localPathList.swap(registry->getDataFilePathList());
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validOptions = true;
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}
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~OptionsPusher()
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{
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// Restore the old path list
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if (validOptions)
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localPathList.swap(Registry::instance()->getDataFilePathList());
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}
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};
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} // namespace
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ReaderWriter::ReadResult
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ModelRegistry::readImage(const string& fileName,
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const ReaderWriter::Options* opt)
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{
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OpenThreads::ScopedLock<OpenThreads::ReentrantMutex> lock(readerMutex);
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CallbackMap::iterator iter
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= imageCallbackMap.find(getFileExtension(fileName));
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// XXX Workaround for OSG plugin bug
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{
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OptionsPusher pusher(opt);
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if (iter != imageCallbackMap.end() && iter->second.valid())
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return iter->second->readImage(fileName, opt);
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string absFileName = findDataFile(fileName);
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if (!fileExists(absFileName)) {
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SG_LOG(SG_IO, SG_ALERT, "Cannot find image file \""
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<< fileName << "\"");
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return ReaderWriter::ReadResult::FILE_NOT_FOUND;
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}
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Registry* registry = Registry::instance();
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ReaderWriter::ReadResult res;
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res = registry->readImageImplementation(absFileName, opt);
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if (res.loadedFromCache())
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SG_LOG(SG_IO, SG_INFO, "Returning cached image \""
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<< res.getImage()->getFileName() << "\"");
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else
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SG_LOG(SG_IO, SG_INFO, "Reading image \""
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<< res.getImage()->getFileName() << "\"");
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return res;
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}
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}
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osg::Node* DefaultCachePolicy::find(const string& fileName,
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const ReaderWriter::Options* opt)
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{
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Registry* registry = Registry::instance();
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osg::Node* cached
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= dynamic_cast<Node*>(registry->getFromObjectCache(fileName));
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if (cached)
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SG_LOG(SG_IO, SG_INFO, "Got cached model \""
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<< fileName << "\"");
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else
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SG_LOG(SG_IO, SG_INFO, "Reading model \""
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<< fileName << "\"");
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return cached;
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}
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void DefaultCachePolicy::addToCache(const string& fileName,
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osg::Node* node)
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{
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Registry::instance()->addEntryToObjectCache(fileName, node);
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}
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// Optimizations we don't use:
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// Don't use this one. It will break animation names ...
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// opts |= osgUtil::Optimizer::REMOVE_REDUNDANT_NODES;
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//
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// opts |= osgUtil::Optimizer::REMOVE_LOADED_PROXY_NODES;
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// opts |= osgUtil::Optimizer::COMBINE_ADJACENT_LODS;
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// opts |= osgUtil::Optimizer::CHECK_GEOMETRY;
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// opts |= osgUtil::Optimizer::SPATIALIZE_GROUPS;
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// opts |= osgUtil::Optimizer::COPY_SHARED_NODES;
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// opts |= osgUtil::Optimizer::TESSELATE_GEOMETRY;
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// opts |= osgUtil::Optimizer::OPTIMIZE_TEXTURE_SETTINGS;
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OptimizeModelPolicy::OptimizeModelPolicy(const string& extension) :
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_osgOptions(Optimizer::SHARE_DUPLICATE_STATE
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| Optimizer::MERGE_GEOMETRY
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| Optimizer::FLATTEN_STATIC_TRANSFORMS
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| Optimizer::TRISTRIP_GEOMETRY)
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{
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}
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osg::Node* OptimizeModelPolicy::optimize(osg::Node* node,
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const string& fileName,
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const osgDB::ReaderWriter::Options* opt)
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{
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osgUtil::Optimizer optimizer;
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optimizer.optimize(node, _osgOptions);
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// Make sure the data variance of sharable objects is set to
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// STATIC so that textures will be globally shared.
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SGTexDataVarianceVisitor dataVarianceVisitor;
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node->accept(dataVarianceVisitor);
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SGTexCompressionVisitor texComp;
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node->accept(texComp);
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return node;
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}
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osg::Node* DefaultCopyPolicy::copy(osg::Node* model, const string& fileName,
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const osgDB::ReaderWriter::Options* opt)
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{
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// Add an extra reference to the model stored in the database.
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// That it to avoid expiring the object from the cache even if it is still
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// in use. Note that the object cache will think that a model is unused
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// if the reference count is 1. If we clone all structural nodes here
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// we need that extra reference to the original object
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SGDatabaseReference* databaseReference;
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databaseReference = new SGDatabaseReference(model);
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CopyOp::CopyFlags flags = CopyOp::DEEP_COPY_ALL;
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flags &= ~CopyOp::DEEP_COPY_TEXTURES;
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flags &= ~CopyOp::DEEP_COPY_IMAGES;
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flags &= ~CopyOp::DEEP_COPY_STATESETS;
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flags &= ~CopyOp::DEEP_COPY_STATEATTRIBUTES;
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flags &= ~CopyOp::DEEP_COPY_ARRAYS;
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flags &= ~CopyOp::DEEP_COPY_PRIMITIVES;
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// This will safe display lists ...
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flags &= ~CopyOp::DEEP_COPY_DRAWABLES;
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flags &= ~CopyOp::DEEP_COPY_SHAPES;
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osg::Node* res = CopyOp(flags)(model);
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res->addObserver(databaseReference);
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// Update liveries
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SGTextureUpdateVisitor liveryUpdate(opt->getDatabasePathList());
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res->accept(liveryUpdate);
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return res;
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}
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string OSGSubstitutePolicy::substitute(const string& name,
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const ReaderWriter::Options* opt)
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{
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string fileSansExtension = getNameLessExtension(name);
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string osgFileName = fileSansExtension + ".osg";
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string absFileName = findDataFile(osgFileName, opt);
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return absFileName;
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}
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ModelRegistry::ModelRegistry() :
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_defaultCallback(new DefaultCallback(""))
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{
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}
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void
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ModelRegistry::addImageCallbackForExtension(const string& extension,
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Registry::ReadFileCallback* callback)
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{
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imageCallbackMap.insert(CallbackMap::value_type(extension, callback));
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}
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void
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ModelRegistry::addNodeCallbackForExtension(const string& extension,
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Registry::ReadFileCallback* callback)
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{
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nodeCallbackMap.insert(CallbackMap::value_type(extension, callback));
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}
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ref_ptr<ModelRegistry> ModelRegistry::instance;
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ModelRegistry* ModelRegistry::getInstance()
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{
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if (!instance.valid())
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instance = new ModelRegistry;
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return instance.get();
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}
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ReaderWriter::ReadResult
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ModelRegistry::readNode(const string& fileName,
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const ReaderWriter::Options* opt)
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{
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OpenThreads::ScopedLock<OpenThreads::ReentrantMutex> lock(readerMutex);
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// XXX Workaround for OSG plugin bug.
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OptionsPusher pusher(opt);
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Registry* registry = Registry::instance();
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ReaderWriter::ReadResult res;
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Node* cached = 0;
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CallbackMap::iterator iter
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= nodeCallbackMap.find(getFileExtension(fileName));
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if (iter != nodeCallbackMap.end() && iter->second.valid())
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return iter->second->readNode(fileName, opt);
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return _defaultCallback->readNode(fileName, opt);
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}
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class SGReadCallbackInstaller {
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public:
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SGReadCallbackInstaller()
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{
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// XXX I understand why we want this, but this seems like a weird
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// place to set this option.
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Referenced::setThreadSafeReferenceCounting(true);
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Registry* registry = Registry::instance();
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ReaderWriter::Options* options = new ReaderWriter::Options;
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int cacheOptions = ReaderWriter::Options::CACHE_ALL;
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options->
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setObjectCacheHint((ReaderWriter::Options::CacheHintOptions)cacheOptions);
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registry->setOptions(options);
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registry->getOrCreateSharedStateManager()->
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setShareMode(SharedStateManager::SHARE_STATESETS);
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registry->setReadFileCallback(ModelRegistry::getInstance());
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}
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};
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static SGReadCallbackInstaller readCallbackInstaller;
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// we get optimal geometry from the loader.
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struct ACOptimizePolicy : public OptimizeModelPolicy {
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ACOptimizePolicy(const string& extension) :
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OptimizeModelPolicy(extension)
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{
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_osgOptions &= ~Optimizer::TRISTRIP_GEOMETRY;
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}
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Node* optimize(Node* node, const string& fileName,
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const ReaderWriter::Options* opt)
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{
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ref_ptr<Node> optimized
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= OptimizeModelPolicy::optimize(node, fileName, opt);
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MatrixTransform* transform
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= dynamic_cast<MatrixTransform*>(optimized.get());
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if (transform && transform->getMatrix().isIdentity()
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&& transform->getName().empty()
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&& transform->getNumChildren() == 1) {
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optimized = static_cast<Node*>(transform->getChild(0));
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Group* group = dynamic_cast<Group*>(optimized.get());
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if (group && group->getName().empty()
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&& group->getNumChildren() == 1)
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optimized = static_cast<Node*>(group->getChild(0));
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}
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return optimized.release();
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}
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};
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struct ACProcessPolicy {
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ACProcessPolicy(const string& extension) {}
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Node* process(Node* node, const string& filename,
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const ReaderWriter::Options* opt)
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{
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Matrix m(1, 0, 0, 0,
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0, 0, 1, 0,
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0, -1, 0, 0,
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0, 0, 0, 1);
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// XXX Does there need to be a Group node here to trick the
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// optimizer into optimizing the static transform?
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osg::Group* root = new Group;
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MatrixTransform* transform = new MatrixTransform;
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root->addChild(transform);
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transform->setDataVariance(Object::STATIC);
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transform->setMatrix(m);
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transform->addChild(node);
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// Ok, this step is questionable.
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// It is there to have the same visual appearance of ac objects for the
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// first cut. Osg's ac3d loader will correctly set materials from the
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// ac file. But the old plib loader used GL_AMBIENT_AND_DIFFUSE for the
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// materials that in effect igored the ambient part specified in the
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// file. We emulate that for the first cut here by changing all
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// ac models here. But in the long term we should use the
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// unchanged model and fix the input files instead ...
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SGAcMaterialCrippleVisitor matCriple;
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root->accept(matCriple);
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return root;
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}
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};
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typedef ModelRegistryCallback<ACProcessPolicy, DefaultCachePolicy,
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ACOptimizePolicy, DefaultCopyPolicy,
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OSGSubstitutePolicy> ACCallback;
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namespace
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{
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ModelRegistryCallbackProxy<ACCallback> g_acRegister("ac");
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}
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