Files
simgear/simgear/scene/model/model.cxx
T
timoore af75c0ca0c Add ability to override existing model files with .osg files.
This enables off-line optimization of models and other special effects.
2007-10-12 22:46:35 +00:00

605 lines
21 KiB
C++

// model.cxx - manage a 3D aircraft model.
// Written by David Megginson, started 2002.
//
// This file is in the Public Domain, and comes with no warranty.
#ifdef HAVE_CONFIG_H
#include <simgear_config.h>
#endif
#include <osg/observer_ptr>
#include <osg/ref_ptr>
#include <osg/Group>
#include <osg/NodeCallback>
#include <osg/Switch>
#include <osg/MatrixTransform>
#include <osgDB/Archive>
#include <osgDB/FileNameUtils>
#include <osgDB/FileUtils>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgDB/Registry>
#include <osgDB/SharedStateManager>
#include <osgUtil/Optimizer>
#include <simgear/scene/util/SGSceneFeatures.hxx>
#include <simgear/scene/util/SGStateAttributeVisitor.hxx>
#include <simgear/scene/util/SGTextureStateAttributeVisitor.hxx>
#include <simgear/structure/exception.hxx>
#include <simgear/props/props.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/props/condition.hxx>
#include "animation.hxx"
#include "model.hxx"
SG_USING_STD(vector);
SG_USING_STD(set);
// Little helper class that holds an extra reference to a
// loaded 3d model.
// Since we clone all structural nodes from our 3d models,
// the database pager will only see one single reference to
// top node of the model and expire it relatively fast.
// We attach that extra reference to every model cloned from
// a base model in the pager. When that cloned model is deleted
// this extra reference is deleted too. So if there are no
// cloned models left the model will expire.
class SGDatabaseReference : public osg::Observer {
public:
SGDatabaseReference(osg::Referenced* referenced) :
mReferenced(referenced)
{ }
virtual void objectDeleted(void*)
{
mReferenced = 0;
}
private:
osg::ref_ptr<osg::Referenced> mReferenced;
};
// Visitor for
class SGTextureUpdateVisitor : public SGTextureStateAttributeVisitor {
public:
SGTextureUpdateVisitor(const osgDB::FilePathList& pathList) :
mPathList(pathList)
{ }
osg::Texture2D* textureReplace(int unit,
osg::StateSet::RefAttributePair& refAttr)
{
osg::Texture2D* texture;
texture = dynamic_cast<osg::Texture2D*>(refAttr.first.get());
if (!texture)
return 0;
osg::ref_ptr<osg::Image> image = texture->getImage(0);
if (!image)
return 0;
// The currently loaded file name
std::string fullFilePath = image->getFileName();
// The short name
std::string fileName = osgDB::getSimpleFileName(fullFilePath);
// The name that should be found with the current database path
std::string fullLiveryFile = osgDB::findFileInPath(fileName, mPathList);
// If they are identical then there is nothing to do
if (fullLiveryFile == fullFilePath)
return 0;
image = osgDB::readImageFile(fullLiveryFile);
if (!image)
return 0;
osg::CopyOp copyOp(osg::CopyOp::DEEP_COPY_ALL &
~osg::CopyOp::DEEP_COPY_IMAGES);
texture = static_cast<osg::Texture2D*>(copyOp(texture));
if (!texture)
return 0;
texture->setImage(image.get());
return texture;
}
virtual void apply(osg::StateSet* stateSet)
{
if (!stateSet)
return;
// get a copy that we can safely modify the statesets values.
osg::StateSet::TextureAttributeList attrList;
attrList = stateSet->getTextureAttributeList();
for (unsigned unit = 0; unit < attrList.size(); ++unit) {
osg::StateSet::AttributeList::iterator i;
i = attrList[unit].begin();
while (i != attrList[unit].end()) {
osg::Texture2D* texture = textureReplace(unit, i->second);
if (texture) {
stateSet->removeTextureAttribute(unit, i->second.first.get());
stateSet->setTextureAttribute(unit, texture, i->second.second);
stateSet->setTextureMode(unit, GL_TEXTURE_2D,
osg::StateAttribute::ON);
}
++i;
}
}
}
private:
osgDB::FilePathList mPathList;
};
class SGTexCompressionVisitor : public SGTextureStateAttributeVisitor {
public:
virtual void apply(int, osg::StateSet::RefAttributePair& refAttr)
{
osg::Texture2D* texture;
texture = dynamic_cast<osg::Texture2D*>(refAttr.first.get());
if (!texture)
return;
osg::Image* image = texture->getImage(0);
if (!image)
return;
int s = image->s();
int t = image->t();
if (s <= t && 32 <= s) {
SGSceneFeatures::instance()->setTextureCompression(texture);
} else if (t < s && 32 <= t) {
SGSceneFeatures::instance()->setTextureCompression(texture);
}
}
};
class SGTexDataVarianceVisitor : public SGTextureStateAttributeVisitor {
public:
virtual void apply(int, osg::StateSet::RefAttributePair& refAttr)
{
osg::Texture* texture;
texture = dynamic_cast<osg::Texture*>(refAttr.first.get());
if (!texture)
return;
texture->setDataVariance(osg::Object::STATIC);
}
};
class SGAcMaterialCrippleVisitor : public SGStateAttributeVisitor {
public:
virtual void apply(osg::StateSet::RefAttributePair& refAttr)
{
osg::Material* material;
material = dynamic_cast<osg::Material*>(refAttr.first.get());
if (!material)
return;
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
}
};
class SGReadFileCallback :
public osgDB::Registry::ReadFileCallback {
public:
virtual osgDB::ReaderWriter::ReadResult
readImage(const std::string& fileName,
const osgDB::ReaderWriter::Options* opt)
{
std::string absFileName = osgDB::findDataFile(fileName);
if (!osgDB::fileExists(absFileName)) {
SG_LOG(SG_IO, SG_ALERT, "Cannot find image file \""
<< fileName << "\"");
return osgDB::ReaderWriter::ReadResult::FILE_NOT_FOUND;
}
osgDB::Registry* registry = osgDB::Registry::instance();
osgDB::ReaderWriter::ReadResult res;
res = registry->readImageImplementation(absFileName, opt);
if (res.loadedFromCache())
SG_LOG(SG_IO, SG_INFO, "Returning cached image \""
<< res.getImage()->getFileName() << "\"");
else
SG_LOG(SG_IO, SG_INFO, "Reading image \""
<< res.getImage()->getFileName() << "\"");
return res;
}
virtual osgDB::ReaderWriter::ReadResult
readNode(const std::string& fileName,
const osgDB::ReaderWriter::Options* opt)
{
osgDB::Registry* registry = osgDB::Registry::instance();
osgDB::ReaderWriter::ReadResult res;
osg::Node* cached = 0;
// The BTG loader automatically looks for ".btg.gz" if a file with
// the .btg extension doesn't exist. Also, we don't want to add
// nodes, run the optimizer, etc. on the btg model.So, let it do
// its thing.
if (osgDB::equalCaseInsensitive(osgDB::getFileExtension(fileName), "btg")) {
return registry->readNodeImplementation(fileName, opt);
}
// First, look for a file with the same name, and the extension
// ".osg" and, if it exists, load it instead. This allows for
// substitution of optimized models for ones named in the scenery.
bool optimizeModel = true;
std::string fileSansExtension = osgDB::getNameLessExtension(fileName);
std::string osgFileName = fileSansExtension + ".osg";
std::string absFileName = osgDB::findDataFile(osgFileName);
if (osgDB::fileExists(absFileName)) {
optimizeModel = false;
} else {
absFileName = osgDB::findDataFile(fileName);
}
if (!osgDB::fileExists(absFileName)) {
SG_LOG(SG_IO, SG_ALERT, "Cannot find model file \""
<< fileName << "\"");
return osgDB::ReaderWriter::ReadResult::FILE_NOT_FOUND;
}
cached
= dynamic_cast<osg::Node*>(registry->getFromObjectCache(absFileName));
if (cached) {
SG_LOG(SG_IO, SG_INFO, "Got cached model \""
<< absFileName << "\"");
} else {
SG_LOG(SG_IO, SG_INFO, "Reading model \""
<< absFileName << "\"");
res = registry->readNodeImplementation(absFileName, opt);
if (!res.validNode())
return res;
bool needTristrip = true;
if (osgDB::getLowerCaseFileExtension(fileName) == "ac") {
// we get optimal geometry from the loader.
needTristrip = false;
osg::Matrix m(1, 0, 0, 0,
0, 0, 1, 0,
0, -1, 0, 0,
0, 0, 0, 1);
osg::ref_ptr<osg::Group> root = new osg::Group;
osg::MatrixTransform* transform = new osg::MatrixTransform;
root->addChild(transform);
transform->setDataVariance(osg::Object::STATIC);
transform->setMatrix(m);
transform->addChild(res.getNode());
res = osgDB::ReaderWriter::ReadResult(0);
if (optimizeModel) {
osgUtil::Optimizer optimizer;
unsigned opts = osgUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS;
optimizer.optimize(root.get(), opts);
}
// strip away unneeded groups
if (root->getNumChildren() == 1 && root->getName().empty()) {
res = osgDB::ReaderWriter::ReadResult(root->getChild(0));
} else
res = osgDB::ReaderWriter::ReadResult(root.get());
// Ok, this step is questionable.
// It is there to have the same visual appearance of ac objects for the
// first cut. Osg's ac3d loader will correctly set materials from the
// ac file. But the old plib loader used GL_AMBIENT_AND_DIFFUSE for the
// materials that in effect igored the ambient part specified in the
// file. We emulate that for the first cut here by changing all
// ac models here. But in the long term we should use the
// unchanged model and fix the input files instead ...
SGAcMaterialCrippleVisitor matCriple;
res.getNode()->accept(matCriple);
}
if (optimizeModel) {
osgUtil::Optimizer optimizer;
unsigned opts = 0;
// Don't use this one. It will break animation names ...
// opts |= osgUtil::Optimizer::REMOVE_REDUNDANT_NODES;
// opts |= osgUtil::Optimizer::REMOVE_LOADED_PROXY_NODES;
// opts |= osgUtil::Optimizer::COMBINE_ADJACENT_LODS;
// opts |= osgUtil::Optimizer::SHARE_DUPLICATE_STATE;
opts |= osgUtil::Optimizer::MERGE_GEOMETRY;
// opts |= osgUtil::Optimizer::CHECK_GEOMETRY;
// opts |= osgUtil::Optimizer::SPATIALIZE_GROUPS;
// opts |= osgUtil::Optimizer::COPY_SHARED_NODES;
opts |= osgUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS;
if (needTristrip)
opts |= osgUtil::Optimizer::TRISTRIP_GEOMETRY;
// opts |= osgUtil::Optimizer::TESSELATE_GEOMETRY;
// opts |= osgUtil::Optimizer::OPTIMIZE_TEXTURE_SETTINGS;
optimizer.optimize(res.getNode(), opts);
}
// Make sure the data variance of sharable objects is set to STATIC ...
SGTexDataVarianceVisitor dataVarianceVisitor;
res.getNode()->accept(dataVarianceVisitor);
// ... so that textures are now globally shared
registry->getSharedStateManager()->share(res.getNode());
SGTexCompressionVisitor texComp;
res.getNode()->accept(texComp);
cached = res.getNode();
registry->addEntryToObjectCache(absFileName, cached);
}
// Add an extra reference to the model stored in the database.
// That it to avoid expiring the object from the cache even if it is still
// in use. Note that the object cache will think that a model is unused
// if the reference count is 1. If we clone all structural nodes here
// we need that extra reference to the original object
SGDatabaseReference* databaseReference;
databaseReference = new SGDatabaseReference(cached);
osg::CopyOp::CopyFlags flags = osg::CopyOp::DEEP_COPY_ALL;
flags &= ~osg::CopyOp::DEEP_COPY_TEXTURES;
flags &= ~osg::CopyOp::DEEP_COPY_IMAGES;
flags &= ~osg::CopyOp::DEEP_COPY_ARRAYS;
flags &= ~osg::CopyOp::DEEP_COPY_PRIMITIVES;
// This will safe display lists ...
flags &= ~osg::CopyOp::DEEP_COPY_DRAWABLES;
flags &= ~osg::CopyOp::DEEP_COPY_SHAPES;
res = osgDB::ReaderWriter::ReadResult(osg::CopyOp(flags)(cached));
res.getNode()->addObserver(databaseReference);
// Update liveries
SGTextureUpdateVisitor liveryUpdate(osgDB::getDataFilePathList());
res.getNode()->accept(liveryUpdate);
// Make sure the data variance of sharable objects is set to STATIC ...
SGTexDataVarianceVisitor dataVarianceVisitor;
res.getNode()->accept(dataVarianceVisitor);
// ... so that textures are now globally shared
registry->getOrCreateSharedStateManager()->share(res.getNode(), 0);
return res;
}
};
class SGReadCallbackInstaller {
public:
SGReadCallbackInstaller()
{
osg::Referenced::setThreadSafeReferenceCounting(true);
osgDB::Registry* registry = osgDB::Registry::instance();
osgDB::ReaderWriter::Options* options = new osgDB::ReaderWriter::Options;
// We manage node caching ourselves
int cacheOptions = osgDB::ReaderWriter::Options::CACHE_ALL
& ~osgDB::ReaderWriter::Options::CACHE_NODES;
options->
setObjectCacheHint((osgDB::ReaderWriter::Options::CacheHintOptions)cacheOptions);
registry->setOptions(options);
registry->getOrCreateSharedStateManager()->setShareMode(osgDB::SharedStateManager::SHARE_TEXTURES);
registry->setReadFileCallback(new SGReadFileCallback);
}
};
static SGReadCallbackInstaller readCallbackInstaller;
osg::Texture2D*
SGLoadTexture2D(const std::string& path, bool wrapu, bool wrapv, int)
{
osg::Image* image = osgDB::readImageFile(path);
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
texture->setImage(image);
if (wrapu)
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
else
texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
if (wrapv)
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
else
texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);
if (image) {
int s = image->s();
int t = image->t();
if (s <= t && 32 <= s) {
SGSceneFeatures::instance()->setTextureCompression(texture.get());
} else if (t < s && 32 <= t) {
SGSceneFeatures::instance()->setTextureCompression(texture.get());
}
}
// Make sure the texture is shared if we already have the same texture
// somewhere ...
{
osg::ref_ptr<osg::Node> tmpNode = new osg::Node;
osg::StateSet* stateSet = tmpNode->getOrCreateStateSet();
stateSet->setTextureAttribute(0, texture.get());
// OSGFIXME: don't forget that mutex here
osgDB::Registry* registry = osgDB::Registry::instance();
registry->getOrCreateSharedStateManager()->share(tmpNode.get(), 0);
// should be the same, but be paranoid ...
stateSet = tmpNode->getStateSet();
osg::StateAttribute* stateAttr;
stateAttr = stateSet->getTextureAttribute(0, osg::StateAttribute::TEXTURE);
osg::Texture2D* texture2D = dynamic_cast<osg::Texture2D*>(stateAttr);
if (texture2D)
texture = texture2D;
}
return texture.release();
}
class SGSwitchUpdateCallback : public osg::NodeCallback {
public:
SGSwitchUpdateCallback(SGCondition* condition) :
mCondition(condition) {}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::Switch*>(node));
osg::Switch* s = static_cast<osg::Switch*>(node);
if (mCondition && mCondition->test()) {
s->setAllChildrenOn();
// note, callback is responsible for scenegraph traversal so
// should always include call traverse(node,nv) to ensure
// that the rest of cullbacks and the scene graph are traversed.
traverse(node, nv);
} else
s->setAllChildrenOff();
}
private:
SGSharedPtr<SGCondition> mCondition;
};
////////////////////////////////////////////////////////////////////////
// Global functions.
////////////////////////////////////////////////////////////////////////
osg::Node *
sgLoad3DModel( const string &fg_root, const string &path,
SGPropertyNode *prop_root,
double sim_time_sec, osg::Node *(*load_panel)(SGPropertyNode *),
SGModelData *data,
const SGPath& externalTexturePath )
{
osg::ref_ptr<osg::Node> model;
SGPropertyNode props;
// Load the 3D aircraft object itself
SGPath modelpath = path, texturepath = path;
if ( !ulIsAbsolutePathName( path.c_str() ) ) {
SGPath tmp = fg_root;
tmp.append(modelpath.str());
modelpath = texturepath = tmp;
}
// Check for an XML wrapper
if (modelpath.str().substr(modelpath.str().size() - 4, 4) == ".xml") {
readProperties(modelpath.str(), &props);
if (props.hasValue("/path")) {
modelpath = modelpath.dir();
modelpath.append(props.getStringValue("/path"));
if (props.hasValue("/texture-path")) {
texturepath = texturepath.dir();
texturepath.append(props.getStringValue("/texture-path"));
}
} else {
if (!model)
model = new osg::Switch;
}
}
osgDB::FilePathList pathList = osgDB::getDataFilePathList();
osgDB::Registry::instance()->initFilePathLists();
// Assume that textures are in
// the same location as the XML file.
if (!model) {
if (texturepath.extension() != "")
texturepath = texturepath.dir();
osgDB::Registry::instance()->getDataFilePathList().push_front(texturepath.str());
model = osgDB::readNodeFile(modelpath.str());
if (model == 0)
throw sg_io_exception("Failed to load 3D model",
sg_location(modelpath.str()));
}
osgDB::Registry::instance()->getDataFilePathList().push_front(externalTexturePath.str());
// Set up the alignment node
osg::ref_ptr<osg::MatrixTransform> alignmainmodel = new osg::MatrixTransform;
alignmainmodel->addChild(model.get());
osg::Matrix res_matrix;
res_matrix.makeRotate(
props.getFloatValue("/offsets/pitch-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(0, 1, 0),
props.getFloatValue("/offsets/roll-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(1, 0, 0),
props.getFloatValue("/offsets/heading-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(0, 0, 1));
osg::Matrix tmat;
tmat.makeTranslate(props.getFloatValue("/offsets/x-m", 0.0),
props.getFloatValue("/offsets/y-m", 0.0),
props.getFloatValue("/offsets/z-m", 0.0));
alignmainmodel->setMatrix(res_matrix*tmat);
// Load sub-models
vector<SGPropertyNode_ptr> model_nodes = props.getChildren("model");
for (unsigned i = 0; i < model_nodes.size(); i++) {
SGPropertyNode_ptr node = model_nodes[i];
osg::ref_ptr<osg::MatrixTransform> align = new osg::MatrixTransform;
res_matrix.makeIdentity();
res_matrix.makeRotate(
node->getDoubleValue("offsets/pitch-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(0, 1, 0),
node->getDoubleValue("offsets/roll-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(1, 0, 0),
node->getDoubleValue("offsets/heading-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(0, 0, 1));
tmat.makeIdentity();
tmat.makeTranslate(node->getDoubleValue("offsets/x-m", 0),
node->getDoubleValue("offsets/y-m", 0),
node->getDoubleValue("offsets/z-m", 0));
align->setMatrix(res_matrix*tmat);
osg::ref_ptr<osg::Node> kid;
const char* submodel = node->getStringValue("path");
try {
kid = sgLoad3DModel( fg_root, submodel, prop_root, sim_time_sec, load_panel );
} catch (const sg_throwable &t) {
SG_LOG(SG_INPUT, SG_ALERT, "Failed to load submodel: " << t.getFormattedMessage());
throw;
}
align->addChild(kid.get());
align->setName(node->getStringValue("name", ""));
SGPropertyNode *cond = node->getNode("condition", false);
if (cond) {
osg::ref_ptr<osg::Switch> sw = new osg::Switch;
sw->setUpdateCallback(new SGSwitchUpdateCallback(sgReadCondition(prop_root, cond)));
alignmainmodel->addChild(sw.get());
sw->addChild(align.get());
sw->setName("submodel condition switch");
} else {
alignmainmodel->addChild(align.get());
}
}
if ( load_panel ) {
// Load panels
vector<SGPropertyNode_ptr> panel_nodes = props.getChildren("panel");
for (unsigned i = 0; i < panel_nodes.size(); i++) {
SG_LOG(SG_INPUT, SG_DEBUG, "Loading a panel");
osg::ref_ptr<osg::Node> panel = load_panel(panel_nodes[i]);
if (panel_nodes[i]->hasValue("name"))
panel->setName((char *)panel_nodes[i]->getStringValue("name"));
alignmainmodel->addChild(panel.get());
}
}
if (data) {
alignmainmodel->setUserData(data);
data->modelLoaded(path, &props, alignmainmodel.get());
}
std::vector<SGPropertyNode_ptr> animation_nodes;
animation_nodes = props.getChildren("animation");
for (unsigned i = 0; i < animation_nodes.size(); ++i)
/// OSGFIXME: duh, why not only model?????
SGAnimation::animate(alignmainmodel.get(), animation_nodes[i], prop_root);
// restore old path list
osgDB::setDataFilePathList(pathList);
if (props.hasChild("debug-outfile")) {
std::string outputfile = props.getStringValue("debug-outfile",
"debug-model.osg");
osgDB::writeNodeFile(*alignmainmodel, outputfile);
}
return alignmainmodel.release();
}
// end of model.cxx