605 lines
21 KiB
C++
605 lines
21 KiB
C++
// model.cxx - manage a 3D aircraft model.
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// Written by David Megginson, started 2002.
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//
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// This file is in the Public Domain, and comes with no warranty.
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#ifdef HAVE_CONFIG_H
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#include <simgear_config.h>
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#endif
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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/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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#include "animation.hxx"
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#include "model.hxx"
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SG_USING_STD(vector);
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SG_USING_STD(set);
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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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class SGDatabaseReference : public osg::Observer {
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public:
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SGDatabaseReference(osg::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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osg::ref_ptr<osg::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 osgDB::FilePathList& pathList) :
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mPathList(pathList)
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{ }
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osg::Texture2D* textureReplace(int unit,
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osg::StateSet::RefAttributePair& refAttr)
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{
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osg::Texture2D* texture;
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texture = dynamic_cast<osg::Texture2D*>(refAttr.first.get());
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if (!texture)
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return 0;
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osg::ref_ptr<osg::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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std::string fullFilePath = image->getFileName();
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// The short name
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std::string fileName = osgDB::getSimpleFileName(fullFilePath);
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// The name that should be found with the current database path
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std::string fullLiveryFile = osgDB::findFileInPath(fileName, mPathList);
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// If they are identical then there is nothing to do
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if (fullLiveryFile == fullFilePath)
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return 0;
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image = osgDB::readImageFile(fullLiveryFile);
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if (!image)
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return 0;
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osg::CopyOp copyOp(osg::CopyOp::DEEP_COPY_ALL &
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~osg::CopyOp::DEEP_COPY_IMAGES);
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texture = static_cast<osg::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(osg::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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osg::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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osg::StateSet::AttributeList::iterator i;
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i = attrList[unit].begin();
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while (i != attrList[unit].end()) {
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osg::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,
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osg::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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osgDB::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, osg::StateSet::RefAttributePair& refAttr)
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{
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osg::Texture2D* texture;
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texture = dynamic_cast<osg::Texture2D*>(refAttr.first.get());
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if (!texture)
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return;
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osg::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, osg::StateSet::RefAttributePair& refAttr)
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{
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osg::Texture* texture;
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texture = dynamic_cast<osg::Texture*>(refAttr.first.get());
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if (!texture)
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return;
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texture->setDataVariance(osg::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(osg::StateSet::RefAttributePair& refAttr)
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{
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osg::Material* material;
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material = dynamic_cast<osg::Material*>(refAttr.first.get());
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if (!material)
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return;
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material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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}
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};
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class SGReadFileCallback :
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public osgDB::Registry::ReadFileCallback {
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public:
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virtual osgDB::ReaderWriter::ReadResult
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readImage(const std::string& fileName,
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const osgDB::ReaderWriter::Options* opt)
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{
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std::string absFileName = osgDB::findDataFile(fileName);
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if (!osgDB::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 osgDB::ReaderWriter::ReadResult::FILE_NOT_FOUND;
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}
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osgDB::Registry* registry = osgDB::Registry::instance();
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osgDB::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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virtual osgDB::ReaderWriter::ReadResult
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readNode(const std::string& fileName,
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const osgDB::ReaderWriter::Options* opt)
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{
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osgDB::Registry* registry = osgDB::Registry::instance();
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osgDB::ReaderWriter::ReadResult res;
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osg::Node* cached = 0;
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// The BTG loader automatically looks for ".btg.gz" if a file with
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// the .btg extension doesn't exist. Also, we don't want to add
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// nodes, run the optimizer, etc. on the btg model.So, let it do
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// its thing.
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if (osgDB::equalCaseInsensitive(osgDB::getFileExtension(fileName), "btg")) {
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return registry->readNodeImplementation(fileName, opt);
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}
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// First, look for a file with the same name, and the extension
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// ".osg" and, if it exists, load it instead. This allows for
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// substitution of optimized models for ones named in the scenery.
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bool optimizeModel = true;
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std::string fileSansExtension = osgDB::getNameLessExtension(fileName);
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std::string osgFileName = fileSansExtension + ".osg";
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std::string absFileName = osgDB::findDataFile(osgFileName);
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if (osgDB::fileExists(absFileName)) {
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optimizeModel = false;
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} else {
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absFileName = osgDB::findDataFile(fileName);
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}
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if (!osgDB::fileExists(absFileName)) {
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SG_LOG(SG_IO, SG_ALERT, "Cannot find model file \""
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<< fileName << "\"");
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return osgDB::ReaderWriter::ReadResult::FILE_NOT_FOUND;
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}
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cached
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= dynamic_cast<osg::Node*>(registry->getFromObjectCache(absFileName));
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if (cached) {
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SG_LOG(SG_IO, SG_INFO, "Got cached model \""
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<< absFileName << "\"");
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} else {
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SG_LOG(SG_IO, SG_INFO, "Reading model \""
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<< absFileName << "\"");
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res = registry->readNodeImplementation(absFileName, opt);
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if (!res.validNode())
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return res;
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bool needTristrip = true;
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if (osgDB::getLowerCaseFileExtension(fileName) == "ac") {
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// we get optimal geometry from the loader.
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needTristrip = false;
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osg::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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osg::ref_ptr<osg::Group> root = new osg::Group;
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osg::MatrixTransform* transform = new osg::MatrixTransform;
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root->addChild(transform);
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transform->setDataVariance(osg::Object::STATIC);
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transform->setMatrix(m);
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transform->addChild(res.getNode());
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res = osgDB::ReaderWriter::ReadResult(0);
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if (optimizeModel) {
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osgUtil::Optimizer optimizer;
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unsigned opts = osgUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS;
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optimizer.optimize(root.get(), opts);
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}
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// strip away unneeded groups
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if (root->getNumChildren() == 1 && root->getName().empty()) {
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res = osgDB::ReaderWriter::ReadResult(root->getChild(0));
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} else
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res = osgDB::ReaderWriter::ReadResult(root.get());
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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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res.getNode()->accept(matCriple);
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}
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if (optimizeModel) {
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osgUtil::Optimizer optimizer;
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unsigned opts = 0;
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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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// opts |= osgUtil::Optimizer::REMOVE_LOADED_PROXY_NODES;
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// opts |= osgUtil::Optimizer::COMBINE_ADJACENT_LODS;
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// opts |= osgUtil::Optimizer::SHARE_DUPLICATE_STATE;
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opts |= osgUtil::Optimizer::MERGE_GEOMETRY;
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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::FLATTEN_STATIC_TRANSFORMS;
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if (needTristrip)
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opts |= osgUtil::Optimizer::TRISTRIP_GEOMETRY;
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// opts |= osgUtil::Optimizer::TESSELATE_GEOMETRY;
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// opts |= osgUtil::Optimizer::OPTIMIZE_TEXTURE_SETTINGS;
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optimizer.optimize(res.getNode(), opts);
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}
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// Make sure the data variance of sharable objects is set to STATIC ...
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SGTexDataVarianceVisitor dataVarianceVisitor;
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res.getNode()->accept(dataVarianceVisitor);
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// ... so that textures are now globally shared
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registry->getSharedStateManager()->share(res.getNode());
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SGTexCompressionVisitor texComp;
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res.getNode()->accept(texComp);
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cached = res.getNode();
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registry->addEntryToObjectCache(absFileName, cached);
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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(cached);
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osg::CopyOp::CopyFlags flags = osg::CopyOp::DEEP_COPY_ALL;
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flags &= ~osg::CopyOp::DEEP_COPY_TEXTURES;
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flags &= ~osg::CopyOp::DEEP_COPY_IMAGES;
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flags &= ~osg::CopyOp::DEEP_COPY_ARRAYS;
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flags &= ~osg::CopyOp::DEEP_COPY_PRIMITIVES;
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// This will safe display lists ...
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flags &= ~osg::CopyOp::DEEP_COPY_DRAWABLES;
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flags &= ~osg::CopyOp::DEEP_COPY_SHAPES;
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res = osgDB::ReaderWriter::ReadResult(osg::CopyOp(flags)(cached));
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res.getNode()->addObserver(databaseReference);
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// Update liveries
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SGTextureUpdateVisitor liveryUpdate(osgDB::getDataFilePathList());
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res.getNode()->accept(liveryUpdate);
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// Make sure the data variance of sharable objects is set to STATIC ...
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SGTexDataVarianceVisitor dataVarianceVisitor;
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res.getNode()->accept(dataVarianceVisitor);
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// ... so that textures are now globally shared
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registry->getOrCreateSharedStateManager()->share(res.getNode(), 0);
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return res;
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}
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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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osg::Referenced::setThreadSafeReferenceCounting(true);
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osgDB::Registry* registry = osgDB::Registry::instance();
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osgDB::ReaderWriter::Options* options = new osgDB::ReaderWriter::Options;
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// We manage node caching ourselves
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int cacheOptions = osgDB::ReaderWriter::Options::CACHE_ALL
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& ~osgDB::ReaderWriter::Options::CACHE_NODES;
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options->
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setObjectCacheHint((osgDB::ReaderWriter::Options::CacheHintOptions)cacheOptions);
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registry->setOptions(options);
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registry->getOrCreateSharedStateManager()->setShareMode(osgDB::SharedStateManager::SHARE_TEXTURES);
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registry->setReadFileCallback(new SGReadFileCallback);
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}
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};
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static SGReadCallbackInstaller readCallbackInstaller;
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osg::Texture2D*
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SGLoadTexture2D(const std::string& path, bool wrapu, bool wrapv, int)
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{
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osg::Image* image = osgDB::readImageFile(path);
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osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
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texture->setImage(image);
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if (wrapu)
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
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else
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP);
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if (wrapv)
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
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else
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP);
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if (image) {
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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.get());
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} else if (t < s && 32 <= t) {
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SGSceneFeatures::instance()->setTextureCompression(texture.get());
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}
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}
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// Make sure the texture is shared if we already have the same texture
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// somewhere ...
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{
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osg::ref_ptr<osg::Node> tmpNode = new osg::Node;
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osg::StateSet* stateSet = tmpNode->getOrCreateStateSet();
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stateSet->setTextureAttribute(0, texture.get());
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// OSGFIXME: don't forget that mutex here
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osgDB::Registry* registry = osgDB::Registry::instance();
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registry->getOrCreateSharedStateManager()->share(tmpNode.get(), 0);
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// should be the same, but be paranoid ...
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stateSet = tmpNode->getStateSet();
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osg::StateAttribute* stateAttr;
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stateAttr = stateSet->getTextureAttribute(0, osg::StateAttribute::TEXTURE);
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osg::Texture2D* texture2D = dynamic_cast<osg::Texture2D*>(stateAttr);
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if (texture2D)
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texture = texture2D;
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}
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return texture.release();
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}
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class SGSwitchUpdateCallback : public osg::NodeCallback {
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public:
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SGSwitchUpdateCallback(SGCondition* condition) :
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mCondition(condition) {}
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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assert(dynamic_cast<osg::Switch*>(node));
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osg::Switch* s = static_cast<osg::Switch*>(node);
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if (mCondition && mCondition->test()) {
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s->setAllChildrenOn();
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// note, callback is responsible for scenegraph traversal so
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// should always include call traverse(node,nv) to ensure
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// that the rest of cullbacks and the scene graph are traversed.
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traverse(node, nv);
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} else
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s->setAllChildrenOff();
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}
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private:
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SGSharedPtr<SGCondition> mCondition;
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};
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////////////////////////////////////////////////////////////////////////
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// Global functions.
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////////////////////////////////////////////////////////////////////////
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osg::Node *
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sgLoad3DModel( const string &fg_root, const string &path,
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SGPropertyNode *prop_root,
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double sim_time_sec, osg::Node *(*load_panel)(SGPropertyNode *),
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SGModelData *data,
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const SGPath& externalTexturePath )
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{
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osg::ref_ptr<osg::Node> model;
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SGPropertyNode props;
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// Load the 3D aircraft object itself
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SGPath modelpath = path, texturepath = path;
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if ( !ulIsAbsolutePathName( path.c_str() ) ) {
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SGPath tmp = fg_root;
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tmp.append(modelpath.str());
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modelpath = texturepath = tmp;
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}
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// Check for an XML wrapper
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if (modelpath.str().substr(modelpath.str().size() - 4, 4) == ".xml") {
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readProperties(modelpath.str(), &props);
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if (props.hasValue("/path")) {
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modelpath = modelpath.dir();
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modelpath.append(props.getStringValue("/path"));
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if (props.hasValue("/texture-path")) {
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texturepath = texturepath.dir();
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texturepath.append(props.getStringValue("/texture-path"));
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}
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} else {
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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
|