463 lines
17 KiB
C++
463 lines
17 KiB
C++
// Copyright (C) 2007 Tim Moore timoore@redhat.com
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// Copyright (C) 2008 Till Busch buti@bux.at
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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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//
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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 <algorithm>
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//yuck
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#include <cstring>
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#include <cassert>
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#include <boost/bind.hpp>
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#include <osg/Geode>
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#include <osg/MatrixTransform>
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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 <osg/Switch>
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#include <osgDB/FileNameUtils>
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#include <simgear/compiler.h>
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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 <simgear/scene/util/SGNodeMasks.hxx>
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#include <simgear/scene/util/SGReaderWriterOptions.hxx>
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#include "modellib.hxx"
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#include "SGReaderWriterXML.hxx"
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#include "animation.hxx"
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#include "particles.hxx"
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#include "model.hxx"
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#include "SGText.hxx"
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#include "SGMaterialAnimation.hxx"
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using namespace std;
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using namespace simgear;
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using namespace osg;
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static osg::Node *
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sgLoad3DModel_internal(const SGPath& path,
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const osgDB::Options* options,
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SGPropertyNode *overlay = 0);
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SGReaderWriterXML::SGReaderWriterXML()
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{
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supportsExtension("xml", "SimGear xml database format");
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}
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SGReaderWriterXML::~SGReaderWriterXML()
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{
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}
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const char* SGReaderWriterXML::className() const
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{
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return "XML database reader";
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}
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osgDB::ReaderWriter::ReadResult
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SGReaderWriterXML::readNode(const std::string& fileName,
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const osgDB::Options* options) const
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{
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osg::Node *result=0;
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try {
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SGPath p = SGModelLib::findDataFile(fileName);
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if (!p.exists()) {
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return ReadResult::FILE_NOT_FOUND;
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}
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result=sgLoad3DModel_internal(p, options);
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} catch (const sg_exception &t) {
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SG_LOG(SG_INPUT, SG_ALERT, "Failed to load model: " << t.getFormattedMessage()
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<< "\n\tfrom:" << fileName);
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result=new osg::Node;
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}
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if (result)
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return result;
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else
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return ReadResult::FILE_NOT_HANDLED;
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}
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class SGSwitchUpdateCallback : public osg::NodeCallback
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{
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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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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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// 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 osg::Observer
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{
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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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void makeEffectAnimations(PropertyList& animation_nodes,
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PropertyList& effect_nodes)
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{
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for (PropertyList::iterator itr = animation_nodes.begin();
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itr != animation_nodes.end();
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++itr) {
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SGPropertyNode_ptr effectProp;
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SGPropertyNode* animProp = itr->ptr();
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SGPropertyNode* typeProp = animProp->getChild("type");
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if (!typeProp)
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continue;
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const char* typeString = typeProp->getStringValue();
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if (!strcmp(typeString, "material")) {
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effectProp
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= SGMaterialAnimation::makeEffectProperties(animProp);
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} else if (!strcmp(typeString, "shader")) {
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SGPropertyNode* shaderProp = animProp->getChild("shader");
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if (!shaderProp || strcmp(shaderProp->getStringValue(), "chrome"))
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continue;
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*itr = 0; // effect replaces animation
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SGPropertyNode* textureProp = animProp->getChild("texture");
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if (!textureProp)
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continue;
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effectProp = new SGPropertyNode();
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makeChild(effectProp.ptr(), "inherits-from")
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->setValue("Effects/chrome");
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SGPropertyNode* paramsProp = makeChild(effectProp.get(), "parameters");
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makeChild(paramsProp, "chrome-texture")
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->setValue(textureProp->getStringValue());
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}
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if (effectProp.valid()) {
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PropertyList objectNameNodes = animProp->getChildren("object-name");
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for (PropertyList::iterator objItr = objectNameNodes.begin(),
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end = objectNameNodes.end();
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objItr != end;
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++objItr)
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effectProp->addChild("object-name")
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->setStringValue((*objItr)->getStringValue());
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effect_nodes.push_back(effectProp);
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}
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}
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animation_nodes.erase(remove_if(animation_nodes.begin(),
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animation_nodes.end(),
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!boost::bind(&SGPropertyNode_ptr::valid,
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_1)),
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animation_nodes.end());
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}
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}
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static osg::Node *
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sgLoad3DModel_internal(const SGPath& path,
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const osgDB::Options* dbOptions,
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SGPropertyNode *overlay)
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{
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if (!path.exists()) {
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SG_LOG(SG_INPUT, SG_ALERT, "Failed to load file: \"" << path.str() << "\"");
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return NULL;
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}
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osg::ref_ptr<SGReaderWriterOptions> options;
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options = SGReaderWriterOptions::copyOrCreate(dbOptions);
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SGPath modelpath(path);
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SGPath texturepath(path);
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SGPath modelDir(modelpath.dir());
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SGSharedPtr<SGPropertyNode> prop_root = options->getPropertyNode();
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if (!prop_root.valid())
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prop_root = new SGPropertyNode;
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osg::ref_ptr<SGModelData> data = options->getModelData();
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osg::ref_ptr<osg::Node> model;
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osg::ref_ptr<osg::Group> group;
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SGPropertyNode_ptr props = new SGPropertyNode;
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// Check for an XML wrapper
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if (modelpath.extension() == "xml") {
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try {
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readProperties(modelpath.str(), props);
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} catch (const sg_exception &t) {
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SG_LOG(SG_INPUT, SG_ALERT, "Failed to load xml: "
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<< t.getFormattedMessage());
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throw;
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}
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if (overlay)
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copyProperties(overlay, props);
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if (props->hasValue("/path")) {
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string modelPathStr = props->getStringValue("/path");
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modelpath = SGModelLib::findDataFile(modelPathStr, NULL, modelDir);
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if (modelpath.isNull())
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throw sg_io_exception("Model file not found: '" + modelPathStr + "'",
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path.str());
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if (props->hasValue("/texture-path")) {
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string texturePathStr = props->getStringValue("/texture-path");
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texturepath = SGModelLib::findDataFile(texturePathStr, NULL, modelDir);
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if (texturepath.isNull())
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throw sg_io_exception("Texture file not found: '" + texturePathStr + "'",
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path.str());
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}
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} else {
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model = new osg::Node;
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}
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SGPropertyNode *mp = props->getNode("multiplay");
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if (mp && prop_root && prop_root->getParent())
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copyProperties(mp, prop_root);
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} else {
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// model without wrapper
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}
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options->setPropertyNode(prop_root);
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// Assume that textures are in
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// the same location as the XML file.
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if (!model) {
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if (!texturepath.extension().empty())
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texturepath = texturepath.dir();
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options->setDatabasePath(texturepath.str());
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osgDB::ReaderWriter::ReadResult modelResult;
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modelResult = osgDB::readNodeFile(modelpath.str(), options.get());
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if (!modelResult.validNode())
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throw sg_io_exception("Failed to load 3D model:" + modelResult.message(),
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modelpath.str());
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model = copyModel(modelResult.getNode());
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// Add an extra reference to the model stored in the database.
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// That is to avoid expiring the object from the cache even if
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// it is still in use. Note that the object cache will think
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// that a model is unused if the reference count is 1. If we
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// clone all structural nodes here we need that extra
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// reference to the original object
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SGDatabaseReference* databaseReference;
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databaseReference = new SGDatabaseReference(modelResult.getNode());
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model->addObserver(databaseReference);
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// Update liveries
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TextureUpdateVisitor liveryUpdate(options->getDatabasePathList());
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model->accept(liveryUpdate);
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// Copy the userdata fields, still sharing the boundingvolumes,
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// but introducing new data for velocities.
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UserDataCopyVisitor userDataCopyVisitor;
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model->accept(userDataCopyVisitor);
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}
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model->setName(modelpath.str());
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bool needTransform=false;
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// Set up the alignment node if needed
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SGPropertyNode *offsets = props->getNode("offsets", false);
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if (offsets) {
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needTransform=true;
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osg::MatrixTransform *alignmainmodel = new osg::MatrixTransform;
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alignmainmodel->setDataVariance(osg::Object::STATIC);
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osg::Matrix res_matrix;
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res_matrix.makeRotate(
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offsets->getFloatValue("pitch-deg", 0.0)*SG_DEGREES_TO_RADIANS,
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osg::Vec3(0, 1, 0),
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offsets->getFloatValue("roll-deg", 0.0)*SG_DEGREES_TO_RADIANS,
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osg::Vec3(1, 0, 0),
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offsets->getFloatValue("heading-deg", 0.0)*SG_DEGREES_TO_RADIANS,
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osg::Vec3(0, 0, 1));
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osg::Matrix tmat;
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tmat.makeTranslate(offsets->getFloatValue("x-m", 0.0),
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offsets->getFloatValue("y-m", 0.0),
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offsets->getFloatValue("z-m", 0.0));
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alignmainmodel->setMatrix(res_matrix*tmat);
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group = alignmainmodel;
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}
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if (!group) {
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group = new osg::Group;
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}
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group->addChild(model.get());
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// Load sub-models
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vector<SGPropertyNode_ptr> model_nodes = props->getChildren("model");
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for (unsigned i = 0; i < model_nodes.size(); i++) {
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SGPropertyNode_ptr sub_props = model_nodes[i];
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SGPath submodelpath;
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osg::ref_ptr<osg::Node> submodel;
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string subPathStr = sub_props->getStringValue("path");
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SGPath submodelPath = SGModelLib::findDataFile(subPathStr,
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NULL, modelDir);
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if (submodelPath.isNull()) {
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SG_LOG(SG_INPUT, SG_ALERT, "Failed to load file: \"" << subPathStr << "\"");
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continue;
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}
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try {
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submodel = sgLoad3DModel_internal(submodelPath, options.get(),
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sub_props->getNode("overlay"));
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} catch (const sg_exception &t) {
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SG_LOG(SG_INPUT, SG_ALERT, "Failed to load submodel: " << t.getFormattedMessage()
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<< "\n\tfrom:" << t.getOrigin());
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continue;
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}
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osg::ref_ptr<osg::Node> submodel_final = submodel;
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SGPropertyNode *offs = sub_props->getNode("offsets", false);
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if (offs) {
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osg::Matrix res_matrix;
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osg::ref_ptr<osg::MatrixTransform> align = new osg::MatrixTransform;
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align->setDataVariance(osg::Object::STATIC);
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res_matrix.makeIdentity();
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res_matrix.makeRotate(
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offs->getDoubleValue("pitch-deg", 0.0)*SG_DEGREES_TO_RADIANS,
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osg::Vec3(0, 1, 0),
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offs->getDoubleValue("roll-deg", 0.0)*SG_DEGREES_TO_RADIANS,
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osg::Vec3(1, 0, 0),
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offs->getDoubleValue("heading-deg", 0.0)*SG_DEGREES_TO_RADIANS,
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osg::Vec3(0, 0, 1));
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osg::Matrix tmat;
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tmat.makeIdentity();
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tmat.makeTranslate(offs->getDoubleValue("x-m", 0),
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offs->getDoubleValue("y-m", 0),
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offs->getDoubleValue("z-m", 0));
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align->setMatrix(res_matrix*tmat);
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align->addChild(submodel.get());
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submodel_final = align;
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}
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submodel_final->setName(sub_props->getStringValue("name", ""));
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SGPropertyNode *cond = sub_props->getNode("condition", false);
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if (cond) {
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osg::ref_ptr<osg::Switch> sw = new osg::Switch;
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sw->setUpdateCallback(new SGSwitchUpdateCallback(sgReadCondition(prop_root, cond)));
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group->addChild(sw.get());
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sw->addChild(submodel_final.get());
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sw->setName("submodel condition switch");
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} else {
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group->addChild(submodel_final.get());
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}
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} // end of submodel loading
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osg::Node *(*load_panel)(SGPropertyNode *) = options->getLoadPanel();
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if ( load_panel ) {
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// Load panels
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vector<SGPropertyNode_ptr> panel_nodes = props->getChildren("panel");
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for (unsigned i = 0; i < panel_nodes.size(); i++) {
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SG_LOG(SG_INPUT, SG_DEBUG, "Loading a panel");
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osg::ref_ptr<osg::Node> panel = load_panel(panel_nodes[i]);
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if (panel_nodes[i]->hasValue("name"))
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panel->setName(panel_nodes[i]->getStringValue("name"));
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group->addChild(panel.get());
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}
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}
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if (dbOptions->getPluginStringData("SimGear::PARTICLESYSTEM") != "OFF") {
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std::vector<SGPropertyNode_ptr> particle_nodes;
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particle_nodes = props->getChildren("particlesystem");
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for (unsigned i = 0; i < particle_nodes.size(); ++i) {
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osg::ref_ptr<SGReaderWriterOptions> options2;
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options2 = new SGReaderWriterOptions(*options);
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if (i==0) {
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if (!texturepath.extension().empty())
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texturepath = texturepath.dir();
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options2->setDatabasePath(texturepath.str());
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}
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group->addChild(Particles::appendParticles(particle_nodes[i],
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prop_root,
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options2.get()));
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}
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}
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std::vector<SGPropertyNode_ptr> text_nodes;
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text_nodes = props->getChildren("text");
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for (unsigned i = 0; i < text_nodes.size(); ++i) {
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group->addChild(SGText::appendText(text_nodes[i],
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prop_root,
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options.get()));
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}
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PropertyList effect_nodes = props->getChildren("effect");
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PropertyList animation_nodes = props->getChildren("animation");
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PropertyList light_nodes = props->getChildren("light");
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// Some material animations (eventually all) are actually effects.
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makeEffectAnimations(animation_nodes, effect_nodes);
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{
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ref_ptr<Node> modelWithEffects
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= instantiateEffects(group.get(), effect_nodes, options.get());
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group = static_cast<Group*>(modelWithEffects.get());
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}
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for (unsigned i = 0; i < animation_nodes.size(); ++i)
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/// OSGFIXME: duh, why not only model?????
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SGAnimation::animate(group.get(), animation_nodes[i], prop_root,
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options.get(), path.str(), i);
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if (!needTransform && group->getNumChildren() < 2) {
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model = group->getChild(0);
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group->removeChild(model.get());
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if (data.valid())
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data->modelLoaded(modelpath.str(), props, model.get());
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return model.release();
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}
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if (data.valid())
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data->modelLoaded(modelpath.str(), props, group.get());
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if (props->hasChild("debug-outfile")) {
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std::string outputfile = props->getStringValue("debug-outfile",
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"debug-model.osg");
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osgDB::writeNodeFile(*group, outputfile);
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}
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return group.release();
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}
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