Files
simgear/simgear/scene/model/SGReaderWriterXML.cxx
T

463 lines
17 KiB
C++

// Copyright (C) 2007 Tim Moore timoore@redhat.com
// Copyright (C) 2008 Till Busch buti@bux.at
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include <algorithm>
//yuck
#include <cstring>
#include <cassert>
#include <boost/bind.hpp>
#include <osg/Geode>
#include <osg/MatrixTransform>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgDB/Registry>
#include <osg/Switch>
#include <osgDB/FileNameUtils>
#include <simgear/compiler.h>
#include <simgear/structure/exception.hxx>
#include <simgear/props/props.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/props/condition.hxx>
#include <simgear/scene/util/SGNodeMasks.hxx>
#include <simgear/scene/util/SGReaderWriterOptions.hxx>
#include "modellib.hxx"
#include "SGReaderWriterXML.hxx"
#include "animation.hxx"
#include "particles.hxx"
#include "model.hxx"
#include "SGText.hxx"
#include "SGMaterialAnimation.hxx"
using namespace std;
using namespace simgear;
using namespace osg;
static osg::Node *
sgLoad3DModel_internal(const SGPath& path,
const osgDB::Options* options,
SGPropertyNode *overlay = 0);
SGReaderWriterXML::SGReaderWriterXML()
{
supportsExtension("xml", "SimGear xml database format");
}
SGReaderWriterXML::~SGReaderWriterXML()
{
}
const char* SGReaderWriterXML::className() const
{
return "XML database reader";
}
osgDB::ReaderWriter::ReadResult
SGReaderWriterXML::readNode(const std::string& fileName,
const osgDB::Options* options) const
{
osg::Node *result=0;
try {
SGPath p = SGModelLib::findDataFile(fileName);
if (!p.exists()) {
return ReadResult::FILE_NOT_FOUND;
}
result=sgLoad3DModel_internal(p, options);
} catch (const sg_exception &t) {
SG_LOG(SG_INPUT, SG_ALERT, "Failed to load model: " << t.getFormattedMessage()
<< "\n\tfrom:" << fileName);
result=new osg::Node;
}
if (result)
return result;
else
return ReadResult::FILE_NOT_HANDLED;
}
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;
};
// 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.
namespace {
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;
};
void makeEffectAnimations(PropertyList& animation_nodes,
PropertyList& effect_nodes)
{
for (PropertyList::iterator itr = animation_nodes.begin();
itr != animation_nodes.end();
++itr) {
SGPropertyNode_ptr effectProp;
SGPropertyNode* animProp = itr->ptr();
SGPropertyNode* typeProp = animProp->getChild("type");
if (!typeProp)
continue;
const char* typeString = typeProp->getStringValue();
if (!strcmp(typeString, "material")) {
effectProp
= SGMaterialAnimation::makeEffectProperties(animProp);
} else if (!strcmp(typeString, "shader")) {
SGPropertyNode* shaderProp = animProp->getChild("shader");
if (!shaderProp || strcmp(shaderProp->getStringValue(), "chrome"))
continue;
*itr = 0; // effect replaces animation
SGPropertyNode* textureProp = animProp->getChild("texture");
if (!textureProp)
continue;
effectProp = new SGPropertyNode();
makeChild(effectProp.ptr(), "inherits-from")
->setValue("Effects/chrome");
SGPropertyNode* paramsProp = makeChild(effectProp.get(), "parameters");
makeChild(paramsProp, "chrome-texture")
->setValue(textureProp->getStringValue());
}
if (effectProp.valid()) {
PropertyList objectNameNodes = animProp->getChildren("object-name");
for (PropertyList::iterator objItr = objectNameNodes.begin(),
end = objectNameNodes.end();
objItr != end;
++objItr)
effectProp->addChild("object-name")
->setStringValue((*objItr)->getStringValue());
effect_nodes.push_back(effectProp);
}
}
animation_nodes.erase(remove_if(animation_nodes.begin(),
animation_nodes.end(),
!boost::bind(&SGPropertyNode_ptr::valid,
_1)),
animation_nodes.end());
}
}
static osg::Node *
sgLoad3DModel_internal(const SGPath& path,
const osgDB::Options* dbOptions,
SGPropertyNode *overlay)
{
if (!path.exists()) {
SG_LOG(SG_INPUT, SG_ALERT, "Failed to load file: \"" << path.str() << "\"");
return NULL;
}
osg::ref_ptr<SGReaderWriterOptions> options;
options = SGReaderWriterOptions::copyOrCreate(dbOptions);
SGPath modelpath(path);
SGPath texturepath(path);
SGPath modelDir(modelpath.dir());
SGSharedPtr<SGPropertyNode> prop_root = options->getPropertyNode();
if (!prop_root.valid())
prop_root = new SGPropertyNode;
osg::ref_ptr<SGModelData> data = options->getModelData();
osg::ref_ptr<osg::Node> model;
osg::ref_ptr<osg::Group> group;
SGPropertyNode_ptr props = new SGPropertyNode;
// Check for an XML wrapper
if (modelpath.extension() == "xml") {
try {
readProperties(modelpath.str(), props);
} catch (const sg_exception &t) {
SG_LOG(SG_INPUT, SG_ALERT, "Failed to load xml: "
<< t.getFormattedMessage());
throw;
}
if (overlay)
copyProperties(overlay, props);
if (props->hasValue("/path")) {
string modelPathStr = props->getStringValue("/path");
modelpath = SGModelLib::findDataFile(modelPathStr, NULL, modelDir);
if (modelpath.isNull())
throw sg_io_exception("Model file not found: '" + modelPathStr + "'",
path.str());
if (props->hasValue("/texture-path")) {
string texturePathStr = props->getStringValue("/texture-path");
texturepath = SGModelLib::findDataFile(texturePathStr, NULL, modelDir);
if (texturepath.isNull())
throw sg_io_exception("Texture file not found: '" + texturePathStr + "'",
path.str());
}
} else {
model = new osg::Node;
}
SGPropertyNode *mp = props->getNode("multiplay");
if (mp && prop_root && prop_root->getParent())
copyProperties(mp, prop_root);
} else {
// model without wrapper
}
options->setPropertyNode(prop_root);
// Assume that textures are in
// the same location as the XML file.
if (!model) {
if (!texturepath.extension().empty())
texturepath = texturepath.dir();
options->setDatabasePath(texturepath.str());
osgDB::ReaderWriter::ReadResult modelResult;
modelResult = osgDB::readNodeFile(modelpath.str(), options.get());
if (!modelResult.validNode())
throw sg_io_exception("Failed to load 3D model:" + modelResult.message(),
modelpath.str());
model = copyModel(modelResult.getNode());
// Add an extra reference to the model stored in the database.
// That is 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(modelResult.getNode());
model->addObserver(databaseReference);
// Update liveries
TextureUpdateVisitor liveryUpdate(options->getDatabasePathList());
model->accept(liveryUpdate);
// Copy the userdata fields, still sharing the boundingvolumes,
// but introducing new data for velocities.
UserDataCopyVisitor userDataCopyVisitor;
model->accept(userDataCopyVisitor);
}
model->setName(modelpath.str());
bool needTransform=false;
// Set up the alignment node if needed
SGPropertyNode *offsets = props->getNode("offsets", false);
if (offsets) {
needTransform=true;
osg::MatrixTransform *alignmainmodel = new osg::MatrixTransform;
alignmainmodel->setDataVariance(osg::Object::STATIC);
osg::Matrix res_matrix;
res_matrix.makeRotate(
offsets->getFloatValue("pitch-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(0, 1, 0),
offsets->getFloatValue("roll-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(1, 0, 0),
offsets->getFloatValue("heading-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(0, 0, 1));
osg::Matrix tmat;
tmat.makeTranslate(offsets->getFloatValue("x-m", 0.0),
offsets->getFloatValue("y-m", 0.0),
offsets->getFloatValue("z-m", 0.0));
alignmainmodel->setMatrix(res_matrix*tmat);
group = alignmainmodel;
}
if (!group) {
group = new osg::Group;
}
group->addChild(model.get());
// Load sub-models
vector<SGPropertyNode_ptr> model_nodes = props->getChildren("model");
for (unsigned i = 0; i < model_nodes.size(); i++) {
SGPropertyNode_ptr sub_props = model_nodes[i];
SGPath submodelpath;
osg::ref_ptr<osg::Node> submodel;
string subPathStr = sub_props->getStringValue("path");
SGPath submodelPath = SGModelLib::findDataFile(subPathStr,
NULL, modelDir);
if (submodelPath.isNull()) {
SG_LOG(SG_INPUT, SG_ALERT, "Failed to load file: \"" << subPathStr << "\"");
continue;
}
try {
submodel = sgLoad3DModel_internal(submodelPath, options.get(),
sub_props->getNode("overlay"));
} catch (const sg_exception &t) {
SG_LOG(SG_INPUT, SG_ALERT, "Failed to load submodel: " << t.getFormattedMessage()
<< "\n\tfrom:" << t.getOrigin());
continue;
}
osg::ref_ptr<osg::Node> submodel_final = submodel;
SGPropertyNode *offs = sub_props->getNode("offsets", false);
if (offs) {
osg::Matrix res_matrix;
osg::ref_ptr<osg::MatrixTransform> align = new osg::MatrixTransform;
align->setDataVariance(osg::Object::STATIC);
res_matrix.makeIdentity();
res_matrix.makeRotate(
offs->getDoubleValue("pitch-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(0, 1, 0),
offs->getDoubleValue("roll-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(1, 0, 0),
offs->getDoubleValue("heading-deg", 0.0)*SG_DEGREES_TO_RADIANS,
osg::Vec3(0, 0, 1));
osg::Matrix tmat;
tmat.makeIdentity();
tmat.makeTranslate(offs->getDoubleValue("x-m", 0),
offs->getDoubleValue("y-m", 0),
offs->getDoubleValue("z-m", 0));
align->setMatrix(res_matrix*tmat);
align->addChild(submodel.get());
submodel_final = align;
}
submodel_final->setName(sub_props->getStringValue("name", ""));
SGPropertyNode *cond = sub_props->getNode("condition", false);
if (cond) {
osg::ref_ptr<osg::Switch> sw = new osg::Switch;
sw->setUpdateCallback(new SGSwitchUpdateCallback(sgReadCondition(prop_root, cond)));
group->addChild(sw.get());
sw->addChild(submodel_final.get());
sw->setName("submodel condition switch");
} else {
group->addChild(submodel_final.get());
}
} // end of submodel loading
osg::Node *(*load_panel)(SGPropertyNode *) = options->getLoadPanel();
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(panel_nodes[i]->getStringValue("name"));
group->addChild(panel.get());
}
}
if (dbOptions->getPluginStringData("SimGear::PARTICLESYSTEM") != "OFF") {
std::vector<SGPropertyNode_ptr> particle_nodes;
particle_nodes = props->getChildren("particlesystem");
for (unsigned i = 0; i < particle_nodes.size(); ++i) {
osg::ref_ptr<SGReaderWriterOptions> options2;
options2 = new SGReaderWriterOptions(*options);
if (i==0) {
if (!texturepath.extension().empty())
texturepath = texturepath.dir();
options2->setDatabasePath(texturepath.str());
}
group->addChild(Particles::appendParticles(particle_nodes[i],
prop_root,
options2.get()));
}
}
std::vector<SGPropertyNode_ptr> text_nodes;
text_nodes = props->getChildren("text");
for (unsigned i = 0; i < text_nodes.size(); ++i) {
group->addChild(SGText::appendText(text_nodes[i],
prop_root,
options.get()));
}
PropertyList effect_nodes = props->getChildren("effect");
PropertyList animation_nodes = props->getChildren("animation");
PropertyList light_nodes = props->getChildren("light");
// Some material animations (eventually all) are actually effects.
makeEffectAnimations(animation_nodes, effect_nodes);
{
ref_ptr<Node> modelWithEffects
= instantiateEffects(group.get(), effect_nodes, options.get());
group = static_cast<Group*>(modelWithEffects.get());
}
for (unsigned i = 0; i < animation_nodes.size(); ++i)
/// OSGFIXME: duh, why not only model?????
SGAnimation::animate(group.get(), animation_nodes[i], prop_root,
options.get(), path.str(), i);
if (!needTransform && group->getNumChildren() < 2) {
model = group->getChild(0);
group->removeChild(model.get());
if (data.valid())
data->modelLoaded(modelpath.str(), props, model.get());
return model.release();
}
if (data.valid())
data->modelLoaded(modelpath.str(), props, group.get());
if (props->hasChild("debug-outfile")) {
std::string outputfile = props->getStringValue("debug-outfile",
"debug-model.osg");
osgDB::writeNodeFile(*group, outputfile);
}
return group.release();
}