OpenSceneGraph/examples/osgcopy/osgcopy.cpp

209 lines
7.4 KiB
C++

#include <osg/MatrixTransform>
#include <osg/Billboard>
#include <osg/Geode>
#include <osg/Group>
#include <osg/Notify>
#include <osg/Texture>
#include <osgDB/Registry>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgViewer/Viewer>
#include <osgUtil/Optimizer>
#include <iostream>
// Customize the CopyOp so that we add our own verbose
// output of what's being copied.
class MyCopyOp : public osg::CopyOp
{
public:
inline MyCopyOp(CopyFlags flags=SHALLOW_COPY):
osg::CopyOp(flags),
_indent(0),
_step(4) {}
inline void moveIn() const { _indent += _step; }
inline void moveOut() const { _indent -= _step; }
inline void writeIndent() const
{
for(int i=0;i<_indent;++i) std::cout << " ";
}
virtual osg::Referenced* operator() (const osg::Referenced* ref) const
{
writeIndent(); std::cout << "copying Referenced "<<ref<<std::endl;
moveIn();
osg::Referenced* ret_ref = CopyOp::operator()(ref);
moveOut();
return ret_ref;
}
virtual osg::Object* operator() (const osg::Object* obj) const
{
writeIndent(); std::cout << "copying Object "<<obj;
if (obj) std::cout<<" "<<obj->className();
std::cout<<std::endl;
moveIn();
osg::Object* ret_obj = CopyOp::operator()(obj);
moveOut();
return ret_obj;
}
virtual osg::Node* operator() (const osg::Node* node) const
{
writeIndent(); std::cout << "copying Node "<<node;
if (node) std::cout<<" "<<node->className()<<" '"<<node->getName()<<"'";
std::cout<<std::endl;
moveIn();
osg::Node* ret_node = CopyOp::operator()(node);
moveOut();
return ret_node;
}
virtual osg::Drawable* operator() (const osg::Drawable* drawable) const
{
writeIndent(); std::cout << "copying Drawable "<<drawable;
if (drawable) std::cout<<" "<<drawable->className();
std::cout<<std::endl;
moveIn();
osg::Drawable* ret_drawable = CopyOp::operator()(drawable);
moveOut();
return ret_drawable;
}
virtual osg::StateSet* operator() (const osg::StateSet* stateset) const
{
writeIndent(); std::cout << "copying StateSet "<<stateset;
if (stateset) std::cout<<" "<<stateset->className();
std::cout<<std::endl;
moveIn();
osg::StateSet* ret_stateset = CopyOp::operator()(stateset);
moveOut();
return ret_stateset;
}
virtual osg::StateAttribute* operator() (const osg::StateAttribute* attr) const
{
writeIndent(); std::cout << "copying StateAttribute "<<attr;
if (attr) std::cout<<" "<<attr->className();
std::cout<<std::endl;
moveIn();
osg::StateAttribute* ret_attr = CopyOp::operator()(attr);
moveOut();
return ret_attr;
}
virtual osg::Texture* operator() (const osg::Texture* text) const
{
writeIndent(); std::cout << "copying Texture "<<text;
if (text) std::cout<<" "<<text->className();
std::cout<<std::endl;
moveIn();
osg::Texture* ret_text = CopyOp::operator()(text);
moveOut();
return ret_text;
}
virtual osg::Image* operator() (const osg::Image* image) const
{
writeIndent(); std::cout << "copying Image "<<image;
if (image) std::cout<<" "<<image->className();
std::cout<<std::endl;
moveIn();
osg::Image* ret_image = CopyOp::operator()(image);
moveOut();
return ret_image;
}
protected:
// must be mutable since CopyOp is passed around as const to
// the various clone/copy constructors.
mutable int _indent;
mutable int _step;
};
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// initialize the viewer.
osgViewer::Viewer viewer;
// load the nodes from the commandline arguments.
osg::Node* rootnode = osgDB::readNodeFiles(arguments);
if (!rootnode)
{
osg::notify(osg::NOTICE)<<"Please specify a model filename on the command line."<<std::endl;
return 1;
}
// run optimization over the scene graph
osgUtil::Optimizer optimzer;
optimzer.optimize(rootnode);
// ------------- Start of copy specific code -------------------------------------------------------
// do a deep copy, using MyCopyOp to reveal whats going on under the good,
// in your own code you'd typically just use the basic osg::CopyOp something like
// osg::Node* mycopy = dynamic_cast<osg::Node*>(rootnode->clone(osg::CopyOp::DEEP_COPY_ALL));
std::cout << "Doing a deep copy of scene graph"<<std::endl;
// note, we need the dyanmic_cast because MS Visual Studio can't handle covarient
// return types, so that clone has return just Object*. bahh hum bug
osg::Node* deep_copy = dynamic_cast<osg::Node*>(rootnode->clone(MyCopyOp(osg::CopyOp::DEEP_COPY_ALL)));
std::cout << "----------------------------------------------------------------"<<std::endl;
// do a shallow copy.
std::cout << "Doing a shallow copy of scene graph"<<std::endl;
osg::Node* shallow_copy = dynamic_cast<osg::Node*>(rootnode->clone(MyCopyOp(osg::CopyOp::SHALLOW_COPY)));
// write out the various scene graphs so that they can be browsed, either
// in an editor or using a graphics diff tool gdiff/xdiff/xxdiff.
std::cout << std::endl << "Writing out the original scene graph as 'original.osg'"<<std::endl;
osgDB::writeNodeFile(*rootnode,"original.osg");
std::cout << "Writing out the deep copied scene graph as 'deep_copy.osg'"<<std::endl;
osgDB::writeNodeFile(*deep_copy,"deep_copy.osg");
std::cout << "Writing out the shallow copied scene graph as 'shallow_copy.osg'"<<std::endl;
osgDB::writeNodeFile(*shallow_copy,"shallow_copy.osg");
// You can use a bit mask to control which parts of the scene graph are shallow copied
// vs deep copied. The options are (from include/osg/CopyOp) :
// enum Options {
// SHALLOW_COPY = 0,
// DEEP_COPY_OBJECTS = 1,
// DEEP_COPY_NODES = 2,
// DEEP_COPY_DRAWABLES = 4,
// DEEP_COPY_STATESETS = 8,
// DEEP_COPY_STATEATTRIBUTES = 16,
// DEEP_COPY_TEXTURES = 32,
// DEEP_COPY_IMAGES = 64,
// DEEP_COPY_ALL = 0xffffffff
// };
//
// These options you can use together such as :
// osg::Node* mycopy = dynamic_cast<osg::Node*>(rootnode->clone(osg::CopyOp::DEEP_COPY_NODES | DEEP_COPY_DRAWABLES));
// Which shares state but creates copies of all nodes and drawables (which contain the geometry).
//
// You may also want to subclass from CopyOp to provide finer grained control of what gets shared (shallow copy) vs
// cloned (deep copy).
// ------------- End of copy specific code -------------------------------------------------------
// set the scene to render
viewer.setSceneData(rootnode);
return viewer.run();
}