256 lines
9.0 KiB
C++
256 lines
9.0 KiB
C++
#include <osg/MatrixTransform>
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#include <osg/Billboard>
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#include <osg/Geode>
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#include <osg/Group>
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#include <osg/Notify>
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#include <osg/Texture>
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#include <osgDB/Registry>
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#include <osgDB/ReadFile>
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#include <osgDB/WriteFile>
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#include <osgProducer/Viewer>
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#include <osgUtil/Optimizer>
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using namespace osg;
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// Customize the CopyOp so that we add our own verbose
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// output of what's being copied.
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class MyCopyOp : public osg::CopyOp
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{
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public:
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inline MyCopyOp(CopyFlags flags=SHALLOW_COPY):
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osg::CopyOp(flags),
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_indent(0),
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_step(4) {}
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inline void moveIn() const { _indent += _step; }
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inline void moveOut() const { _indent -= _step; }
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inline void writeIndent() const
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{
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for(int i=0;i<_indent;++i) std::cout << " ";
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}
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virtual osg::Referenced* operator() (const osg::Referenced* ref) const
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{
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writeIndent(); std::cout << "copying Referenced "<<ref<<std::endl;
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moveIn();
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osg::Referenced* ret_ref = CopyOp::operator()(ref);
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moveOut();
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return ret_ref;
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}
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virtual osg::Object* operator() (const osg::Object* obj) const
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{
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writeIndent(); std::cout << "copying Object "<<obj;
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if (obj) std::cout<<" "<<obj->className();
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std::cout<<std::endl;
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moveIn();
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osg::Object* ret_obj = CopyOp::operator()(obj);
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moveOut();
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return ret_obj;
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}
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virtual osg::Node* operator() (const osg::Node* node) const
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{
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writeIndent(); std::cout << "copying Node "<<node;
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if (node) std::cout<<" "<<node->className()<<" '"<<node->getName()<<"'";
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std::cout<<std::endl;
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moveIn();
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osg::Node* ret_node = CopyOp::operator()(node);
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moveOut();
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return ret_node;
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}
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virtual osg::Drawable* operator() (const osg::Drawable* drawable) const
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{
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writeIndent(); std::cout << "copying Drawable "<<drawable;
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if (drawable) std::cout<<" "<<drawable->className();
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std::cout<<std::endl;
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moveIn();
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osg::Drawable* ret_drawable = CopyOp::operator()(drawable);
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moveOut();
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return ret_drawable;
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}
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virtual osg::StateSet* operator() (const osg::StateSet* stateset) const
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{
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writeIndent(); std::cout << "copying StateSet "<<stateset;
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if (stateset) std::cout<<" "<<stateset->className();
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std::cout<<std::endl;
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moveIn();
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osg::StateSet* ret_stateset = CopyOp::operator()(stateset);
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moveOut();
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return ret_stateset;
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}
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virtual osg::StateAttribute* operator() (const osg::StateAttribute* attr) const
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{
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writeIndent(); std::cout << "copying StateAttribute "<<attr;
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if (attr) std::cout<<" "<<attr->className();
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std::cout<<std::endl;
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moveIn();
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osg::StateAttribute* ret_attr = CopyOp::operator()(attr);
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moveOut();
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return ret_attr;
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}
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virtual osg::Texture* operator() (const osg::Texture* text) const
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{
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writeIndent(); std::cout << "copying Texture "<<text;
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if (text) std::cout<<" "<<text->className();
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std::cout<<std::endl;
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moveIn();
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osg::Texture* ret_text = CopyOp::operator()(text);
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moveOut();
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return ret_text;
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}
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virtual osg::Image* operator() (const osg::Image* image) const
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{
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writeIndent(); std::cout << "copying Image "<<image;
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if (image) std::cout<<" "<<image->className();
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std::cout<<std::endl;
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moveIn();
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osg::Image* ret_image = CopyOp::operator()(image);
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moveOut();
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return ret_image;
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}
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protected:
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// must be mutable since CopyOp is passed around as const to
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// the various clone/copy constructors.
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mutable int _indent;
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mutable int _step;
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};
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int main( int argc, char **argv )
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{
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// use an ArgumentParser object to manage the program arguments.
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osg::ArgumentParser arguments(&argc,argv);
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// set up the usage document, in case we need to print out how to use this program.
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arguments.getApplicationUsage()->setDescription(arguments.getApplicationName()+" is the example which demonstrates use of deep vs shallow vs custom copying of scene graphs.");
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arguments.getApplicationUsage()->setCommandLineUsage(arguments.getApplicationName()+" [options] filename ...");
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arguments.getApplicationUsage()->addCommandLineOption("-h or --help","Display this information");
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// initialize the viewer.
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osgProducer::Viewer viewer(arguments);
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// if user request help write it out to cout.
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if (arguments.read("-h") || arguments.read("--help"))
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{
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arguments.getApplicationUsage()->write(std::cout);
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return 1;
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}
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// any option left unread are converted into errors to write out later.
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arguments.reportRemainingOptionsAsUnrecognized();
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// report any errors if they have occured when parsing the program aguments.
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if (arguments.errors())
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{
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arguments.writeErrorMessages(std::cout);
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return 1;
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}
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if (arguments.argc()<=1)
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{
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arguments.getApplicationUsage()->write(std::cout,osg::ApplicationUsage::COMMAND_LINE_OPTION);
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return 1;
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}
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// load the nodes from the commandline arguments.
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osg::Node* rootnode = osgDB::readNodeFiles(arguments);
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if (!rootnode)
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{
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return 1;
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}
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// run optimization over the scene graph
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osgUtil::Optimizer optimzer;
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optimzer.optimize(rootnode);
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// ------------- Start of copy specific code -------------------------------------------------------
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// do a deep copy, using MyCopyOp to reveal whats going on under the good,
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// in your own code you'd typically just use the basic osg::CopyOp something like
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// osg::Node* mycopy = dynamic_cast<osg::Node*>(rootnode->clone(osg::CopyOp::DEEP_COPY_ALL));
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std::cout << "Doing a deep copy of scene graph"<<std::endl;
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// note, we need the dyanmic_cast because MS Visual Studio can't handle covarient
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// return types, so that clone has return just Object*. bahh hum bug
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osg::Node* deep_copy = dynamic_cast<osg::Node*>(rootnode->clone(MyCopyOp(osg::CopyOp::DEEP_COPY_ALL)));
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std::cout << "----------------------------------------------------------------"<<std::endl;
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// do a shallow copy.
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std::cout << "Doing a shallow copy of scene graph"<<std::endl;
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osg::Node* shallow_copy = dynamic_cast<osg::Node*>(rootnode->clone(MyCopyOp(osg::CopyOp::SHALLOW_COPY)));
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// write out the various scene graphs so that they can be browsed, either
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// in an editor or using a graphics diff tool gdiff/xdiff/xxdiff.
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std::cout << std::endl << "Writing out the original scene graph as 'original.osg'"<<std::endl;
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osgDB::writeNodeFile(*rootnode,"original.osg");
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std::cout << "Writing out the deep copied scene graph as 'deep_copy.osg'"<<std::endl;
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osgDB::writeNodeFile(*deep_copy,"deep_copy.osg");
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std::cout << "Writing out the shallow copied scene graph as 'shallow_copy.osg'"<<std::endl;
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osgDB::writeNodeFile(*shallow_copy,"shallow_copy.osg");
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// You can use a bit mask to control which parts of the scene graph are shallow copied
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// vs deep copied. The options are (from include/osg/CopyOp) :
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// enum Options {
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// SHALLOW_COPY = 0,
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// DEEP_COPY_OBJECTS = 1,
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// DEEP_COPY_NODES = 2,
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// DEEP_COPY_DRAWABLES = 4,
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// DEEP_COPY_STATESETS = 8,
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// DEEP_COPY_STATEATTRIBUTES = 16,
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// DEEP_COPY_TEXTURES = 32,
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// DEEP_COPY_IMAGES = 64,
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// DEEP_COPY_ALL = 0xffffffff
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// };
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//
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// These options you can use together such as :
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// osg::Node* mycopy = dynamic_cast<osg::Node*>(rootnode->clone(osg::CopyOp::DEEP_COPY_NODES | DEEP_COPY_DRAWABLES));
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// Which shares state but creates copies of all nodes and drawables (which contain the geometry).
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//
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// You may also want to subclass from CopyOp to provide finer grained control of what gets shared (shallow copy) vs
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// cloned (deep copy).
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// ------------- End of copy specific code -------------------------------------------------------
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// set the scene to render
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viewer.setSceneData(rootnode);
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// create the windows and run the threads.
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viewer.realize();
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while( !viewer.done() )
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{
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// wait for all cull and draw threads to complete.
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viewer.sync();
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// update the scene by traversing it with the the update visitor which will
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// call all node update callbacks and animations.
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viewer.update();
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// fire off the cull and draw traversals of the scene.
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viewer.frame();
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}
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// wait for all cull and draw threads to complete before exit.
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viewer.sync();
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return 0;
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}
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