6a67be2e32
forcing users to use osgDB::readRef*File() methods. The later is preferable as it closes a potential threading bug when using paging databases in conjunction with the osgDB::Registry Object Cache. This threading bug occurs when one thread gets an object from the Cache via an osgDB::read*File() call where only a pointer to the object is passed back, so taking a reference to the object is delayed till it gets reassigned to a ref_ptr<>, but at the same time another thread calls a flush of the Object Cache deleting this object as it's referenceCount is now zero. Using osgDB::readREf*File() makes sure the a ref_ptr<> is passed back and the referenceCount never goes to zero. To ensure the OSG builds when OSG_PROVIDE_READFILE is to OFF the many cases of osgDB::read*File() usage had to be replaced with a ref_ptr<> osgDB::readRef*File() usage. The avoid this change causing lots of other client code to be rewritten to handle the use of ref_ptr<> in place of C pointer I introduced a serious of templte methods in various class to adapt ref_ptr<> to the underly C pointer to be passed to old OSG API's, example of this is found in include/osg/Group: bool addChild(Node* child); // old method which can only be used with a Node* tempalte<class T> bool addChild(const osg::ref_ptr<T>& child) { return addChild(child.get()); } // adapter template method These changes together cover 149 modified files, so it's a large submission. This extent of changes are warrent to make use of the Object Cache and multi-threaded loaded more robust. git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/branches/OpenSceneGraph-3.4@15165 16af8721-9629-0410-8352-f15c8da7e697
282 lines
10 KiB
C++
282 lines
10 KiB
C++
/* OpenSceneGraph example, osgcopy.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#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 <osgViewer/Viewer>
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#include <osgUtil/Optimizer>
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#include <iostream>
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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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// this CopyOp class will preserve the multi-parent structure of the copied
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// object, instead of expanding it into a tree. Works with the
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// DEEP_COPY_NODES flag.
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class GraphCopyOp : public osg::CopyOp
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{
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public:
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inline GraphCopyOp(CopyFlags flags=SHALLOW_COPY):
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osg::CopyOp(flags) { _nodeCopyMap.clear();}
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virtual osg::Node* operator() (const osg::Node* node) const
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{
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if (node && _flags&DEEP_COPY_NODES)
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{
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if ( node->getNumParents() > 1 )
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{
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if ( _nodeCopyMap.find(node) != _nodeCopyMap.end() )
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{
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std::cout<<"Copy of node "<<node<<" "<<node->getName()<<", "
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<< _nodeCopyMap[node]<<", will be reused"<<std::endl;
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return (osg::Node*)(_nodeCopyMap[node]);
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}
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else
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{
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osg::Node* newNode = dynamic_cast<osg::Node*>( node->clone(*this) );
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_nodeCopyMap[node] = newNode;
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return newNode;
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}
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}
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else
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return dynamic_cast<osg::Node*>( node->clone(*this) );
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}
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else
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return const_cast<osg::Node*>(node);
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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 std::map<const osg::Node*,osg::Node*> _nodeCopyMap;
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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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// initialize the viewer.
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osgViewer::Viewer viewer;
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// load the nodes from the commandline arguments.
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osg::ref_ptr<osg::Node> rootnode = osgDB::readRefNodeFiles(arguments);
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if (!rootnode)
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{
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osg::notify(osg::NOTICE)<<"Please specify a model filename on the command line."<<std::endl;
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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 hood,
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// in your own code you'd typically just use the basic osg::CopyOp something like
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osg::ref_ptr<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::ref_ptr<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 graph preserving deep copy.
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std::cout << "Doing a graph preserving deep copy of scene graph nodes"<<std::endl;
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osg::ref_ptr<osg::Node> graph_copy = dynamic_cast<osg::Node*>(rootnode->clone(GraphCopyOp(osg::CopyOp::DEEP_COPY_NODES)));
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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::ref_ptr<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.osgt'"<<std::endl;
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osgDB::writeNodeFile(*rootnode,"original.osgt");
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std::cout << std::endl << "Writing out the graph preserving scene graph as 'graph_copy.osgt'"<<std::endl;
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osgDB::writeNodeFile(*graph_copy,"graph_copy.osgt");
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std::cout << "Writing out the deep copied scene graph as 'deep_copy.osgt'"<<std::endl;
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osgDB::writeNodeFile(*deep_copy,"deep_copy.osgt");
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std::cout << "Writing out the shallow copied scene graph as 'shallow_copy.osgt'"<<std::endl;
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osgDB::writeNodeFile(*shallow_copy,"shallow_copy.osgt");
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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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// viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded);
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return viewer.run();
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}
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