Change axis object animations to be compatible with <=2020.3 refs Ticket #2706

The changes to the sorting rules caused a breaking change that was incompatible.

The solution to this is to revert to being compatible with <=2020.3 but also to allow modellers to choose the new sorting rules.

I've added a new tag <defaults> which can contain either <axis-animation-vertex-order-xyz/> or <axis-animation-vertex-order-x/>. The defaults will affect all animations in the .xml and also any included models unless the included model also has a <defaults> section.

So for modelers that want to use the new definitive vertex sorting rules adding the following to the main model is sufficient.

    <defaults>
        <axis-animation-vertex-order-xyz/>
    </defaults>

There are also a couple of new tags that can be used in the <axis> section.

1. <order-by-xyz/> - use the new sorting rules
2. <order-by-x/> - use the 2020.3 sorting rules
3. <swap-axis-direction/> - when the animation goes the wrong way this is an elegant way to fix it.

See https://sourceforge.net/p/flightgear/codetickets/2706/
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Richard Harrison 2 years ago
parent 0851dd5cf1
commit 49dd3cad33

@ -523,6 +523,10 @@ sgLoad3DModel_internal(const SGPath& path,
osg::ref_ptr<SGModelData> data = options->getModelData();
options->setModelData(0);
// remeber the current value of the vertex order setting
// because an included <model> may change this.
bool currentVertexOrderXYZ = options->getVertexOrderXYZ();
osg::ref_ptr<osg::Node> model;
osg::ref_ptr<osg::Group> group;
SGPropertyNode_ptr props = new SGPropertyNode;
@ -551,6 +555,13 @@ sgLoad3DModel_internal(const SGPath& path,
return std::make_tuple(0, (osg::Node *) NULL);
}
if (props->hasChild("defaults")) {
SGPropertyNode_ptr defaultsNode = props->getNode("defaults");
if (defaultsNode->hasChild("axis-animation-vertex-order-xyz"))
options->setVertexOrderXYZ(true);
if (defaultsNode->hasChild("axis-animation-vertex-order-x"))
options->setVertexOrderXYZ(false);
}
if (props->hasValue("/path")) {
string modelPathStr = props->getStringValue("/path");
modelpath = SGModelLib::findDataFile(modelPathStr, NULL, modelDir);
@ -845,6 +856,9 @@ sgLoad3DModel_internal(const SGPath& path,
animationcount += animation_nodes.size();
// restore the vertex order in case a submodel changed it.
options->setVertexOrderXYZ(currentVertexOrderXYZ);
if (!needTransform && group->getNumChildren() < 2) {
model = group->getChild(0);
group->removeChild(model.get());

@ -97,7 +97,7 @@ class LineCollector : public osg::NodeVisitor {
};
public:
LineCollector() : osg::NodeVisitor(osg::NodeVisitor::NODE_VISITOR, osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) { }
LineCollector(bool orderXYZ, bool swapAxis) : osg::NodeVisitor(osg::NodeVisitor::NODE_VISITOR, osg::NodeVisitor::TRAVERSE_ALL_CHILDREN), _orderXYZ(orderXYZ), _swapAxis(swapAxis){ }
virtual void apply(osg::Geode& geode)
{
@ -141,14 +141,37 @@ public:
SGVec3f tv1(toSG(_matrix.preMult(v1)));
SGVec3f tv2(toSG(_matrix.preMult(v2)));
// Get the ends in the right order based on their
// lowest coordinates in x,y,z
if (compareVec3(v1, v2))
_lineSegments.push_back(SGLineSegmentf(tv1, tv2));
if (_orderXYZ)
{
// Get the ends in the right order based on their
// lowest coordinates in x,y,z
// This gives us a definitive vertex order in all cases
// whereas previously when X was equal the order would
// effectively be determined by the order of the vertices in the
// model file.
if (compareVec3(v1, v2))
addLineSegment(tv1, tv2);
else
addLineSegment(tv2, tv1);
}
else
_lineSegments.push_back(SGLineSegmentf(tv2, tv1));
{
// 2020.3 and prior: sort only by X
if (tv1[0] > tv2[0])
addLineSegment(tv1, tv2);
else
addLineSegment(tv2, tv1);
}
}
// add a line segment handling axis swapping.
void addLineSegment(SGVec3f v1, SGVec3f v2)
{
if (_swapAxis)
_lineSegments.push_back(SGLineSegmentf(v2, v1));
else
_lineSegments.push_back(SGLineSegmentf(v1, v2));
}
void addBVHElements(osg::Node& node, simgear::BVHLineGeometry::Type type)
{
if (_lineSegments.empty())
@ -180,6 +203,8 @@ public:
private:
osg::Matrix _matrix;
std::vector<SGLineSegmentf> _lineSegments;
bool _orderXYZ; /// 2020.3 and prior sorting vertex ordering rules (Only compare X component of vector)
bool _swapAxis; // invert the vector direction.
};
/**
@ -730,11 +755,12 @@ const SGLineSegment<double>* SGAnimation::setCenterAndAxisFromObject(osg::Node *
std::string axis_object_name = std::string();
bool can_warn = true;
if (_configNode->hasValue("axis/object-name"))
{
axis_object_name = _configNode->getStringValue("axis/object-name");
const SGPropertyNode* axisNode =_configNode->getNode("axis");
if (axisNode->hasValue("object-name")) {
axis_object_name = axisNode->getStringValue("object-name");
}
else if (!_configNode->getNode("axis")) {
else if (!axisNode) {
axis_object_name = _configNode->getStringValue("object-name") + std::string("-axis");
// for compatibility we will not warn if no axis object can be found when there was nothing
// specified - as the axis could just be the default at the origin
@ -759,13 +785,42 @@ const SGLineSegment<double>* SGAnimation::setCenterAndAxisFromObject(osg::Node *
osg::Group *object_group = axis_object_name_finder.getGroup();
if (object_group)
{
/*
* work out which vertex sorting rule to use.
* - specified in the axis node
* - or when not specified use the <defaults> value in the options.
*/
bool orderXYZ = false;
// check to see if this node specifies the vertex sorting rule
if (axisNode != nullptr && axisNode->hasChild("order-by-xyz"))
orderXYZ = true;
else if (axisNode != nullptr && axisNode->hasChild("order-by-x"))
orderXYZ = false;
else {
// no local definition so use the <defaults> specified vertex order.
const SGReaderWriterOptions* wOpts = dynamic_cast<const SGReaderWriterOptions*>(modelData.getOptions());
if (wOpts)
orderXYZ = wOpts->getVertexOrderXYZ();
}
/*
* Check to see if we need to swap the axis direction (i.e. the
* collected line segment vertices).
* This helps to avoid having to negate the rotations to get the
* required direction.
*/
bool swapAxis = false;
if (axisNode != nullptr && axisNode->hasChild("swap-axis-direction")) {
swapAxis = true;
}
/*
* we have found the object group (for the axis). This should be two vertices
* Now process this (with the line collector) to get the vertices.
* Once we have that we can then calculate the center and the affected axes.
*/
object_group->setNodeMask(0xffffffff);
LineCollector lineCollector;
LineCollector lineCollector(orderXYZ, swapAxis);
object_group->accept(lineCollector);
std::vector<SGLineSegmentf> segs = lineCollector.getLineSegments();

@ -80,7 +80,8 @@ public:
_instantiateMaterialEffects(false),
_autoTooltipsMaster(false),
_autoTooltipsMasterMax(0),
_LoadOriginHint(ORIGIN_MODEL)
_LoadOriginHint(ORIGIN_MODEL),
_vertexOrderXYZ(false)
{ }
SGReaderWriterOptions(const SGReaderWriterOptions& options,
const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY) : osgDB::Options(options, copyop),
@ -163,6 +164,11 @@ public:
void setAutoTooltipsMasterMax(int autoTooltipsMasterMax)
{ _autoTooltipsMasterMax = autoTooltipsMasterMax; }
// the VertexOrderXYZ defines the sorting rule to use for
// axis objects in animations.
bool getVertexOrderXYZ() const { return _vertexOrderXYZ; }
void setVertexOrderXYZ(bool vertexOrderXYZ) { _vertexOrderXYZ = vertexOrderXYZ; }
static SGReaderWriterOptions* copyOrCreate(const osgDB::Options* options);
static SGReaderWriterOptions* fromPath(const SGPath& path);
@ -210,6 +216,7 @@ private:
SGGeod _geod;
mutable LoadOriginHint _LoadOriginHint;
ErrorContext _errorContext;
bool _vertexOrderXYZ; // used for axis objects in animations
};
}

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