#include <vector>
#include <set>
-SG_USING_STD(vector);
-SG_USING_STD(set);
-
#include <osg/Node>
#include <osg/Texture2D>
#include <osgDB/ReaderWriter>
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props.hxx>
+#include <simgear/scene/util/NodeAndDrawableVisitor.hxx>
-
-// Has anyone done anything *really* stupid, like making min and max macros?
-#ifdef min
-#undef min
-#endif
-#ifdef max
-#undef max
-#endif
-
-
-/**
- * Abstract class for adding data to the scene graph. modelLoaded() is
- * called by sgLoad3DModel() after the model was loaded, and the destructor
- * when the branch is removed from the graph.
- */
-class SGModelData : public osg::Referenced {
-public:
- virtual ~SGModelData() {}
- virtual void modelLoaded( const string& path, SGPropertyNode *prop,
- osg::Node*branch) = 0;
-};
-
-
-/**
- * Load a 3D model with or without XML wrapper. Note, this version
- * Does not know about or load the panel/cockpit information. Use the
- * "model_panel.hxx" version if you want to load an aircraft
- * (i.e. ownship) with a panel.
- *
- * If the path ends in ".xml", then it will be used as a property-
- * list wrapper to add animations to the model.
- *
- * Subsystems should not normally invoke this function directly;
- * instead, they should use the FGModelLoader declared in loader.hxx.
- */
-osg::Node*
-sgLoad3DModel( const string& fg_root, const string &path,
- SGPropertyNode *prop_root, double sim_time_sec,
- osg::Node *(*load_panel)(SGPropertyNode *) = 0,
- SGModelData *data = 0,
- const SGPath& texturePath = SGPath() );
-
-
-/**
- * Make the animation
- */
-void
-sgMakeAnimation( osg::Node* model,
- const char * name,
- vector<SGPropertyNode_ptr> &name_nodes,
- SGPropertyNode *prop_root,
- SGPropertyNode_ptr node,
- double sim_time_sec,
- SGPath &texture_path,
- set<osg::Node*> &ignore_branches );
+namespace simgear
+{
+class SGReaderWriterXMLOptions;
+}
osg::Texture2D*
SGLoadTexture2D(bool staticTexture, const std::string& path,
mipmaplevels);
}
+namespace simgear
+{
+osg::Node* copyModel(osg::Node* model);
+
+// Change the StateSets of a model to hold different textures based on
+// a livery path.
+
+class TextureUpdateVisitor : public NodeAndDrawableVisitor
+{
+public:
+ TextureUpdateVisitor(const osgDB::FilePathList& pathList);
+ virtual void apply(osg::Node& node);
+ virtual void apply(osg::Drawable& drawable);
+ // Copied from Mathias' earlier SGTextureUpdateVisitor
+protected:
+ osg::Texture2D* textureReplace(int unit, const osg::StateAttribute* attr);
+ osg::StateSet* cloneStateSet(const osg::StateSet* stateSet);
+private:
+ osgDB::FilePathList _pathList;
+};
+
+// Create new userdata structs in a copied model.
+// The BVH trees are shared with the original model, but the velocity fields
+// should usually be distinct fields for distinct models.
+class UserDataCopyVisitor : public osg::NodeVisitor
+{
+public:
+ UserDataCopyVisitor();
+ virtual void apply(osg::Node& node);
+};
+
+/**
+ * Transform an OSG subgraph by substituting Effects and EffectGeodes
+ * for osg::Geodes with osg::StateSets. This is only guaranteed to
+ * work for models prouced by the .ac loader.
+ *
+ * returns a copy if any nodes are changed
+ */
+osg::ref_ptr<osg::Node>
+instantiateEffects(osg::Node* model,
+ PropertyList& effectProps,
+ const SGReaderWriterXMLOptions* options);
+
+/**
+ * Transform an OSG subgraph by substituting the Effects and
+ * EffectGeodes for osg::Geodes with osg::StateSets, inheriting from
+ * the default model effect. This is only guaranteed to work for
+ * models prouced by the .ac loader.
+ *
+ * returns a copy if any nodes are changed
+ */
+
+inline osg::ref_ptr<osg::Node>
+instantiateEffects(osg::Node* model,
+ const SGReaderWriterXMLOptions* options)
+{
+ PropertyList effectProps;
+ return instantiateEffects(model, effectProps, options);
+}
+}
#endif // __MODEL_HXX