--- /dev/null
+// Copyright (C) 2008 - 2012 Mathias Froehlich - Mathias.Froehlich@web.de
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+//
+
+#include "BVHPageNodeOSG.hxx"
+
+#include "../../bvh/BVHPageRequest.hxx"
+#include "../../bvh/BVHPager.hxx"
+
+#include <osg/Camera>
+#include <osg/Drawable>
+#include <osg/Geode>
+#include <osg/Group>
+#include <osg/PagedLOD>
+#include <osg/ProxyNode>
+#include <osg/Transform>
+#include <osg/TriangleFunctor>
+#include <osgDB/ReadFile>
+
+#include <simgear/scene/material/mat.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/util/SGNodeMasks.hxx>
+#include <simgear/scene/util/OsgMath.hxx>
+#include <simgear/scene/util/SGSceneUserData.hxx>
+#include <simgear/math/SGGeometry.hxx>
+
+#include <simgear/bvh/BVHStaticGeometryBuilder.hxx>
+
+namespace simgear {
+
+class BVHPageNodeOSG::_NodeVisitor : public osg::NodeVisitor {
+public:
+ class PFunctor : public osg::PrimitiveFunctor {
+ public:
+ PFunctor() :
+ _modeCache(0)
+ {
+ _geometryBuilder = new BVHStaticGeometryBuilder;
+ }
+ virtual ~PFunctor()
+ { }
+
+ virtual void setVertexArray(unsigned int count, const osg::Vec2* vertices)
+ {
+ _vertices.resize(count);
+ for (unsigned i = 0; i < count; ++i)
+ _vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], 0);
+ }
+
+ virtual void setVertexArray(unsigned int count, const osg::Vec3* vertices)
+ {
+ _vertices.resize(count);
+ for (unsigned i = 0; i < count; ++i)
+ _vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], vertices[i][2]);
+ }
+
+ virtual void setVertexArray(unsigned int count, const osg::Vec4* vertices)
+ {
+ _vertices.resize(count);
+ for (unsigned i = 0; i < count; ++i)
+ _vertices[i] = SGVec3f(vertices[i][0]/vertices[i][3],
+ vertices[i][1]/vertices[i][3],
+ vertices[i][2]/vertices[i][3]);
+ }
+
+ virtual void setVertexArray(unsigned int count, const osg::Vec2d* vertices)
+ {
+ _vertices.resize(count);
+ for (unsigned i = 0; i < count; ++i)
+ _vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], 0);
+ }
+
+ virtual void setVertexArray(unsigned int count, const osg::Vec3d* vertices)
+ {
+ _vertices.resize(count);
+ for (unsigned i = 0; i < count; ++i)
+ _vertices[i] = SGVec3f(vertices[i][0], vertices[i][1], vertices[i][2]);
+ }
+
+ virtual void setVertexArray(unsigned int count, const osg::Vec4d* vertices)
+ {
+ _vertices.resize(count);
+ for (unsigned i = 0; i < count; ++i)
+ _vertices[i] = SGVec3f(vertices[i][0]/vertices[i][3],
+ vertices[i][1]/vertices[i][3],
+ vertices[i][2]/vertices[i][3]);
+ }
+
+ virtual void drawArrays(GLenum mode, GLint first, GLsizei count)
+ {
+ if (_vertices.empty() || count <= 0)
+ return;
+
+ GLsizei end = first + count;
+ switch(mode) {
+ case (GL_TRIANGLES):
+ for (GLsizei i = first; i < end - 2; i += 3) {
+ addTriangle(i, i + 1, i + 2);
+ }
+ break;
+
+ case (GL_TRIANGLE_STRIP):
+ for (GLsizei i = first; i < end - 2; ++i) {
+ addTriangle(i, i + 1, i + 2);
+ }
+ break;
+
+ case (GL_QUADS):
+ for (GLsizei i = first; i < end - 3; i += 4) {
+ addQuad(i, i + 1, i + 2, i + 3);
+ }
+ break;
+
+ case (GL_QUAD_STRIP):
+ for (GLsizei i = first; i < end - 3; i += 2) {
+ addQuad(i, i + 1, i + 2, i + 3);
+ }
+ break;
+
+ case (GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
+ case (GL_TRIANGLE_FAN):
+ for (GLsizei i = first; i < end - 2; ++i) {
+ addTriangle(first, i + 1, i + 2);
+ }
+ break;
+
+ case (GL_POINTS):
+ for (GLsizei i = first; i < end; ++i) {
+ addPoint(i);
+ }
+ break;
+
+ case (GL_LINES):
+ for (GLsizei i = first; i < end - 1; i += 2) {
+ addLine(i, i + 1);
+ }
+ break;
+
+ case (GL_LINE_STRIP):
+ for (GLsizei i = first; i < end - 1; ++i) {
+ addLine(i, i + 1);
+ }
+ break;
+
+ case (GL_LINE_LOOP):
+ for (GLsizei i = first; i < end - 1; ++i) {
+ addLine(i, i + 1);
+ }
+ addLine(end - 1, first);
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ virtual void drawElements(GLenum mode, GLsizei count, const GLubyte* indices)
+ {
+ drawElementsTemplate(mode, count, indices);
+ }
+
+ virtual void drawElements(GLenum mode, GLsizei count, const GLushort* indices)
+ {
+ drawElementsTemplate(mode, count, indices);
+ }
+
+ virtual void drawElements(GLenum mode, GLsizei count, const GLuint* indices)
+ {
+ drawElementsTemplate(mode, count, indices);
+ }
+
+ virtual void begin(GLenum mode)
+ {
+ _modeCache = mode;
+ _vertices.resize(0);
+ }
+
+ virtual void vertex(const osg::Vec2& v)
+ {
+ _vertices.push_back(SGVec3f(v[0], v[1], 0));
+ }
+ virtual void vertex(const osg::Vec3& v)
+ {
+ _vertices.push_back(SGVec3f(v[0], v[1], v[2]));
+ }
+ virtual void vertex(const osg::Vec4& v)
+ {
+ _vertices.push_back(SGVec3f(v[0]/v[3], v[1]/v[3], v[2]/v[3]));
+ }
+ virtual void vertex(float x, float y)
+ {
+ _vertices.push_back(SGVec3f(x, y, 0));
+ }
+ virtual void vertex(float x, float y, float z)
+ {
+ _vertices.push_back(SGVec3f(x, y, z));
+ }
+ virtual void vertex(float x, float y, float z, float w)
+ {
+ _vertices.push_back(SGVec3f(x/w, y/w, z/w));
+ }
+ virtual void end()
+ {
+ if (_vertices.empty())
+ return;
+
+ drawArrays(_modeCache, 0, _vertices.size());
+ }
+
+ template<typename index_type>
+ void drawElementsTemplate(GLenum mode, GLsizei count,
+ const index_type* indices)
+ {
+ if (_vertices.empty() || indices == 0 || count <= 0)
+ return;
+
+ switch(mode) {
+ case (GL_TRIANGLES):
+ for (GLsizei i = 0; i < count - 2; i += 3) {
+ addTriangle(indices[i], indices[i + 1], indices[i + 2]);
+ }
+ break;
+
+ case (GL_TRIANGLE_STRIP):
+ for (GLsizei i = 0; i < count - 2; ++i) {
+ addTriangle(indices[i], indices[i + 1], indices[i + 2]);
+ }
+ break;
+
+ case (GL_QUADS):
+ for (GLsizei i = 0; i < count - 3; i += 4) {
+ addQuad(indices[i], indices[i + 1], indices[i + 2], indices[i + 3]);
+ }
+ break;
+
+ case (GL_QUAD_STRIP):
+ for (GLsizei i = 0; i < count - 3; i += 2) {
+ addQuad(indices[i], indices[i + 1], indices[i + 2], indices[i + 3]);
+ }
+ break;
+
+ case (GL_POLYGON):
+ case (GL_TRIANGLE_FAN):
+ for (GLsizei i = 0; i < count - 2; ++i) {
+ addTriangle(indices[0], indices[i + 1], indices[i + 2]);
+ }
+ break;
+
+ case (GL_POINTS):
+ for(GLsizei i = 0; i < count; ++i) {
+ addPoint(indices[i]);
+ }
+ break;
+
+ case (GL_LINES):
+ for (GLsizei i = 0; i < count - 1; i += 2) {
+ addLine(indices[i], indices[i + 1]);
+ }
+ break;
+
+ case (GL_LINE_STRIP):
+ for (GLsizei i = 0; i < count - 1; ++i) {
+ addLine(indices[i], indices[i + 1]);
+ }
+ break;
+
+ case (GL_LINE_LOOP):
+ for (GLsizei i = 0; i < count - 1; ++i) {
+ addLine(indices[i], indices[i + 1]);
+ }
+ addLine(indices[count - 1], indices[0]);
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ void addPoint(unsigned i1)
+ {
+ addPoint(_vertices[i1]);
+ }
+ void addLine(unsigned i1, unsigned i2)
+ {
+ addLine(_vertices[i1], _vertices[i2]);
+ }
+ void addTriangle(unsigned i1, unsigned i2, unsigned i3)
+ {
+ addTriangle(_vertices[i1], _vertices[i2], _vertices[i3]);
+ }
+ void addQuad(unsigned i1, unsigned i2, unsigned i3, unsigned i4)
+ {
+ addQuad(_vertices[i1], _vertices[i2], _vertices[i3], _vertices[i4]);
+ }
+
+ void addPoint(const SGVec3f& v1)
+ {
+ }
+ void addLine(const SGVec3f& v1, const SGVec3f& v2)
+ {
+ }
+ void addTriangle(const SGVec3f& v1, const SGVec3f& v2, const SGVec3f& v3)
+ {
+ _geometryBuilder->addTriangle(v1, v2, v3);
+ }
+ void addQuad(const SGVec3f& v1, const SGVec3f& v2,
+ const SGVec3f& v3, const SGVec3f& v4)
+ {
+ _geometryBuilder->addTriangle(v1, v2, v3);
+ _geometryBuilder->addTriangle(v1, v3, v4);
+ }
+
+ BVHNode* buildTreeAndClear()
+ {
+ BVHNode* bvNode = _geometryBuilder->buildTree();
+ _geometryBuilder = new BVHStaticGeometryBuilder;
+ _vertices.clear();
+ return bvNode;
+ }
+
+ void swap(PFunctor& primitiveFunctor)
+ {
+ _vertices.swap(primitiveFunctor._vertices);
+ std::swap(_modeCache, primitiveFunctor._modeCache);
+ std::swap(_geometryBuilder, primitiveFunctor._geometryBuilder);
+ }
+
+ void setCurrentMaterial(const BVHMaterial* material)
+ {
+ _geometryBuilder->setCurrentMaterial(material);
+ }
+ const BVHMaterial* getCurrentMaterial() const
+ {
+ return _geometryBuilder->getCurrentMaterial();
+ }
+
+ std::vector<SGVec3f> _vertices;
+ GLenum _modeCache;
+
+ SGSharedPtr<BVHStaticGeometryBuilder> _geometryBuilder;
+ };
+
+ _NodeVisitor() :
+ osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN)
+ {
+ setTraversalMask(SG_NODEMASK_TERRAIN_BIT);
+ }
+ virtual ~_NodeVisitor()
+ {
+ }
+
+ const BVHMaterial* pushMaterial(osg::Geode* geode)
+ {
+ const BVHMaterial* oldMaterial = _primitiveFunctor.getCurrentMaterial();
+ const BVHMaterial* material = SGMaterialLib::findMaterial(geode);
+ if (material)
+ _primitiveFunctor.setCurrentMaterial(material);
+ return oldMaterial;
+ }
+
+ virtual void apply(osg::Geode& geode)
+ {
+ const BVHMaterial* oldMaterial = pushMaterial(&geode);
+
+ for(unsigned i = 0; i < geode.getNumDrawables(); ++i)
+ geode.getDrawable(i)->accept(_primitiveFunctor);
+
+ _primitiveFunctor.setCurrentMaterial(oldMaterial);
+ }
+
+ virtual void apply(osg::Group& group)
+ {
+ // FIXME optimize this to collapse more leafs
+
+ // push the current active primitive list
+ PFunctor previousPrimitives;
+ _primitiveFunctor.swap(previousPrimitives);
+
+ const BVHMaterial* mat = previousPrimitives.getCurrentMaterial();
+ _primitiveFunctor.setCurrentMaterial(mat);
+
+ NodeVector nodeVector;
+ _nodeVector.swap(nodeVector);
+
+ // walk the children
+ traverse(group);
+
+ // We know whenever we see a transform, we need to flush the
+ // collected bounding volume tree since these transforms are not
+ // handled by the plain leafs.
+ addBoundingVolumeTreeToNode();
+
+ _nodeVector.swap(nodeVector);
+
+ if (!nodeVector.empty()) {
+ if (nodeVector.size() == 1) {
+ _nodeVector.push_back(nodeVector.front());
+ } else {
+ SGSharedPtr<BVHGroup> group = new BVHGroup;
+ for (NodeVector::iterator i = nodeVector.begin();
+ i != nodeVector.end(); ++i)
+ group->addChild(i->get());
+ _nodeVector.push_back(group);
+ }
+ }
+
+ // pop the current active primitive list
+ _primitiveFunctor.swap(previousPrimitives);
+ }
+
+ virtual void apply(osg::Transform& transform)
+ {
+ if (transform.getReferenceFrame() != osg::Transform::RELATIVE_RF)
+ return;
+
+ osg::Matrix matrix;
+ if (!transform.computeLocalToWorldMatrix(matrix, this))
+ return;
+
+ // push the current active primitive list
+ PFunctor previousPrimitives;
+ _primitiveFunctor.swap(previousPrimitives);
+
+ const BVHMaterial* mat = previousPrimitives.getCurrentMaterial();
+ _primitiveFunctor.setCurrentMaterial(mat);
+
+ NodeVector nodeVector;
+ _nodeVector.swap(nodeVector);
+
+ // walk the children
+ traverse(transform);
+
+ // We know whenever we see a transform, we need to flush the
+ // collected bounding volume tree since these transforms are not
+ // handled by the plain leafs.
+ addBoundingVolumeTreeToNode();
+
+ _nodeVector.swap(nodeVector);
+
+ // pop the current active primitive list
+ _primitiveFunctor.swap(previousPrimitives);
+
+ if (!nodeVector.empty()) {
+ SGSharedPtr<BVHTransform> bvhTransform = new BVHTransform;
+ bvhTransform->setToWorldTransform(SGMatrixd(matrix.ptr()));
+
+ for (NodeVector::iterator i = nodeVector.begin();
+ i != nodeVector.end(); ++i)
+ bvhTransform->addChild(i->get());
+
+ _nodeVector.push_back(bvhTransform);
+ }
+ }
+
+ virtual void apply(osg::Camera& camera)
+ {
+ if (camera.getRenderOrder() != osg::Camera::NESTED_RENDER)
+ return;
+ apply(static_cast<osg::Transform&>(camera));
+ }
+
+ void addBoundingVolumeTreeToNode()
+ {
+ // Build the flat tree.
+ BVHNode* bvNode = _primitiveFunctor.buildTreeAndClear();
+
+ // Nothing in there?
+ if (!bvNode)
+ return;
+ if (bvNode->getBoundingSphere().empty())
+ return;
+
+ _nodeVector.push_back(bvNode);
+ }
+
+ virtual void apply(osg::PagedLOD& pagedLOD)
+ {
+ float range = std::numeric_limits<float>::max();
+ unsigned numFileNames = pagedLOD.getNumFileNames();
+ for (unsigned i = 0; i < numFileNames; ++i) {
+ if (range < pagedLOD.getMaxRange(i))
+ continue;
+ range = pagedLOD.getMaxRange(i);
+ }
+
+ std::vector<std::string> nameList;
+ for (unsigned i = pagedLOD.getNumChildren(); i < pagedLOD.getNumFileNames(); ++i) {
+ if (pagedLOD.getMaxRange(i) <= range) {
+ nameList.push_back(pagedLOD.getFileName(i));
+ }
+ }
+
+ if (!nameList.empty()) {
+ SGSphered boundingSphere(toVec3d(toSG(pagedLOD.getCenter())), pagedLOD.getRadius());
+ _nodeVector.push_back(new BVHPageNodeOSG(nameList, boundingSphere, pagedLOD.getDatabaseOptions()));
+ }
+
+ // For the rest that might be already there, traverse this as lod
+ apply(static_cast<osg::LOD&>(pagedLOD));
+ }
+
+ virtual void apply(osg::ProxyNode& proxyNode)
+ {
+ unsigned numFileNames = proxyNode.getNumFileNames();
+ for (unsigned i = 0; i < numFileNames; ++i) {
+ if (i < proxyNode.getNumChildren() && proxyNode.getChild(i))
+ continue;
+ // FIXME evaluate proxyNode.getDatabasePath()
+ osg::ref_ptr<osg::Node> node;
+ node = osgDB::readNodeFile(proxyNode.getFileName(i),
+ dynamic_cast<const osgDB::Options*>(proxyNode.getDatabaseOptions()));
+ if (!node.valid())
+ node = new osg::Group;
+ if (i < proxyNode.getNumChildren())
+ proxyNode.setChild(i, node);
+ else
+ proxyNode.addChild(node);
+ }
+
+ apply(static_cast<osg::Group&>(proxyNode));
+ }
+
+ SGSharedPtr<BVHNode> getBVHNode()
+ {
+ addBoundingVolumeTreeToNode();
+
+ if (_nodeVector.empty())
+ return SGSharedPtr<BVHNode>();
+ if (_nodeVector.size() == 1)
+ return _nodeVector.front();
+ SGSharedPtr<BVHGroup> group = new BVHGroup;
+ for (NodeVector::iterator i = _nodeVector.begin();
+ i != _nodeVector.end(); ++i)
+ group->addChild(i->get());
+ return group;
+ }
+
+private:
+ PFunctor _primitiveFunctor;
+ typedef std::vector<SGSharedPtr<BVHNode> > NodeVector;
+ NodeVector _nodeVector;
+};
+
+class BVHPageNodeOSG::_Request : public BVHPageRequest {
+public:
+ _Request(BVHPageNodeOSG* pageNode) :
+ _pageNode(pageNode)
+ {
+ }
+ virtual ~_Request()
+ {
+ }
+ virtual void load()
+ {
+ if (!_pageNode.valid())
+ return;
+ for (std::vector<std::string>::const_iterator i = _pageNode->_modelList.begin();
+ i != _pageNode->_modelList.end(); ++i) {
+ SGSharedPtr<BVHNode> node = BVHPageNodeOSG::load(*i, _pageNode->_options);
+ if (!node.valid())
+ continue;
+ _nodeVector.push_back(node);
+ }
+ }
+ virtual void insert()
+ {
+ if (!_pageNode.valid())
+ return;
+ for (unsigned i = 0; i < _nodeVector.size(); ++i)
+ _pageNode->addChild(_nodeVector[i].get());
+ }
+ virtual BVHPageNode* getPageNode()
+ {
+ return _pageNode.get();
+ }
+
+ SGSharedPtr<BVHPageNodeOSG> _pageNode;
+ std::vector<SGSharedPtr<BVHNode> > _nodeVector;
+};
+
+SGSharedPtr<BVHNode>
+BVHPageNodeOSG::load(const std::string& name, const osg::ref_ptr<osg::Referenced>& options)
+{
+ osg::ref_ptr<osg::Node> node;
+ node = osgDB::readNodeFile(name, dynamic_cast<const osgDB::Options*>(options.get()));
+ if (!node.valid())
+ return SGSharedPtr<BVHNode>();
+
+ _NodeVisitor nodeVisitor;
+ node->accept(nodeVisitor);
+ return nodeVisitor.getBVHNode();
+}
+
+BVHPageNodeOSG::BVHPageNodeOSG(const std::string& name,
+ const SGSphered& boundingSphere,
+ const osg::ref_ptr<osg::Referenced>& options) :
+ _boundingSphere(boundingSphere),
+ _options(options)
+{
+ _modelList.push_back(name);
+}
+
+BVHPageNodeOSG::BVHPageNodeOSG(const std::vector<std::string>& nameList,
+ const SGSphered& boundingSphere,
+ const osg::ref_ptr<osg::Referenced>& options) :
+ _modelList(nameList),
+ _boundingSphere(boundingSphere),
+ _options(options)
+{
+}
+
+BVHPageNodeOSG::~BVHPageNodeOSG()
+{
+}
+
+BVHPageRequest*
+BVHPageNodeOSG::newRequest()
+{
+ return new _Request(this);
+}
+
+void
+BVHPageNodeOSG::setBoundingSphere(const SGSphered& sphere)
+{
+ _boundingSphere = sphere;
+ invalidateParentBound();
+}
+
+SGSphered
+BVHPageNodeOSG::computeBoundingSphere() const
+{
+ return _boundingSphere;
+}
+
+void
+BVHPageNodeOSG::invalidateBound()
+{
+ // Don't propagate invalidate bound to its parent
+ // Just do this once we get a bounding sphere set
+}
+
+}