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Canvas placement on dynamic models

1. A canvas can be placed on dynamically created models. 
Implemented by adding a new placement factory.

2. Added a "loaded" property in every "models/model[...]" 
path to track when a model is finally loaded by OSG.

See https://forum.flightgear.org/viewtopic.php?f=30&t=38318
This commit is contained in:
gordonshamway23 2020-12-10 21:29:32 +01:00 committed by James Turner
parent 1dd6ab3cfb
commit d09046f9a2
3 changed files with 139 additions and 22 deletions

View file

@ -22,8 +22,10 @@
#include <Main/fg_props.hxx>
#include <Scripting/NasalModelData.hxx>
#include <Viewer/CameraGroup.hxx>
#include <Model/modelmgr.hxx>
#include <simgear/canvas/Canvas.hxx>
#include <simgear/scene/model/placement.hxx>
namespace sc = simgear::canvas;
@ -54,6 +56,31 @@ static sc::Placements addSceneObjectPlacement( SGPropertyNode* placement,
);
}
//------------------------------------------------------------------------------
static sc::Placements addDynamicModelPlacement(SGPropertyNode* placement,
sc::CanvasPtr canvas)
{
const string dyn_model_path = placement->getStringValue("model-path");
if (dyn_model_path.empty())
return {};
auto modelmgr = globals->get_subsystem<FGModelMgr>();
if (!modelmgr)
return {};
FGModelMgr::Instance* model_instance = modelmgr->findInstanceByNodePath(dyn_model_path);
if (!model_instance || !model_instance->model || !model_instance->model->getSceneGraph())
return {};
return FGODGauge::set_texture(
model_instance->model->getSceneGraph(),
placement,
canvas->getTexture(),
canvas->getCullCallback(),
canvas);
}
//------------------------------------------------------------------------------
CanvasMgr::CanvasMgr():
simgear::canvas::CanvasMgr( fgGetNode("/canvas/by-index", true) ),
@ -85,6 +112,7 @@ void CanvasMgr::init()
});
sc::Canvas::addPlacementFactory("scenery-object", &addSceneObjectPlacement);
sc::Canvas::addPlacementFactory("dynamic-model", &addDynamicModelPlacement);
}
}
simgear::canvas::CanvasMgr::init();
@ -97,6 +125,7 @@ void CanvasMgr::shutdown()
sc::Canvas::removePlacementFactory("object");
sc::Canvas::removePlacementFactory("scenery-object");
sc::Canvas::removePlacementFactory("dynamic-model");
_gui_camera = 0;
}

View file

@ -25,13 +25,59 @@
#include <Main/fg_props.hxx>
#include <Scenery/scenery.hxx>
#include <osg/ProxyNode>
#include "modelmgr.hxx"
using namespace simgear;
// OSGFIXME
// extern SGShadowVolume *shadows;
namespace {
class CheckInstanceModelLoadedVisitor : public osg::NodeVisitor
{
public:
CheckInstanceModelLoadedVisitor() :
osg::NodeVisitor(osg::NodeVisitor::NODE_VISITOR, osg::NodeVisitor::TRAVERSE_ALL_CHILDREN)
{}
~CheckInstanceModelLoadedVisitor() = default;
void apply(osg::Node& node) override
{
if (!_loaded)
return;
traverse(node);
}
void apply(osg::ProxyNode& node) override
{
if (!_loaded)
return;
for (unsigned i = 0; i < node.getNumFileNames(); ++i) {
if (node.getFileName(i).empty())
continue;
// Check if this is already loaded.
if (i < node.getNumChildren() && node.getChild(i))
continue;
_loaded=false;
return;
}
traverse(node);
}
bool isLoaded() const
{
return _loaded;
}
private:
bool _loaded = true;
};
} // of anonymous namespace
FGModelMgr::FGModelMgr ()
{
@ -76,6 +122,10 @@ FGModelMgr::add_model (SGPropertyNode * node)
const char *model_path = node->getStringValue("path", "Models/Geometry/glider.ac");
osg::Node *object;
Instance * instance = new Instance;
instance->loaded_node = node->addChild("loaded");
instance->loaded_node->setBoolValue(false);
try {
std::string fullPath = simgear::SGModelLib::findDataFile(model_path);
object = SGModelLib::loadDeferredModel(fullPath, globals->get_props());
@ -85,7 +135,6 @@ FGModelMgr::add_model (SGPropertyNode * node)
return;
}
Instance * instance = new Instance;
SGModelPlacement *model = new SGModelPlacement;
instance->model = model;
instance->node = node;
@ -217,6 +266,7 @@ void FGModelMgr::update(double dt)
model->setHeadingDeg(heading);
instance->model->update();
instance->checkLoaded();
});
}
@ -239,31 +289,55 @@ FGModelMgr::remove_instance (Instance * instance)
}
}
FGModelMgr::Instance*
FGModelMgr::findInstanceByNodePath(const std::string& node_path) const
{
if (node_path.empty())
return nullptr;
SGPropertyNode* node = fgGetNode(node_path, false);
if (!node)
return nullptr;
auto it = std::find_if(_instances.begin(), _instances.end(),
[node](const Instance* instance)
{ return instance->node == node; });
if (it == _instances.end()) {
return nullptr;
}
return *it;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGModelMgr::Instance
////////////////////////////////////////////////////////////////////////
FGModelMgr::Instance::Instance ()
: model(0),
node(0),
lon_deg_node(0),
lat_deg_node(0),
elev_ft_node(0),
roll_deg_node(0),
pitch_deg_node(0),
heading_deg_node(0),
shadow(false)
{
}
FGModelMgr::Instance::~Instance ()
{
delete model;
delete model;
}
bool FGModelMgr::Instance::checkLoaded() const
{
if (!model)
return false;
if (loaded_node->getBoolValue()) {
return true;
}
CheckInstanceModelLoadedVisitor cilv;
model->getSceneGraph()->accept(cilv);
const bool loadedNow = cilv.isLoaded();
if (loadedNow) {
loaded_node->setBoolValue(true);
}
return loadedNow;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGModelMgr::Listener
////////////////////////////////////////////////////////////////////////

View file

@ -12,6 +12,8 @@
#include <simgear/compiler.h> // for SG_USING_STD
#include <simgear/structure/subsystem_mgr.hxx>
#include <Scripting/NasalModelData.hxx>
// Don't pull in headers, since we don't need them here.
class SGPropertyNode;
class SGModelPlacement;
@ -23,6 +25,7 @@ class SGModelPlacement;
class FGModelMgr : public SGSubsystem
{
public:
/**
* A dynamically-placed model using properties.
*
@ -38,9 +41,8 @@ public:
*/
struct Instance
{
Instance ();
virtual ~Instance ();
SGModelPlacement * model;
SGModelPlacement * model = nullptr;
SGPropertyNode_ptr node;
SGPropertyNode_ptr lon_deg_node;
SGPropertyNode_ptr lat_deg_node;
@ -48,7 +50,10 @@ public:
SGPropertyNode_ptr roll_deg_node;
SGPropertyNode_ptr pitch_deg_node;
SGPropertyNode_ptr heading_deg_node;
bool shadow;
SGPropertyNode_ptr loaded_node;
bool shadow = false;
bool checkLoaded() const;
};
FGModelMgr ();
@ -86,6 +91,15 @@ public:
*/
virtual void remove_instance (Instance * instance);
/**
* Finds an instance in the model manager from a given node path in the property tree.
* A possible path could be "models/model[0]"
*
* NOTE: the manager will delete the instance as well.
*/
Instance* findInstanceByNodePath(const std::string& nodePath) const;
private:
/**
* Listener class that adds models at runtime.