#include "attach.hpp" #include <stdexcept> #include <osg/NodeVisitor> #include <osg/Group> #include <osg/Geode> #include <osg/FrontFace> #include <osg/PositionAttitudeTransform> #include <osg/MatrixTransform> #include <components/misc/stringops.hpp> #include <components/sceneutil/skeleton.hpp> #include "visitor.hpp" namespace SceneUtil { class CopyRigVisitor : public osg::NodeVisitor { public: CopyRigVisitor(osg::ref_ptr<osg::Group> parent, const std::string& filter) : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) , mParent(parent) , mFilter(Misc::StringUtils::lowerCase(filter)) { mFilter2 = "tri " + mFilter; } virtual void apply(osg::Node& node) { std::string lowerName = Misc::StringUtils::lowerCase(node.getName()); if ((lowerName.size() >= mFilter.size() && lowerName.compare(0, mFilter.size(), mFilter) == 0) || (lowerName.size() >= mFilter2.size() && lowerName.compare(0, mFilter2.size(), mFilter2) == 0)) { mParent->addChild(&node); } else traverse(node); } private: osg::ref_ptr<osg::Group> mParent; std::string mFilter; std::string mFilter2; }; osg::ref_ptr<osg::Node> attach(osg::ref_ptr<osg::Node> toAttach, osg::Node *master, const std::string &filter, const std::string &attachNode) { if (dynamic_cast<SceneUtil::Skeleton*>(toAttach.get())) { osg::ref_ptr<osg::Group> handle = new osg::Group; CopyRigVisitor copyVisitor(handle, filter); toAttach->accept(copyVisitor); master->asGroup()->addChild(handle); return handle; } else { FindByNameVisitor find(attachNode); master->accept(find); if (!find.mFoundNode) throw std::runtime_error(std::string("Can't find attachment node ") + attachNode); FindByNameVisitor findBoneOffset("BoneOffset"); toAttach->accept(findBoneOffset); osg::ref_ptr<osg::PositionAttitudeTransform> trans; if (findBoneOffset.mFoundNode) { osg::MatrixTransform* boneOffset = dynamic_cast<osg::MatrixTransform*>(findBoneOffset.mFoundNode); if (!boneOffset) throw std::runtime_error("BoneOffset must be a MatrixTransform"); trans = new osg::PositionAttitudeTransform; trans->setPosition(boneOffset->getMatrix().getTrans()); // The BoneOffset rotation seems to be incorrect trans->setAttitude(osg::Quat(osg::DegreesToRadians(-90.f), osg::Vec3f(1,0,0))); } if (attachNode.find("Left") != std::string::npos) { if (!trans) trans = new osg::PositionAttitudeTransform; trans->setScale(osg::Vec3f(-1.f, 1.f, 1.f)); // Need to invert culling because of the negative scale // Note: for absolute correctness we would need to check the current front face for every mesh then invert it // However MW isn't doing this either, so don't. Assuming all meshes are using backface culling is more efficient. osg::FrontFace* frontFace = new osg::FrontFace; frontFace->setMode(osg::FrontFace::CLOCKWISE); trans->getOrCreateStateSet()->setAttributeAndModes(frontFace, osg::StateAttribute::ON); } if (trans) { find.mFoundNode->addChild(trans); trans->addChild(toAttach); return trans; } else { find.mFoundNode->addChild(toAttach); return toAttach; } } } }