/usr/include/osgEarth/ObjectIndex is in libosgearth-dev 2.9.0+dfsg-1.
This file is owned by root:root, with mode 0o644.
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/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2008-2012 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_OBJECT_INDEX_H
#define OSGEARTH_OBJECT_INDEX_H
#include <osgEarth/Common>
#include <osgEarth/ThreadingUtils>
#include <osgEarth/ShaderLoader>
#include <osg/Version>
#include <osg/Drawable>
#include <osg/Array>
#include <OpenThreads/Atomic>
#include <algorithm>
#define OSGEARTH_OBJECTID_EMPTY (ObjectID)0
#define OSGEARTH_OBJECTID_TERRAIN (ObjectID)1
namespace osgEarth
{
typedef unsigned ObjectID;
typedef osg::UIntArray ObjectIDArray;
/**
* Virutal interface class for building an object index.
*/
template<typename T>
class ObjectIndexBuilder
{
public:
/**
* Inserts the object into the index, and tags the drawable with its object id.
* Returns the ID of the object.
*/
virtual ObjectID tagDrawable(osg::Drawable* drawable, T* object) =0;
/**
* Inserts the object into the index, and tags all the drawalbes under the
* specified node with the object ID. Returns the Object ID.
*/
virtual ObjectID tagAllDrawables(osg::Node* node, T* object) =0;
/**
* Inserts the object into the index, and tags the Node with a uniform containing
* the object id. Returns the Object ID.
*/
virtual ObjectID tagNode(osg::Node* node, T* object) =0;
};
/**
* Index for tracking objects in the scene graph using vertex
* attributes and uniforms.
*/
class OSGEARTH_EXPORT ObjectIndex : public osg::Referenced,
public ObjectIndexBuilder<osg::Referenced>
{
public:
/** constructs a new index */
ObjectIndex();
/**
* Adds an object to the index, and returns a new globally unique
* ID for that object. You can then use that UID to tag scene elements
* with one of the tag* functions. If the object already exists in the
* index, this method will return the UID assigned to it.
*/
ObjectID insert(osg::Referenced* object);
/**
* Finds the object corresponding to a unique ID and places it in "output";
* Returns true if found, false if not.
*/
template<typename T>
osg::ref_ptr<T> get(ObjectID id) const {
Threading::ScopedMutexLock lock(_mutex);
return dynamic_cast<T*>( getImpl(id) );
}
/**
* Removes the object corresponding the the unique ID form the index.
*/
void remove(ObjectID id);
/**
* Removes a collection of objects from the index all at once.
*/
template<typename ForwardIter>
void remove(ForwardIter i0, ForwardIter i1) {
_mutex.lock();
for(ForwardIter i = i0; i != i1; ++i) removeImpl( *i );
_mutex.unlock();
}
/**
* The vertex attribute binding location to use when indexing geoemtry.
* Warning: Changing this after tagging objects will cause undefined results.
*/
void setObjectIDAtrribLocation(int value);
int getObjectIDAttribLocation() const { return _attribLocation; }
/**
* The name of the uniform used to tag nodes when tagNode() is called.
*/
const std::string& getObjectIDUniformName() const { return _oidUniformName; }
/**
* The name of the ObjectID vertex attribute in the ObjectIndex shaders.
*/
const std::string& getObjectIDAttribName() const { return _attribName; }
/**
* Convenience fuction to install shader components that will set the vertex-stage
* ObjectID variable whenever detected in the geometry. This will automatically use
* the ObjectID AttribLocation as set in this object.
*
* Returns false if the method fails for any reason (e.g., vp is NULL)
*/
bool loadShaders(VirtualProgram* vp) const;
/**
* The ShaderPackage that includes the index initialization shaders. installShaders()
* calls this internally to get the virtual program components.
*/
const ShaderPackage& getShaderPackage() const { return _shaders; }
/**
* Returns a set of ObjectIDs used in a drawable. Returns false is none are found
*/
bool getObjectIDs(const osg::Drawable* drawable, std::set<ObjectID>& output) const;
/**
* Returns an ObjectID set on a node. Returns false if none is found
*/
bool getObjectID(osg::Node* node, ObjectID& output) const;
public: // ObjectIndexBuilder<osg::Referenced>
/**
* Inserts the object into the index, and tags the drawable with its object id.
* Returns the ID of the object.
*/
ObjectID tagDrawable(osg::Drawable* drawable, osg::Referenced* object);
/**
* Inserts the object into the index, and tags all the drawalbes under the
* specified node with the object ID. Returns the Object ID.
*/
ObjectID tagAllDrawables(osg::Node* node, osg::Referenced* object);
/**
* Inserts the object into the index, and tags the Node with a uniform containing
* the object id. Returns the Object ID.
*/
ObjectID tagNode(osg::Node* node, osg::Referenced* object);
public: // Raw tagging methods.
/**
* Tags the vertices in a drawable with the object identifier.
*/
void tagDrawable(osg::Drawable* drawable, ObjectID id) const;
/**
* Tags the vertices in all Drawables until a node with the object identifier.
*/
void tagAllDrawables(osg::Node* node, ObjectID id) const;
/**
* Tags a node with an object identifier. This simply puts a uniform on the
* node and does NOT tag any actual vertices. This is only useful if you want
* to tag an entire model and are not planning to merge geometries.
*/
void tagNode(osg::Node* node, ObjectID id) const;
/**
* For each ObjectID found in a drawable, update it with a new Object ID and
* populate an output table that maps the old ID to the new ID. Internal function
* used for serialization support.
*/
bool updateObjectIDs(osg::Drawable* drawable, std::map<ObjectID, ObjectID>& oldNewTable, osg::Referenced* obj);
/**
* On a node, replace an existing objectID with a new one and return the mapping.
* Internal function used for serialization support.
*/
bool updateObjectID(osg::Node* node, std::map<ObjectID, ObjectID>& oldNewTable, osg::Referenced* obj);
protected:
virtual ~ObjectIndex() { }
typedef std::map<ObjectID, osg::observer_ptr<osg::Referenced> > IndexMap;
IndexMap _index;
int _attribLocation;
std::string _oidUniformName;
mutable Threading::Mutex _mutex;
OpenThreads::Atomic _idGen;
ShaderPackage _shaders;
std::string _attribName;
ObjectID insertImpl(osg::Referenced*);
void removeImpl(ObjectID id);
osg::Referenced* getImpl(ObjectID id) const;
};
} // namespace osgEarth
#endif // OSGEARTH_OBJECT_INDEX_H
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