(NOTE: I posted this question directly to the forum some time ago, but my messages sit under moderation for too long to be useful. I decided to attempt to post via the mailing list)
We are developing an osg-based application which requires the use of various vehicle models, which we have modeled at several levels-of-detail.
The highest level of detail for each of these vehicle models include articulated parts such as turrets that move in azimuth and guns that move in elevation (e.g. tanks).
Because the osg file is somewhat substantial, we do not want to load the same osg file for each entity in our simulation. If we had ten tanks to render, loading ten duplicate osg files wouldn't be so bad, but we need to support rendering dozens of different vehicle types with hundreds upon hundreds of vehicles of each type.
Therefore we took the advice found in the OpenSceneGraph beginners guide (page 101 and 102) and have implemented a system whereby one detailed osg model is made the shared child of dozens or hundreds of parents (each of which is an osg::MatrixTransformation). During execution, we simply update the rotate/translation or these MatrixTransformation nodes and our single model is displayed in dozens or hundreds of unique locations and orientations.
But we also need this single model to be *posed* in a different way for each of the represented entities: Tank1's turret and gun are at different angles than Tank2's turret and gun, etc.
So I have attempted to implement UpdateCallbacks in order to *pose* my tank model each time it needs to be rendered for a given entity.
On the matrixTransform for each entity, I call setUserData with some entity-specific data, then call setUpdateCallback with a callback object descended from NodeCallback:
class articulatedIconCallback : public osg::NodeCallback
{
public:
// called every time a player's matrixTransform node is updated during update traversal
virtual void operator()(osg::Node* n, osg::NodeVisitor* nv)
{
osg::ref_ptr<articulatedIconDataType> iconData = dynamic_cast<articulatedIconDataType*> ( n->getUserData() );
if (iconData)
{
iconData->updateIcon();
}
traverse(n,nv);
}
};
In my implementation of UpdateIcon(), the code retrieves the entity-specific data (MatrixTransformation->getUserData) in order to determine the turret and gun angles for that unique player, then proceeds to descend into the node hierarchy of the osg model, looking for nodes with specific names which mark them as the articulation point. For instance we look for a matrix transform node (internal to the osg model hierarchy) with the name "TURRET_AZIMUTH". If we find it, we set the matrix accordingly. We carry on and do the same for gun elevation and other articulated parts.
The problem is that this appears to not be working. All the player models are positioned and oriented correctly, but each and every player which shares an osg model shares the same turret/gun angles, as if the last player processed is applying his data to all the players.
In general, am I correct in expecting setUpdateCallback to behave this way? Is there something specific I need to do to in order for this approach to work? Any help will be greatly appreciated!
-Mike