Beispiel #1
0
bool SoundUpdateCB_readLocalData(osg::Object &obj, osgDB::Input &fr)
{
    SoundUpdateCB* cb = dynamic_cast<SoundUpdateCB*>( &obj );

    /************************************************************************
    * Using this code, apps like osgviewer could use this kind of nodes and work,
    * but they will exit with crash !
    ************************************************************************/

    if(!SoundManager::instance()->initialized()) {
        osg::notify(osg::WARN) << "osgdb_osgAudio::SoundUpdateCB_readLocalData(): WARNING!!! ";
        osg::notify(osg::WARN) << "The osgAudio plugin is initializing the SoundManager. ";
        osg::notify(osg::WARN) << "So surely nobody will shutdown it, and I will exit with a crash!" << std::endl;
        osgAudio::SoundManager::instance()->init(16);
        osgAudio::SoundManager::instance()->getEnvironment()->setDistanceModel(osgAudio::InverseDistance);
        osgAudio::SoundManager::instance()->getEnvironment()->setDopplerFactor(1);
    }

    bool itAdvanced = false;

    SoundState *ss = dynamic_cast<SoundState*>(fr.readObject());
    if(ss != NULL) {
        cb->setSoundState(ss);
        itAdvanced = true;
    }

    OccludeCallback *oc = dynamic_cast<OccludeCallback*>(fr.readObject());
    if(oc != NULL) {
        cb->setOccludeCallback(oc);
        itAdvanced = true;
    }

    return itAdvanced;
}
bool ShadowedScene_readLocalData(osg::Object& obj, osgDB::Input &fr)
{
    osgShadow::ShadowedScene& ss = static_cast<osgShadow::ShadowedScene&>(obj);
    bool iteratorAdvanced = false;

    osg::ref_ptr<osg::Object> object=0;
    while((object=fr.readObject())!=0)
    {
        osgShadow::ShadowTechnique* st = dynamic_cast<osgShadow::ShadowTechnique*>(object.get());
        if (st) ss.setShadowTechnique(st);
        iteratorAdvanced = true;
    }

    return iteratorAdvanced;
}