Hi Robert,

Small submission:

- 3DS reader now takes care to not create Texture2D duplicates
- Lowered one notify level (it's now coherent with the "if" just above)

Latest trunk (12080).
Thanks for reviewing.
Cheers,

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
#include <osg/Notify>
#include <osg/Group>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Texture2D>
#include <osg/Material>
#include <osg/TexEnv>
#include <osg/ref_ptr>
#include <osg/MatrixTransform>
#include <osg/BlendFunc>
#include <osg/TexEnvCombine>

#include <osgDB/Registry>
#include <osgDB/FileUtils>
#include <osgDB/FileNameUtils>
#include <osgDB/ReadFile>

#include <osgUtil/TriStripVisitor>

//MIKEC debug only for PrintVisitor
#include <osg/NodeVisitor>

#include "WriterNodeVisitor.h"
#include "lib3ds/lib3ds.h"
#include <stdlib.h>
#include <string.h>

#include <set>
#include <map>
#include <iostream>
#include <sstream>
#include <assert.h>

using namespace std;
using namespace osg;

/// Implementation borrowed from boost and slightly modified
template<class T> class scoped_array // noncopyable
{
private:
    T * px;
    scoped_array(scoped_array const &);
    scoped_array & operator=(scoped_array const &);
    typedef scoped_array<T> this_type;

    void operator==( scoped_array const& ) const;
    void operator!=( scoped_array const& ) const;

public:
    typedef T element_type;
    explicit scoped_array( T * p = 0 ) : px( p ) {}

    ~scoped_array() { delete[] px; }

    void reset(T * p = 0) {
        assert( p == 0 || p != px ); // catch self-reset errors
        this_type(p).swap(*this);
    }

    T & operator[](std::ptrdiff_t i) const // never throws
    {
        assert( px != 0 );
        assert( i >= 0 );
        return px[i];
    }

    T * get() const // never throws
    {
        return px;
    }

    void swap(scoped_array & b) // never throws
    {
        T * tmp = b.px;
        b.px = px;
        px = tmp;
    }
};



void copyLib3dsMatrixToOsgMatrix(osg::Matrix& osg_matrix, const Lib3dsMatrix 
lib3ds_matrix)
{
    osg_matrix.set(
        
lib3ds_matrix[0][0],lib3ds_matrix[0][1],lib3ds_matrix[0][2],lib3ds_matrix[0][3],
        
lib3ds_matrix[1][0],lib3ds_matrix[1][1],lib3ds_matrix[1][2],lib3ds_matrix[1][3],
        
lib3ds_matrix[2][0],lib3ds_matrix[2][1],lib3ds_matrix[2][2],lib3ds_matrix[2][3],
        
lib3ds_matrix[3][0],lib3ds_matrix[3][1],lib3ds_matrix[3][2],lib3ds_matrix[3][3]);
}

osg::Matrix copyLib3dsMatrixToOsgMatrix(const Lib3dsMatrix mat)
{
    osg::Matrix osgMatrix;
    copyLib3dsMatrixToOsgMatrix(osgMatrix, mat);
    return osgMatrix;
}

void copyLib3dsVec3ToOsgVec3(osg::Vec3f osgVec, const float vertices[3])
{
    return osgVec.set(vertices[0], vertices[1], vertices[2]);
}

osg::Vec3f copyLib3dsVec3ToOsgVec3(const float vertices[3])
{
    return osg::Vec3f(vertices[0], vertices[1], vertices[2]);
}

osg::Quat copyLib3dsQuatToOsgQuat(const float quat[4])
{
    return osg::Quat(quat[0], quat[1], quat[2], quat[3]);
}



class PrintVisitor : public NodeVisitor
{
public:
    PrintVisitor(std::ostream& out):
      NodeVisitor(NodeVisitor::TRAVERSE_ALL_CHILDREN),
          _out(out)
      {
          _indent = 0;
          _step = 4;
      }

      inline void moveIn() { _indent += _step; }
      inline void moveOut() { _indent -= _step; }
      inline void writeIndent()
      {
          for(int i=0;i<_indent;++i) _out << " ";
      }

      virtual void apply(Node& node)
      {
          moveIn();
          writeIndent(); _out << node.className() <<std::endl;
          traverse(node);
          moveOut();
      }

      virtual void apply(Geode& node)         { apply((Node&)node); }
      virtual void apply(Billboard& node)     { apply((Geode&)node); }
      virtual void apply(LightSource& node)   { apply((Group&)node); }
      virtual void apply(ClipNode& node)      { apply((Group&)node); }

      virtual void apply(Group& node)         { apply((Node&)node); }
      virtual void apply(Transform& node)     { apply((Group&)node); }
      virtual void apply(Projection& node)    { apply((Group&)node); }
      virtual void apply(Switch& node)        { apply((Group&)node); }
      virtual void apply(LOD& node)           { apply((Group&)node); }

protected:

    PrintVisitor& operator = (const PrintVisitor&) { return *this; }

    std::ostream& _out;
    int _indent;
    int _step;
};

/// Possible options:
///        - noMatrixTransforms: set the plugin to apply matrices into the mesh 
vertices ("old behaviour") instead of restoring them ("new behaviour"). You may 
use this option to avoid a few rounding errors.
///        - checkForEspilonIdentityMatrices: if noMatrixTransforms is \b not 
set, then consider "almost identity" matrices to be identity ones (in case of 
rounding errors).
///        - restoreMatrixTransformsNoMeshes: makes an exception to the 
behaviour when 'noMatrixTransforms' is \b not set for mesh instances. When a 
mesh instance has a transform on it, the reader creates a MatrixTransform above 
the Geode. If you don't want the hierarchy to be modified, then you can use 
this option to merge the transform into vertices.
class ReaderWriter3DS : public osgDB::ReaderWriter
{
public:

    ReaderWriter3DS();

    virtual const char* className() const { return "3DS Auto Studio 
Reader/Writer"; }

    virtual ReadResult readNode(const std::string& file, const 
osgDB::ReaderWriter::Options* options) const;
    virtual ReadResult readNode(std::istream& fin, const Options* options) 
const;
    virtual ReadResult doReadNode(std::istream& fin, const Options* options, 
const std::string & fileNamelib3ds) const;        ///< Subfunction of 
readNode()s functions.

    virtual WriteResult writeNode(const osg::Node& /*node*/,const std::string& 
/*fileName*/,const Options* =NULL) const;
    virtual WriteResult writeNode(const osg::Node& /*node*/,std::ostream& 
/*fout*/,const Options* =NULL) const;
    virtual WriteResult doWriteNode(const osg::Node& /*node*/,std::ostream& 
/*fout*/,const Options*, const std::string & fileNamelib3ds) const;

protected:
    ReadResult constructFrom3dsFile(Lib3dsFile *f,const std::string& filename, 
const Options* options) const;

    bool createFileObject(const osg::Node& node, Lib3dsFile * file3ds,const 
std::string& fileName, const osgDB::ReaderWriter::Options* options) const;

    class ReaderObject
    {
    public:
        ReaderObject(const osgDB::ReaderWriter::Options* options);

        typedef std::vector<osg::StateSet*> StateSetMap;
        typedef std::vector<int> FaceList;
        typedef std::map<std::string,osg::StateSet*> GeoStateMap;

        osg::Texture2D* createTexture(Lib3dsTextureMap *texture,const char* 
label,bool& transparancy);
        osg::StateSet* createStateSet(Lib3dsMaterial *materials);
        osg::Drawable* createDrawable(Lib3dsMesh *meshes,FaceList& faceList, 
const osg::Matrix * matrix);

        std::string _directory;
        bool _useSmoothingGroups;
        bool _usePerVertexNormals;

        // MIKEC
        osg::Node* processMesh(StateSetMap& drawStateMap,osg::Group* 
parent,Lib3dsMesh* mesh, const osg::Matrix * matrix);
        osg::Node* processNode(StateSetMap drawStateMap,Lib3dsFile 
*f,Lib3dsNode *node);
    private:
        const osgDB::ReaderWriter::Options* options;
        bool noMatrixTransforms;            ///< Should the plugin apply 
matrices into the mesh vertices ("old behaviour"), instead of restoring 
matrices ("new behaviour")?
        bool checkForEspilonIdentityMatrices;
        bool restoreMatrixTransformsNoMeshes;
        typedef std::map<unsigned int,FaceList> SmoothingFaceMap;
        void addDrawableFromFace(osg::Geode * geode, FaceList & faceList, 
Lib3dsMesh * mesh, const osg::Matrix * matrix, osg::StateSet * stateSet);

        typedef std::map<std::string, osg::Texture2D *> TexturesMap;            
// Should be an unordered map (faster)
        TexturesMap texturesMap;
};
};

// now register with Registry to instantiate the above
// reader/writer.
REGISTER_OSGPLUGIN(3ds, ReaderWriter3DS)

ReaderWriter3DS::ReaderWriter3DS()
{
    supportsExtension("3ds","3D Studio model format");
    //supportsOption("OutputTextureFiles","Write out the texture images to 
file");
    //supportsOption("flipTexture", "flip texture upside-down");
    supportsOption("extended3dsFilePaths", "(Write option) Keeps long texture 
filenames (not 8.3) when exporting 3DS, but can lead to compatibility 
problems.");
    supportsOption("noMatrixTransforms", "(Read option) Set the plugin to apply 
matrices into the mesh vertices (\"old behaviour\") instead of restoring them 
(\"new behaviour\"). You may use this option to avoid a few rounding errors.");
    supportsOption("checkForEspilonIdentityMatrices", "(Read option) If not 
set, then consider \"almost identity\" matrices to be identity ones (in case of 
rounding errors).");
    supportsOption("restoreMatrixTransformsNoMeshes", "(Read option) Makes an 
exception to the behaviour when 'noMatrixTransforms' is not set for mesh 
instances. When a mesh instance has a transform on it, the reader creates a 
MatrixTransform above the Geode. If you don't want the hierarchy to be 
modified, then you can use this option to merge the transform into vertices.");

#if 0
    OSG_NOTICE<<"3DS reader sizes:"<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsBool)="<<sizeof(Lib3dsBool)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsByte)="<<sizeof(Lib3dsByte)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsWord)="<<sizeof(Lib3dsWord)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsDword)="<<sizeof(Lib3dsDword)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsIntb)="<<sizeof(Lib3dsIntb)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsIntw)="<<sizeof(Lib3dsIntw)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsIntd)="<<sizeof(Lib3dsIntd)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsFloat)="<<sizeof(Lib3dsFloat)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsDouble)="<<sizeof(Lib3dsDouble)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsVector)="<<sizeof(Lib3dsVector)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsTexel)="<<sizeof(Lib3dsTexel)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsQuat)="<<sizeof(Lib3dsQuat)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsMatrix)="<<sizeof(Lib3dsMatrix)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsRgb)="<<sizeof(Lib3dsRgb)<<std::endl;
    OSG_NOTICE<<"  sizeof(Lib3dsRgba)="<<sizeof(Lib3dsRgba)<<std::endl;
#endif

}

ReaderWriter3DS::ReaderObject::ReaderObject(const osgDB::ReaderWriter::Options* 
options) :
    _useSmoothingGroups(true),
    _usePerVertexNormals(true),
    options(options),
    noMatrixTransforms(false),
    checkForEspilonIdentityMatrices(false),
    restoreMatrixTransformsNoMeshes(false)
{
    if (options)
    {
        std::istringstream iss(options->getOptionString());
        std::string opt; 
        while (iss >> opt) 
        {
            if (opt == "noMatrixTransforms")
                noMatrixTransforms = true;
            if (opt == "checkForEspilonIdentityMatrices")
                checkForEspilonIdentityMatrices = true;
            if (opt == "restoreMatrixTransformsNoMeshes")
                restoreMatrixTransformsNoMeshes = true;
        }
    }
}


/**
    These print methods for 3ds hacking
*/
void pad(int level)
{
    for(int i=0;i<level;i++) std::cout<<"  ";
}
void print(Lib3dsMesh *mesh,int level);
void print(Lib3dsUserData *user,int level);
void print(Lib3dsMeshInstanceNode *object,int level);
void print(Lib3dsNode *node, int level);

void print(Lib3dsMatrix matrix,int level)
{
    pad(level); cout << matrix[0][0] <<" "<< matrix[0][1] <<" "<< matrix[0][2] 
<<" "<< matrix[0][3] << endl;
    pad(level); cout << matrix[1][0] <<" "<< matrix[1][1] <<" "<< matrix[1][2] 
<<" "<< matrix[1][3] << endl;
    pad(level); cout << matrix[2][0] <<" "<< matrix[2][1] <<" "<< matrix[2][2] 
<<" "<< matrix[2][3] << endl;
    pad(level); cout << matrix[3][0] <<" "<< matrix[3][1] <<" "<< matrix[3][2] 
<<" "<< matrix[3][3] << endl;
}
void print(Lib3dsMesh *mesh,int level)
{
    if (mesh)
    {
        pad(level); cout << "mesh name " << mesh->name  << endl;
        print(mesh->matrix,level);
    }
    else
    {
        pad(level); cout << "no mesh " << endl;
    }
}
void print(Lib3dsUserData *user,int level)
{
    if (user)
    {
        pad(level); cout << "user data" << endl;
        //print(user->mesh,level+1);
    }
    else
    {
        pad(level); cout << "no user data" << endl;
    }
}

void print(Lib3dsMeshInstanceNode *object,int level)
{
    if (object)
    {
        pad(level); cout << "objectdata instance [" << object->instance_name << 
"]" << endl;
        pad(level); cout << "pivot     " << object->pivot[0] <<" "<< 
object->pivot[1] <<" "<< object->pivot[2] << endl;
        pad(level); cout << "pos       " << object->pos[0] <<" "<< 
object->pos[1] <<" "<< object->pos[2] << endl;
        pad(level); cout << "scl       " << object->scl[0] <<" "<< 
object->scl[1] <<" "<< object->scl[2] << endl;
        pad(level); cout << "rot       " << object->rot[0] <<" "<< 
object->rot[1] <<" "<< object->rot[2] <<" "<< object->rot[3] << endl;
    }
    else
    {
        pad(level); cout << "no object data" << endl;
    }
}

void print(Lib3dsNode *node, int level)
{

    pad(level); cout << "node name [" << node->name << "]" << endl;
    pad(level); cout << "node id    " << node->user_id << endl;
    pad(level); cout << "node parent id " << (node->parent ? 
static_cast<int>(node->parent->user_id) : -1) << endl;
    pad(level); cout << "node matrix:" << endl;
    print(node->matrix,level+1);

    if (node->type == LIB3DS_NODE_MESH_INSTANCE)
    {
        pad(level); cout << "mesh instance data:" << endl;
        print(reinterpret_cast<Lib3dsMeshInstanceNode *>(node),level+1);
    }
    else
    {
        pad(level); cout << "node is not a mesh instance (not handled)" << endl;
    }

    print(&node->user_ptr,level);

    for(Lib3dsNode *child=node->childs; child; child=child->next)
    {
        print(child,level+1);
    }

}

void ReaderWriter3DS::ReaderObject::addDrawableFromFace(osg::Geode * geode, 
FaceList & faceList,
                                                        Lib3dsMesh * mesh,
                                                        const osg::Matrix * 
matrix,
                                                        osg::StateSet * 
stateSet)
{
    if (_useSmoothingGroups)
    {
        SmoothingFaceMap smoothingFaceMap;
        for (FaceList::iterator flitr=faceList.begin();
            flitr!=faceList.end();
            ++flitr)
        {
            
smoothingFaceMap[mesh->faces[*flitr].smoothing_group].push_back(*flitr);
        }

        for(SmoothingFaceMap::iterator sitr=smoothingFaceMap.begin();
            sitr!=smoothingFaceMap.end();
            ++sitr)
        {
            // each smoothing group to have its own geom
            // to ensure the vertices on adjacent groups
            // don't get shared.
            FaceList& smoothFaceMap = sitr->second;
            osg::ref_ptr<osg::Drawable> drawable = 
createDrawable(mesh,smoothFaceMap,matrix);
            if (drawable.valid())
            {
                if (stateSet)
                    drawable->setStateSet(stateSet);
                geode->addDrawable(drawable.get());
            }
        }
    }
    else // ignore smoothing groups.
    {
        osg::ref_ptr<osg::Drawable> drawable = 
createDrawable(mesh,faceList,matrix);
        if (drawable.valid())
        {
            if (stateSet)
                drawable->setStateSet(stateSet);
            geode->addDrawable(drawable.get());
        }
    }
}


// Transforms points by matrix if 'matrix' is not NULL
// Creates a Geode and Geometry (as parent,child) and adds the Geode to 
'parent' parameter iff 'parent' is non-NULL
// Returns ptr to the Geode
osg::Node* ReaderWriter3DS::ReaderObject::processMesh(StateSetMap& 
drawStateMap,osg::Group* parent,Lib3dsMesh* mesh, const osg::Matrix * matrix)
{
    typedef std::vector<FaceList> MaterialFaceMap;
    MaterialFaceMap materialFaceMap;
    unsigned int numMaterials = drawStateMap.size();
    materialFaceMap.insert(materialFaceMap.begin(), numMaterials, FaceList());  
      // Setup the map
    FaceList defaultMaterialFaceList;
    for (unsigned int i=0; i<mesh->nfaces; ++i)
    {
        if (mesh->faces[i].material>=0)
        {
            materialFaceMap[mesh->faces[i].material].push_back(i);
        }
        else
        {
            defaultMaterialFaceList.push_back(i);
        }
    }
    if (materialFaceMap.empty() && defaultMaterialFaceList.empty())
    {
        OSG_NOTICE<<"Warning : no triangles assigned to mesh 
'"<<mesh->name<<"'"<< std::endl;
        //OSG_INFO << "No material assigned to mesh '" << mesh->name << "'" << 
std::endl;
        return NULL;
    }
    else
    {
        osg::Geode* geode = new osg::Geode;
        geode->setName(mesh->name);
        if (!defaultMaterialFaceList.empty())
        {
            addDrawableFromFace(geode, defaultMaterialFaceList, mesh, matrix, 
NULL);
        }
        for(unsigned int imat=0; imat<numMaterials; ++imat)
        {
            addDrawableFromFace(geode, materialFaceMap[imat], mesh, matrix, 
drawStateMap[imat]);
        }
        if (parent) parent->addChild(geode);
        return geode;
    }
}


/// Returns true if a matrix is 'almost' identity, meaning that the difference 
between each value and the corresponding identity value is less than an epsilon 
value.
bool isIdentityEquivalent(const osg::Matrix & mat, osg::Matrix::value_type 
epsilon=1e-6)
{
    return osg::equivalent(mat(0,0), 1, epsilon) && osg::equivalent(mat(0,1), 
0, epsilon) && osg::equivalent(mat(0,2), 0, epsilon) &&  
osg::equivalent(mat(0,3), 0, epsilon) &&
           osg::equivalent(mat(1,0), 0, epsilon) && osg::equivalent(mat(1,1), 
1, epsilon) && osg::equivalent(mat(1,2), 0, epsilon) &&  
osg::equivalent(mat(1,3), 0, epsilon) &&
           osg::equivalent(mat(2,0), 0, epsilon) && osg::equivalent(mat(2,1), 
0, epsilon) && osg::equivalent(mat(2,2), 1, epsilon) &&  
osg::equivalent(mat(2,3), 0, epsilon) &&
           osg::equivalent(mat(3,0), 0, epsilon) && osg::equivalent(mat(3,1), 
0, epsilon) && osg::equivalent(mat(3,2), 0, epsilon) &&  
osg::equivalent(mat(3,3), 1, epsilon);
}


/**
How to cope with pivot points in 3ds (short version)

  All object coordinates in 3ds are stored in world space, this is why you can 
just rip out the meshes and use/draw them without meddeling further
  Unfortunately, this gets a bit wonky with objects with pivot points 
(conjecture: PP support is retro fitted into the .3ds format and so doesn't fit 
perfectly?)

  Objects with pivot points have a position relative to their PP, so they have 
to undergo this transform:

    invert the mesh matrix, apply this matrix to the object. This puts the 
object back at the origin
    Transform the object by the nodes (negative) pivot point coords, this puts 
the PP at the origin
    Transform the node by the node matrix, which does the orientation about the 
pivot point, (and currently) transforms the object back by a translation to the 
PP.

*/
osg::Node* ReaderWriter3DS::ReaderObject::processNode(StateSetMap 
drawStateMap,Lib3dsFile *f,Lib3dsNode *node)
{
    // Get mesh
    Lib3dsMeshInstanceNode * object = (node->type == LIB3DS_NODE_MESH_INSTANCE) 
? reinterpret_cast<Lib3dsMeshInstanceNode *>(node) : NULL;
    Lib3dsMesh * mesh = lib3ds_file_mesh_for_node(f,node);
    assert(!(mesh && !object));        // Node must be a 
LIB3DS_NODE_MESH_INSTANCE if a mesh exists

    // Retreive LOCAL transform
    static const osg::Matrix::value_type MATRIX_EPSILON = 1e-10;
    osg::Matrix osgNodeMatrix( copyLib3dsMatrixToOsgMatrix(node->matrix) );

    if (node->parent)
    {
        // Matrices evaluated by lib3DS are multiplied by parents' ones
        osgNodeMatrix *= osg::Matrix::inverse( 
copyLib3dsMatrixToOsgMatrix(node->parent->matrix) );
    }

    // Test if we should create an intermediate Group (or MatrixTransform) and 
which matrix we should apply to the vertices
    osg::Group* group = NULL;

    // Get pivot point
    osg::Vec3 pivot( object ? copyLib3dsVec3ToOsgVec3(object->pivot) : 
osg::Vec3() );
    bool pivoted = pivot.x()!=0 || pivot.y()!=0 || pivot.z()!=0;

    osg::Matrix meshMat;
    if (mesh)
    {
         if (!noMatrixTransforms)
         {
            // There can be a transform directly on a mesh instance (= as if a 
osg::MatrixTransform and a osg::Geode were merged together) in 
object->pos/rot/scl
            if (!pivoted) {
                meshMat = 
osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix));
            } else {
                meshMat = 
osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * 
osg::Matrix::translate(-pivot);
            }
        }
        else {
            if (pivoted) {
                meshMat = 
osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * 
osg::Matrix::translate(-pivot) * copyLib3dsMatrixToOsgMatrix(node->matrix);
            } else {
                meshMat = 
osg::Matrix::inverse(copyLib3dsMatrixToOsgMatrix(mesh->matrix)) * 
copyLib3dsMatrixToOsgMatrix(node->matrix);
            }
            osgNodeMatrix = osg::Matrix::identity();        // Not sure it's 
useful, but it's harmless ;)
        }
    }

    bool isOsgNodeMatrixIdentity = false;
    if (osgNodeMatrix.isIdentity() || (checkForEspilonIdentityMatrices && 
isIdentityEquivalent(osgNodeMatrix, MATRIX_EPSILON)))
    {
        isOsgNodeMatrixIdentity = true;
    }


    //if (node->childs != NULL || pivoted || (!isOsgNodeMatrixIdentity && 
!noMatrixTransforms))
    if (node->childs != NULL || (!isOsgNodeMatrixIdentity && 
!noMatrixTransforms))
    {
        if (isOsgNodeMatrixIdentity || noMatrixTransforms)
        {
            group = new osg::Group;
        }
        else
        {
            group = new osg::MatrixTransform(osgNodeMatrix);
        }
    }

    if (group)
    {
        if (strcmp(node->name, "$$$DUMMY") == 0) 
        {
            if (node->type == LIB3DS_NODE_MESH_INSTANCE)
                group->setName(reinterpret_cast<Lib3dsMeshInstanceNode 
*>(node)->instance_name); 
        }
        else if (node->type == LIB3DS_NODE_MESH_INSTANCE && 
strlen(reinterpret_cast<Lib3dsMeshInstanceNode *>(node)->instance_name) != 0)
            group->setName(reinterpret_cast<Lib3dsMeshInstanceNode 
*>(node)->instance_name);
        else
            group->setName(node->name);

        // Handle all children of this node for hierarchical assemblies
        for (Lib3dsNode *p=node->childs; p!=NULL; p=p->next)
        {
            group->addChild(processNode(drawStateMap,f,p));
        }
    }
    else
    {
        assert(node->childs == NULL);        // Else we must have a group to 
put childs into
    }

    // Handle mesh
    if (mesh)
    {
        osg::Matrix * meshAppliedMatPtr = NULL;
        if (!meshMat.isIdentity() && !(checkForEspilonIdentityMatrices && 
isIdentityEquivalent(meshMat, MATRIX_EPSILON)))
        {
            meshAppliedMatPtr = &meshMat;
        }

        if (group)
        {
            // add our geometry to group (where our children already are)
            // creates geometry under modifier node
            processMesh(drawStateMap,group,mesh,meshAppliedMatPtr);
            return group;
        }
        else
        {
            // didnt use group for children
            // return a ptr directly to the Geode for this mesh
            return processMesh(drawStateMap,NULL,mesh,meshAppliedMatPtr);
        }

    }
    else
    {
        // no mesh for this node - probably a camera or something of that 
persuasion
        //cout << "no mesh for object " << node->name << endl;
        return group; // we have no mesh, but we might have children
    }
}


static long filei_seek_func(void *self, long offset, Lib3dsIoSeek origin)
{
    std::istream *f = reinterpret_cast<std::istream*>(self);
    ios_base::seekdir o = ios_base::beg;
    if (origin == LIB3DS_SEEK_CUR) o = ios_base::cur;
    else if (origin == LIB3DS_SEEK_END) o = ios_base::end;

    f->seekg(offset, o);
    return f->fail() ? -1 : 0;
}

static long fileo_seek_func(void *self, long offset, Lib3dsIoSeek origin)
{
    std::ostream *f = reinterpret_cast<std::ostream*>(self);
    ios_base::seekdir o = ios_base::beg;
    if (origin == LIB3DS_SEEK_CUR) o = ios_base::cur;
    else if (origin == LIB3DS_SEEK_END) o = ios_base::end;

    f->seekp(offset, o);
    return f->fail() ? -1 : 0;
}

static long filei_tell_func(void *self)
{
    std::istream *f = reinterpret_cast<std::istream*>(self);
    return f->tellg();
}

static long fileo_tell_func(void *self)
{
    std::ostream *f = reinterpret_cast<std::ostream*>(self);
    return f->tellp();
}


static size_t filei_read_func(void *self, void *buffer, size_t size)
{
    std::istream *f = reinterpret_cast<std::istream*>(self);
    f->read(reinterpret_cast<char*>(buffer), size);
    return f->gcount();
}

static size_t fileo_write_func(void *self, const void *buffer, size_t size)
{
    std::ostream *f = reinterpret_cast<std::ostream*>(self);
    f->write(static_cast<const char*>(buffer), size);
    return f->fail() ? 0 : size;
}

static void fileio_log_func(void *self, Lib3dsLogLevel level, int indent, const 
char *msg)
{
    osg::NotifySeverity l = osg::INFO;
    // Intentionally NOT mapping 3DS levels with OSG levels
    if (level == LIB3DS_LOG_ERROR) l = osg::WARN;
    else if (level == LIB3DS_LOG_WARN) l = osg::NOTICE;
    else if (level == LIB3DS_LOG_INFO) l = osg::INFO;
    else if (level == LIB3DS_LOG_DEBUG) l = osg::DEBUG_INFO;
    OSG_NOTIFY(l) << msg << std::endl;
}


osgDB::ReaderWriter::ReadResult ReaderWriter3DS::readNode(std::istream& fin,  
const osgDB::ReaderWriter::Options* options) const
{
    std::string optFileName;
    if (options)
    {
        optFileName = options->getPluginStringData("STREAM_FILENAME");
        if (optFileName.empty()) optFileName = 
options->getPluginStringData("filename");
    }
    return doReadNode(fin, options, optFileName);
}

osgDB::ReaderWriter::ReadResult ReaderWriter3DS::doReadNode(std::istream& fin,  
const osgDB::ReaderWriter::Options* options, const std::string & 
fileNamelib3ds) const
{
    osg::ref_ptr<Options> local_opt = options ? 
static_cast<Options*>(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options;
    
local_opt->getDatabasePathList().push_front(osgDB::getFilePath(fileNamelib3ds));

    osgDB::ReaderWriter::ReadResult result = ReadResult::FILE_NOT_HANDLED;

    // Prepare io structure to tell how to read the stream
    Lib3dsIo io;
    io.self = &fin;
    io.seek_func = filei_seek_func;
    io.tell_func = filei_tell_func;
    io.read_func = filei_read_func;
    io.write_func = NULL;
    io.log_func = fileio_log_func;

    Lib3dsFile * file3ds = lib3ds_file_new();
    if (lib3ds_file_read(file3ds, &io) != 0)
    {
        result = constructFrom3dsFile(file3ds,fileNamelib3ds,options);
        lib3ds_file_free(file3ds);
    }

    return(result);
}

osgDB::ReaderWriter::ReadResult ReaderWriter3DS::readNode(const std::string& 
file, const osgDB::ReaderWriter::Options* options) const
{
    std::string ext = osgDB::getLowerCaseFileExtension(file);
    if (!acceptsExtension(ext)) return ReadResult::FILE_NOT_HANDLED;

    std::string fileName = osgDB::findDataFile( file, options );
    if (fileName.empty()) return ReadResult::FILE_NOT_FOUND;

    // Do not use the lib3ds_file_open() as:
    //   1. It relies on FILE* instead of iostreams (less safe)
    //   2. It doesn't allow us to set a custom log output
    osgDB::ifstream fin(fileName.c_str(), std::ios_base::in | 
std::ios_base::binary);
    if (!fin.good()) return ReadResult::ERROR_IN_READING_FILE;
    return doReadNode(fin, options, fileName);
/*
    osgDB::ReaderWriter::ReadResult result = ReadResult::FILE_NOT_HANDLED;
    Lib3dsFile *f = lib3ds_file_open(fileName.c_str());        // ,options

    if (f)
    {
        osg::ref_ptr<Options> local_opt = options ? 
static_cast<Options*>(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options;
        
local_opt->getDatabasePathList().push_front(osgDB::getFilePath(fileName));

        result = constructFrom3dsFile(f,file,local_opt.get());
        lib3ds_file_free(f);
    }

    return result;
*/
}

osgDB::ReaderWriter::ReadResult 
ReaderWriter3DS::constructFrom3dsFile(Lib3dsFile *f,const std::string& 
fileName, const osgDB::ReaderWriter::Options* options) const
{
    if (f==NULL) return ReadResult::FILE_NOT_HANDLED;

    // MIKEC
    // This appears to build the matrix structures for the 3ds structure
    // It wasn't previously necessary because all the meshes are stored in 
world coordinates
    // but is VERY necessary if you want to use pivot points...
    lib3ds_file_eval(f,0.0f); // second param is time 't' for animated files

    ReaderObject reader(options);

    reader._directory = ( options && !options->getDatabasePathList().empty() ) 
? options->getDatabasePathList().front() : osgDB::getFilePath(fileName);

    ReaderObject::StateSetMap drawStateMap;
    unsigned int numMaterials = f->nmaterials;
    drawStateMap.insert(drawStateMap.begin(), numMaterials, NULL);        // 
Setup the map
    for (unsigned int imat=0; imat<numMaterials; ++imat)
    {
        Lib3dsMaterial * mat = f->materials[imat];
        drawStateMap[imat] = reader.createStateSet(mat);
    }

    if (osg::getNotifyLevel()>=osg::INFO)
    {
        int level=0;
        std::cout << "NODE TRAVERSAL of 3ds file "<<f->name<<std::endl;
        for(Lib3dsNode *node=f->nodes; node; node=node->next)
        {
            print(node,level+1);
        }
        std::cout << "MESH TRAVERSAL of 3ds file "<<f->name<<std::endl;
        for (int imesh=0; imesh<f->nmeshes; ++imesh){
            print(f->meshes[imesh],level+1);
        }
    }

    // We can traverse by meshes (old method, broken for pivot points, but 
otherwise works), or by nodes (new method, not so well tested yet)
    // if your model is broken, especially wrt object positions try setting 
this flag. If that fixes it,
    // send me the model
    bool traverse_nodes=false;

    // MIKEC: have found 3ds files with NO node structure - only meshes, for 
this case we fall back to the old traverse-by-meshes code
    // Loading and re-exporting these files from 3DS produces a file with 
correct node structure, so perhaps these are not 100% conformant?
    if (f->nodes == NULL)
    {
        OSG_WARN<<"Warning: in 3ds loader: file has no nodes, traversing by 
meshes instead"<< std::endl;
        traverse_nodes=true;
    }

    osg::Node* group = NULL;

    if (traverse_nodes) // old method
    {
        group = new osg::Group();
        for (int imesh=0; imesh<f->nmeshes; ++imesh)
        {
            
reader.processMesh(drawStateMap,group->asGroup(),f->meshes[imesh],NULL);
        }
    }
    else
    { // new method
        Lib3dsNode *node=f->nodes;
        if (!node->next)
        {
            group = reader.processNode(drawStateMap,f,node);
        }
        else
        {
            group = new osg::Group();
            for(; node; node=node->next)
            {
                
group->asGroup()->addChild(reader.processNode(drawStateMap,f,node));
            }
        }
    }
    if (group && group->getName().empty()) group->setName(fileName);

    if (osg::getNotifyLevel()>=osg::INFO)
    {
        OSG_INFO << "Final OSG node structure looks like this:"<< endl;
        PrintVisitor pv(osg::notify(osg::INFO));
        group->accept(pv);
    }

    return group;
}

/**
use matrix to pretransform geometry, or NULL to do nothing
*/
osg::Drawable* ReaderWriter3DS::ReaderObject::createDrawable(Lib3dsMesh 
*m,FaceList& faceList, const osg::Matrix * matrix)
{
    osg::Geometry * geom = new osg::Geometry;
    unsigned int i;

    std::vector<int> orig2NewMapping;
    orig2NewMapping.reserve(m->nvertices);
    for(i=0;i<m->nvertices;++i) orig2NewMapping.push_back(-1);

    unsigned int noVertex=0;
    FaceList::iterator fitr;
    for (fitr=faceList.begin();
        fitr!=faceList.end();
        ++fitr)
    {

        Lib3dsFace& face = m->faces[*fitr];

        if (orig2NewMapping[face.index[0]]<0)
            orig2NewMapping[face.index[0]] = noVertex++;

        if (orig2NewMapping[face.index[1]]<0)
            orig2NewMapping[face.index[1]] = noVertex++;

        if (orig2NewMapping[face.index[2]]<0)
            orig2NewMapping[face.index[2]] = noVertex++;

    }

    // create vertices.

    osg::ref_ptr<osg::Vec3Array> osg_coords = new osg::Vec3Array(noVertex);
    geom->setVertexArray(osg_coords.get());

    for (i=0; i<m->nvertices; ++i)
    {
        if (orig2NewMapping[i]>=0)
        {
            if (matrix)
            {
                (*osg_coords)[orig2NewMapping[i]].set( 
copyLib3dsVec3ToOsgVec3(m->vertices[i]) * (*matrix) );
            }
            else
            {
                // original no transform code.
                (*osg_coords)[orig2NewMapping[i]].set( 
copyLib3dsVec3ToOsgVec3(m->vertices[i]) );
            }
        }
    }

    // create texture coords if needed.
    if (m->texcos)
    {
        osg::ref_ptr<osg::Vec2Array> osg_tcoords = new osg::Vec2Array(noVertex);
        geom->setTexCoordArray(0, osg_tcoords.get());
        for (i=0; i<m->nvertices; ++i)
        {
            if (orig2NewMapping[i]>=0) 
(*osg_tcoords)[orig2NewMapping[i]].set(m->texcos[i][0],m->texcos[i][1]);
        }
    }

    // create normals
    // Sukender: 3DS file format doesn't store normals (that is to say they're 
recomputed each time).
    // When using per vertex normals, we could use either vertex computation, 
or face computation (and copy the normal to each vertex). Here we use the 
latter one.
    if (_usePerVertexNormals)
    {
        //Lib3dsVector * normals = new Lib3dsVector[m->nfaces*3];
        //lib3ds_mesh_calculate_vertex_normals(m, normals);
        scoped_array<Lib3dsVector> normals( new Lib3dsVector[m->nfaces] );      
  // Temporary array
        lib3ds_mesh_calculate_face_normals(m, normals.get());
        osg::ref_ptr<osg::Vec3Array> osg_normals = new osg::Vec3Array(noVertex);

        // initialize normal list to zero's.
        for (i=0; i<noVertex; ++i)
        {
            (*osg_normals)[i].set(0.0f,0.0f,0.0f);
        }

        for (fitr=faceList.begin();
            fitr!=faceList.end();
            ++fitr)
        {
            Lib3dsFace& face = m->faces[*fitr];
            osg::Vec3f osgNormal( copyLib3dsVec3ToOsgVec3(normals[*fitr]) );
            if (matrix) osgNormal = osg::Matrix::transform3x3(osgNormal, 
*matrix);
            osgNormal.normalize();
            (*osg_normals)[orig2NewMapping[face.index[0]]] = osgNormal;
            (*osg_normals)[orig2NewMapping[face.index[1]]] = osgNormal;
            (*osg_normals)[orig2NewMapping[face.index[2]]] = osgNormal;
        }

        geom->setNormalArray(osg_normals.get());
        geom->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
    }
    else
    {
        scoped_array<Lib3dsVector> normals ( new Lib3dsVector[m->nfaces] );
        lib3ds_mesh_calculate_face_normals(m, normals.get());
        osg::ref_ptr<osg::Vec3Array> osg_normals = new 
osg::Vec3Array(faceList.size());
        osg::Vec3Array::iterator normal_itr = osg_normals->begin();
        for (fitr=faceList.begin();
            fitr!=faceList.end();
            ++fitr)
        {
            osg::Vec3f osgNormal( copyLib3dsVec3ToOsgVec3(normals[*fitr]) );
            if (matrix) osgNormal = osg::Matrix::transform3x3(osgNormal, 
*matrix);
            osgNormal.normalize();
            *(normal_itr++) = osgNormal;
        }
        geom->setNormalArray(osg_normals.get());
        geom->setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
    }

    osg::ref_ptr<osg::Vec4ubArray> osg_colors = new osg::Vec4ubArray(1);
    (*osg_colors)[0].set(255,255,255,255);
    geom->setColorArray(osg_colors.get());
    geom->setColorBinding(osg::Geometry::BIND_OVERALL);

    // create primitives
    int numIndices = faceList.size()*3;
    osg::ref_ptr<DrawElementsUShort> elements = new 
osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES,numIndices);
    DrawElementsUShort::iterator index_itr = elements->begin();

    for (fitr=faceList.begin();
        fitr!=faceList.end();
        ++fitr)
    {
        Lib3dsFace& face = m->faces[*fitr];
        *(index_itr++) = orig2NewMapping[face.index[0]];
        *(index_itr++) = orig2NewMapping[face.index[1]];
        *(index_itr++) = orig2NewMapping[face.index[2]];
    }

    geom->addPrimitiveSet(elements.get());

#if 0
    osgUtil::TriStripVisitor tsv;
    tsv.stripify(*geom);
#endif

    return geom;
}


osg::Texture2D*  ReaderWriter3DS::ReaderObject::createTexture(Lib3dsTextureMap 
*texture,const char* label,bool& transparency)
{
    if (texture && *(texture->name))
    {
        OSG_INFO<<"texture->name="<<texture->name<<", 
_directory="<<_directory<<std::endl;

        // First try already loaded textures.
        TexturesMap::iterator itTex = texturesMap.find(texture->name);
        if (itTex != texturesMap.end()) {
            OSG_DEBUG << "Texture '" << texture->name << "' found in cache." << 
std::endl;
            return itTex->second;
        }

        // Texture not in cache: locate and load.
        std::string fileName = 
osgDB::findFileInDirectory(texture->name,_directory,osgDB::CASE_INSENSITIVE);
        if (fileName.empty())
        {
            // file not found in .3ds file's directory, so we'll look in the 
datafile path list.
            fileName = osgDB::findDataFile(texture->name,options, 
osgDB::CASE_INSENSITIVE);
            OSG_INFO<<"texture->name="<<texture->name<<", 
_directory="<<_directory<<std::endl;
        }

        if (fileName.empty())
        {
            if (osgDB::containsServerAddress(_directory))
            {
                // if 3DS file is loaded from http, just attempt to load 
texture from same location.
                fileName = _directory + "/" + texture->name;
            }
            else
            {
                OSG_WARN << "texture '"<<texture->name<<"' not found"<< 
std::endl;
                return NULL;
            }
        }

        if (label) { OSG_DEBUG << label; }
        else { OSG_DEBUG << "texture name"; }

        OSG_DEBUG << " '"<<texture->name<<"'"<< std::endl;
        OSG_DEBUG << "    texture flag        "<<texture->flags<< std::endl;
        OSG_DEBUG << "    LIB3DS_TEXTURE_DECALE       
"<<((texture->flags)&LIB3DS_TEXTURE_DECALE)<< std::endl;
        OSG_DEBUG << "    LIB3DS_TEXTURE_MIRROR       
"<<((texture->flags)&LIB3DS_TEXTURE_MIRROR)<< std::endl;
        OSG_DEBUG << "    LIB3DS_TEXTURE_NEGATE       
"<<((texture->flags)&LIB3DS_TEXTURE_NEGATE)<< std::endl;
        OSG_DEBUG << "    LIB3DS_TEXTURE_NO_TILE      
"<<((texture->flags)&LIB3DS_TEXTURE_NO_TILE)<< std::endl;
        OSG_DEBUG << "    LIB3DS_TEXTURE_SUMMED_AREA  
"<<((texture->flags)&LIB3DS_TEXTURE_SUMMED_AREA)<< std::endl;
        OSG_DEBUG << "    LIB3DS_TEXTURE_ALPHA_SOURCE 
"<<((texture->flags)&LIB3DS_TEXTURE_ALPHA_SOURCE)<< std::endl;
        OSG_DEBUG << "    LIB3DS_TEXTURE_TINT         
"<<((texture->flags)&LIB3DS_TEXTURE_TINT)<< std::endl;
        OSG_DEBUG << "    LIB3DS_TEXTURE_IGNORE_ALPHA 
"<<((texture->flags)&LIB3DS_TEXTURE_IGNORE_ALPHA)<< std::endl;
        OSG_DEBUG << "    LIB3DS_TEXTURE_RGB_TINT     
"<<((texture->flags)&LIB3DS_TEXTURE_RGB_TINT)<< std::endl;

        osg::ref_ptr<osg::Image> osg_image = 
osgDB::readRefImageFile(fileName.c_str(), options); //Absolute Path
        if (!osg_image.valid())
        {
            OSG_NOTICE << "Warning: Cannot create texture "<<texture->name<< 
std::endl;
            return NULL;
        }
        if (osg_image->getFileName().empty()) // it should be done in OSG with 
osgDB::readRefImageFile(fileName.c_str());
            osg_image->setFileName(fileName);
        osg::Texture2D* osg_texture = new osg::Texture2D;
        osg_texture->setImage(osg_image.get());
        osg_texture->setName(texture->name);
        // does the texture support transparancy?
        //transparency = ((texture->flags)&LIB3DS_TEXTURE_ALPHA_SOURCE)!=0;

        // what is the wrap mode of the texture.
        osg::Texture2D::WrapMode wm = ((texture->flags)&LIB3DS_TEXTURE_NO_TILE) 
?
                osg::Texture2D::CLAMP :
                osg::Texture2D::REPEAT;
        osg_texture->setWrap(osg::Texture2D::WRAP_S,wm);
        osg_texture->setWrap(osg::Texture2D::WRAP_T,wm);
        osg_texture->setWrap(osg::Texture2D::WRAP_R,wm);
                                 // bilinear.
        
osg_texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_NEAREST);

        // Insert in cache map
        texturesMap.insert(TexturesMap::value_type(texture->name, osg_texture));
        return osg_texture;
    }
    else
        return NULL;
}


osg::StateSet* ReaderWriter3DS::ReaderObject::createStateSet(Lib3dsMaterial 
*mat)
{
    if (mat==NULL) return NULL;

    bool textureTransparency=false;
    bool transparency = false;
    float alpha = 1.0f - mat->transparency;
    int unit = 0;

    osg::StateSet* stateset = new osg::StateSet;
    osg::Material* material = new osg::Material;

    osg::Vec3 ambient(mat->ambient[0],mat->ambient[1],mat->ambient[2]);
    osg::Vec3 diffuse(mat->diffuse[0],mat->diffuse[1],mat->diffuse[2]);
    osg::Vec3 specular(mat->specular[0],mat->specular[1],mat->specular[2]);
    specular *= mat->shin_strength;
    float shininess = mat->shininess*128.0f;

    // diffuse
    osg::Texture2D* texture1_map = 
createTexture(&(mat->texture1_map),"texture1_map",textureTransparency);
    if (texture1_map)
    {
        stateset->setTextureAttributeAndModes(unit, texture1_map, 
osg::StateAttribute::ON);

        double factor = mat->texture1_map.percent;
        if(factor < 1.0)
        {
            osg::TexEnvCombine* texenv = new osg::TexEnvCombine();
            texenv->setCombine_RGB(osg::TexEnvCombine::MODULATE);
            texenv->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
            texenv->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
            texenv->setSource2_RGB(osg::TexEnvCombine::CONSTANT);
            texenv->setConstantColor(osg::Vec4(factor, factor, factor, factor));
            stateset->setTextureAttributeAndModes(unit, texenv, 
osg::StateAttribute::ON);
        } 
        else 
        {
            // from an email from Eric Hamil, September 30, 2003.
            // According to the 3DS spec, and other
            // software (like Max, Lightwave, and Deep Exploration) a 3DS 
material that has
            // a non-white diffuse base color and a 100% opaque bitmap texture, 
will show the
            // texture with no influence from the base color.

            // so we'll override material back to white.
            // and no longer require the decal hack below...
#if 0
            // Eric original fallback
            osg::Vec4 white(1.0f,1.0f,1.0f,alpha);
            material->setAmbient(osg::Material::FRONT_AND_BACK,white);
            material->setDiffuse(osg::Material::FRONT_AND_BACK,white);
            material->setSpecular(osg::Material::FRONT_AND_BACK,white);
#else
            // try alternative to avoid saturating with white
            // setting white as per OpenGL defaults.
            ambient.set(0.2f,0.2f,0.2f);
            diffuse.set(0.8f,0.8f,0.8f);
            specular.set(0.0f,0.0f,0.0f);
#endif
        }        

        unit++;
    }

    // opacity
    osg::Texture* opacity_map = 
createTexture(&(mat->opacity_map),"opacity_map", textureTransparency);
    if (opacity_map)
    {
        if(texture1_map->getImage()->isImageTranslucent())
        {
            transparency = true; 

            stateset->setTextureAttributeAndModes(unit, opacity_map, 
osg::StateAttribute::ON);

            double factor = mat->opacity_map.percent;
            
                osg::TexEnvCombine* texenv = new osg::TexEnvCombine();
                texenv->setCombine_Alpha(osg::TexEnvCombine::INTERPOLATE);
                texenv->setSource0_Alpha(osg::TexEnvCombine::TEXTURE);
                texenv->setSource1_Alpha(osg::TexEnvCombine::PREVIOUS);
                texenv->setSource2_Alpha(osg::TexEnvCombine::CONSTANT);
                texenv->setConstantColor(osg::Vec4(factor, factor, factor, 1.0 
- factor));
                stateset->setTextureAttributeAndModes(unit, texenv, 
osg::StateAttribute::ON);
            
            unit++;
        } 
        else
        {
            osg::notify(WARN)<<"The plugin does not support images without 
alpha channel for opacity"<<std::endl;
        }
    }

    // material
    material->setName(mat->name);
    material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(ambient, 
alpha));
    material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(diffuse, 
alpha));
    material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(specular, 
alpha));
    material->setShininess(osg::Material::FRONT_AND_BACK, shininess);

    stateset->setAttribute(material);

    if ((alpha < 1.0f) || transparency)
    {
        stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
        stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
    }

/*
    osg::ref_ptr<osg::Texture> texture1_mask = 
createTexture(&(mat->texture1_mask),"texture1_mask",textureTransparancy);
    osg::ref_ptr<osg::Texture> texture2_map = 
createTexture(&(mat->texture2_map),"texture2_map",textureTransparancy);
    osg::ref_ptr<osg::Texture> texture2_mask = 
createTexture(&(mat->texture2_mask),"texture2_mask",textureTransparancy);
    osg::ref_ptr<osg::Texture> opacity_map = 
createTexture(&(mat->opacity_map),"opacity_map",textureTransparancy);
    osg::ref_ptr<osg::Texture> opacity_mask = 
createTexture(&(mat->opacity_mask),"opacity_mask",textureTransparancy);
    osg::ref_ptr<osg::Texture> bump_map = 
createTexture(&(mat->bump_map),"bump_map",textureTransparancy);
    osg::ref_ptr<osg::Texture> bump_mask = 
createTexture(&(mat->bump_mask),"bump_mask",textureTransparancy);
    osg::ref_ptr<osg::Texture> specular_map = 
createTexture(&(mat->specular_map),"specular_map",textureTransparancy);
    osg::ref_ptr<osg::Texture> specular_mask = 
createTexture(&(mat->specular_mask),"specular_mask",textureTransparancy);
    osg::ref_ptr<osg::Texture> shininess_map = 
createTexture(&(mat->shininess_map),"shininess_map",textureTransparancy);
    osg::ref_ptr<osg::Texture> shininess_mask = 
createTexture(&(mat->shininess_mask),"shininess_mask",textureTransparancy);
    osg::ref_ptr<osg::Texture> self_illum_map = 
createTexture(&(mat->self_illum_map),"self_illum_map",textureTransparancy);
    osg::ref_ptr<osg::Texture> self_illum_mask = 
createTexture(&(mat->self_illum_mask),"self_illum_mask",textureTransparancy);
    osg::ref_ptr<osg::Texture> reflection_map = 
createTexture(&(mat->reflection_map),"reflection_map",textureTransparancy);
    osg::ref_ptr<osg::Texture> reflection_mask = 
createTexture(&(mat->reflection_mask),"reflection_mask",textureTransparancy);
*/
    return stateset;
}


osgDB::ReaderWriter::WriteResult ReaderWriter3DS::writeNode(const osg::Node& 
node,const std::string& fileName,const Options* options) const
{
    std::string ext = osgDB::getLowerCaseFileExtension(fileName);
    if (!acceptsExtension(ext)) return WriteResult::FILE_NOT_HANDLED;

    osgDB::makeDirectoryForFile(fileName.c_str());
    osgDB::ofstream fout(fileName.c_str(), std::ios_base::out | 
std::ios_base::binary);
    if (!fout.good()) return WriteResult::ERROR_IN_WRITING_FILE;
    return doWriteNode(node, fout, options, fileName);
/*
    bool ok = true;
    Lib3dsFile * file3ds = lib3ds_file_new();
    if (!file3ds) return WriteResult(WriteResult::ERROR_IN_WRITING_FILE);

    osg::ref_ptr<Options> local_opt = options ? 
static_cast<Options*>(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options;
    local_opt->getDatabasePathList().push_front(osgDB::getFilePath(fileName));
    if (!createFileObject(node, file3ds, fileName, local_opt)) ok = false;
    if (ok && !lib3ds_file_save(file3ds, fileName.c_str())) ok = false;
    lib3ds_file_free(file3ds);

    return ok ? WriteResult(WriteResult::FILE_SAVED) : 
WriteResult(WriteResult::ERROR_IN_WRITING_FILE);
*/
}


osgDB::ReaderWriter::WriteResult ReaderWriter3DS::writeNode(const osg::Node& 
node,std::ostream& fout,const Options* options) const
{
    //OSG_WARN << "!!WARNING!! 3DS write support is incomplete" << std::endl;
    std::string optFileName;
    if (options)
    {
        optFileName = options->getPluginStringData("STREAM_FILENAME");
    }

    return doWriteNode(node, fout, options, optFileName);
}

osgDB::ReaderWriter::WriteResult ReaderWriter3DS::doWriteNode(const osg::Node& 
node,std::ostream& fout, const Options* options, const std::string & 
fileNamelib3ds) const
{
    osg::ref_ptr<Options> local_opt = options ? 
static_cast<Options*>(options->clone(osg::CopyOp::SHALLOW_COPY)) : new Options;
    
local_opt->getDatabasePathList().push_front(osgDB::getFilePath(fileNamelib3ds));

    Lib3dsIo io;
    io.self = &fout;
    io.seek_func = fileo_seek_func;
    io.tell_func = fileo_tell_func;
    io.read_func = NULL;
    io.write_func = fileo_write_func;
    io.log_func = fileio_log_func;
    
    Lib3dsFile * file3ds = lib3ds_file_new();
    if (!file3ds) return WriteResult(WriteResult::ERROR_IN_WRITING_FILE);

    bool ok = true;
    if (!createFileObject(node, file3ds, fileNamelib3ds, local_opt.get())) ok = 
false;
    if (ok && !lib3ds_file_write(file3ds, &io)) ok = false;
    lib3ds_file_free(file3ds);

    return ok ? WriteResult(WriteResult::FILE_SAVED) : 
WriteResult(WriteResult::ERROR_IN_WRITING_FILE);
    //return ok ? WriteResult(WriteResult::FILE_SAVED) : 
WriteResult(WriteResult::FILE_NOT_HANDLED);
}

bool ReaderWriter3DS::createFileObject(const osg::Node& node, Lib3dsFile * 
file3ds,const std::string& fileName, const osgDB::ReaderWriter::Options* 
options) const
{
    plugin3ds::WriterNodeVisitor w(file3ds, fileName, options, 
osgDB::getFilePath(node.getName()));
    const_cast<osg::Node &>(node).accept(w);                // Ugly 
const_cast<> for visitor...
    if (!w.succeeded()) return false;
    w.writeMaterials();
    return w.succeeded();
}

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