nifloader: combine animFlags and particleFlags (Bug #2100)

coverity_scan^2
scrawl 8 years ago
parent bccfd6cef8
commit 0187f2ce4c

@ -356,7 +356,7 @@ namespace NifOsg
osg::ref_ptr<TextKeyMapHolder> textkeys (new TextKeyMapHolder);
osg::ref_ptr<osg::Node> created = handleNode(nifNode, NULL, imageManager, std::vector<int>(), 0, 0, false, &textkeys->mTextKeys);
osg::ref_ptr<osg::Node> created = handleNode(nifNode, NULL, imageManager, std::vector<int>(), 0, false, &textkeys->mTextKeys);
if (nif->getUseSkinning())
{
@ -404,15 +404,6 @@ namespace NifOsg
toSetup->setFunction(boost::shared_ptr<ControllerFunction>(new ControllerFunction(ctrl)));
}
void setupParticleController(const Nif::Controller* ctrl, SceneUtil::Controller* toSetup, int particleflags)
{
bool autoPlay = particleflags & Nif::NiNode::ParticleFlag_AutoPlay;
if (autoPlay)
toSetup->setSource(boost::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
toSetup->setFunction(boost::shared_ptr<ControllerFunction>(new ControllerFunction(ctrl)));
}
void optimize (const Nif::Node* nifNode, osg::Group* node, bool skipMeshes)
{
// For nodes with an identity transform, remove the redundant Transform node
@ -547,7 +538,7 @@ namespace NifOsg
}
osg::ref_ptr<osg::Node> handleNode(const Nif::Node* nifNode, osg::Group* parentNode, Resource::ImageManager* imageManager,
std::vector<int> boundTextures, int animflags, int particleflags, bool skipMeshes, TextKeyMap* textKeys, osg::Node* rootNode=NULL)
std::vector<int> boundTextures, int animflags, bool skipMeshes, TextKeyMap* textKeys, osg::Node* rootNode=NULL)
{
osg::ref_ptr<osg::Group> node = new osg::MatrixTransform(nifNode->trafo.toMatrix());
@ -617,10 +608,8 @@ namespace NifOsg
}
}
if (nifNode->recType == Nif::RC_NiBSAnimationNode)
if (nifNode->recType == Nif::RC_NiBSAnimationNode || nifNode->recType == Nif::RC_NiBSParticleNode)
animflags |= nifNode->flags;
if (nifNode->recType == Nif::RC_NiBSParticleNode)
particleflags |= nifNode->flags;
// Hide collision shapes, but don't skip the subgraph
// We still need to animate the hidden bones so the physics system can access them
@ -663,7 +652,7 @@ namespace NifOsg
}
if(nifNode->recType == Nif::RC_NiAutoNormalParticles || nifNode->recType == Nif::RC_NiRotatingParticles)
handleParticleSystem(nifNode, node, composite, animflags, particleflags, rootNode);
handleParticleSystem(nifNode, node, composite, animflags, rootNode);
if (composite->getNumControllers() > 0)
node->addUpdateCallback(composite);
@ -700,7 +689,7 @@ namespace NifOsg
for(size_t i = 0;i < children.length();++i)
{
if(!children[i].empty())
handleNode(children[i].getPtr(), node, imageManager, boundTextures, animflags, particleflags, skipMeshes, textKeys, rootNode);
handleNode(children[i].getPtr(), node, imageManager, boundTextures, animflags, skipMeshes, textKeys, rootNode);
}
}
@ -965,7 +954,7 @@ namespace NifOsg
return emitter;
}
void handleParticleSystem(const Nif::Node *nifNode, osg::Group *parentNode, SceneUtil::CompositeStateSetUpdater* composite, int animflags, int particleflags, osg::Node* rootNode)
void handleParticleSystem(const Nif::Node *nifNode, osg::Group *parentNode, SceneUtil::CompositeStateSetUpdater* composite, int animflags, osg::Node* rootNode)
{
osg::ref_ptr<ParticleSystem> partsys (new ParticleSystem);
partsys->setSortMode(osgParticle::ParticleSystem::SORT_BACK_TO_FRONT);
@ -986,7 +975,7 @@ namespace NifOsg
return;
}
osgParticle::ParticleProcessor::ReferenceFrame rf = (particleflags & Nif::NiNode::ParticleFlag_LocalSpace)
osgParticle::ParticleProcessor::ReferenceFrame rf = (animflags & Nif::NiNode::ParticleFlag_LocalSpace)
? osgParticle::ParticleProcessor::RELATIVE_RF
: osgParticle::ParticleProcessor::ABSOLUTE_RF;
@ -1032,10 +1021,10 @@ namespace NifOsg
emitterNode->addChild(emitter);
osg::ref_ptr<ParticleSystemController> callback(new ParticleSystemController(partctrl));
setupParticleController(partctrl, callback, particleflags);
setupController(partctrl, callback, animflags);
emitter->setUpdateCallback(callback);
if (!(particleflags & Nif::NiNode::ParticleFlag_AutoPlay))
if (!(animflags & Nif::NiNode::ParticleFlag_AutoPlay))
{
partsys->setFrozen(true);
// HACK: particle system will not render in Frozen state if there was no update

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