forked from teamnwah/openmw-tes3coop
Disabled loading skins.nif. NifLoader builds now a skeleton (if available)
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181b538e4a
commit
d8f8bd12d3
3 changed files with 107 additions and 33 deletions
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@ -52,9 +52,6 @@ void insertObj(CellRenderImp& cellRender, ESMS::LiveCellRef<ESM::NPC, MWWorld::R
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cellRender.insertBegin(liveRef.ref);
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cellRender.insertMesh(headModel);
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//TODO: define consts for each bodypart e.g. chest, foot, wrist... and put the parts in the right place
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cellRender.insertMesh("meshes\\" + store.bodyParts.find(bodyRaceID + "chest")->model);
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liveRef.mData.setHandle (cellRender.insertEnd (liveRef.mData.isEnabled()));
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}
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@ -68,6 +68,22 @@ void NIFLoader::fail(string msg)
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assert(1);
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}
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Vector3 NIFLoader::convertVector3(const Nif::Vector& vec)
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{
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return Ogre::Vector3(vec.array);
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}
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Quaternion NIFLoader::convertRotation(const Nif::Matrix& rot)
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{
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Real matrix[3][3];
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for (int i=0; i<3; i++)
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for (int j=0; j<3; j++)
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matrix[i][j] = rot.v[i].array[j];
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return Quaternion(Matrix3(matrix));
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}
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// Helper class that computes the bounding box and of a mesh
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class BoundsFinder
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{
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@ -305,7 +321,7 @@ void NIFLoader::findRealTexture(String &texName)
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// Convert Nif::NiTriShape to Ogre::SubMesh, attached to the given
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// mesh.
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void NIFLoader::createOgreMesh(Mesh *mesh, NiTriShape *shape, const String &material)
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void NIFLoader::createOgreSubMesh(NiTriShape *shape, const String &material)
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{
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NiTriShapeData *data = shape->data.getPtr();
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SubMesh *sub = mesh->createSubMesh(shape->name.toString());
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@ -391,22 +407,32 @@ void NIFLoader::createOgreMesh(Mesh *mesh, NiTriShape *shape, const String &mate
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// Set material if one was given
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if (!material.empty()) sub->setMaterialName(material);
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// Assign this submesh to the given bone
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//TODO: Must use niskininstance!
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/*if (bone)
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// assigning bones if skindata is not empty
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if (!shape->skin.empty())
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{
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VertexBoneAssignment v;
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v.boneIndex = ((Bone*)bone)->getHandle();
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v.weight = 1.0;
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NodeList *boneList = &shape->skin->bones;
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std::cerr << "+ Assigning bone index " << v.boneIndex << "\n";
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for(int i=0; i < numVerts; i++)
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for (int i=0; i<boneList->length(); i++)
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{
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v.vertexIndex = i;
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sub->addBoneAssignment(v);
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if (boneList->has(i))
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{
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Nif::Node *bone = &(*boneList)[i];
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SkeletonPtr skel = SkeletonManager::getSingleton().getByName(getSkeletonName());
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VertexBoneAssignment vba;
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vba.boneIndex = skel->getBone(bone->name.toString())->getHandle();
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vba.weight = 1.0;
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for (unsigned int j=0; j<sub->vertexData->vertexCount; j++) //assing every vertex
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{
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vba.vertexIndex = j;
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sub->addBoneAssignment(vba);
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}
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}
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}
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}*/
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}
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}
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@ -453,7 +479,7 @@ static void vectorMul(const Matrix &A, float *C)
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C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2];
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}
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void NIFLoader::handleNiTriShape(Mesh *mesh, NiTriShape *shape, int flags, BoundsFinder &bounds)
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void NIFLoader::handleNiTriShape(NiTriShape *shape, int flags, BoundsFinder &bounds)
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{
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assert(shape != NULL);
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@ -620,12 +646,12 @@ void NIFLoader::handleNiTriShape(Mesh *mesh, NiTriShape *shape, int flags, Bound
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bounds.add(optr, numVerts);
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// Create the submesh
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createOgreMesh(mesh, shape, material);
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createOgreSubMesh(shape, material);
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}
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}
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void NIFLoader::handleNode(Mesh* mesh, Nif::Node *node, int flags,
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const Transformation *trafo, BoundsFinder &bounds)
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void NIFLoader::handleNode(Nif::Node *node, int flags,
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const Transformation *trafo, BoundsFinder &bounds, Bone *parentBone)
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{
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// Accumulate the flags from all the child nodes. This works for all
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// the flags we currently use, at least.
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@ -656,6 +682,36 @@ void NIFLoader::handleNode(Mesh* mesh, Nif::Node *node, int flags,
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}
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}
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Bone *bone = 0;
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// create skeleton or add bones
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if (node->recType == RC_NiNode)
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{
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if (node->name == "Bip01") //root node, create a skeleton
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{
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skel = SkeletonManager::getSingleton().create(getSkeletonName(), resourceGroup, true);
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}
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if (!skel.isNull()) //if there is a skeleton
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{
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bone = skel->createBone(node->name.toString());
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if (parentBone)
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parentBone->addChild(bone);
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bone->setInheritOrientation(true);
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bone->setPosition(convertVector3(node->trafo->pos));
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bone->setOrientation(convertRotation(node->trafo->rotation));
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}
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//output for debuging purpose
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// Ogre::Vector3 vec(node->trafo->pos.array);
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// Ogre::Quaternion q = convertRotation(node->trafo->rotation);
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// std::cout << node->name.toString() << ": " << vec.x << " " << vec.y << " " << vec.z << "\n";
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// std::cout << " Y: " << q.getYaw().valueDegrees() << " P: " << q.getPitch().valueDegrees() << " R: " << q.getRoll().valueDegrees() << "\n";
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}
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// Apply the parent transformation to this node. We overwrite the
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// existing data with the final transformation.
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if (trafo)
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@ -680,34 +736,36 @@ void NIFLoader::handleNode(Mesh* mesh, Nif::Node *node, int flags,
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// For NiNodes, loop through children
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if (node->recType == RC_NiNode)
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{
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NodeList &list = ((NiNode*)node)->children;
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int n = list.length();
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for (int i=0; i<n; i++)
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{
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if (list.has(i))
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handleNode(mesh, &list[i], flags, node->trafo, bounds);
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handleNode(&list[i], flags, node->trafo, bounds, bone);
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}
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}
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else if (node->recType == RC_NiTriShape)
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// For shapes
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handleNiTriShape(mesh, dynamic_cast<NiTriShape*>(node), flags, bounds);
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handleNiTriShape(dynamic_cast<NiTriShape*>(node), flags, bounds);
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}
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void NIFLoader::loadResource(Resource *resource)
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{
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resourceName = "";
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mesh = 0;
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skel.setNull();
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// Set up the VFS if it hasn't been done already
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if (!vfs) vfs = new OgreVFS(resourceGroup);
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// Get the mesh
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Mesh *mesh = dynamic_cast<Mesh*>(resource);
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mesh = dynamic_cast<Mesh*>(resource);
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assert(mesh);
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// Look it up
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const String &name = mesh->getName();
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resourceName = mesh->getName();
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if (!vfs->isFile(name))
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if (!vfs->isFile(resourceName))
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{
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warn("File not found.");
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return;
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@ -720,7 +778,7 @@ void NIFLoader::loadResource(Resource *resource)
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// of the early stages of development. Right now we WANT to catch
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// every error as early and intrusively as possible, as it's most
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// likely a sign of incomplete code rather than faulty input.
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NIFFile nif(vfs->open(name), name);
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NIFFile nif(vfs->open(resourceName), resourceName);
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if (nif.numRecords() < 1)
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{
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@ -742,7 +800,11 @@ void NIFLoader::loadResource(Resource *resource)
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}
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// Handle the node
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handleNode(mesh, node, 0, NULL, bounds);
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handleNode(node, 0, NULL, bounds, 0);
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//set skeleton
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if (!skel.isNull())
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mesh->setSkeletonName(getSkeletonName());
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// Finally, set the bounding value.
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if (bounds.isValid())
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@ -38,6 +38,7 @@ namespace Nif
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class Transformation;
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class NiTriShape;
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class Vector;
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class Matrix;
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}
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namespace Mangle
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@ -74,6 +75,9 @@ class NIFLoader : Ogre::ManualResourceLoader
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static Ogre::MeshPtr load(const std::string &name,
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const std::string &group="General");
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Ogre::Vector3 convertVector3(const Nif::Vector& vec);
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Ogre::Quaternion convertRotation(const Nif::Matrix& rot);
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private:
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NIFLoader() : resourceGroup("General") {}
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NIFLoader(NIFLoader& n) {}
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@ -81,12 +85,12 @@ class NIFLoader : Ogre::ManualResourceLoader
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void warn(std::string msg);
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void fail(std::string msg);
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void handleNode(Ogre::Mesh* mesh, Nif::Node *node, int flags,
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const Nif::Transformation *trafo, BoundsFinder &bounds);
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void handleNode( Nif::Node *node, int flags,
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const Nif::Transformation *trafo, BoundsFinder &bounds, Ogre::Bone *parentBone);
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void handleNiTriShape(Ogre::Mesh *mesh, Nif::NiTriShape *shape, int flags, BoundsFinder &bounds);
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void handleNiTriShape(Nif::NiTriShape *shape, int flags, BoundsFinder &bounds);
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void createOgreMesh(Ogre::Mesh *mesh, Nif::NiTriShape *shape, const Ogre::String &material);
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void createOgreSubMesh(Nif::NiTriShape *shape, const Ogre::String &material);
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void createMaterial(const Ogre::String &name,
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const Nif::Vector &ambient,
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@ -100,6 +104,12 @@ class NIFLoader : Ogre::ManualResourceLoader
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void findRealTexture(Ogre::String &texName);
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Ogre::String getUniqueName(const Ogre::String &input);
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//returns the skeleton name of this mesh
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std::string getSkeletonName()
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{
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return resourceName + ".skel";
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}
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// This is the interface to the Ogre resource system. It allows us to
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// load NIFs from BSAs, in the file system and in any other place we
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@ -108,7 +118,12 @@ class NIFLoader : Ogre::ManualResourceLoader
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// extension from .tga to .dds if the texture is missing.
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Mangle::VFS::OgreVFS *vfs;
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std::string resourceName;
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std::string resourceGroup;
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// pointer to the ogre mesh which is currently build
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Ogre::Mesh *mesh;
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Ogre::SkeletonPtr skel;
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};
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#endif
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