Don't create entities and particles when only the skeleton base is needed

actorid
Chris Robinson 12 years ago
parent 4a42f89e08
commit 07c24e0382

@ -468,7 +468,7 @@ class NIFObjectLoader
static void createObjects(const std::string &name, const std::string &group,
Ogre::SceneManager *sceneMgr, const Nif::Node *node,
ObjectList &objectlist, int flags=0)
ObjectList &objectlist, int flags)
{
// Do not create objects for the collision shape (includes all children)
if(node->recType == Nif::RC_RootCollisionNode)
@ -585,8 +585,8 @@ class NIFObjectLoader
}
}
if(node->recType == Nif::RC_NiAutoNormalParticles ||
node->recType == Nif::RC_NiRotatingParticles)
if((node->recType == Nif::RC_NiAutoNormalParticles ||
node->recType == Nif::RC_NiRotatingParticles) && !(flags&0x40000000))
{
Ogre::ParticleSystem *partsys = createParticleSystem(name, group, sceneMgr, objectlist.mSkelBase, node);
if(partsys != NULL)
@ -614,8 +614,7 @@ class NIFObjectLoader
{
/* This creates an empty mesh to which a skeleton gets attached. This
* is to ensure we have an entity with a skeleton instance, even if all
* other meshes are hidden or entities attached to a specific node
* instead of skinned. */
* other entities are attached to bones and not skinned. */
Ogre::MeshManager &meshMgr = Ogre::MeshManager::getSingleton();
if(meshMgr.getByName(name).isNull())
NIFMeshLoader::createMesh(name, name, group, ~(size_t)0);
@ -625,7 +624,7 @@ class NIFObjectLoader
}
public:
static void load(Ogre::SceneManager *sceneMgr, ObjectList &objectlist, const std::string &name, const std::string &group)
static void load(Ogre::SceneManager *sceneMgr, ObjectList &objectlist, const std::string &name, const std::string &group, int flags=0)
{
Nif::NIFFile::ptr nif = Nif::NIFFile::create(name);
if(nif->numRoots() < 1)
@ -651,7 +650,7 @@ public:
// Create a base skeleton entity if this NIF needs one
createSkelBase(name, group, sceneMgr, node, objectlist);
}
createObjects(name, group, sceneMgr, node, objectlist);
createObjects(name, group, sceneMgr, node, objectlist, flags);
}
};
@ -739,7 +738,7 @@ ObjectList Loader::createObjectBase(Ogre::SceneManager *sceneMgr, std::string na
ObjectList objectlist;
Misc::StringUtils::toLower(name);
NIFObjectLoader::load(sceneMgr, objectlist, name, group);
NIFObjectLoader::load(sceneMgr, objectlist, name, group, 0xC0000000);
return objectlist;
}

Loading…
Cancel
Save