actorid
Nicolay Korslund 15 years ago
commit 304692dc8e

@ -41,6 +41,14 @@ set(GAMEGUI
)
source_group(apps\\openmw\\mwgui FILES ${GAMEGUI_HEADER} ${GAMEGUI})
set(GAMEDIALOGUE_HEADER
mwdialogue/dialoguemanager.hpp
)
set(GAMEDIALOGUE
mwdialogue/dialoguemanager.cpp
)
source_group(apps\\openmw\\mwdialogue FILES ${GAMEDIALOGUE_HEADER} ${GAMEDIALOGUE})
set(GAMESCRIPT
mwscript/scriptmanager.cpp
mwscript/compilercontext.cpp
@ -97,6 +105,7 @@ set(GAMEWORLD_HEADER
mwworld/action.hpp
mwworld/nullaction.hpp
mwworld/actionteleport.hpp
mwworld/containerstore.hpp
mwworld/actiontalk.hpp
mwworld/actiontake.hpp
mwworld/containerstore.hpp
@ -164,11 +173,11 @@ set(GAMEMECHANICS_HEADER
source_group(apps\\openmw\\mwmechanics FILES ${GAMEMECHANICS} ${GAMEMECHANICS_HEADER})
set(OPENMW_CPP ${GAME} ${GAMEREND} ${GAMEINPUT} ${GAMESCRIPT} ${GAMESOUND} ${GAMEGUI} ${GAMEWORLD}
${GAMECLASS} ${GAMEMECHANICS}
${GAMECLASS} ${GAMEMECHANICS} ${GAMEDIALOGUE}
)
set(OPENMW_HEADER ${GAME_HEADER} ${GAMEREND_HEADER} ${GAMEINPUT_HEADER} ${GAMESCRIPT_HEADER}
${GAMESOUND_HEADER} ${GAMEGUI_HEADER} ${GAMEWORLD_HEADER} ${GAMECLASS_HEADER}
${GAMEMECHANICS_HEADER}
${GAMEMECHANICS_HEADER} ${GAMEDIALOG_HEADERUE}
)
# Main executable

@ -28,6 +28,8 @@
#include "mwclass/classes.hpp"
#include "mwdialogue/dialoguemanager.hpp"
#include "mwmechanics/mechanicsmanager.hpp"
#include <OgreRoot.h>
@ -117,6 +119,7 @@ OMW::Engine::~Engine()
delete mEnvironment.mSoundManager;
delete mEnvironment.mGlobalScripts;
delete mEnvironment.mMechanicsManager;
delete mEnvironment.mDialogueManager;
delete mScriptManager;
delete mScriptContext;
}
@ -253,6 +256,9 @@ void OMW::Engine::go()
mEnvironment.mMechanicsManager = new MWMechanics::MechanicsManager (
mEnvironment.mWorld->getStore(), *mEnvironment.mWindowManager);
// Create dialog system
mEnvironment.mDialogueManager = new MWDialogue::DialogueManager (mEnvironment);
// load cell
ESM::Position pos;
pos.pos[0] = pos.pos[1] = pos.pos[2] = 0;

@ -15,6 +15,14 @@
namespace MWClass
{
std::string Creature::getId (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::Creature, MWWorld::RefData> *ref =
ptr.get<ESM::Creature>();
return ref->base->mId;
}
void Creature::insertObj (const MWWorld::Ptr& ptr, MWRender::CellRenderImp& cellRender,
MWWorld::Environment& environment) const
{

@ -9,6 +9,9 @@ namespace MWClass
{
public:
virtual std::string getId (const MWWorld::Ptr& ptr) const;
///< Return ID of \a ptr
virtual void insertObj (const MWWorld::Ptr& ptr, MWRender::CellRenderImp& cellRender,
MWWorld::Environment& environment) const;
///< Add reference into a cell for rendering

@ -16,6 +16,14 @@
namespace MWClass
{
std::string Npc::getId (const MWWorld::Ptr& ptr) const
{
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> *ref =
ptr.get<ESM::NPC>();
return ref->base->mId;
}
void Npc::insertObj (const MWWorld::Ptr& ptr, MWRender::CellRenderImp& cellRender,
MWWorld::Environment& environment) const
{

@ -9,6 +9,9 @@ namespace MWClass
{
public:
virtual std::string getId (const MWWorld::Ptr& ptr) const;
///< Return ID of \a ptr
virtual void insertObj (const MWWorld::Ptr& ptr, MWRender::CellRenderImp& cellRender,
MWWorld::Environment& environment) const;
///< Add reference into a cell for rendering
@ -26,14 +29,14 @@ namespace MWClass
virtual MWMechanics::CreatureStats& getCreatureStats (const MWWorld::Ptr& ptr) const;
///< Return creature stats
virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const;
///< Generate action for activation
virtual MWWorld::ContainerStore<MWWorld::RefData>& getContainerStore (
const MWWorld::Ptr& ptr) const;
///< Return container store
virtual boost::shared_ptr<MWWorld::Action> activate (const MWWorld::Ptr& ptr,
const MWWorld::Ptr& actor, const MWWorld::Environment& environment) const;
///< Generate action for activation
virtual std::string getScript (const MWWorld::Ptr& ptr) const;
///< Return name of the script attached to ptr

@ -0,0 +1,280 @@
#include "dialoguemanager.hpp"
#include <cctype>
#include <algorithm>
#include <iterator>
#include <components/esm/loaddial.hpp>
#include <components/esm_store/store.hpp>
#include "../mwworld/class.hpp"
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "../mwworld/refdata.hpp"
#include "../mwgui/window_manager.hpp"
#include <iostream>
namespace
{
std::string toLower (const std::string& name)
{
std::string lowerCase;
std::transform (name.begin(), name.end(), std::back_inserter (lowerCase),
(int(*)(int)) std::tolower);
return lowerCase;
}
template<typename T1, typename T2>
bool selectCompare (char comp, T1 value1, T2 value2)
{
switch (comp)
{
case '0': return value1==value2;
case '1': return value1!=value2;
case '2': return value1>value2;
case '3': return value1>=value2;
case '4': return value1<value2;
case '5': return value1<=value2;
}
throw std::runtime_error ("unknown compare type in dialogue info select");
}
template<typename T>
bool checkLocal (char comp, const std::string& name, T value, const MWWorld::Ptr& actor,
const ESMS::ESMStore& store)
{
std::string scriptName = MWWorld::Class::get (actor).getScript (actor);
if (scriptName.empty())
return false; // no script
const ESM::Script *script = store.scripts.find (scriptName);
int i = 0;
for (; i<static_cast<int> (script->varNames.size()); ++i)
if (script->varNames[i]==name)
break;
if (i>=static_cast<int> (script->varNames.size()))
return false; // script does not have a variable of this name
const MWScript::Locals& locals = actor.getRefData().getLocals();
if (i<script->data.numShorts)
return selectCompare (comp, locals.mShorts[i], value);
else
i -= script->data.numShorts;
if (i<script->data.numLongs)
return selectCompare (comp, locals.mLongs[i], value);
else
i -= script->data.numShorts;
return selectCompare (comp, locals.mFloats.at (i), value);
}
template<typename T>
bool checkGlobal (char comp, const std::string& name, T value, MWWorld::World& world)
{
switch (world.getGlobalVariableType (name))
{
case 's':
return selectCompare (comp, value, world.getGlobalVariable (name).mShort);
case 'l':
return selectCompare (comp, value, world.getGlobalVariable (name).mLong);
case 'f':
return selectCompare (comp, value, world.getGlobalVariable (name).mFloat);
case ' ':
world.getGlobalVariable (name); // trigger exception
break;
default:
throw std::runtime_error ("unsupported gobal variable type");
}
return false;
}
}
namespace MWDialogue
{
bool DialogueManager::isMatching (const MWWorld::Ptr& actor,
const ESM::DialInfo::SelectStruct& select) const
{
char type = select.selectRule[1];
if (type!='0')
{
char comp = select.selectRule[4];
std::string name = select.selectRule.substr (5);
// TODO types 4, 5, 6, 7, 8, 9, A, B, C
switch (type)
{
case '1': // function
return false; // TODO implement functions
case '2': // global
if (select.type==ESM::VT_Short || select.type==ESM::VT_Int ||
select.type==ESM::VT_Long)
{
if (!checkGlobal (comp, toLower (name), select.i, *mEnvironment.mWorld))
return false;
}
else if (select.type==ESM::VT_Float)
{
if (!checkGlobal (comp, toLower (name), select.f, *mEnvironment.mWorld))
return false;
}
else
throw std::runtime_error (
"unsupported variable type in dialogue info select");
return true;
case '3': // local
if (select.type==ESM::VT_Short || select.type==ESM::VT_Int ||
select.type==ESM::VT_Long)
{
if (!checkLocal (comp, toLower (name), select.i, actor,
mEnvironment.mWorld->getStore()))
return false;
}
else if (select.type==ESM::VT_Float)
{
if (!checkLocal (comp, toLower (name), select.f, actor,
mEnvironment.mWorld->getStore()))
return false;
}
else
throw std::runtime_error (
"unsupported variable type in dialogue info select");
return true;
default:
std::cout << "unchecked select: " << type << " " << comp << " " << name << std::endl;
}
}
return true;
}
bool DialogueManager::isMatching (const MWWorld::Ptr& actor, const ESM::DialInfo& info) const
{
// actor id
if (!info.actor.empty())
if (toLower (info.actor)!=MWWorld::Class::get (actor).getId (actor))
return false;
if (!info.race.empty())
{
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> *cellRef = actor.get<ESM::NPC>();
if (!cellRef)
return false;
if (toLower (info.race)!=toLower (cellRef->base->race))
return false;
}
if (!info.clas.empty())
{
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> *cellRef = actor.get<ESM::NPC>();
if (!cellRef)
return false;
if (toLower (info.clas)!=toLower (cellRef->base->cls))
return false;
}
if (!info.npcFaction.empty())
{
ESMS::LiveCellRef<ESM::NPC, MWWorld::RefData> *cellRef = actor.get<ESM::NPC>();
if (!cellRef)
return false;
if (toLower (info.npcFaction)!=toLower (cellRef->base->faction))
return false;
}
// TODO check player faction
// check cell
if (!info.cell.empty())
if (mEnvironment.mWorld->getPlayerPos().getPlayer().getCell()->cell->name != info.cell)
return false;
// TODO check DATAstruct
for (std::vector<ESM::DialInfo::SelectStruct>::const_iterator iter (info.selects.begin());
iter != info.selects.end(); ++iter)
if (!isMatching (actor, *iter))
return false;
std::cout
<< "unchecked entries:" << std::endl
<< " player faction: " << info.pcFaction << std::endl
<< " DATAstruct" << std::endl;
return true;
}
DialogueManager::DialogueManager (MWWorld::Environment& environment) : mEnvironment (environment) {}
void DialogueManager::startDialogue (const MWWorld::Ptr& actor)
{
std::cout << "talking with " << MWWorld::Class::get (actor).getName (actor) << std::endl;
const ESM::Dialogue *dialogue = mEnvironment.mWorld->getStore().dialogs.find ("hello");
for (std::vector<ESM::DialInfo>::const_iterator iter (dialogue->mInfo.begin());
iter!=dialogue->mInfo.end(); ++iter)
{
if (isMatching (actor, *iter))
{
// start dialogue
std::cout << "found matching info record" << std::endl;
std::cout << "response: " << iter->response << std::endl;
if (!iter->sound.empty())
{
// TODO play sound
}
if (!iter->resultScript.empty())
{
std::cout << "script: " << iter->resultScript << std::endl;
// TODO execute script
}
mEnvironment.mWindowManager->setMode (MWGui::GM_Dialogue);
}
}
}
}

@ -0,0 +1,32 @@
#ifndef GAME_MMDIALOG_DIALOGUEMANAGER_H
#define GAME_MWDIALOG_DIALOGUEMANAGER_H
#include <components/esm/loadinfo.hpp>
#include "../mwworld/ptr.hpp"
namespace MWWorld
{
class Environment;
}
namespace MWDialogue
{
class DialogueManager
{
MWWorld::Environment& mEnvironment;
bool isMatching (const MWWorld::Ptr& actor, const ESM::DialInfo::SelectStruct& select) const;
bool isMatching (const MWWorld::Ptr& actor, const ESM::DialInfo& info) const;
public:
DialogueManager (MWWorld::Environment& environment);
void startDialogue (const MWWorld::Ptr& actor);
};
}
#endif

@ -3,7 +3,7 @@
#include "environment.hpp"
#include "../mwgui/window_manager.hpp"
#include "../mwdialogue/dialoguemanager.hpp"
namespace MWWorld
{
@ -11,6 +11,6 @@ namespace MWWorld
void ActionTalk::execute (Environment& environment)
{
environment.mWindowManager->setMode (MWGui::GM_Dialogue);
environment.mDialogueManager->startDialogue (mActor);
}
}

@ -13,6 +13,7 @@ namespace MWWorld
public:
ActionTalk (const Ptr& actor);
///< \param actor The actor the player is talking to
virtual void execute (Environment& environment);
};

@ -14,6 +14,11 @@ namespace MWWorld
Class::~Class() {}
std::string Class::getId (const Ptr& ptr) const
{
throw std::runtime_error ("class does not support ID retrieval");
}
void Class::insertObj (const Ptr& ptr, MWRender::CellRenderImp& cellRender,
MWWorld::Environment& environment) const
{

@ -42,6 +42,10 @@ namespace MWWorld
virtual ~Class();
virtual std::string getId (const Ptr& ptr) const;
///< Return ID of \a ptr or throw an exception, if class does not support ID retrieval
/// (default implementation: throw an exception)
virtual void insertObj (const Ptr& ptr, MWRender::CellRenderImp& cellRender,
MWWorld::Environment& environment) const;
///< Add reference into a cell for rendering (default implementation: don't render anything).

@ -21,6 +21,11 @@ namespace MWMechanics
class MechanicsManager;
}
namespace MWDialogue
{
class DialogueManager;
}
namespace MWWorld
{
class World;
@ -31,7 +36,7 @@ namespace MWWorld
public:
Environment()
: mWorld (0), mSoundManager (0), mGlobalScripts (0), mWindowManager (0),
mMechanicsManager (0), mFrameDuration (0)
mMechanicsManager (0), mDialogueManager (0), mFrameDuration (0)
{}
World *mWorld;
@ -39,9 +44,9 @@ namespace MWWorld
MWScript::GlobalScripts *mGlobalScripts;
MWGui::WindowManager *mWindowManager;
MWMechanics::MechanicsManager *mMechanicsManager;
MWDialogue::DialogueManager *mDialogueManager;
float mFrameDuration;
};
}
#endif

@ -14,6 +14,11 @@ IF (ICONV_INCLUDE_DIR AND ICONV_LIBRARIES)
SET(ICONV_FIND_QUIETLY TRUE)
ENDIF (ICONV_INCLUDE_DIR AND ICONV_LIBRARIES)
IF(WIN32)
SET(ICONV_INCLUDE_DIR $ENV{ICONV_INCLUDE_DIR})
SET(ICONV_LIBRARIES $ENV{ICONV_LIBRARIES})
ENDIF(WIN32)
FIND_PATH(ICONV_INCLUDE_DIR iconv.h)
FIND_LIBRARY(ICONV_LIBRARIES NAMES iconv libiconv c)

@ -9,7 +9,10 @@
#include <sstream>
#include <iomanip>
#include <errno.h>
#ifndef __WIN32__
#include <iconv.h>
#endif
#include <libs/mangle/stream/stream.hpp>
#include <libs/mangle/stream/servers/file_stream.hpp>
@ -621,6 +624,9 @@ public:
// Convert a string from the encoding used by Morrowind to UTF-8
std::string convertToUTF8 (std::string input)
{
#ifdef __WIN32__
return input;
#else
std::string output = "";
//create convert description
@ -701,6 +707,7 @@ public:
return output;
}
#endif
void skip(int bytes) { esm->seek(esm->tell()+bytes); }
uint64_t getOffset() { return esm->tell(); }

@ -1,7 +1,10 @@
#ifndef _ESM_DIAL_H
#define _ESM_DIAL_H
#include <vector>
#include "esm_reader.hpp"
#include "loadinfo.hpp"
namespace ESM {
@ -23,6 +26,7 @@ struct Dialogue
};
char type;
std::vector<DialInfo> mInfo;
void load(ESMReader &esm)
{

@ -14,13 +14,13 @@
#include "loadcont.hpp"
#include "loadcrea.hpp"
#include "loadcrec.hpp"
#include "loadinfo.hpp"
#include "loaddial.hpp"
#include "loaddoor.hpp"
#include "loadench.hpp"
#include "loadfact.hpp"
#include "loadglob.hpp"
#include "loadgmst.hpp"
#include "loadinfo.hpp"
#include "loadingr.hpp"
#include "loadland.hpp"
#include "loadlevlist.hpp"

@ -20,6 +20,8 @@ void ESMStore::load(ESMReader &esm)
{
set<string> missing;
ESM::Dialogue *dialogue = 0;
// Loop through all records
while(esm.hasMoreRecs())
{
@ -30,21 +32,57 @@ void ESMStore::load(ESMReader &esm)
RecListList::iterator it = recLists.find(n.val);
if(it == recLists.end())
{
if (n.val==ESM::REC_INFO)
{
if (dialogue)
{
ESM::DialInfo info;
info.load (esm);
dialogue->mInfo.push_back (info);
}
else
{
std::cerr << "error: info record without dialog" << std::endl;
esm.skipRecord();
continue;
}
}
else
{
// Not found (this would be an error later)
esm.skipRecord();
missing.insert(n.toString());
continue;
}
}
else
{
// Load it
std::string id = esm.getHNOString("NAME");
it->second->load(esm, id);
if (n.val==ESM::REC_DIAL)
{
RecListT<Dialogue>& recList = static_cast<RecListT<Dialogue>& > (*it->second);
id = recList.toLower (id);
RecListT<Dialogue>::MapType::iterator iter = recList.list.find (id);
assert (iter!=recList.list.end());
dialogue = &iter->second;
}
else
dialogue = 0;
// Insert the reference into the global lookup
if(!id.empty())
all[id] = n.val;
}
}
/* This information isn't needed on screen. But keep the code around
for debugging purposes later.

@ -69,7 +69,6 @@ namespace ESMS
// Lists that need special rules
CellList cells;
RecIDListT<GameSetting> gameSettings;
//RecListT<DialInfo> dialInfos;
//RecListT<Land> lands;
//RecListT<LandTexture> landTexts;
//RecListT<MagicEffect> magicEffects;
@ -92,7 +91,6 @@ namespace ESMS
ESMStore()
{
recLists[REC_ACTI] = &activators;
recLists[REC_ACTI] = &activators;
recLists[REC_ALCH] = &potions;
recLists[REC_APPA] = &appas;
@ -113,7 +111,6 @@ namespace ESMS
recLists[REC_FACT] = &factions;
recLists[REC_GLOB] = &globals;
recLists[REC_GMST] = &gameSettings;
//recLists[REC_INFO] = &dialInfos;
recLists[REC_INGR] = &ingreds;
//recLists[REC_LAND] = &lands;
recLists[REC_LEVC] = &creatureLists;

@ -26,12 +26,13 @@
#include <stdio.h>
#include <libs/mangle/vfs/servers/ogre_vfs.hpp>
#include "components/nif/nif_file.hpp"
#include "components/nif/node.hpp"
#include "components/nif/data.hpp"
#include "components/nif/property.hpp"
#include "libs/platform/strings.h"
#include "../nif/nif_file.hpp"
#include "../nif/node.hpp"
#include "../nif/data.hpp"
#include "../nif/property.hpp"
#include <libs/platform/strings.h>
#include <vector>
// For warning messages
#include <iostream>
@ -45,21 +46,43 @@ using namespace Ogre;
using namespace Nif;
using namespace Mangle::VFS;
// This is the interface to the Ogre resource system. It allows us to
// load NIFs from BSAs, in the file system and in any other place we
// tell Ogre to look (eg. in zip or rar files.) It's also used to
// check for the existence of texture files, so we can exchange the
// extension from .tga to .dds if the texture is missing.
static OgreVFS *vfs;
NIFLoader& NIFLoader::getSingleton()
{
static NIFLoader instance;
return instance;
}
// Singleton instance used by load()
static NIFLoader g_sing;
NIFLoader* NIFLoader::getSingletonPtr()
{
return &getSingleton();
}
void NIFLoader::warn(string msg)
{
std::cerr << "NIFLoader: Warn:" << msg << "\n";
}
void NIFLoader::fail(string msg)
{
std::cerr << "NIFLoader: Fail: "<< msg << std::endl;
assert(1);
}
Vector3 NIFLoader::convertVector3(const Nif::Vector& vec)
{
return Ogre::Vector3(vec.array);
}
// Makeshift error reporting system
static string errName;
static void warn(const string &msg)
Quaternion NIFLoader::convertRotation(const Nif::Matrix& rot)
{
cout << "WARNING (NIF:" << errName << "): " << msg << endl;
Real matrix[3][3];
for (int i=0; i<3; i++)
for (int j=0; j<3; j++)
matrix[i][j] = rot.v[i].array[j];
return Quaternion(Matrix3(matrix));
}
// Helper class that computes the bounding box and of a mesh
@ -126,12 +149,24 @@ public:
return sqrt(X.getMaxSquared() + Y.getMaxSquared() + Z.getMaxSquared());
}
float minX() { return X.min; }
float maxX() { return X.max; }
float minY() { return Y.min; }
float maxY() { return Y.max; }
float minZ() { return Z.min; }
float maxZ() { return Z.max; }
float minX() {
return X.min;
}
float maxX() {
return X.max;
}
float minY() {
return Y.min;
}
float maxY() {
return Y.max;
}
float minZ() {
return Z.min;
}
float maxZ() {
return Z.max;
}
};
// Conversion of blend / test mode from NIF -> OGRE.
@ -177,7 +212,7 @@ static CompareFunction getTestMode(int mode)
}
*/
static void createMaterial(const String &name,
void NIFLoader::createMaterial(const String &name,
const Vector &ambient,
const Vector &diffuse,
const Vector &specular,
@ -186,7 +221,7 @@ static void createMaterial(const String &name,
float alphaFlags, float alphaTest,
const String &texName)
{
MaterialPtr material = MaterialManager::getSingleton().create(name, "General");
MaterialPtr material = MaterialManager::getSingleton().create(name, resourceGroup);
// This assigns the texture to this material. If the texture name is
// a file name, and this file exists (in a resource directory), it
@ -196,7 +231,8 @@ static void createMaterial(const String &name,
if (!texName.empty())
{
Pass *pass = material->getTechnique(0)->getPass(0);
/*TextureUnitState *txt =*/ pass->createTextureUnitState(texName);
/*TextureUnitState *txt =*/
pass->createTextureUnitState(texName);
/* As of yet UNTESTED code from Chris:
pass->setTextureFiltering(Ogre::TFO_ANISOTROPIC);
@ -254,7 +290,7 @@ static void createMaterial(const String &name,
// Takes a name and adds a unique part to it. This is just used to
// make sure that all materials are given unique names.
static String getUniqueName(const String &input)
String NIFLoader::getUniqueName(const String &input)
{
static int addon = 0;
static char buf[8];
@ -270,7 +306,7 @@ static String getUniqueName(const String &input)
// does not, change the string IN PLACE to say .dds instead and try
// that. The texture may still not exist, but no information of value
// is lost in that case.
static void findRealTexture(String &texName)
void NIFLoader::findRealTexture(String &texName)
{
assert(vfs);
if (vfs->isFile(texName)) return;
@ -286,7 +322,7 @@ static void findRealTexture(String &texName)
// Convert Nif::NiTriShape to Ogre::SubMesh, attached to the given
// mesh.
static void createOgreMesh(Mesh *mesh, NiTriShape *shape, const String &material)
void NIFLoader::createOgreSubMesh(NiTriShape *shape, const String &material)
{
NiTriShapeData *data = shape->data.getPtr();
SubMesh *sub = mesh->createSubMesh(shape->name.toString());
@ -301,13 +337,16 @@ static void createOgreMesh(Mesh *mesh, NiTriShape *shape, const String &material
sub->vertexData = new VertexData();
sub->vertexData->vertexCount = numVerts;
sub->useSharedVertices = false;
VertexDeclaration *decl = sub->vertexData->vertexDeclaration;
decl->addElement(nextBuf, 0, VET_FLOAT3, VES_POSITION);
HardwareVertexBufferSharedPtr vbuf =
HardwareBufferManager::getSingleton().createVertexBuffer(
VertexElement::getTypeSize(VET_FLOAT3),
numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
vbuf->writeData(0, vbuf->getSizeInBytes(), data->vertices.ptr, true);
VertexBufferBinding* bind = sub->vertexData->vertexBufferBinding;
bind->setBinding(nextBuf++, vbuf);
@ -371,22 +410,6 @@ static void createOgreMesh(Mesh *mesh, NiTriShape *shape, const String &material
// Set material if one was given
if (!material.empty()) sub->setMaterialName(material);
/* Old commented D code. Might be useful when reimplementing
animation.
// Assign this submesh to the given bone
VertexBoneAssignment v;
v.boneIndex = ((Bone*)bone)->getHandle();
v.weight = 1.0;
std::cerr << "+ Assigning bone index " << v.boneIndex << "\n";
for(int i=0; i < numVerts; i++)
{
v.vertexIndex = i;
sub->addBoneAssignment(v);
}
*/
}
// Helper math functions. Reinventing linear algebra for the win!
@ -432,7 +455,7 @@ static void vectorMul(const Matrix &A, float *C)
C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2];
}
static void handleNiTriShape(Mesh *mesh, NiTriShape *shape, int flags, BoundsFinder &bounds)
void NIFLoader::handleNiTriShape(NiTriShape *shape, int flags, BoundsFinder &bounds)
{
assert(shape != NULL);
@ -451,7 +474,10 @@ static void handleNiTriShape(Mesh *mesh, NiTriShape *shape, int flags, BoundsFin
// If the object was marked "NCO" earlier, it shouldn't collide with
// anything.
if (flags & 0x800)
{ collide = false; bbcollide = false; }
{
collide = false;
bbcollide = false;
}
if (!collide && !bbcollide && hidden)
// This mesh apparently isn't being used for anything, so don't
@ -569,7 +595,80 @@ static void handleNiTriShape(Mesh *mesh, NiTriShape *shape, int flags, BoundsFin
float *ptr = (float*)data->vertices.ptr;
float *optr = ptr;
// Rotate, scale and translate all the vertices
//use niskindata for the position of vertices.
if (!shape->skin.empty())
{
// vector that stores if the position if a vertex is absolute
std::vector<bool> vertexPosAbsolut(numVerts,false);
float *ptrNormals = (float*)data->normals.ptr;
//the bone from skin->bones[boneIndex] is linked to skin->data->bones[boneIndex]
//the first one contains a link to the bone, the second vertex transformation
//relative to the bone
int boneIndex = 0;
Bone *bonePtr;
Vector3 vecPos;
Quaternion vecRot;
std::vector<NiSkinData::BoneInfo> boneList = shape->skin->data->bones;
/*
Iterate through the boneList which contains what vertices are linked to
the bone (it->weights array) and at what position (it->trafo)
That position is added to every vertex.
*/
for (std::vector<NiSkinData::BoneInfo>::iterator it = boneList.begin();
it != boneList.end(); it++)
{
//get the bone from bones array of skindata
bonePtr = skel->getBone(shape->skin->bones[boneIndex].name.toString());
// final_vector = old_vector + old_rotation*new_vector*old_scale
vecPos = bonePtr->_getDerivedPosition() +
bonePtr->_getDerivedOrientation() * convertVector3(it->trafo->trans);
vecRot = bonePtr->_getDerivedOrientation() * convertRotation(it->trafo->rotation);
for (unsigned int i=0; i<it->weights.length; i++)
{
unsigned int verIndex = (it->weights.ptr + i)->vertex;
//Check if the vertex is relativ, FIXME: Is there a better solution?
if (vertexPosAbsolut[verIndex] == false)
{
//apply transformation to the vertices
Vector3 absVertPos = vecPos + vecRot * Vector3(ptr + verIndex *3);
//convert it back to float *
for (int j=0; j<3; j++)
(ptr + verIndex*3)[j] = absVertPos[j];
//apply rotation to the normals (not every vertex has a normal)
//FIXME: I guessed that vertex[i] = normal[i], is that true?
if (verIndex < data->normals.length)
{
Vector3 absNormalsPos = vecRot * Vector3(ptrNormals + verIndex *3);
for (int j=0; j<3; j++)
(ptrNormals + verIndex*3)[j] = absNormalsPos[j];
}
//TODO: create vbas, and give them to createOgreSubMesh
vertexPosAbsolut[verIndex] = true;
}
}
boneIndex++;
//it->trafo (pos, rot, scale) of the vertex
//it->weights array containt the vertices linked to the bone and the weight
}
}
else
{
// Rotate, scale and translate all the vertices,
const Matrix &rot = shape->trafo->rotation;
const Vector &pos = shape->trafo->pos;
float scale = shape->trafo->scale;
@ -589,6 +688,7 @@ static void handleNiTriShape(Mesh *mesh, NiTriShape *shape, int flags, BoundsFin
ptr += 3;
}
}
}
if (!hidden)
{
@ -596,12 +696,12 @@ static void handleNiTriShape(Mesh *mesh, NiTriShape *shape, int flags, BoundsFin
bounds.add(optr, numVerts);
// Create the submesh
createOgreMesh(mesh, shape, material);
createOgreSubMesh(shape, material);
}
}
static void handleNode(Mesh* mesh, Nif::Node *node, int flags,
const Transformation *trafo, BoundsFinder &bounds)
void NIFLoader::handleNode(Nif::Node *node, int flags,
const Transformation *trafo, BoundsFinder &bounds, Bone *parentBone)
{
// Accumulate the flags from all the child nodes. This works for all
// the flags we currently use, at least.
@ -632,6 +732,29 @@ static void handleNode(Mesh* mesh, Nif::Node *node, int flags,
}
}
Bone *bone = 0;
// create skeleton or add bones
if (node->recType == RC_NiNode)
{
if (node->name == "Bip01") //root node, create a skeleton
{
skel = SkeletonManager::getSingleton().create(getSkeletonName(), resourceGroup, true);
}
if (!skel.isNull()) //if there is a skeleton
{
bone = skel->createBone(node->name.toString());
if (parentBone)
parentBone->addChild(bone);
bone->setInheritOrientation(true);
bone->setPosition(convertVector3(node->trafo->pos));
bone->setOrientation(convertRotation(node->trafo->rotation));
}
}
// Apply the parent transformation to this node. We overwrite the
// existing data with the final transformation.
if (trafo)
@ -661,27 +784,31 @@ static void handleNode(Mesh* mesh, Nif::Node *node, int flags,
for (int i=0; i<n; i++)
{
if (list.has(i))
handleNode(mesh, &list[i], flags, node->trafo, bounds);
handleNode(&list[i], flags, node->trafo, bounds, bone);
}
}
else if (node->recType == RC_NiTriShape)
// For shapes
handleNiTriShape(mesh, dynamic_cast<NiTriShape*>(node), flags, bounds);
handleNiTriShape(dynamic_cast<NiTriShape*>(node), flags, bounds);
}
void NIFLoader::loadResource(Resource *resource)
{
resourceName = "";
mesh = 0;
skel.setNull();
// Set up the VFS if it hasn't been done already
if(!vfs) vfs = new OgreVFS("General");
if (!vfs) vfs = new OgreVFS(resourceGroup);
// Get the mesh
Mesh *mesh = dynamic_cast<Mesh*>(resource);
mesh = dynamic_cast<Mesh*>(resource);
assert(mesh);
// Look it up
const String &name = mesh->getName();
errName = name; // Set name for error messages
if(!vfs->isFile(name))
resourceName = mesh->getName();
if (!vfs->isFile(resourceName))
{
warn("File not found.");
return;
@ -694,7 +821,7 @@ void NIFLoader::loadResource(Resource *resource)
// of the early stages of development. Right now we WANT to catch
// every error as early and intrusively as possible, as it's most
// likely a sign of incomplete code rather than faulty input.
NIFFile nif(vfs->open(name), name);
NIFFile nif(vfs->open(resourceName), resourceName);
if (nif.numRecords() < 1)
{
@ -716,7 +843,11 @@ void NIFLoader::loadResource(Resource *resource)
}
// Handle the node
handleNode(mesh, node, 0, NULL, bounds);
handleNode(node, 0, NULL, bounds, 0);
//set skeleton
// if (!skel.isNull())
// mesh->setSkeletonName(getSkeletonName());
// Finally, set the bounding value.
if (bounds.isValid())
@ -738,7 +869,7 @@ MeshPtr NIFLoader::load(const std::string &name,
return MeshPtr(ptr);
// Nope, create a new one.
return MeshManager::getSingleton().createManual(name, group, &g_sing);
return MeshManager::getSingleton().createManual(name, group, NIFLoader::getSingletonPtr());
}
/* More code currently not in use, from the old D source. This was
@ -779,70 +910,5 @@ extern "C" void ogre_insertTexture(char* name, uint32_t width, uint32_t height,
pixelBuffer->unlock();
}
// We need this later for animated meshes.
extern "C" void* ogre_setupSkeleton(char* name)
{
SkeletonPtr skel = SkeletonManager::getSingleton().create(
name, "Closet", true);
skel->load();
// Create all bones at the origin and unrotated. This is necessary
// since our submeshes each have their own model space. We must
// move the bones after creating an entity, then copy this entity.
return (void*)skel->createBone();
}
extern "C" void *ogre_insertBone(char* name, void* rootBone, int32_t index)
{
return (void*) ( ((Bone*)rootBone)->createChild(index) );
}
*/
/* This was the D part:
// Create a skeleton and get the root bone (index 0)
BonePtr bone = ogre_setupSkeleton(name);
// Reset the bone index. The next bone to be created has index 1.
boneIndex = 1;
// Create a mesh and assign the skeleton to it
MeshPtr mesh = ogre_setupMesh(name);
// Loop through the nodes, creating submeshes, materials and
// skeleton bones in the process.
handleNode(node, bone, mesh);
// Create the "template" entity
EntityPtr entity = ogre_createEntity(name);
// Loop through once again, this time to set the right
// transformations on the entity's SkeletonInstance. The order of
// children will be the same, allowing us to reference bones using
// their boneIndex.
int lastBone = boneIndex;
boneIndex = 1;
transformBones(node, entity);
if(lastBone != boneIndex) writefln("WARNING: Bone number doesn't match");
if(!hasBBox)
ogre_setMeshBoundingBox(mesh, minX, minY, minZ, maxX, maxY, maxZ);
return entity;
}
void handleNode(Node node, BonePtr root, MeshPtr mesh)
{
// Insert a new bone for this node
BonePtr bone = ogre_insertBone(node.name, root, boneIndex++);
}
void transformBones(Node node, EntityPtr entity)
{
ogre_transformBone(entity, &node.trafo, boneIndex++);
NiNode n = cast(NiNode)node;
if(n !is null)
foreach(Node nd; n.children)
transformBones(nd, entity);
}
*/

@ -27,6 +27,27 @@
#include <OgreResource.h>
#include <OgreMesh.h>
#include <assert.h>
#include <string>
class BoundsFinder;
namespace Nif
{
class Node;
class Transformation;
class NiTriShape;
class Vector;
class Matrix;
}
namespace Mangle
{
namespace VFS
{
class OgreVFS;
}
}
/** Manual resource loader for NIF meshes. This is the main class
responsible for translating the internal NIF mesh structure into
@ -43,12 +64,66 @@
very resource intensive, and can safely be done for a large number
of meshes at load time.
*/
struct NIFLoader : Ogre::ManualResourceLoader
class NIFLoader : Ogre::ManualResourceLoader
{
void loadResource(Ogre::Resource *resource);
public:
static NIFLoader& getSingleton();
static NIFLoader* getSingletonPtr();
virtual void loadResource(Ogre::Resource *resource);
static Ogre::MeshPtr load(const std::string &name,
const std::string &group="General");
Ogre::Vector3 convertVector3(const Nif::Vector& vec);
Ogre::Quaternion convertRotation(const Nif::Matrix& rot);
private:
NIFLoader() : resourceGroup("General") {}
NIFLoader(NIFLoader& n) {}
void warn(std::string msg);
void fail(std::string msg);
void handleNode( Nif::Node *node, int flags,
const Nif::Transformation *trafo, BoundsFinder &bounds, Ogre::Bone *parentBone);
void handleNiTriShape(Nif::NiTriShape *shape, int flags, BoundsFinder &bounds);
void createOgreSubMesh(Nif::NiTriShape *shape, const Ogre::String &material);
void createMaterial(const Ogre::String &name,
const Nif::Vector &ambient,
const Nif::Vector &diffuse,
const Nif::Vector &specular,
const Nif::Vector &emissive,
float glossiness, float alpha,
float alphaFlags, float alphaTest,
const Ogre::String &texName);
void findRealTexture(Ogre::String &texName);
Ogre::String getUniqueName(const Ogre::String &input);
//returns the skeleton name of this mesh
std::string getSkeletonName()
{
return resourceName + ".skel";
}
// This is the interface to the Ogre resource system. It allows us to
// load NIFs from BSAs, in the file system and in any other place we
// tell Ogre to look (eg. in zip or rar files.) It's also used to
// check for the existence of texture files, so we can exchange the
// extension from .tga to .dds if the texture is missing.
Mangle::VFS::OgreVFS *vfs;
std::string resourceName;
std::string resourceGroup;
// pointer to the ogre mesh which is currently build
Ogre::Mesh *mesh;
Ogre::SkeletonPtr skel;
};
#endif

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