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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-30 03:15:32 +00:00
Replace NodeUserData with a custom transform node
This commit is contained in:
parent
4c9cefefdd
commit
a61267f57d
11 changed files with 79 additions and 97 deletions
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@ -59,7 +59,7 @@ add_component_dir (nif
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)
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add_component_dir (nifosg
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nifloader controller particle userdata
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nifloader controller particle matrixtransform
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)
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add_component_dir (nifbullet
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@ -4,14 +4,13 @@
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#include <osg/TexMat>
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#include <osg/Material>
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#include <osg/Texture2D>
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#include <osg/UserDataContainer>
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#include <osgParticle/Emitter>
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#include <components/nif/data.hpp>
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#include <components/sceneutil/morphgeometry.hpp>
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#include "userdata.hpp"
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#include "matrixtransform.hpp"
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namespace NifOsg
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{
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@ -119,13 +118,12 @@ void KeyframeController::operator() (osg::Node* node, osg::NodeVisitor* nv)
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{
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if (hasInput())
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{
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osg::MatrixTransform* trans = static_cast<osg::MatrixTransform*>(node);
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NifOsg::MatrixTransform* trans = static_cast<NifOsg::MatrixTransform*>(node);
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osg::Matrix mat = trans->getMatrix();
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float time = getInputValue(nv);
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NodeUserData* userdata = static_cast<NodeUserData*>(trans->getUserDataContainer()->getUserObject(0));
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Nif::Matrix3& rot = userdata->mRotationScale;
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Nif::Matrix3& rot = trans->mRotationScale;
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bool setRot = false;
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if(!mRotations.empty())
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@ -140,18 +138,18 @@ void KeyframeController::operator() (osg::Node* node, osg::NodeVisitor* nv)
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}
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else
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{
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// no rotation specified, use the previous value from the UserData
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// no rotation specified, use the previous value
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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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mat(j,i) = rot.mValues[i][j]; // NB column/row major difference
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}
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if (setRot) // copy the new values back to the UserData
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if (setRot) // copy the new values back
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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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rot.mValues[i][j] = mat(j,i); // NB column/row major difference
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float& scale = userdata->mScale;
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float& scale = trans->mScale;
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if(!mScales.empty())
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scale = mScales.interpKey(time);
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@ -9,11 +9,9 @@
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#include <components/sceneutil/controller.hpp>
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#include <components/sceneutil/statesetupdater.hpp>
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#include <set> //UVController
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#include <set>
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// FlipController
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#include <osg/Texture2D>
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#include <osg/ref_ptr>
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#include <osg/StateSet>
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#include <osg/NodeCallback>
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@ -22,8 +20,6 @@
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namespace osg
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{
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class Node;
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class StateSet;
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class Material;
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}
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20
components/nifosg/matrixtransform.cpp
Normal file
20
components/nifosg/matrixtransform.cpp
Normal file
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@ -0,0 +1,20 @@
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#include "matrixtransform.hpp"
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namespace NifOsg
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{
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MatrixTransform::MatrixTransform(int recordIndex, const Nif::Transformation &trafo)
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: osg::MatrixTransform(trafo.toMatrix())
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, mIndex(recordIndex)
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, mScale(trafo.scale)
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, mRotationScale(trafo.rotation)
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{
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}
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MatrixTransform::MatrixTransform(const MatrixTransform ©, const osg::CopyOp ©op)
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: osg::MatrixTransform(copy, copyop)
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, mIndex(copy.mIndex)
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, mScale(copy.mScale)
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, mRotationScale(copy.mRotationScale)
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{
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}
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}
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34
components/nifosg/matrixtransform.hpp
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34
components/nifosg/matrixtransform.hpp
Normal file
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@ -0,0 +1,34 @@
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#ifndef OPENMW_COMPONENTS_NIFOSG_MATRIXTRANSFORM_H
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#define OPENMW_COMPONENTS_NIFOSG_MATRIXTRANSFORM_H
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#include <components/nif/niftypes.hpp>
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#include <osg/MatrixTransform>
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namespace NifOsg
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{
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class MatrixTransform : public osg::MatrixTransform
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{
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public:
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using osg::MatrixTransform::MatrixTransform;
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MatrixTransform(int recordIndex, const Nif::Transformation &trafo);
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MatrixTransform(const MatrixTransform ©, const osg::CopyOp ©op);
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META_Node(NifOsg, MatrixTransform)
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// NIF record index
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int mIndex{0};
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// Hack: account for Transform differences between OSG and NIFs.
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// OSG uses a 4x4 matrix, NIF's use a 3x3 rotationScale, float scale, and vec3 position.
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// Decomposing the original components from the 4x4 matrix isn't possible, which causes
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// problems when a KeyframeController wants to change only one of these components. So
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// we store the scale and rotation components separately here.
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float mScale{0.f};
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Nif::Matrix3 mRotationScale;
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};
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}
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#endif
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@ -3,7 +3,6 @@
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#include <mutex>
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#include <osg/Matrixf>
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#include <osg/MatrixTransform>
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#include <osg/Geometry>
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#include <osg/Array>
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#include <osg/LOD>
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@ -43,8 +42,8 @@
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#include <components/sceneutil/riggeometry.hpp>
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#include <components/sceneutil/morphgeometry.hpp>
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#include "matrixtransform.hpp"
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#include "particle.hpp"
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#include "userdata.hpp"
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namespace
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{
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@ -488,7 +487,7 @@ namespace NifOsg
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break;
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}
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if (!node)
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node = new osg::MatrixTransform(nifNode->trafo.toMatrix());
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node = new NifOsg::MatrixTransform(nifNode->recIndex, nifNode->trafo);
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if (nifNode->recType == Nif::RC_NiCollisionSwitch && !(nifNode->flags & Nif::NiNode::Flag_ActiveCollision))
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{
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@ -523,15 +522,6 @@ namespace NifOsg
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if (!rootNode)
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rootNode = node;
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// UserData used for a variety of features:
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// - finding the correct emitter node for a particle system
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// - establishing connections to the animated collision shapes, which are handled in a separate loader
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// - finding a random child NiNode in NiBspArrayController
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// - storing the previous 3x3 rotation and scale values for when a KeyframeController wants to
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// change only certain elements of the 4x4 transform
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node->getOrCreateUserDataContainer()->addUserObject(
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new NodeUserData(nifNode->recIndex, nifNode->trafo.scale, nifNode->trafo.rotation));
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for (Nif::ExtraPtr e = nifNode->extra; !e.empty(); e = e->next)
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{
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if(e->recType == Nif::RC_NiTextKeyExtraData && textKeys)
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@ -11,7 +11,7 @@
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#include <components/nif/controlled.hpp>
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#include <components/nif/data.hpp>
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#include "userdata.hpp"
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#include "matrixtransform.hpp"
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namespace NifOsg
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{
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@ -381,16 +381,11 @@ void FindGroupByRecIndex::apply(osg::Geometry &node)
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void FindGroupByRecIndex::applyNode(osg::Node &searchNode)
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{
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if (searchNode.getUserDataContainer() && searchNode.getUserDataContainer()->getNumUserObjects())
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if (NifOsg::MatrixTransform* trans = dynamic_cast<NifOsg::MatrixTransform*>(&searchNode))
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{
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NodeUserData* holder = dynamic_cast<NodeUserData*>(searchNode.getUserDataContainer()->getUserObject(0));
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if (holder && holder->mIndex == mRecIndex)
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if (trans->mIndex == mRecIndex)
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{
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osg::Group* group = searchNode.asGroup();
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if (!group)
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group = searchNode.getParent(0);
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mFound = group;
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mFound = trans;
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mFoundPath = getNodePath();
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return;
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}
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@ -1,48 +0,0 @@
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#ifndef OPENMW_COMPONENTS_NIFOSG_USERDATA_H
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#define OPENMW_COMPONENTS_NIFOSG_USERDATA_H
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#include <components/nif/niftypes.hpp>
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#include <osg/Object>
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namespace NifOsg
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{
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// Note if you are copying a scene graph with this user data you should use the DEEP_COPY_USERDATA copyop.
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class NodeUserData : public osg::Object
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{
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public:
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NodeUserData(int index, float scale, const Nif::Matrix3& rotationScale)
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: mIndex(index), mScale(scale), mRotationScale(rotationScale)
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{
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}
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NodeUserData()
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: mIndex(0), mScale(0)
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{
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}
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NodeUserData(const NodeUserData& copy, const osg::CopyOp& copyop)
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: Object(copy, copyop)
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, mIndex(copy.mIndex)
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, mScale(copy.mScale)
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, mRotationScale(copy.mRotationScale)
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{
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}
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META_Object(NifOsg, NodeUserData)
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// NIF record index
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int mIndex;
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// Hack: account for Transform differences between OSG and NIFs.
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// OSG uses a 4x4 matrix, NIF's use a 3x3 rotationScale, float scale, and vec3 position.
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// Decomposing the original components from the 4x4 matrix isn't possible, which causes
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// problems when a KeyframeController wants to change only one of these components. So
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// we store the scale and rotation components separately here.
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// Note for a cleaner solution it would be possible to write a custom Transform node
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float mScale;
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Nif::Matrix3 mRotationScale;
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};
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}
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#endif
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@ -6,8 +6,6 @@
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#include <osgParticle/ParticleSystemUpdater>
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#include <osgParticle/Emitter>
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#include <components/nifosg/userdata.hpp>
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#include <components/sceneutil/morphgeometry.hpp>
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#include <components/sceneutil/riggeometry.hpp>
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@ -22,15 +20,6 @@ namespace SceneUtil
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| osg::CopyOp::DEEP_COPY_USERDATA);
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}
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osg::Object* CopyOp::operator ()(const osg::Object* node) const
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{
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// We should copy node transformations when we copy node
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if (dynamic_cast<const NifOsg::NodeUserData*>(node))
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return static_cast<NifOsg::NodeUserData*>(node->clone(*this));
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return osg::CopyOp::operator()(node);
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}
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osg::Node* CopyOp::operator ()(const osg::Node* node) const
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{
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if (const osgParticle::ParticleProcessor* processor = dynamic_cast<const osgParticle::ParticleProcessor*>(node))
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@ -30,8 +30,6 @@ namespace SceneUtil
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virtual osg::Node* operator() (const osg::Node* node) const;
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virtual osg::Drawable* operator() (const osg::Drawable* drawable) const;
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virtual osg::Object* operator ()(const osg::Object* node) const;
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private:
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// maps new pointers to their old pointers
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// a little messy, but I think this should be the most efficient way
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@ -1,5 +1,6 @@
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#include "serialize.hpp"
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#include <osg/MatrixTransform>
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#include <osgDB/ObjectWrapper>
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#include <osgDB/Registry>
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@ -74,6 +75,15 @@ public:
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}
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};
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class MatrixTransformSerializer : public osgDB::ObjectWrapper
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{
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public:
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MatrixTransformSerializer()
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: osgDB::ObjectWrapper(createInstanceFunc<osg::MatrixTransform>, "NifOsg::MatrixTransform", "osg::Object osg::Node osg::Transform osg::MatrixTransform NifOsg::MatrixTransform")
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{
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}
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};
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osgDB::ObjectWrapper* makeDummySerializer(const std::string& classname)
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{
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return new osgDB::ObjectWrapper(createInstanceFunc<osg::DummyObject>, classname, "osg::Object");
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@ -100,6 +110,7 @@ void registerSerializers()
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mgr->addWrapper(new MorphGeometrySerializer);
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mgr->addWrapper(new LightManagerSerializer);
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mgr->addWrapper(new CameraRelativeTransformSerializer);
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mgr->addWrapper(new MatrixTransformSerializer);
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// Don't serialize Geometry data as we are more interested in the overall structure rather than tons of vertex data that would make the file large and hard to read.
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mgr->removeWrapper(mgr->findWrapper("osg::Geometry"));
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@ -118,7 +129,6 @@ void registerSerializers()
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"SceneUtil::StateSetUpdater",
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"SceneUtil::DisableLight",
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"SceneUtil::MWShadowTechnique",
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"NifOsg::NodeUserData",
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"NifOsg::FlipController",
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"NifOsg::KeyframeController",
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"NifOsg::TextKeyMapHolder",
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