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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-03-29 19:36:43 +00:00
fixed a bug in loading. Every collision mesh is correctly loaded now.
This commit is contained in:
parent
773b7635a4
commit
b2194398a4
2 changed files with 42 additions and 7 deletions
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@ -125,18 +125,47 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
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return;
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return;
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}
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}
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bool hasCollisionNode = hasRootCollisionNode(node);
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//do a first pass
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//do a first pass
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handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,false,false);
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handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,false);
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//if collide = false, then it does a second pass which create a shape for raycasting.
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//if collide = false, then it does a second pass which create a shape for raycasting.
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if(cShape->collide == false)
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if(cShape->collide == false)
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{
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{
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handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,false,true);
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std::cout << "collide = false "<<resourceName << std::endl;
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handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,true);
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}
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}
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}
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}
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bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node* node)
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{
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if (node->recType == Nif::RC_NiNode)
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{
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Nif::NodeList &list = ((Nif::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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{
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if(hasRootCollisionNode(&list[i])) return true;;
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}
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}
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}
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else if (node->recType == Nif::RC_NiTriShape)
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{
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return false;
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}
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else if(node->recType == Nif::RC_RootCollisionNode)
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{
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return true;
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}
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return false;
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}
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void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
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void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
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Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,bool isCollisionNode,bool raycastingOnly)
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Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly)
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{
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{
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// Accumulate the flags from all the child nodes. This works for all
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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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// the flags we currently use, at least.
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@ -194,11 +223,11 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
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{
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{
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if (list.has(i))
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if (list.has(i))
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{
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{
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handleNode(&list[i], flags,finalRot,finalPos,finalScale,isCollisionNode,raycastingOnly);
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handleNode(&list[i], flags,finalRot,finalPos,finalScale,hasCollisionNode,isCollisionNode,raycastingOnly);
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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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else if (node->recType == Nif::RC_NiTriShape && isCollisionNode)
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else if (node->recType == Nif::RC_NiTriShape && (isCollisionNode || !hasCollisionNode))
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{
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{
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cShape->collide = true;
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cShape->collide = true;
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handleNiTriShape(dynamic_cast<Nif::NiTriShape*>(node), flags,finalRot,finalPos,finalScale,raycastingOnly);
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handleNiTriShape(dynamic_cast<Nif::NiTriShape*>(node), flags,finalRot,finalPos,finalScale,raycastingOnly);
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@ -210,7 +239,7 @@ void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
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for (int i=0; i<n; i++)
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for (int i=0; i<n; i++)
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{
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{
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if (list.has(i))
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if (list.has(i))
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handleNode(&list[i], flags,finalRot,finalPos,finalScale,true,raycastingOnly);
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handleNode(&list[i], flags,finalRot,finalPos,finalScale,hasCollisionNode,true,raycastingOnly);
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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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@ -277,6 +306,7 @@ void ManualBulletShapeLoader::handleNiTriShape(Nif::NiTriShape *shape, int flags
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}
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}
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NodeShape = new btBvhTriangleMeshShape(mTriMesh,true);
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NodeShape = new btBvhTriangleMeshShape(mTriMesh,true);
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currentShape->addChildShape(tr,NodeShape);
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currentShape->addChildShape(tr,NodeShape);
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std::cout << "tri";
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}
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}
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void ManualBulletShapeLoader::load(const std::string &name,const std::string &group)
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void ManualBulletShapeLoader::load(const std::string &name,const std::string &group)
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@ -105,7 +105,12 @@ private:
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*Parse a node.
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*Parse a node.
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*/
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*/
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void handleNode(Nif::Node *node, int flags,
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void handleNode(Nif::Node *node, int flags,
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Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,bool isCollisionNode,bool raycastingOnly);
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Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly);
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/**
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*Helpler function
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*/
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bool hasRootCollisionNode(Nif::Node* node);
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/**
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/**
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*convert a NiTriShape to a bullet trishape.
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*convert a NiTriShape to a bullet trishape.
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