Store the list of keyframe controllers when building the bones

actorid
Chris Robinson 13 years ago
parent f6c837468f
commit c2acf47d88

@ -144,7 +144,7 @@ static void fail(const std::string &msg)
}
void buildBones(Ogre::Skeleton *skel, const Nif::Node *node, Ogre::Bone *parent=NULL)
void buildBones(Ogre::Skeleton *skel, const Nif::Node *node, std::vector<Nif::NiKeyframeController*> &ctrls, Ogre::Bone *parent=NULL)
{
Ogre::Bone *bone;
if(!skel->hasBone(node->name))
@ -159,6 +159,14 @@ void buildBones(Ogre::Skeleton *skel, const Nif::Node *node, Ogre::Bone *parent=
bone->setBindingPose();
bone->setInitialState();
Nif::ControllerPtr ctrl = node->controller;
while(!ctrl.empty())
{
if(ctrl->recType == Nif::RC_NiKeyframeController)
ctrls.push_back(static_cast<Nif::NiKeyframeController*>(ctrl.getPtr()));
ctrl = ctrl->next;
}
const Nif::NiNode *ninode = dynamic_cast<const Nif::NiNode*>(node);
if(ninode)
{
@ -166,7 +174,7 @@ void buildBones(Ogre::Skeleton *skel, const Nif::Node *node, Ogre::Bone *parent=
for(size_t i = 0;i < children.length();i++)
{
if(!children[i].empty())
buildBones(skel, children[i].getPtr(), bone);
buildBones(skel, children[i].getPtr(), ctrls, bone);
}
}
}
@ -183,7 +191,13 @@ void loadResource(Ogre::Resource *resource)
Nif::NIFFile nif(skel->getName());
const Nif::Node *node = dynamic_cast<const Nif::Node*>(nif.getRecord(0));
buildBones(skel, node);
std::vector<Nif::NiKeyframeController*> ctrls;
buildBones(skel, node, ctrls);
// TODO: If ctrls.size() == 0, check for a .kf file sharing the name of the .nif file
if(ctrls.size() == 0) // No animations? Then we're done.
return;
}
bool createSkeleton(const std::string &name, const std::string &group, Nif::Node *node)

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