Chris Robinson
8e35159ad4
Handle NiSpecularProperty
2013-03-02 19:06:28 -08:00
Chris Robinson
8c0326a49c
Handle NiZBufferProperty
2013-03-02 18:30:28 -08:00
Chris Robinson
03785f3ecd
Handle NiVertexColorProperty
2013-03-02 16:28:32 -08:00
Nathan Jeffords
109dff2d29
renamed high level NIF files...
2013-03-02 13:23:09 -08:00
Chris Robinson
fdfcd5bb47
Material properties are accumulative along the node tree
2013-03-02 12:23:29 -08:00
Chris Robinson
e3fd4b8429
Fix restoring the original texture name when the DDS check fails
2013-03-01 17:57:34 -08:00
Chris Robinson
e6b547b9ba
Merge remote-tracking branch 'zini/master' into transparency-fixes
2013-03-01 13:32:30 -08:00
Chris Robinson
166d529c50
Ensure the material is properly built after creating it
2013-03-01 13:26:31 -08:00
Chris Robinson
2c05a7477c
Improve checks for texture resource names that include the "textures\" prefix
2013-02-28 17:16:28 -08:00
Chris Robinson
eaa6813917
Workaround for meshes without any vertices
2013-02-28 13:54:53 -08:00
Chris Robinson
1168f15361
Don't disable depth writes when blending is enabled
2013-02-28 12:17:58 -08:00
Chris Robinson
a7220518b6
Merge remote-tracking branch 'zini/master' into skeleton-fixes
2013-02-27 13:22:33 -08:00
Chris Robinson
3ed0bf97a8
Share the space with the parent entity only when there's real skinned meshes
...
The existence of a base skeleton doesn't mean it shares the same bone
structure. If there isn't an actual skinned entity besides the base, simply
attach it to the bone like unskinned meshes should be.
2013-02-27 13:16:27 -08:00
Chris Robinson
bfe80bb8dc
Avoid duplicating skeletons due to casing issues
...
Manually created resource names are apparently always case sensitive, causing
some skeletons to get loaded multiple times.
2013-02-27 12:33:36 -08:00
Sergey Shambir
03ca7f6123
NIF: added NiStencilProperty record handling
...
NiStencilProperty appears in Better Clothes plugin. If it not handled,
some parts of NPCs bodies will be not rendered.
2013-02-27 23:45:09 +04:00
scrawl
b82ee4872d
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
...
Conflicts:
components/nifogre/ogre_nif_loader.cpp
2013-02-27 12:25:34 +01:00
scrawl
369f881170
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
2013-02-27 09:25:44 +01:00
Chris Robinson
b4b20622c6
Properly handle NiAlphaProperty values
2013-02-26 15:24:20 -08:00
Marc Zinnschlag
70b6b68005
Merge remote-tracking branch 'sergeyshambir/BBfix'
2013-02-26 22:37:45 +01:00
Chris Robinson
aefd12dfe0
Don't create meshes for collision shapes
2013-02-25 15:44:59 -08:00
Chris Robinson
429bc23cf6
Convert the 0-1 glossiness parameter to 0-255 for shininess
2013-02-25 13:08:40 -08:00
Chris Robinson
ff1ecb85c6
Don't bother storing the shape name for the submesh name
...
The submesh name Ogre has is completely useless to us
2013-02-25 08:22:57 -08:00
scrawl
cacdb33b42
Merge branch 'master' into graphics
...
Conflicts:
apps/openmw/CMakeLists.txt
apps/openmw/mwrender/npcanimation.cpp
apps/openmw/mwrender/sky.cpp
2013-02-25 15:12:03 +01:00
Chris Robinson
53eb553c57
Be a little more aggressive when looking to skip generating a skeleton
...
This is needed to handle the insane number of nodes and trishapes in
in_prison_ship.nif, as Ogre has a 256-bone limit for skeletons. This is a bit
sketchy, but it works.
2013-02-24 18:12:15 -08:00
Sergey Shambir
b1381ddd69
Nif loader: workaround for missed textures in BB/BH
...
Works for Better Bodies / Better Heads addons.
2013-02-25 04:12:41 +04:00
Chris Robinson
c60e858b02
Create bones for NiTriShape nodes, and attach the entities to them
...
Otherwise some models don't connect properly. NiTriShapes are more guaranteed
to have unique names than their parent nodes.
2013-02-24 12:42:32 -08:00
scrawl
2e6c63d9cd
Disable specular on NIF's
2013-02-24 17:18:22 +01:00
Chris Robinson
da5f11700f
Warn about unhandled node types before the controllers
2013-02-13 00:45:00 -08:00
Chris Robinson
5b2ca6fa7d
Don't complain about RootCollisionNode, it's handled in nifbullet
2013-02-13 00:43:29 -08:00
Chris Robinson
f4e587c72c
Always create a skeleton from a NIF when there's more than one NiNode
2013-02-09 17:48:23 -08:00
Chris Robinson
8b1e7b95ba
Attempt to load the skeleton source if it doesn't yet exist
2013-02-05 17:55:12 -08:00
Chris Robinson
bec538bfa1
Always declare operator<< for using a TextKeyMap with Ogre::Any
2013-02-04 09:19:59 -08:00
Chris Robinson
c45b4d6072
Clean up some NIF warning reports
2013-02-02 22:27:08 -08:00
Chris Robinson
e6e7c69013
Fix handling of filtered entities
2013-02-02 05:26:52 -08:00
Chris Robinson
c6a9ea5007
Use the skeleton as defined in the NIF model
...
The avoids having to duplicate models that get attached to different character
skeletons.
2013-01-30 22:37:39 -08:00
Chris Robinson
b6354c6282
Don't share skeleton instances between bounded parts on an NPC
...
However, a skeleton instance will still be shared between entities in an entity
list.
2013-01-30 09:29:16 -08:00
Chris Robinson
0853fa335c
Avoid redundant string concatenations
2013-01-29 01:36:17 -08:00
Chris Robinson
487c83e943
Rename nonaccum to animroot
2013-01-28 22:09:41 -08:00
Chris Robinson
e1d3933145
Remove an unused struct
2013-01-28 01:27:12 -08:00
Chris Robinson
b1ffdf855f
Reset the initial state of animated nodes on the skeleton instances
...
This is so the animation specifies node keyframe data based on the node's
parent. This will also be necessary for applying animations from different
skeleton sources, as they can have different binding positions (even native
.skeleton resources will need to specify animation data this way).
2013-01-26 04:48:53 -08:00
Chris Robinson
d836b3d0ff
Don't try to create animations if there's no text keys and nonaccum node.
...
Such meshes apparently use NiBSAnimationNode, a Bethesda-specific extension
which has animation-related info in its flags (values currently unknown).
2013-01-22 00:24:57 -08:00
Chris Robinson
6905bd18ba
Filter out the group name from the text keys
...
It's already in the animation name, and the text keys are animation-specific
anyway.
2013-01-21 02:59:12 -08:00
Chris Robinson
8e8900e422
Use the first bone with text keys as the nonaccum root.
2013-01-20 22:51:39 -08:00
Chris Robinson
536f8104e6
Do not create an 'all' animation.
2013-01-20 17:24:43 -08:00
Chris Robinson
94e30199d1
Merge remote-tracking branch 'zini/master' into animation2
...
Conflicts:
components/nifogre/ogre_nif_loader.cpp
2013-01-15 14:59:30 -08:00
scrawl
6c6ce4a05c
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
2013-01-14 00:10:57 +01:00
Chris Robinson
b23fcb260c
Use the record index for finding the NiTriShape instead of the name
2013-01-13 08:00:04 -08:00
scrawl
52516ca4b4
Merge branch 'master' into graphics
2013-01-12 01:22:01 +01:00
Nathan Jeffords
d5ebd6654d
cache loaded NIF files to eliminate reloads
...
Created a NIF file caching mechanism to prevent the system from
reloading a NIF during a startup and cell changes.
2013-01-10 21:47:02 -08:00
Nathan Jeffords
0989b44b41
spread some const around NIF loading
2013-01-10 21:32:47 -08:00
scrawl
6ef85c46fd
Merge branch 'master' of https://github.com/zinnschlag/openmw into graphics
2013-01-10 19:35:40 +01:00
Chris Robinson
23ac1c2de5
Merge remote-tracking branch 'zini/master' into animation2
...
Conflicts:
components/nifogre/ogre_nif_loader.cpp
2013-01-09 20:52:12 -08:00
scrawl
455ec0996d
Shaders & textures are now loaded upon loading the NIF, instead of when the object becomes visible in the camera frustum. Should improve responsiveness.
2013-01-09 22:27:58 +01:00
eduard
2dc0064cc2
more string lowercase
2013-01-09 20:51:52 +01:00
Chris Robinson
c4c8295e0b
Rename NIFLoader to Loader, and update some comments
2013-01-09 09:10:59 -08:00
Chris Robinson
4b7cc1372f
Some cleanup
2013-01-09 06:32:31 -08:00
Chris Robinson
a9bcbfd8d3
Use Node::_getFullTransform instead of building the matrix manually
2013-01-09 05:11:32 -08:00
Chris Robinson
015bb0bf1f
Use the calculated max time for the "all" animation
2013-01-09 04:30:32 -08:00
Chris Robinson
465fd9c8af
Offset animation times to start at 0
2013-01-09 04:21:56 -08:00
Chris Robinson
4054934f16
Store text keys for each animation
2013-01-09 02:51:25 -08:00
Chris Robinson
bb98542c5a
Build separate animations for each group
2013-01-09 01:40:38 -08:00
Chris Robinson
e44729cd43
Make the text keys lower-case when extracting them
...
I think it's safe to assume all text keys are treated in a case-insensitive
manner. So far the only known NiTextKeyExtraData records are for animation
keys, which effectively are.
2013-01-09 00:17:42 -08:00
Chris Robinson
14d814d1d3
Avoid creating bones for NiTriShape nodes
...
The offset specified for them can be just as easilly handled by the tag point
they get connected to, and as such it's just needless extra nodes.
2013-01-07 04:21:25 -08:00
Chris Robinson
7ba09ff025
Catch errors from buildBones
2013-01-06 20:05:50 -08:00
Chris Robinson
8ebf49a35b
Only lower-case the model name
...
The skeleton name will already be lower-case
2013-01-05 20:54:57 -08:00
Chris Robinson
18389c7b04
Set non-bone nodes as manually controlled
2013-01-05 17:50:22 -08:00
Chris Robinson
e5ce55b6a4
Remove a hack
2013-01-05 06:20:21 -08:00
Chris Robinson
58d35dbfcf
Have createEntities' caller retrieve the text keys as needed
2013-01-05 04:01:11 -08:00
Chris Robinson
761914bdaa
Use a separate method to build the animation
2013-01-05 03:31:51 -08:00
Chris Robinson
8a086e3afb
Cache the mesh names from the mesh/skeleton pairs
2013-01-04 20:58:35 -08:00
Chris Robinson
3131e8dae6
Don't get the text keys if they're not being requested
2013-01-04 20:33:26 -08:00
Chris Robinson
683ced54a0
Store and retrieve the node text keys in the bones' user object bindings
2013-01-04 19:41:37 -08:00
Chris Robinson
a3d33db415
Store a NiNode's NiTextKeyExtraData in a user object binding on Ogre::Bone
2013-01-04 15:55:47 -08:00
Chris Robinson
1d4d67f811
Avoid underflows if the texture name doesn't include a '.'
2013-01-04 15:03:57 -08:00
Chris Robinson
3f19b13695
Merge remote-tracking branch 'zini/master' into animation2
2013-01-04 14:47:01 -08:00
Nathan Jeffords
2181393518
change texture renaming logic to increase performance
...
ResourceGroupManager::resourceExistsInAnyGroup is slow (at least on
windows) if the tested path does not exist, but is fast if it does (due
to finding it in the index). This change tries the '.dds' version of the
name first, and reverts to the original if the '.dds' version was not
found.
2013-01-04 11:36:22 -08:00
Chris Robinson
61ad8bb3dd
Use a list of mesh names instead of mesh objects
2013-01-04 00:14:41 -08:00
Chris Robinson
019893b5c6
Get rid of some unnecessary case-insensitive compares
2013-01-03 23:44:58 -08:00
Chris Robinson
cd8515396a
Use a multimap to store the text keys
2012-09-28 23:20:15 -07:00
Chris Robinson
9b491edbf8
Small cleanup for loading animation keyframes
2012-09-28 18:53:24 -07:00
scrawl
906d290935
Markers are actually hidden now. Inspecting the markers in NifSkope revealed why it didn't work previously: the flag that is being looked for is not present in any of the markers, nor any other flag or extra data to identify them. However, the root node name always starts with "marker", making it possible to do a string search.
2012-09-12 12:41:12 +02:00
Marc Zinnschlag
e3d893b001
Merge remote-tracking branch 'jhooks/animationsmooth'
2012-09-06 09:09:46 +02:00
scrawl
4f1bcb749f
turned off redundant edge list building
2012-09-02 10:09:41 +02:00
Jason Hooks
5202b11235
just moving a comment
2012-08-18 15:31:54 -04:00
Jason Hooks
4a219404fc
Super smooth animations; 100 PERCENT COMPLETE
2012-08-18 15:21:43 -04:00
Jason Hooks
f21df64808
changing a few things around
2012-08-18 14:48:18 -04:00
Jason Hooks
cc776810e2
smoother animations
2012-08-17 17:10:21 -04:00
Marc Zinnschlag
1da56e2832
removed some unused variables
2012-08-17 15:37:14 +02:00
Jason Hooks
d14cc5a435
update master
2012-08-16 18:20:26 -04:00
scrawl
281e15f58e
consider all material properties for nif material sharing, instead of just the texture
2012-07-26 23:40:55 +02:00
Chris Robinson
4f46c8a8db
Use a functor for the mismatch compare function
2012-07-24 14:59:25 -07:00
Chris Robinson
36be1536d9
Return text keys from NIFs when creating entities
2012-07-23 17:20:47 -07:00
scrawl
f8d6a36196
Merge branch 'master' into nif-cleanup
...
Conflicts:
apps/openmw/mwrender/sky.cpp
apps/openmw/mwrender/sky.hpp
components/nifogre/ogre_nif_loader.cpp
components/nifogre/ogre_nif_loader.hpp
2012-07-23 15:35:31 +02:00
Chris Robinson
4035d7370e
Fix name/filter comparison
2012-07-21 22:04:05 -07:00
Chris Robinson
d8cb685543
Interpolate keyframes when creating them
...
Probably not fully correct, but better than nothing.
2012-07-21 18:03:01 -07:00
Chris Robinson
c5b9098517
Remove an unused field from EntityList
2012-07-21 17:09:16 -07:00
Chris Robinson
4bc93ecd1a
Use the skeleton name for the main animation
2012-07-20 11:09:05 -07:00
Chris Robinson
4210880c06
Load the animation tracks into Ogre
2012-07-19 21:46:16 -07:00
Chris Robinson
0986cd5962
Get the animation controller target names
2012-07-19 20:48:12 -07:00
Chris Robinson
c2acf47d88
Store the list of keyframe controllers when building the bones
2012-07-19 20:30:10 -07:00
Chris Robinson
f6c837468f
Load the proper NIF skeleton
2012-07-19 11:44:08 -07:00
Chris Robinson
e760219953
Use a unique loader for each skeleton resource
2012-07-19 11:36:36 -07:00
Chris Robinson
c9b1f72d81
Use a case-insensitive compare for the part filter
2012-07-18 22:31:07 -07:00
Chris Robinson
bd74ab027a
Mirror left-sided parts
2012-07-18 21:21:49 -07:00
Chris Robinson
4af1bce659
Restore and fix some missing parts
2012-07-18 20:14:23 -07:00
Chris Robinson
d9b64b77ec
Attach skinned parts to the scene node instead of the named bone
2012-07-18 18:38:55 -07:00
Chris Robinson
5154188110
Allow specifying an alternate skeleton for mesh skinning
2012-07-18 18:29:25 -07:00
Chris Robinson
626dcd54dc
Store the skeleton name with the mesh resource loader instead of a flag
2012-07-18 17:26:51 -07:00
Chris Robinson
04b244cf9e
Use the mesh's skeleton to transform shapes into "bind pose" instead of the NIF nodes
2012-07-18 17:18:21 -07:00
Chris Robinson
2890904fb5
Use lowercase names for the mesh and skeleton resources
...
To reduce the risk of duplicates due to different capitalizations.
2012-07-18 15:27:33 -07:00
Chris Robinson
e8ff304562
Fix the initial normal vector for vertex fixups
2012-07-18 12:53:45 -07:00
Chris Robinson
3b29d280b9
Filter out skinned shapes that don't match the bone name
2012-07-18 12:47:16 -07:00
Chris Robinson
db948969c9
Attach NPC parts to the proper bone
2012-07-18 11:14:13 -07:00
Chris Robinson
a32740cf5e
Remove an unused parameter
2012-07-17 22:41:26 -07:00
Chris Robinson
b04c3cbcac
Store the entities' root node in the EntityList
2012-07-17 21:42:47 -07:00
Chris Robinson
92546ca18d
Move the last bits of code to createEntities
2012-07-17 20:23:09 -07:00
Chris Robinson
1c544682d5
Stub handling for NiTextKeyExtraData to suppress some spam
2012-07-17 16:45:01 -07:00
Chris Robinson
496343b714
Use the proper member for the NIF type string
2012-07-17 16:36:43 -07:00
Chris Robinson
3efd2030e2
Create entities when loading NIFs for creatures
2012-07-17 14:11:07 -07:00
Chris Robinson
3dedac5cb1
Create mesh entities for objects when loading the NIF
2012-07-17 13:40:03 -07:00
Chris Robinson
6047dc6a0c
Merge remote branch 'zini/master' into nif-cleanup
...
Conflicts:
apps/openmw/mwrender/animation.cpp
apps/openmw/mwrender/animation.hpp
apps/openmw/mwrender/creatureanimation.cpp
apps/openmw/mwrender/npcanimation.cpp
apps/openmw/mwrender/npcanimation.hpp
components/nifogre/ogre_nif_loader.hpp
2012-07-17 10:57:15 -07:00
scrawl
4434fb640e
Merge branch 'master' into shadersystem
2012-07-17 19:12:02 +02:00
Chris Robinson
93f0043afc
Set the mesh's attach point as the NiTriShape's node
2012-07-17 10:04:21 -07:00
guidoj
0549e949ba
Mostly removal of unnecessary #include's and a little clean up
2012-07-17 09:27:12 +02:00
Chris Robinson
65c20f128f
Build bones for non-NiNode nodes (NiTriShapes, etc)
2012-07-16 21:18:33 -07:00
Chris Robinson
fefbf86531
Use Ogre's matrix ops to transform normals
2012-07-16 14:30:23 -07:00
Chris Robinson
bf26f029f9
Fix some skinning-related transformations
2012-07-16 13:47:19 -07:00
Chris Robinson
df76c324a4
Handle the MRK text string marker
2012-07-16 13:34:56 -07:00
Chris Robinson
12f1785882
Use default bone names for duplicate names
2012-07-16 11:43:16 -07:00
Chris Robinson
75ce10c580
Don't load data for hidden meshes
2012-07-16 11:31:45 -07:00
Chris Robinson
ad75b47472
Build and set up a skeleton for meshes
2012-07-15 19:07:31 -07:00
Chris Robinson
b1f7fd9f7b
Pre-transform the mesh vertices when there's no skinning or skeleton
2012-07-15 17:00:27 -07:00
Chris Robinson
441a5c2da2
Load NiTriShapes into Ogre meshes
2012-07-15 14:12:12 -07:00
Chris Robinson
3029c221ef
Create materials when creating meshes
2012-07-15 12:59:39 -07:00
scrawl
509e9d7034
Merge branch 'master' into shadersystem
2012-07-15 21:58:45 +02:00
Chris Robinson
b4c8375f3c
Merge remote branch 'zini/master' into nif-cleanup
...
Conflicts:
components/bsa/bsa_archive.cpp
2012-07-15 12:04:43 -07:00
Chris Robinson
9028cfe83c
Look for the NiTriShape when the mesh resource wants to load
...
It's still not loaded yet.
2012-07-15 12:02:47 -07:00
Chris Robinson
69ed73399a
Avoid exposing the NIF mesh resource loading class
2012-07-15 11:40:48 -07:00
Chris Robinson
300730a834
Create the skeleton resource from NIFs
...
Note they are not loaded yet.
2012-07-15 11:13:48 -07:00
Chris Robinson
bd68f7bd33
Remove final direct uses of Mangle::Stream
2012-07-15 08:51:51 -07:00
Chris Robinson
6a447c88fb
Create meshes from the NiTriShapes in the NIF.
...
This doesn't actually load them yet. It's also very slow for certain NIFs.
2012-07-15 06:45:21 -07:00
scrawl
d41050fb79
merge
2012-07-14 11:21:40 +02:00
scrawl
7d5b94709d
Merge branch 'master' into shadersystem
...
Conflicts:
components/nifogre/ogre_nif_loader.cpp
2012-07-14 11:16:35 +02:00
Chris Robinson
939d0d2fc5
Return a list of meshes and the skeleton from NIFLoader::load
2012-07-13 20:01:15 -07:00
Chris Robinson
fdfe40a55a
Use a different loader object for each NIF mesh
2012-07-13 13:41:08 -07:00
Chris Robinson
386ac56bda
Remove the NIF loader and code to manually transform the vertices
...
This currently breaks just about everything. They should come back as it's all
reimplemented, though.
2012-07-12 20:12:18 -07:00
Chris Robinson
3f11b6b1ae
Cleanup a couple unneeded misc component references
2012-07-12 12:01:11 -07:00
Chris Robinson
86b37c6c11
Move the velocity out of the transformation object
2012-07-12 11:21:52 -07:00
Chris Robinson
645b507ba0
Return a reference to the RecordPtr from operator[] for consistency
...
RecordListT is supposed to be a list of RecordPtrT objects.
2012-07-12 05:37:56 -07:00
Chris Robinson
348b5fa207
Merge remote branch 'zini/master' into nif-cleanup
...
Conflicts:
components/nifbullet/bullet_nif_loader.cpp
2012-07-10 06:16:16 -07:00