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openmw-tes3mp/components/sceneutil/attach.cpp

116 lines
3.8 KiB
C++

#include "attach.hpp"
#include <stdexcept>
#include <osg/NodeVisitor>
#include <osg/Group>
#include <osg/Geode>
#include <osg/FrontFace>
#include <osg/PositionAttitudeTransform>
#include <osg/MatrixTransform>
#include <components/misc/stringops.hpp>
#include <components/sceneutil/skeleton.hpp>
#include "visitor.hpp"
namespace SceneUtil
{
class CopyRigVisitor : public osg::NodeVisitor
{
public:
CopyRigVisitor(osg::ref_ptr<osg::Group> parent, const std::string& filter)
: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
, mParent(parent)
, mFilter(Misc::StringUtils::lowerCase(filter))
{
mFilter2 = "tri " + mFilter;
}
virtual void apply(osg::Node& node)
{
std::string lowerName = Misc::StringUtils::lowerCase(node.getName());
if ((lowerName.size() >= mFilter.size() && lowerName.compare(0, mFilter.size(), mFilter) == 0)
|| (lowerName.size() >= mFilter2.size() && lowerName.compare(0, mFilter2.size(), mFilter2) == 0))
{
mParent->addChild(&node);
}
else
traverse(node);
}
private:
osg::ref_ptr<osg::Group> mParent;
std::string mFilter;
std::string mFilter2;
};
osg::ref_ptr<osg::Node> attach(osg::ref_ptr<osg::Node> toAttach, osg::Node *master, const std::string &filter, const std::string &attachNode)
{
if (dynamic_cast<SceneUtil::Skeleton*>(toAttach.get()))
{
osg::ref_ptr<osg::Group> handle = new osg::Group;
CopyRigVisitor copyVisitor(handle, filter);
toAttach->accept(copyVisitor);
master->asGroup()->addChild(handle);
return handle;
}
else
{
FindByNameVisitor find(attachNode);
master->accept(find);
if (!find.mFoundNode)
throw std::runtime_error(std::string("Can't find attachment node ") + attachNode);
FindByNameVisitor findBoneOffset("BoneOffset");
toAttach->accept(findBoneOffset);
osg::ref_ptr<osg::PositionAttitudeTransform> trans;
if (findBoneOffset.mFoundNode)
{
osg::MatrixTransform* boneOffset = dynamic_cast<osg::MatrixTransform*>(findBoneOffset.mFoundNode);
if (!boneOffset)
throw std::runtime_error("BoneOffset must be a MatrixTransform");
trans = new osg::PositionAttitudeTransform;
trans->setPosition(boneOffset->getMatrix().getTrans());
// The BoneOffset rotation seems to be incorrect
trans->setAttitude(osg::Quat(osg::DegreesToRadians(-90.f), osg::Vec3f(1,0,0)));
}
if (attachNode.find("Left") != std::string::npos)
{
if (!trans)
trans = new osg::PositionAttitudeTransform;
trans->setScale(osg::Vec3f(-1.f, 1.f, 1.f));
// Need to invert culling because of the negative scale
// Note: for absolute correctness we would need to check the current front face for every mesh then invert it
// However MW isn't doing this either, so don't. Assuming all meshes are using backface culling is more efficient.
osg::FrontFace* frontFace = new osg::FrontFace;
frontFace->setMode(osg::FrontFace::CLOCKWISE);
trans->getOrCreateStateSet()->setAttributeAndModes(frontFace, osg::StateAttribute::ON);
}
if (trans)
{
find.mFoundNode->addChild(trans);
trans->addChild(toAttach);
return trans;
}
else
{
find.mFoundNode->addChild(toAttach);
return toAttach;
}
}
}
}