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849 lines
26 KiB
C++
849 lines
26 KiB
C++
/*
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OpenMW - The completely unofficial reimplementation of Morrowind
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Copyright (C) 2008-2010 Nicolay Korslund
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Email: < korslund@gmail.com >
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WWW: http://openmw.sourceforge.net/
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This file (ogre_nif_loader.cpp) is part of the OpenMW package.
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OpenMW is distributed as free software: you can redistribute it
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and/or modify it under the terms of the GNU General Public License
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version 3, as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful, but
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WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License
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version 3 along with this program. If not, see
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http://www.gnu.org/licenses/ .
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*/
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#include "ogre_nif_loader.hpp"
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#include <Ogre.h>
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#include <stdio.h>
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#include <libs/mangle/vfs/servers/ogre_vfs.hpp>
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#include "components/nif/nif_file.hpp"
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#include "components/nif/node.hpp"
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#include "components/nif/data.hpp"
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#include "components/nif/property.hpp"
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#include "libs/platform/strings.h"
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// For warning messages
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#include <iostream>
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// float infinity
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#include <limits>
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typedef unsigned char ubyte;
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using namespace std;
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using namespace Ogre;
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using namespace Nif;
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using namespace Mangle::VFS;
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// This is the interface to the Ogre resource system. It allows us to
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// load NIFs from BSAs, in the file system and in any other place we
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// tell Ogre to look (eg. in zip or rar files.) It's also used to
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// check for the existence of texture files, so we can exchange the
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// extension from .tga to .dds if the texture is missing.
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static OgreVFS *vfs;
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// Singleton instance used by load()
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static NIFLoader g_sing;
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// Makeshift error reporting system
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static string errName;
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static void warn(const string &msg)
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{
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cout << "WARNING (NIF:" << errName << "): " << msg << endl;
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}
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// Helper class that computes the bounding box and of a mesh
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class BoundsFinder
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{
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struct MaxMinFinder
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{
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float max, min;
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MaxMinFinder()
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{
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min = numeric_limits<float>::infinity();
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max = -min;
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}
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void add(float f)
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{
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if(f > max) max = f;
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if(f < min) min = f;
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}
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// Return Max(max**2, min**2)
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float getMaxSquared()
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{
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float m1 = max*max;
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float m2 = min*min;
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if(m1 >= m2) return m1;
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return m2;
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}
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};
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MaxMinFinder X, Y, Z;
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public:
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// Add 'verts' vertices to the calculation. The 'data' pointer is
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// expected to point to 3*verts floats representing x,y,z for each
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// point.
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void add(float *data, int verts)
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{
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for(int i=0;i<verts;i++)
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{
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X.add(*(data++));
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Y.add(*(data++));
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Z.add(*(data++));
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}
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}
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// True if this structure has valid values
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bool isValid()
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{
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return
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minX() <= maxX() &&
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minY() <= maxY() &&
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minZ() <= maxZ();
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}
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// Compute radius
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float getRadius()
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{
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assert(isValid());
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// The radius is computed from the origin, not from the geometric
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// center of the mesh.
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return sqrt(X.getMaxSquared() + Y.getMaxSquared() + Z.getMaxSquared());
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}
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float minX() { return X.min; }
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float maxX() { return X.max; }
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float minY() { return Y.min; }
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float maxY() { return Y.max; }
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float minZ() { return Z.min; }
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float maxZ() { return Z.max; }
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};
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// Conversion of blend / test mode from NIF -> OGRE.
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/* Not in use yet, so let's comment it out.
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static SceneBlendFactor getBlendFactor(int mode)
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{
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switch(mode)
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{
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case 0: return SBF_ONE;
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case 1: return SBF_ZERO;
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case 2: return SBF_SOURCE_COLOUR;
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case 3: return SBF_ONE_MINUS_SOURCE_COLOUR;
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case 4: return SBF_DEST_COLOUR;
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case 5: return SBF_ONE_MINUS_DEST_COLOUR;
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case 6: return SBF_SOURCE_ALPHA;
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case 7: return SBF_ONE_MINUS_SOURCE_ALPHA;
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case 8: return SBF_DEST_ALPHA;
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case 9: return SBF_ONE_MINUS_DEST_ALPHA;
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// [Comment from Chris Robinson:] Can't handle this mode? :/
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// case 10: return SBF_SOURCE_ALPHA_SATURATE;
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default:
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return SBF_SOURCE_ALPHA;
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}
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}
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*/
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/* This is also unused
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static CompareFunction getTestMode(int mode)
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{
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switch(mode)
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{
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case 0: return CMPF_ALWAYS_PASS;
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case 1: return CMPF_LESS;
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case 2: return CMPF_EQUAL;
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case 3: return CMPF_LESS_EQUAL;
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case 4: return CMPF_GREATER;
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case 5: return CMPF_NOT_EQUAL;
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case 6: return CMPF_GREATER_EQUAL;
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case 7: return CMPF_ALWAYS_FAIL;
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default:
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return CMPF_ALWAYS_PASS;
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}
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}
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*/
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static void createMaterial(const String &name,
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const Vector &ambient,
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const Vector &diffuse,
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const Vector &specular,
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const Vector &emissive,
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float glossiness, float alpha,
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float alphaFlags, float alphaTest,
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const String &texName)
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{
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MaterialPtr material = MaterialManager::getSingleton().create(name, "General");
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// This assigns the texture to this material. If the texture name is
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// a file name, and this file exists (in a resource directory), it
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// will automatically be loaded when needed. If not (such as for
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// internal NIF textures that we might support later), we should
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// already have inserted a manual loader for the texture.
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if(!texName.empty())
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{
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Pass *pass = material->getTechnique(0)->getPass(0);
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/*TextureUnitState *txt =*/ pass->createTextureUnitState(texName);
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/* As of yet UNTESTED code from Chris:
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pass->setTextureFiltering(Ogre::TFO_ANISOTROPIC);
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pass->setDepthFunction(Ogre::CMPF_LESS_EQUAL);
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pass->setDepthCheckEnabled(true);
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// Add transparency if NiAlphaProperty was present
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if(alphaFlags != -1)
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{
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if((alphaFlags&1))
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{
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pass->setDepthWriteEnabled(false);
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pass->setSceneBlending(getBlendFactor((alphaFlags>>1)&0xf),
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getBlendFactor((alphaFlags>>5)&0xf));
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}
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else
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pass->setDepthWriteEnabled(true);
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if((alphaFlags>>9)&1)
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pass->setAlphaRejectSettings(getTestMode((alphaFlags>>10)&0x7),
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alphaTest);
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pass->setTransparentSortingEnabled(!((alphaFlags>>13)&1));
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}
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else
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pass->setDepthWriteEnabled(true);
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*/
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// Add transparency if NiAlphaProperty was present
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if(alphaFlags != -1)
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{
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// The 237 alpha flags are by far the most common. Check
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// NiAlphaProperty in nif/property.h if you need to decode
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// other values. 237 basically means normal transparencly.
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if(alphaFlags == 237)
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{
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// Enable transparency
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pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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//pass->setDepthCheckEnabled(false);
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pass->setDepthWriteEnabled(false);
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}
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else
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warn("Unhandled alpha setting for texture " + texName);
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}
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}
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// Add material bells and whistles
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material->setAmbient(ambient.array[0], ambient.array[1], ambient.array[2]);
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material->setDiffuse(diffuse.array[0], diffuse.array[1], diffuse.array[2], alpha);
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material->setSpecular(specular.array[0], specular.array[1], specular.array[2], alpha);
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material->setSelfIllumination(emissive.array[0], emissive.array[1], emissive.array[2]);
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material->setShininess(glossiness);
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}
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// Takes a name and adds a unique part to it. This is just used to
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// make sure that all materials are given unique names.
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static String getUniqueName(const String &input)
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{
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static int addon = 0;
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static char buf[8];
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snprintf(buf, 8, "_%d", addon++);
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// Don't overflow the buffer
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if(addon > 999999) addon = 0;
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return input + buf;
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}
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// Check if the given texture name exists in the real world. If it
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// does not, change the string IN PLACE to say .dds instead and try
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// that. The texture may still not exist, but no information of value
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// is lost in that case.
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static void findRealTexture(String &texName)
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{
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assert(vfs);
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if(vfs->isFile(texName)) return;
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int len = texName.size();
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if(len < 4) return;
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// Change texture extension to .dds
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texName[len-3] = 'd';
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texName[len-2] = 'd';
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texName[len-1] = 's';
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}
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// Convert Nif::NiTriShape to Ogre::SubMesh, attached to the given
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// mesh.
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static void createOgreMesh(Mesh *mesh, NiTriShape *shape, const String &material)
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{
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NiTriShapeData *data = shape->data.getPtr();
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SubMesh *sub = mesh->createSubMesh(shape->name.toString());
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int nextBuf = 0;
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// This function is just one long stream of Ogre-barf, but it works
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// great.
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// Add vertices
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int numVerts = data->vertices.length / 3;
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sub->vertexData = new VertexData();
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sub->vertexData->vertexCount = numVerts;
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sub->useSharedVertices = false;
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VertexDeclaration *decl = sub->vertexData->vertexDeclaration;
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decl->addElement(nextBuf, 0, VET_FLOAT3, VES_POSITION);
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HardwareVertexBufferSharedPtr vbuf =
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HardwareBufferManager::getSingleton().createVertexBuffer(
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VertexElement::getTypeSize(VET_FLOAT3),
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numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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vbuf->writeData(0, vbuf->getSizeInBytes(), data->vertices.ptr, true);
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VertexBufferBinding* bind = sub->vertexData->vertexBufferBinding;
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bind->setBinding(nextBuf++, vbuf);
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// Vertex normals
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if(data->normals.length)
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{
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decl->addElement(nextBuf, 0, VET_FLOAT3, VES_NORMAL);
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vbuf = HardwareBufferManager::getSingleton().createVertexBuffer(
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VertexElement::getTypeSize(VET_FLOAT3),
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numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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vbuf->writeData(0, vbuf->getSizeInBytes(), data->normals.ptr, true);
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bind->setBinding(nextBuf++, vbuf);
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}
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// Vertex colors
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if(data->colors.length)
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{
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const float *colors = data->colors.ptr;
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RenderSystem* rs = Root::getSingleton().getRenderSystem();
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std::vector<RGBA> colorsRGB(numVerts);
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RGBA *pColour = &colorsRGB.front();
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for(int i=0; i<numVerts; i++)
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{
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rs->convertColourValue(ColourValue(colors[0],colors[1],colors[2],
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colors[3]),pColour++);
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colors += 4;
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}
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decl->addElement(nextBuf, 0, VET_COLOUR, VES_DIFFUSE);
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vbuf = HardwareBufferManager::getSingleton().createVertexBuffer(
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VertexElement::getTypeSize(VET_COLOUR),
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numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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vbuf->writeData(0, vbuf->getSizeInBytes(), &colorsRGB.front(), true);
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bind->setBinding(nextBuf++, vbuf);
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}
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// Texture UV coordinates
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if(data->uvlist.length)
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{
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decl->addElement(nextBuf, 0, VET_FLOAT2, VES_TEXTURE_COORDINATES);
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vbuf = HardwareBufferManager::getSingleton().createVertexBuffer(
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VertexElement::getTypeSize(VET_FLOAT2),
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numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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vbuf->writeData(0, vbuf->getSizeInBytes(), data->uvlist.ptr, true);
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bind->setBinding(nextBuf++, vbuf);
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}
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// Triangle faces
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int numFaces = data->triangles.length;
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if(numFaces)
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{
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HardwareIndexBufferSharedPtr ibuf = HardwareBufferManager::getSingleton().
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createIndexBuffer(HardwareIndexBuffer::IT_16BIT,
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numFaces,
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HardwareBuffer::HBU_STATIC_WRITE_ONLY);
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ibuf->writeData(0, ibuf->getSizeInBytes(), data->triangles.ptr, true);
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sub->indexData->indexBuffer = ibuf;
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sub->indexData->indexCount = numFaces;
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sub->indexData->indexStart = 0;
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}
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// Set material if one was given
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if(!material.empty()) sub->setMaterialName(material);
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/* Old commented D code. Might be useful when reimplementing
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animation.
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// Assign this submesh to the given bone
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VertexBoneAssignment v;
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v.boneIndex = ((Bone*)bone)->getHandle();
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v.weight = 1.0;
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std::cerr << "+ Assigning bone index " << v.boneIndex << "\n";
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for(int i=0; i < numVerts; i++)
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{
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v.vertexIndex = i;
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sub->addBoneAssignment(v);
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}
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*/
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}
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// Helper math functions. Reinventing linear algebra for the win!
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// Computes B = AxB (matrix*matrix)
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static void matrixMul(const Matrix &A, Matrix &B)
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{
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for(int i=0;i<3;i++)
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{
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float a = B.v[0].array[i];
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float b = B.v[1].array[i];
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float c = B.v[2].array[i];
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B.v[0].array[i] = a*A.v[0].array[0] + b*A.v[0].array[1] + c*A.v[0].array[2];
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B.v[1].array[i] = a*A.v[1].array[0] + b*A.v[1].array[1] + c*A.v[1].array[2];
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B.v[2].array[i] = a*A.v[2].array[0] + b*A.v[2].array[1] + c*A.v[2].array[2];
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}
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}
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// Computes C = B + AxC*scale
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static void vectorMulAdd(const Matrix &A, const Vector &B, float *C, float scale)
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{
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// Keep the original values
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float a = C[0];
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float b = C[1];
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float c = C[2];
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// Perform matrix multiplication, scaling and addition
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for(int i=0;i<3;i++)
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C[i] = B.array[i] + (a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2])*scale;
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}
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// Computes B = AxB (matrix*vector)
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static void vectorMul(const Matrix &A, float *C)
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{
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// Keep the original values
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float a = C[0];
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float b = C[1];
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float c = C[2];
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// Perform matrix multiplication, scaling and addition
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for(int i=0;i<3;i++)
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C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2];
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}
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static void handleNiTriShape(Mesh *mesh, NiTriShape *shape, int flags, BoundsFinder &bounds)
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{
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assert(shape != NULL);
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|
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// Interpret flags
|
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bool hidden = (flags & 0x01) != 0; // Not displayed
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bool collide = (flags & 0x02) != 0; // Use mesh for collision
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bool bbcollide = (flags & 0x04) != 0; // Use bounding box for collision
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// Bounding box collision isn't implemented, always use mesh for now.
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if(bbcollide)
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{
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collide = true;
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bbcollide = false;
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}
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|
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// If the object was marked "NCO" earlier, it shouldn't collide with
|
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// anything.
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if(flags & 0x800)
|
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{ collide = false; bbcollide = false; }
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if(!collide && !bbcollide && hidden)
|
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// This mesh apparently isn't being used for anything, so don't
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// bother setting it up.
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return;
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// Material name for this submesh, if any
|
|
String material;
|
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|
|
// Skip the entire material phase for hidden nodes
|
|
if(!hidden)
|
|
{
|
|
// These are set below if present
|
|
NiTexturingProperty *t = NULL;
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NiMaterialProperty *m = NULL;
|
|
NiAlphaProperty *a = NULL;
|
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// Scan the property list for material information
|
|
PropertyList &list = shape->props;
|
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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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// Entries may be empty
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if(!list.has(i)) continue;
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Property *pr = &list[i];
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if(pr->recType == RC_NiTexturingProperty)
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t = (NiTexturingProperty*)pr;
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else if(pr->recType == RC_NiMaterialProperty)
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m = (NiMaterialProperty*)pr;
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else if(pr->recType == RC_NiAlphaProperty)
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a = (NiAlphaProperty*)pr;
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}
|
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|
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// Texture
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String texName;
|
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if(t && t->textures[0].inUse)
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{
|
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NiSourceTexture *st = t->textures[0].texture.getPtr();
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if(st->external)
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{
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SString tname = st->filename;
|
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|
|
/* findRealTexture checks if the file actually
|
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exists. If it doesn't, and the name ends in .tga, it
|
|
will try replacing the extension with .dds instead
|
|
and search for that. Bethesda at some at some point
|
|
converted all their BSA textures from tga to dds for
|
|
increased load speed, but all texture file name
|
|
references were kept as .tga.
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|
|
The function replaces the name in place (that's why
|
|
we cast away the const modifier), but this is no
|
|
problem since all the nif data is stored in a local
|
|
throwaway buffer.
|
|
*/
|
|
texName = "textures\\" + tname.toString();
|
|
findRealTexture(texName);
|
|
}
|
|
else warn("Found internal texture, ignoring.");
|
|
}
|
|
|
|
// Alpha modifiers
|
|
int alphaFlags = -1;
|
|
ubyte alphaTest = 0;
|
|
if(a)
|
|
{
|
|
alphaFlags = a->flags;
|
|
alphaTest = a->data->threshold;
|
|
}
|
|
|
|
// Material
|
|
if(m || !texName.empty())
|
|
{
|
|
// If we're here, then this mesh has a material. Thus we
|
|
// need to calculate a snappy material name. It should
|
|
// contain the mesh name (mesh->getName()) but also has to
|
|
// be unique. One mesh may use many materials.
|
|
material = getUniqueName(mesh->getName());
|
|
|
|
if(m)
|
|
{
|
|
// Use NiMaterialProperty data to create the data
|
|
const S_MaterialProperty *d = m->data;
|
|
createMaterial(material, d->ambient, d->diffuse, d->specular, d->emissive,
|
|
d->glossiness, d->alpha, alphaFlags, alphaTest, texName);
|
|
}
|
|
else
|
|
{
|
|
// We only have a texture name. Create a default
|
|
// material for it.
|
|
Vector zero, one;
|
|
for(int i=0; i<3;i++)
|
|
{
|
|
zero.array[i] = 0.0;
|
|
one.array[i] = 1.0;
|
|
}
|
|
|
|
createMaterial(material, one, one, zero, zero, 0.0, 1.0,
|
|
alphaFlags, alphaTest, texName);
|
|
}
|
|
}
|
|
} // End of material block, if(!hidden) ...
|
|
|
|
/* Do in-place transformation of all the vertices and normals. This
|
|
is pretty messy stuff, but we need it to make the sub-meshes
|
|
appear in the correct place. Neither Ogre nor Bullet support
|
|
nested levels of sub-meshes with transformations applied to each
|
|
level.
|
|
*/
|
|
NiTriShapeData *data = shape->data.getPtr();
|
|
int numVerts = data->vertices.length / 3;
|
|
|
|
float *ptr = (float*)data->vertices.ptr;
|
|
float *optr = ptr;
|
|
|
|
// Rotate, scale and translate all the vertices
|
|
const Matrix &rot = shape->trafo->rotation;
|
|
const Vector &pos = shape->trafo->pos;
|
|
float scale = shape->trafo->scale;
|
|
for(int i=0; i<numVerts; i++)
|
|
{
|
|
vectorMulAdd(rot, pos, ptr, scale);
|
|
ptr += 3;
|
|
}
|
|
|
|
// Remember to rotate all the vertex normals as well
|
|
if(data->normals.length)
|
|
{
|
|
ptr = (float*)data->normals.ptr;
|
|
for(int i=0; i<numVerts; i++)
|
|
{
|
|
vectorMul(rot, ptr);
|
|
ptr += 3;
|
|
}
|
|
}
|
|
|
|
if(!hidden)
|
|
{
|
|
// Add this vertex set to the bounding box
|
|
bounds.add(optr, numVerts);
|
|
|
|
// Create the submesh
|
|
createOgreMesh(mesh, shape, material);
|
|
}
|
|
}
|
|
|
|
static void handleNode(Mesh* mesh, Nif::Node *node, int flags,
|
|
const Transformation *trafo, BoundsFinder &bounds)
|
|
{
|
|
// Accumulate the flags from all the child nodes. This works for all
|
|
// the flags we currently use, at least.
|
|
flags |= node->flags;
|
|
|
|
// Check for extra data
|
|
Extra *e = node;
|
|
while(!e->extra.empty())
|
|
{
|
|
// Get the next extra data in the list
|
|
e = e->extra.getPtr();
|
|
assert(e != NULL);
|
|
|
|
if(e->recType == RC_NiStringExtraData)
|
|
{
|
|
// String markers may contain important information
|
|
// affecting the entire subtree of this node
|
|
NiStringExtraData *sd = (NiStringExtraData*)e;
|
|
|
|
if(sd->string == "NCO")
|
|
// No collision. Use an internal flag setting to mark this.
|
|
flags |= 0x800;
|
|
else if(sd->string == "MRK")
|
|
// Marker objects. These are only visible in the
|
|
// editor. Until and unless we add an editor component to
|
|
// the engine, just skip this entire node.
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Apply the parent transformation to this node. We overwrite the
|
|
// existing data with the final transformation.
|
|
if(trafo)
|
|
{
|
|
// Get a non-const reference to the node's data, since we're
|
|
// overwriting it. TODO: Is this necessary?
|
|
Transformation &final = *((Transformation*)node->trafo);
|
|
|
|
// For both position and rotation we have that:
|
|
// final_vector = old_vector + old_rotation*new_vector*old_scale
|
|
vectorMulAdd(trafo->rotation, trafo->pos, final.pos.array, trafo->scale);
|
|
vectorMulAdd(trafo->rotation, trafo->velocity, final.velocity.array, trafo->scale);
|
|
|
|
// Merge the rotations together
|
|
matrixMul(trafo->rotation, final.rotation);
|
|
|
|
// Scalar values are so nice to deal with. Why can't everything
|
|
// just be scalar?
|
|
final.scale *= trafo->scale;
|
|
}
|
|
|
|
// For NiNodes, loop through children
|
|
if(node->recType == RC_NiNode)
|
|
{
|
|
NodeList &list = ((NiNode*)node)->children;
|
|
int n = list.length();
|
|
for(int i=0; i<n; i++)
|
|
{
|
|
if(list.has(i))
|
|
handleNode(mesh, &list[i], flags, node->trafo, bounds);
|
|
}
|
|
}
|
|
else if(node->recType == RC_NiTriShape)
|
|
// For shapes
|
|
handleNiTriShape(mesh, dynamic_cast<NiTriShape*>(node), flags, bounds);
|
|
}
|
|
|
|
void NIFLoader::loadResource(Resource *resource)
|
|
{
|
|
// Set up the VFS if it hasn't been done already
|
|
if(!vfs) vfs = new OgreVFS("General");
|
|
|
|
// Get the mesh
|
|
Mesh *mesh = dynamic_cast<Mesh*>(resource);
|
|
assert(mesh);
|
|
|
|
// Look it up
|
|
const String &name = mesh->getName();
|
|
errName = name; // Set name for error messages
|
|
if(!vfs->isFile(name))
|
|
{
|
|
warn("File not found.");
|
|
return;
|
|
}
|
|
|
|
// Helper that computes bounding boxes for us.
|
|
BoundsFinder bounds;
|
|
|
|
// Load the NIF. TODO: Wrap this in a try-catch block once we're out
|
|
// of the early stages of development. Right now we WANT to catch
|
|
// every error as early and intrusively as possible, as it's most
|
|
// likely a sign of incomplete code rather than faulty input.
|
|
NIFFile nif(vfs->open(name), name);
|
|
|
|
if(nif.numRecords() < 1)
|
|
{
|
|
warn("Found no records in NIF.");
|
|
return;
|
|
}
|
|
|
|
// The first record is assumed to be the root node
|
|
Record *r = nif.getRecord(0);
|
|
assert(r != NULL);
|
|
|
|
Nif::Node *node = dynamic_cast<Nif::Node*>(r);
|
|
|
|
if(node == NULL)
|
|
{
|
|
warn("First record in file was not a node, but a " +
|
|
r->recName.toString() + ". Skipping file.");
|
|
return;
|
|
}
|
|
|
|
// Handle the node
|
|
handleNode(mesh, node, 0, NULL, bounds);
|
|
|
|
// Finally, set the bounding value.
|
|
if(bounds.isValid())
|
|
{
|
|
mesh->_setBounds(AxisAlignedBox(bounds.minX(), bounds.minY(), bounds.minZ(),
|
|
bounds.maxX(), bounds.maxY(), bounds.maxZ()));
|
|
mesh->_setBoundingSphereRadius(bounds.getRadius());
|
|
}
|
|
}
|
|
|
|
MeshPtr NIFLoader::load(const std::string &name,
|
|
const std::string &group)
|
|
{
|
|
MeshManager *m = MeshManager::getSingletonPtr();
|
|
|
|
// Check if the resource already exists
|
|
ResourcePtr ptr = m->getByName(name, group);
|
|
if(!ptr.isNull())
|
|
return MeshPtr(ptr);
|
|
|
|
// Nope, create a new one.
|
|
return MeshManager::getSingleton().createManual(name, group, &g_sing);
|
|
}
|
|
|
|
/* More code currently not in use, from the old D source. This was
|
|
used in the first attempt at loading NIF meshes, where each submesh
|
|
in the file was given a separate bone in a skeleton. Unfortunately
|
|
the OGRE skeletons can't hold more than 256 bones, and some NIFs go
|
|
way beyond that. The code might be of use if we implement animated
|
|
submeshes like this (the part of the NIF that is animated is
|
|
usually much less than the entire file, but the method might still
|
|
not be water tight.)
|
|
|
|
// Insert a raw RGBA image into the texture system.
|
|
extern "C" void ogre_insertTexture(char* name, uint32_t width, uint32_t height, void *data)
|
|
{
|
|
TexturePtr texture = TextureManager::getSingleton().createManual(
|
|
name, // name
|
|
"General", // group
|
|
TEX_TYPE_2D, // type
|
|
width, height, // width & height
|
|
0, // number of mipmaps
|
|
PF_BYTE_RGBA, // pixel format
|
|
TU_DEFAULT); // usage; should be TU_DYNAMIC_WRITE_ONLY_DISCARDABLE for
|
|
// textures updated very often (e.g. each frame)
|
|
|
|
// Get the pixel buffer
|
|
HardwarePixelBufferSharedPtr pixelBuffer = texture->getBuffer();
|
|
|
|
// Lock the pixel buffer and get a pixel box
|
|
pixelBuffer->lock(HardwareBuffer::HBL_NORMAL); // for best performance use HBL_DISCARD!
|
|
const PixelBox& pixelBox = pixelBuffer->getCurrentLock();
|
|
|
|
void *dest = pixelBox.data;
|
|
|
|
// Copy the data
|
|
memcpy(dest, data, width*height*4);
|
|
|
|
// Unlock the pixel buffer
|
|
pixelBuffer->unlock();
|
|
}
|
|
|
|
// We need this later for animated meshes.
|
|
extern "C" void* ogre_setupSkeleton(char* name)
|
|
{
|
|
SkeletonPtr skel = SkeletonManager::getSingleton().create(
|
|
name, "Closet", true);
|
|
|
|
skel->load();
|
|
|
|
// Create all bones at the origin and unrotated. This is necessary
|
|
// since our submeshes each have their own model space. We must
|
|
// move the bones after creating an entity, then copy this entity.
|
|
return (void*)skel->createBone();
|
|
}
|
|
|
|
extern "C" void *ogre_insertBone(char* name, void* rootBone, int32_t index)
|
|
{
|
|
return (void*) ( ((Bone*)rootBone)->createChild(index) );
|
|
}
|
|
*/
|
|
/* This was the D part:
|
|
|
|
// Create a skeleton and get the root bone (index 0)
|
|
BonePtr bone = ogre_setupSkeleton(name);
|
|
|
|
// Reset the bone index. The next bone to be created has index 1.
|
|
boneIndex = 1;
|
|
// Create a mesh and assign the skeleton to it
|
|
MeshPtr mesh = ogre_setupMesh(name);
|
|
|
|
// Loop through the nodes, creating submeshes, materials and
|
|
// skeleton bones in the process.
|
|
handleNode(node, bone, mesh);
|
|
|
|
// Create the "template" entity
|
|
EntityPtr entity = ogre_createEntity(name);
|
|
|
|
// Loop through once again, this time to set the right
|
|
// transformations on the entity's SkeletonInstance. The order of
|
|
// children will be the same, allowing us to reference bones using
|
|
// their boneIndex.
|
|
int lastBone = boneIndex;
|
|
boneIndex = 1;
|
|
transformBones(node, entity);
|
|
if(lastBone != boneIndex) writefln("WARNING: Bone number doesn't match");
|
|
|
|
if(!hasBBox)
|
|
ogre_setMeshBoundingBox(mesh, minX, minY, minZ, maxX, maxY, maxZ);
|
|
|
|
return entity;
|
|
}
|
|
void handleNode(Node node, BonePtr root, MeshPtr mesh)
|
|
{
|
|
// Insert a new bone for this node
|
|
BonePtr bone = ogre_insertBone(node.name, root, boneIndex++);
|
|
|
|
}
|
|
|
|
void transformBones(Node node, EntityPtr entity)
|
|
{
|
|
ogre_transformBone(entity, &node.trafo, boneIndex++);
|
|
|
|
NiNode n = cast(NiNode)node;
|
|
if(n !is null)
|
|
foreach(Node nd; n.children)
|
|
transformBones(nd, entity);
|
|
}
|
|
*/
|