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340 lines
10 KiB
C++
340 lines
10 KiB
C++
#include "bulletnifloader.hpp"
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#include <cstdio>
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#include <vector>
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#include <list>
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#include <stdexcept>
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#include <BulletCollision/CollisionShapes/btBoxShape.h>
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#include <BulletCollision/CollisionShapes/btTriangleMesh.h>
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#include <BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h>
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#include <BulletCollision/CollisionShapes/btCompoundShape.h>
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#include <components/misc/stringops.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 <components/nif/controller.hpp>
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#include <components/nif/extra.hpp>
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namespace
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{
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osg::Matrixf getWorldTransform(const Nif::Node *node)
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{
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if(node->parent != NULL)
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return node->trafo.toMatrix() * getWorldTransform(node->parent);
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return node->trafo.toMatrix();
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}
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btVector3 getbtVector(const osg::Vec3f &v)
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{
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return btVector3(v.x(), v.y(), v.z());
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}
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}
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namespace NifBullet
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{
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BulletNifLoader::BulletNifLoader()
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: mCompoundShape(NULL)
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, mStaticMesh(NULL)
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{
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}
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BulletNifLoader::~BulletNifLoader()
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{
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}
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osg::ref_ptr<Resource::BulletShape> BulletNifLoader::load(const Nif::NIFFilePtr nif)
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{
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mShape = new Resource::BulletShape;
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mCompoundShape = NULL;
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mStaticMesh = NULL;
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if (nif->numRoots() < 1)
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{
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warn("Found no root nodes in NIF.");
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return mShape;
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}
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Nif::Record *r = nif->getRoot(0);
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assert(r != NULL);
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Nif::Node *node = dynamic_cast<Nif::Node*>(r);
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if (node == NULL)
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{
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warn("First root in file was not a node, but a " +
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r->recName + ". Skipping file.");
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return mShape;
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}
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if (findBoundingBox(node))
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{
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std::unique_ptr<btCompoundShape> compound (new btCompoundShape);
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btBoxShape* boxShape = new btBoxShape(getbtVector(mShape->mCollisionBoxHalfExtents));
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btTransform transform = btTransform::getIdentity();
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transform.setOrigin(getbtVector(mShape->mCollisionBoxTranslate));
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compound->addChildShape(transform, boxShape);
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mShape->mCollisionShape = compound.release();
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return mShape;
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}
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else
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{
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bool autogenerated = hasAutoGeneratedCollision(node);
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bool isAnimated = false;
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// files with the name convention xmodel.nif usually have keyframes stored in a separate file xmodel.kf (see Animation::addAnimSource).
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// assume all nodes in the file will be animated
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std::string filename = nif->getFilename();
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size_t slashpos = filename.find_last_of("/\\");
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if (slashpos == std::string::npos)
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slashpos = 0;
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if (slashpos+1 < filename.size() && (filename[slashpos+1] == 'x' || filename[slashpos+1] == 'X'))
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{
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isAnimated = true;
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}
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handleNode(node, 0, autogenerated, isAnimated, autogenerated);
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if (mCompoundShape)
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{
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mShape->mCollisionShape = mCompoundShape;
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if (mStaticMesh)
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{
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btTransform trans;
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trans.setIdentity();
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mCompoundShape->addChildShape(trans, new Resource::TriangleMeshShape(mStaticMesh,true));
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}
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}
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else if (mStaticMesh)
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mShape->mCollisionShape = new Resource::TriangleMeshShape(mStaticMesh,true);
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return mShape;
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}
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}
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// Find a boundingBox in the node hierarchy.
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// Return: use bounding box for collision?
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bool BulletNifLoader::findBoundingBox(const Nif::Node* node, int flags)
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{
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flags |= node->flags;
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if (node->hasBounds)
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{
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mShape->mCollisionBoxHalfExtents = node->boundXYZ;
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mShape->mCollisionBoxTranslate = node->boundPos;
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if (flags & Nif::NiNode::Flag_BBoxCollision)
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{
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return true;
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}
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}
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const Nif::NiNode *ninode = dynamic_cast<const Nif::NiNode*>(node);
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if(ninode)
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{
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const Nif::NodeList &list = ninode->children;
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for(size_t i = 0;i < list.length();i++)
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{
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if(!list[i].empty())
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{
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bool found = findBoundingBox (list[i].getPtr());
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if (found)
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return true;
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}
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}
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}
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return false;
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}
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bool BulletNifLoader::hasAutoGeneratedCollision(const Nif::Node* rootNode)
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{
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const Nif::NiNode *ninode = dynamic_cast<const Nif::NiNode*>(rootNode);
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if(ninode)
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{
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const Nif::NodeList &list = ninode->children;
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for(size_t i = 0;i < list.length();i++)
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{
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if(!list[i].empty())
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{
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if(list[i].getPtr()->recType == Nif::RC_RootCollisionNode)
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return false;
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}
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}
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}
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return true;
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}
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void BulletNifLoader::handleNode(const Nif::Node *node, int flags,
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bool isCollisionNode, bool isAnimated, bool autogenerated)
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{
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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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flags |= node->flags;
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if (!node->controller.empty() && node->controller->recType == Nif::RC_NiKeyframeController
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&& (node->controller->flags & Nif::NiNode::ControllerFlag_Active))
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isAnimated = true;
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isCollisionNode = isCollisionNode || (node->recType == Nif::RC_RootCollisionNode);
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// Don't collide with AvoidNode shapes
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if(node->recType == Nif::RC_AvoidNode)
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flags |= 0x800;
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// Check for extra data
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Nif::Extra const *e = node;
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while (!e->extra.empty())
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{
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// Get the next extra data in the list
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e = e->extra.getPtr();
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assert(e != NULL);
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if (e->recType == Nif::RC_NiStringExtraData)
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{
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// String markers may contain important information
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// affecting the entire subtree of this node
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Nif::NiStringExtraData *sd = (Nif::NiStringExtraData*)e;
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if (Misc::StringUtils::ciCompareLen(sd->string, "NC", 2) == 0)
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{
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// No collision. Use an internal flag setting to mark this.
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flags |= 0x800;
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}
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else if (sd->string == "MRK" && autogenerated)
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{
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// Marker can still have collision if the model explicitely specifies it via a RootCollisionNode.
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return;
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}
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}
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}
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if (isCollisionNode)
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{
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// NOTE: a trishape with hasBounds=true, but no BBoxCollision flag should NOT go through handleNiTriShape!
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// It must be ignored completely.
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// (occurs in tr_ex_imp_wall_arch_04.nif)
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if(!node->hasBounds && node->recType == Nif::RC_NiTriShape)
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{
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handleNiTriShape(static_cast<const Nif::NiTriShape*>(node), flags, getWorldTransform(node), isAnimated);
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}
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}
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// For NiNodes, loop through children
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const Nif::NiNode *ninode = dynamic_cast<const Nif::NiNode*>(node);
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if(ninode)
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{
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const Nif::NodeList &list = ninode->children;
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for(size_t i = 0;i < list.length();i++)
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{
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if(!list[i].empty())
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handleNode(list[i].getPtr(), flags, isCollisionNode, isAnimated, autogenerated);
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}
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}
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}
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void BulletNifLoader::handleNiTriShape(const Nif::NiTriShape *shape, int flags, const osg::Matrixf &transform, bool isAnimated)
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{
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assert(shape != NULL);
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// Interpret flags
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bool hidden = (flags&Nif::NiNode::Flag_Hidden) != 0;
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bool collide = (flags&Nif::NiNode::Flag_MeshCollision) != 0;
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bool bbcollide = (flags&Nif::NiNode::Flag_BBoxCollision) != 0;
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// If the object was marked "NCO" earlier, it shouldn't collide with
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// anything. So don't do anything.
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if ((flags & 0x800))
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{
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return;
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}
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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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if (!shape->skin.empty())
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isAnimated = false;
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if (shape->data.empty())
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return;
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if (shape->data->triangles.empty())
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return;
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if (isAnimated)
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{
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if (!mCompoundShape)
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mCompoundShape = new btCompoundShape();
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btTriangleMesh* childMesh = new btTriangleMesh();
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const Nif::NiTriShapeData *data = shape->data.getPtr();
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childMesh->preallocateVertices(data->vertices.size());
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childMesh->preallocateIndices(data->triangles.size());
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const std::vector<osg::Vec3f> &vertices = data->vertices;
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const std::vector<unsigned short> &triangles = data->triangles;
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for(size_t i = 0;i < data->triangles.size();i+=3)
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{
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osg::Vec3f b1 = vertices[triangles[i+0]];
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osg::Vec3f b2 = vertices[triangles[i+1]];
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osg::Vec3f b3 = vertices[triangles[i+2]];
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childMesh->addTriangle(getbtVector(b1), getbtVector(b2), getbtVector(b3));
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}
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Resource::TriangleMeshShape* childShape = new Resource::TriangleMeshShape(childMesh,true);
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float scale = shape->trafo.scale;
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const Nif::Node* parent = shape;
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while (parent->parent)
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{
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parent = parent->parent;
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scale *= parent->trafo.scale;
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}
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osg::Quat q = transform.getRotate();
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osg::Vec3f v = transform.getTrans();
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childShape->setLocalScaling(btVector3(scale, scale, scale));
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btTransform trans(btQuaternion(q.x(), q.y(), q.z(), q.w()), btVector3(v.x(), v.y(), v.z()));
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mShape->mAnimatedShapes.insert(std::make_pair(shape->recIndex, mCompoundShape->getNumChildShapes()));
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mCompoundShape->addChildShape(trans, childShape);
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}
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else
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{
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if (!mStaticMesh)
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mStaticMesh = new btTriangleMesh(false);
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// Static shape, just transform all vertices into position
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const Nif::NiTriShapeData *data = shape->data.getPtr();
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const std::vector<osg::Vec3f> &vertices = data->vertices;
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const std::vector<unsigned short> &triangles = data->triangles;
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mStaticMesh->preallocateVertices(data->vertices.size());
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mStaticMesh->preallocateIndices(data->triangles.size());
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size_t numtris = data->triangles.size();
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for(size_t i = 0;i < numtris;i+=3)
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{
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osg::Vec3f b1 = vertices[triangles[i+0]]*transform;
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osg::Vec3f b2 = vertices[triangles[i+1]]*transform;
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osg::Vec3f b3 = vertices[triangles[i+2]]*transform;
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mStaticMesh->addTriangle(getbtVector(b1), getbtVector(b2), getbtVector(b3));
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}
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}
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}
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} // namespace NifBullet
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