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207 lines
9.4 KiB
C++
207 lines
9.4 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 (nif_file.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 "nif_file.hpp"
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#include "record.hpp"
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#include "components/misc/stringops.hpp"
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#include "extra.hpp"
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#include "controlled.hpp"
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#include "node.hpp"
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#include "property.hpp"
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#include "data.hpp"
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#include "effect.hpp"
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#include "controller.hpp"
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#include <iostream>
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using namespace std;
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using namespace Nif;
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using namespace Misc;
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/* This file implements functions from the NIFFile class. It is also
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where we stash all the functions we couldn't add as inline
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definitions in the record types.
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*/
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void NIFFile::parse()
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{
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// Check the header string
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const char* head = getString(40);
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if(!begins(head, "NetImmerse File Format"))
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fail("Invalid NIF header");
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// Get BCD version
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ver = getInt();
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if(ver != VER_MW)
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fail("Unsupported NIF version");
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// Number of records
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int recNum = getInt();
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records.resize(recNum);
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/* The format for 10.0.1.0 seems to be a bit different. After the
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header, it contains the number of records, r (int), just like
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4.0.0.2, but following that it contains a short x, followed by x
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strings. Then again by r shorts, one for each record, giving
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which of the above strings to use to identify the record. After
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this follows two ints (zero?) and then the record data. However
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we do not support or plan to support other versions yet.
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*/
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for(int i=0;i<recNum;i++)
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{
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SString rec = getString();
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//cout << i << ": " << rec.toString() << endl;
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Record *r = NULL;
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/* These are all the record types we know how to read.
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This can be heavily optimized later if needed. For example, a
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hash table or a FSM-based parser could be used to look up
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node names.
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*/
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// NiNodes
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if(rec == "NiNode" || rec == "AvoidNode" ||
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rec == "NiBSParticleNode" ||
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rec == "NiBSAnimationNode" ||
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rec == "NiBillboardNode") { r = new NiNode; r->recType = RC_NiNode; }
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// Other nodes
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else if(rec == "NiTriShape") { r = new NiTriShape; r->recType = RC_NiTriShape; }
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else if(rec == "NiRotatingParticles") { r = new NiRotatingParticles; r->recType = RC_NiRotatingParticles; }
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else if(rec == "NiAutoNormalParticles") { r = new NiAutoNormalParticles; r->recType = RC_NiAutoNormalParticles; }
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else if(rec == "NiCamera") { r = new NiCamera; r->recType = RC_NiCamera; }
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else if(rec == "RootCollisionNode"){ r = new NiNode; r->recType = RC_RootCollisionNode; }// a root collision node is exactly like a node
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//that's why there is no need to create a new type
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// Properties
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else if(rec == "NiTexturingProperty") { r = new NiTexturingProperty; r->recType = RC_NiTexturingProperty; }
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else if(rec == "NiMaterialProperty") { r = new NiMaterialProperty; r->recType = RC_NiMaterialProperty; }
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else if(rec == "NiZBufferProperty") { r = new NiZBufferProperty; r->recType = RC_NiZBufferProperty; }
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else if(rec == "NiAlphaProperty") { r = new NiAlphaProperty; r->recType = RC_NiAlphaProperty; }
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else if(rec == "NiVertexColorProperty") { r = new NiVertexColorProperty; r->recType = RC_NiVertexColorProperty; }
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else if(rec == "NiShadeProperty") { r = new NiShadeProperty; r->recType = RC_NiShadeProperty; }
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else if(rec == "NiDitherProperty") { r = new NiDitherProperty; r->recType = RC_NiDitherProperty; }
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else if(rec == "NiWireframeProperty") { r = new NiWireframeProperty; r->recType = RC_NiWireframeProperty; }
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else if(rec == "NiSpecularProperty") { r = new NiSpecularProperty; r->recType = RC_NiSpecularProperty; }
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// Controllers
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else if(rec == "NiVisController") { r = new NiVisController; r->recType = RC_NiVisController; }
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else if(rec == "NiGeomMorpherController") { r = new NiGeomMorpherController; r->recType = RC_NiGeomMorpherController; }
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else if(rec == "NiKeyframeController") { r = new NiKeyframeController; r->recType = RC_NiKeyframeController; }
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else if(rec == "NiAlphaController") { r = new NiAlphaController; r->recType = RC_NiAlphaController; }
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else if(rec == "NiUVController") { r = new NiUVController; r->recType = RC_NiUVController; }
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else if(rec == "NiPathController") { r = new NiPathController; r->recType = RC_NiPathController; }
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else if(rec == "NiMaterialColorController") { r = new NiMaterialColorController; r->recType = RC_NiMaterialColorController; }
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else if(rec == "NiBSPArrayController") { r = new NiBSPArrayController; r->recType = RC_NiBSPArrayController; }
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else if(rec == "NiParticleSystemController") { r = new NiParticleSystemController; r->recType = RC_NiParticleSystemController; }
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// Effects
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else if(rec == "NiAmbientLight" ||
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rec == "NiDirectionalLight") { r = new NiLight; r->recType = RC_NiLight; }
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else if(rec == "NiTextureEffect") { r = new NiTextureEffect; r->recType = RC_NiTextureEffect; }
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// Extra Data
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else if(rec == "NiVertWeightsExtraData") { r = new NiVertWeightsExtraData; r->recType = RC_NiVertWeightsExtraData; }
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else if(rec == "NiTextKeyExtraData") { r = new NiTextKeyExtraData; r->recType = RC_NiTextKeyExtraData; }
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else if(rec == "NiStringExtraData") { r = new NiStringExtraData; r->recType = RC_NiStringExtraData; }
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else if(rec == "NiGravity") { r = new NiGravity; r->recType = RC_NiGravity; }
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else if(rec == "NiPlanarCollider") { r = new NiPlanarCollider; r->recType = RC_NiPlanarCollider; }
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else if(rec == "NiParticleGrowFade") { r = new NiParticleGrowFade; r->recType = RC_NiParticleGrowFade; }
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else if(rec == "NiParticleColorModifier") { r = new NiParticleColorModifier; r->recType = RC_NiParticleColorModifier; }
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else if(rec == "NiParticleRotation") { r = new NiParticleRotation; r->recType = RC_NiParticleRotation; }
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// Data
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else if(rec == "NiFloatData") { r = new NiFloatData; r->recType = RC_NiFloatData; }
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else if(rec == "NiTriShapeData") { r = new NiTriShapeData; r->recType = RC_NiTriShapeData; }
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else if(rec == "NiVisData") { r = new NiVisData; r->recType = RC_NiVisData; }
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else if(rec == "NiColorData") { r = new NiColorData; r->recType = RC_NiColorData; }
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else if(rec == "NiPixelData") { r = new NiPixelData; r->recType = RC_NiPixelData; }
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else if(rec == "NiMorphData") { r = new NiMorphData; r->recType = RC_NiMorphData; }
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else if(rec == "NiKeyframeData") { r = new NiKeyframeData; r->recType = RC_NiKeyframeData; }
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else if(rec == "NiSkinData") { r = new NiSkinData; r->recType = RC_NiSkinData; }
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else if(rec == "NiUVData") { r = new NiUVData; r->recType = RC_NiUVData; }
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else if(rec == "NiPosData") { r = new NiPosData; r->recType = RC_NiPosData; }
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else if(rec == "NiRotatingParticlesData") { r = new NiRotatingParticlesData; r->recType = RC_NiRotatingParticlesData; }
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else if(rec == "NiAutoNormalParticlesData") { r = new NiAutoNormalParticlesData; r->recType = RC_NiAutoNormalParticlesData; }
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// Other
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else if(rec == "NiSequenceStreamHelper") { r = new NiSequenceStreamHelper; r->recType = RC_NiSequenceStreamHelper; }
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else if(rec == "NiSourceTexture") { r = new NiSourceTexture; r->recType = RC_NiSourceTexture; }
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else if(rec == "NiSkinInstance") { r = new NiSkinInstance; r->recType = RC_NiSkinInstance; }
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// Failure
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else
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fail("Unknown record type " + rec.toString());
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assert(r != NULL);
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assert(r->recType != RC_MISSING);
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r->recName = rec;
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records[i] = r;
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r->read(this);
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// Discard tranformations for the root node, otherwise some meshes
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// occasionally get wrong orientation. Only for NiNode-s for now, but
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// can be expanded if needed.
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// This should be rewritten when the method is cleaned up.
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if (0 == i && rec == "NiNode")
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{
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static_cast<Nif::Node*>(r)->trafo = Nif::Transformation::getIdentity();
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}
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}
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/* After the data, the nif contains an int N and then a list of N
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ints following it. This might be a list of the root nodes in the
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tree, but for the moment we ignore it.
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*/
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// TODO: Set up kf file here first, if applicable. It needs its own
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// code to link it up with the main NIF structure.
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// Once parsing is done, do post-processing.
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for(int i=0; i<recNum; i++)
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records[i]->post(this);
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}
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/// \todo move to the write cpp file
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void NiSkinInstance::post(NIFFile *nif)
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{
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int bnum = bones.length();
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if(bnum != static_cast<int> (data->bones.size()))
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nif->fail("Mismatch in NiSkinData bone count");
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root->makeRootBone(data->trafo);
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for(int i=0; i<bnum; i++)
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{
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if(!bones.has(i))
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nif->fail("Oops: Missing bone! Don't know how to handle this.");
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bones[i].makeBone(i, data->bones[i]);
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}
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}
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