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/*
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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 "bulletnifloader.hpp"
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#include <cstdio>
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#include <components/misc/stringops.hpp>
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#include "../nif/niffile.hpp"
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#include "../nif/node.hpp"
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#include "../nif/data.hpp"
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#include "../nif/property.hpp"
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#include "../nif/controller.hpp"
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#include "../nif/extra.hpp"
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#include <libs/platform/strings.h>
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#include <vector>
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#include <list>
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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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namespace NifBullet
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{
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struct TriangleMeshShape : public btBvhTriangleMeshShape
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{
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TriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression)
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: btBvhTriangleMeshShape(meshInterface, useQuantizedAabbCompression)
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{
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}
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virtual ~TriangleMeshShape()
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{
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delete getTriangleInfoMap();
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delete m_meshInterface;
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}
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};
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ManualBulletShapeLoader::~ManualBulletShapeLoader()
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{
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}
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btVector3 ManualBulletShapeLoader::getbtVector(Ogre::Vector3 const &v)
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{
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return btVector3(v[0], v[1], v[2]);
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}
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void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
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{
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cShape = static_cast<OEngine::Physic::BulletShape *>(resource);
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resourceName = cShape->getName();
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cShape->mCollide = false;
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mBoundingBox = NULL;
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cShape->mBoxTranslation = Ogre::Vector3(0,0,0);
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cShape->mBoxRotation = Ogre::Quaternion::IDENTITY;
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mHasShape = false;
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btTriangleMesh* mesh1 = new btTriangleMesh();
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// Load the NIF. TODO: Wrap this in a try-catch block once we're out
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// of the early stages of development. Right now we WANT to catch
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// every error as early and intrusively as possible, as it's most
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// likely a sign of incomplete code rather than faulty input.
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Nif::NIFFile::ptr pnif (Nif::NIFFile::create (resourceName.substr(0, resourceName.length()-7)));
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Nif::NIFFile & nif = *pnif.get ();
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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;
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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;
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}
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cShape->mHasCollisionNode = hasRootCollisionNode(node);
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//do a first pass
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handleNode(mesh1, node,0,false,false,false);
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if(mBoundingBox != NULL)
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{
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cShape->mCollisionShape = mBoundingBox;
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delete mesh1;
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}
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else if (mHasShape && cShape->mCollide)
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{
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cShape->mCollisionShape = new TriangleMeshShape(mesh1,true);
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}
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else
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delete mesh1;
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//second pass which create a shape for raycasting.
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resourceName = cShape->getName();
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cShape->mCollide = false;
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mBoundingBox = NULL;
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cShape->mBoxTranslation = Ogre::Vector3(0,0,0);
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cShape->mBoxRotation = Ogre::Quaternion::IDENTITY;
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mHasShape = false;
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btTriangleMesh* mesh2 = new btTriangleMesh();
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handleNode(mesh2, node,0,true,true,false);
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if(mBoundingBox != NULL)
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{
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cShape->mRaycastingShape = mBoundingBox;
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delete mesh2;
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}
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else if (mHasShape)
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{
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cShape->mRaycastingShape = new TriangleMeshShape(mesh2,true);
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}
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else
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delete mesh2;
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}
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bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node const * node)
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{
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if(node->recType == Nif::RC_RootCollisionNode)
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return true;
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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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if(hasRootCollisionNode(list[i].getPtr()))
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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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void ManualBulletShapeLoader::handleNode(btTriangleMesh* mesh, const Nif::Node *node, int flags,
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bool isCollisionNode,
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bool raycasting, bool isMarker)
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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 (!raycasting)
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isCollisionNode = isCollisionNode || (node->recType == Nif::RC_RootCollisionNode);
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else
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isCollisionNode = isCollisionNode && (node->recType != Nif::RC_RootCollisionNode);
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// Marker objects
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/// \todo don't do this in the editor
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std::string nodename = node->name;
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Misc::StringUtils::toLower(nodename);
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if (nodename.find("marker") != std::string::npos)
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isMarker = true;
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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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// not sure what the difference between NCO and NCC is, or if there even is one
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if (sd->string == "NCO" || sd->string == "NCC")
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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")
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// Marker objects. These are only visible in the
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// editor. Until and unless we add an editor component to
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// the engine, just skip this entire node.
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isMarker = true;
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}
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}
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if ( (isCollisionNode || (!cShape->mHasCollisionNode && !raycasting))
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&& (!isMarker || (cShape->mHasCollisionNode && !raycasting)))
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{
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if(node->hasBounds)
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{
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cShape->mBoxTranslation = node->boundPos;
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cShape->mBoxRotation = node->boundRot;
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mBoundingBox = new btBoxShape(getbtVector(node->boundXYZ));
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}
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else if(node->recType == Nif::RC_NiTriShape)
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{
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cShape->mCollide = !(flags&0x800);
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handleNiTriShape(mesh, static_cast<const Nif::NiTriShape*>(node), flags, node->getWorldTransform(), raycasting);
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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(mesh, list[i].getPtr(), flags, isCollisionNode, raycasting, isMarker);
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}
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}
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}
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void ManualBulletShapeLoader::handleNiTriShape(btTriangleMesh* mesh, const Nif::NiTriShape *shape, int flags, const Ogre::Matrix4 &transform,
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bool raycasting)
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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) && !raycasting)
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{
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collide = false;
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bbcollide = false;
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return;
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}
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if (!collide && !bbcollide && hidden && !raycasting)
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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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mHasShape = true;
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const Nif::NiTriShapeData *data = shape->data.getPtr();
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const std::vector<Ogre::Vector3> &vertices = data->vertices;
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const short *triangles = &data->triangles[0];
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for(size_t i = 0;i < data->triangles.size();i+=3)
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{
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Ogre::Vector3 b1 = transform*vertices[triangles[i+0]];
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Ogre::Vector3 b2 = transform*vertices[triangles[i+1]];
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Ogre::Vector3 b3 = transform*vertices[triangles[i+2]];
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mesh->addTriangle(btVector3(b1.x,b1.y,b1.z),btVector3(b2.x,b2.y,b2.z),btVector3(b3.x,b3.y,b3.z));
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}
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}
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void ManualBulletShapeLoader::load(const std::string &name,const std::string &group)
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{
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// Check if the resource already exists
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Ogre::ResourcePtr ptr = OEngine::Physic::BulletShapeManager::getSingleton().getByName(name, group);
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if (!ptr.isNull())
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return;
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OEngine::Physic::BulletShapeManager::getSingleton().create(name,group,true,this);
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}
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} // namespace NifBullet
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