Support Fallout 4 skinning

Convert the skinning data into NiSkinData-compatible format
macos_ci_fix
Alexei Kotov 1 year ago
parent b9d42946be
commit 284129b9ec

@ -426,6 +426,8 @@ namespace Nif
mSkin.post(nif); mSkin.post(nif);
mShaderProperty.post(nif); mShaderProperty.post(nif);
mAlphaProperty.post(nif); mAlphaProperty.post(nif);
if (!mSkin.empty())
nif.setUseSkinning(true);
} }
void BSDynamicTriShape::read(NIFStream* nif) void BSDynamicTriShape::read(NIFStream* nif)

@ -1572,6 +1572,8 @@ namespace NifOsg
geometry->addPrimitiveSet( geometry->addPrimitiveSet(
new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES, triangles.size(), triangles.data())); new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES, triangles.size(), triangles.data()));
osg::ref_ptr<osg::Drawable> drawable = geometry;
auto normbyteToFloat = [](uint8_t value) { return value / 255.f * 2.f - 1.f; }; auto normbyteToFloat = [](uint8_t value) { return value / 255.f * 2.f - 1.f; };
auto halfToFloat = [](uint16_t value) { auto halfToFloat = [](uint16_t value) {
uint32_t bits = static_cast<uint32_t>(value & 0x8000) << 16; uint32_t bits = static_cast<uint32_t>(value & 0x8000) << 16;
@ -1639,6 +1641,39 @@ namespace NifOsg
geometry->setTexCoordArray( geometry->setTexCoordArray(
0, new osg::Vec2Array(uvlist.size(), uvlist.data()), osg::Array::BIND_PER_VERTEX); 0, new osg::Vec2Array(uvlist.size(), uvlist.data()), osg::Array::BIND_PER_VERTEX);
if (!bsTriShape->mSkin.empty() && bsTriShape->mSkin->recType == Nif::RC_BSSkinInstance
&& bsTriShape->mVertDesc.mFlags & Nif::BSVertexDesc::VertexAttribute::Skinned)
{
osg::ref_ptr<SceneUtil::RigGeometry> rig(new SceneUtil::RigGeometry);
rig->setSourceGeometry(geometry);
osg::ref_ptr<SceneUtil::RigGeometry::InfluenceMap> map(new SceneUtil::RigGeometry::InfluenceMap);
auto skin = static_cast<const Nif::BSSkinInstance*>(bsTriShape->mSkin.getPtr());
const Nif::BSSkinBoneData* data = skin->mData.getPtr();
const Nif::NiAVObjectList& bones = skin->mBones;
std::vector<std::vector<Nif::NiSkinData::VertWeight>> vertWeights(data->mBones.size());
for (size_t i = 0; i < vertices.size(); i++)
for (int j = 0; j < 4; j++)
vertWeights[bsTriShape->mVertData[i].mBoneIndices[j]].emplace_back(
i, halfToFloat(bsTriShape->mVertData[i].mBoneWeights[j]));
for (std::size_t i = 0; i < bones.size(); ++i)
{
std::string boneName = Misc::StringUtils::lowerCase(bones[i].getPtr()->mName);
SceneUtil::RigGeometry::BoneInfluence influence;
influence.mWeights = vertWeights[i];
influence.mInvBindMatrix = data->mBones[i].mTransform.toMatrix();
influence.mBoundSphere = data->mBones[i].mBoundSphere;
map->mData.emplace_back(boneName, influence);
}
rig->setInfluenceMap(map);
drawable = rig;
}
std::vector<const Nif::NiProperty*> drawableProps; std::vector<const Nif::NiProperty*> drawableProps;
collectDrawableProperties(nifNode, parent, drawableProps); collectDrawableProperties(nifNode, parent, drawableProps);
if (!bsTriShape->mShaderProperty.empty()) if (!bsTriShape->mShaderProperty.empty())
@ -1647,8 +1682,8 @@ namespace NifOsg
drawableProps.emplace_back(bsTriShape->mAlphaProperty.getPtr()); drawableProps.emplace_back(bsTriShape->mAlphaProperty.getPtr());
applyDrawableProperties(parentNode, drawableProps, composite, !colors.empty(), animflags); applyDrawableProperties(parentNode, drawableProps, composite, !colors.empty(), animflags);
geometry->setName(nifNode->mName); drawable->setName(nifNode->mName);
parentNode->addChild(geometry); parentNode->addChild(drawable);
} }
osg::BlendFunc::BlendFuncMode getBlendMode(int mode) osg::BlendFunc::BlendFuncMode getBlendMode(int mode)

Loading…
Cancel
Save