Nth revision of NifLoader geometry handling

Handle BSSegmentedTriShape
macos_ci_fix
Alexei Kotov 1 year ago
parent 8fb900da85
commit af24d3fd3c

@ -32,6 +32,32 @@ namespace
return letterPos < path.size() && (path[letterPos] == 'x' || path[letterPos] == 'X');
}
bool isTypeNiGeometry(int type)
{
switch (type)
{
case Nif::RC_NiTriShape:
case Nif::RC_NiTriStrips:
case Nif::RC_BSLODTriShape:
case Nif::RC_BSSegmentedTriShape:
return true;
}
return false;
}
bool isTypeTriShape(int type)
{
switch (type)
{
case Nif::RC_NiTriShape:
case Nif::RC_BSLODTriShape:
case Nif::RC_BSSegmentedTriShape:
return true;
}
return false;
}
void prepareTriangleMesh(btTriangleMesh& mesh, const Nif::NiTriBasedGeomData& data)
{
// FIXME: copying vertices/indices individually is unreasonable
@ -81,7 +107,7 @@ namespace
auto handleNiGeometry(const Nif::NiGeometry& geometry, Function&& function)
-> decltype(function(static_cast<const Nif::NiTriShapeData&>(geometry.mData.get())))
{
if (geometry.recType == Nif::RC_NiTriShape || geometry.recType == Nif::RC_BSLODTriShape)
if (isTypeTriShape(geometry.recType))
{
auto data = static_cast<const Nif::NiTriShapeData*>(geometry.mData.getPtr());
if (data->mTriangles.empty())
@ -329,12 +355,8 @@ namespace NifBullet
// NOTE: a trishape with bounds, but no BBoxCollision flag should NOT go through handleNiTriShape!
// It must be ignored completely.
// (occurs in tr_ex_imp_wall_arch_04.nif)
if (node.mBounds.mType == Nif::BoundingVolume::Type::BASE_BV
&& (node.recType == Nif::RC_NiTriShape || node.recType == Nif::RC_NiTriStrips
|| node.recType == Nif::RC_BSLODTriShape))
{
if (node.mBounds.mType == Nif::BoundingVolume::Type::BASE_BV && isTypeNiGeometry(node.recType))
handleNiTriShape(static_cast<const Nif::NiGeometry&>(node), parent, args);
}
}
// For NiNodes, loop through children

@ -88,7 +88,7 @@ namespace
}
}
bool isTypeGeometry(int type)
bool isTypeNiGeometry(int type)
{
switch (type)
{
@ -96,6 +96,19 @@ namespace
case Nif::RC_NiTriStrips:
case Nif::RC_NiLines:
case Nif::RC_BSLODTriShape:
case Nif::RC_BSSegmentedTriShape:
return true;
}
return false;
}
bool isTypeBSGeometry(int type)
{
switch (type)
{
case Nif::RC_BSTriShape:
case Nif::RC_BSDynamicTriShape:
case Nif::RC_BSMeshLODTriShape:
return true;
}
return false;
@ -125,15 +138,6 @@ namespace
}
}
}
auto geometry = dynamic_cast<const Nif::NiGeometry*>(nifNode);
if (geometry)
{
if (!geometry->mShaderProperty.empty())
out.emplace_back(geometry->mShaderProperty.getPtr());
if (!geometry->mAlphaProperty.empty())
out.emplace_back(geometry->mAlphaProperty.getPtr());
}
}
// NodeCallback used to have a node always oriented towards the camera. The node can have translation and scale
@ -443,11 +447,16 @@ namespace NifOsg
}
}
auto geometry = dynamic_cast<const Nif::NiGeometry*>(nifNode);
// NiGeometry's NiAlphaProperty doesn't get handled here because it's a drawable property
if (geometry && !geometry->mShaderProperty.empty())
handleProperty(geometry->mShaderProperty.getPtr(), applyTo, composite, imageManager, boundTextures,
animflags, hasStencilProperty);
// NiAlphaProperty is handled as a drawable property
Nif::BSShaderPropertyPtr shaderprop = nullptr;
if (isTypeNiGeometry(nifNode->recType))
shaderprop = static_cast<const Nif::NiGeometry*>(nifNode)->mShaderProperty;
else if (isTypeBSGeometry(nifNode->recType))
shaderprop = static_cast<const Nif::BSTriShape*>(nifNode)->mShaderProperty;
if (!shaderprop.empty())
handleProperty(shaderprop.getPtr(), applyTo, composite, imageManager, boundTextures, animflags,
hasStencilProperty);
}
static void setupController(const Nif::NiTimeController* ctrl, SceneUtil::Controller* toSetup, int animflags)
@ -747,7 +756,9 @@ namespace NifOsg
applyNodeProperties(nifNode, node, composite, args.mImageManager, args.mBoundTextures, args.mAnimFlags);
const bool isGeometry = isTypeGeometry(nifNode->recType);
const bool isNiGeometry = isTypeNiGeometry(nifNode->recType);
const bool isBSGeometry = isTypeBSGeometry(nifNode->recType);
const bool isGeometry = isNiGeometry || isBSGeometry;
if (isGeometry && !args.mSkipMeshes)
{
@ -762,12 +773,8 @@ namespace NifOsg
skip = args.mHasMarkers && Misc::StringUtils::ciStartsWith(nifNode->mName, "EditorMarker");
if (!skip)
{
Nif::NiSkinInstancePtr skin = static_cast<const Nif::NiGeometry*>(nifNode)->mSkin;
if (skin.empty())
handleGeometry(nifNode, parent, node, composite, args.mBoundTextures, args.mAnimFlags);
else
handleSkinnedGeometry(nifNode, parent, node, composite, args.mBoundTextures, args.mAnimFlags);
if (isNiGeometry)
handleNiGeometry(nifNode, parent, node, composite, args.mBoundTextures, args.mAnimFlags);
if (!nifNode->mController.empty())
handleMeshControllers(nifNode, node, composite, args.mBoundTextures, args.mAnimFlags);
@ -1342,41 +1349,7 @@ namespace NifOsg
}
}
void handleNiGeometryData(osg::Geometry* geometry, const Nif::NiGeometryData* data,
const std::vector<unsigned int>& boundTextures, const std::string& name)
{
const auto& vertices = data->mVertices;
const auto& normals = data->mNormals;
const auto& colors = data->mColors;
if (!vertices.empty())
geometry->setVertexArray(new osg::Vec3Array(vertices.size(), vertices.data()));
if (!normals.empty())
geometry->setNormalArray(
new osg::Vec3Array(normals.size(), normals.data()), osg::Array::BIND_PER_VERTEX);
if (!colors.empty())
geometry->setColorArray(new osg::Vec4Array(colors.size(), colors.data()), osg::Array::BIND_PER_VERTEX);
const auto& uvlist = data->mUVList;
int textureStage = 0;
for (std::vector<unsigned int>::const_iterator it = boundTextures.begin(); it != boundTextures.end();
++it, ++textureStage)
{
unsigned int uvSet = *it;
if (uvSet >= uvlist.size())
{
Log(Debug::Verbose) << "Out of bounds UV set " << uvSet << " on shape \"" << name << "\" in "
<< mFilename;
if (uvlist.empty())
continue;
uvSet = 0;
}
geometry->setTexCoordArray(textureStage, new osg::Vec2Array(uvlist[uvSet].size(), uvlist[uvSet].data()),
osg::Array::BIND_PER_VERTEX);
}
}
void handleNiGeometry(const Nif::NiAVObject* nifNode, const Nif::Parent* parent, osg::Geometry* geometry,
void handleNiGeometryData(const Nif::NiAVObject* nifNode, const Nif::Parent* parent, osg::Geometry* geometry,
osg::Node* parentNode, SceneUtil::CompositeStateSetUpdater* composite,
const std::vector<unsigned int>& boundTextures, int animflags)
{
@ -1458,7 +1431,36 @@ namespace NifOsg
new osg::DrawElementsUShort(osg::PrimitiveSet::LINES, line.size(), line.data()));
}
}
handleNiGeometryData(geometry, niGeometryData, boundTextures, nifNode->mName);
const auto& vertices = niGeometryData->mVertices;
const auto& normals = niGeometryData->mNormals;
const auto& colors = niGeometryData->mColors;
if (!vertices.empty())
geometry->setVertexArray(new osg::Vec3Array(vertices.size(), vertices.data()));
if (!normals.empty())
geometry->setNormalArray(
new osg::Vec3Array(normals.size(), normals.data()), osg::Array::BIND_PER_VERTEX);
if (!colors.empty())
geometry->setColorArray(new osg::Vec4Array(colors.size(), colors.data()), osg::Array::BIND_PER_VERTEX);
const auto& uvlist = niGeometryData->mUVList;
int textureStage = 0;
for (std::vector<unsigned int>::const_iterator it = boundTextures.begin(); it != boundTextures.end();
++it, ++textureStage)
{
unsigned int uvSet = *it;
if (uvSet >= uvlist.size())
{
Log(Debug::Verbose) << "Out of bounds UV set " << uvSet << " on shape \"" << nifNode->mName
<< "\" in " << mFilename;
if (uvlist.empty())
continue;
uvSet = 0;
}
geometry->setTexCoordArray(textureStage, new osg::Vec2Array(uvlist[uvSet].size(), uvlist[uvSet].data()),
osg::Array::BIND_PER_VERTEX);
}
// osg::Material properties are handled here for two reasons:
// - if there are no vertex colors, we need to disable colorMode.
@ -1466,100 +1468,92 @@ namespace NifOsg
// above the actual renderable would be tedious.
std::vector<const Nif::NiProperty*> drawableProps;
collectDrawableProperties(nifNode, parent, drawableProps);
if (!niGeometry->mShaderProperty.empty())
drawableProps.emplace_back(niGeometry->mShaderProperty.getPtr());
if (!niGeometry->mAlphaProperty.empty())
drawableProps.emplace_back(niGeometry->mAlphaProperty.getPtr());
applyDrawableProperties(parentNode, drawableProps, composite, !niGeometryData->mColors.empty(), animflags);
}
void handleGeometry(const Nif::NiAVObject* nifNode, const Nif::Parent* parent, osg::Group* parentNode,
void handleNiGeometry(const Nif::NiAVObject* nifNode, const Nif::Parent* parent, osg::Group* parentNode,
SceneUtil::CompositeStateSetUpdater* composite, const std::vector<unsigned int>& boundTextures,
int animflags)
{
assert(isTypeGeometry(nifNode->recType));
assert(isTypeNiGeometry(nifNode->recType));
osg::ref_ptr<osg::Geometry> geom(new osg::Geometry);
handleNiGeometry(nifNode, parent, geom, parentNode, composite, boundTextures, animflags);
handleNiGeometryData(nifNode, parent, geom, parentNode, composite, boundTextures, animflags);
// If the record had no valid geometry data in it, early-out
if (geom->empty())
return;
osg::ref_ptr<osg::Drawable> drawable;
osg::ref_ptr<osg::Drawable> drawable = geom;
auto niGeometry = static_cast<const Nif::NiGeometry*>(nifNode);
if (!niGeometry->mSkin.empty())
{
osg::ref_ptr<SceneUtil::RigGeometry> rig(new SceneUtil::RigGeometry);
rig->setSourceGeometry(geom);
// Assign bone weights
osg::ref_ptr<SceneUtil::RigGeometry::InfluenceMap> map(new SceneUtil::RigGeometry::InfluenceMap);
const Nif::NiSkinInstance* skin = niGeometry->mSkin.getPtr();
const Nif::NiSkinData* data = skin->mData.getPtr();
const Nif::NiAVObjectList& bones = skin->mBones;
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 = data->mBones[i].mWeights;
influence.mInvBindMatrix = data->mBones[i].mTransform.toMatrix();
influence.mBoundSphere = data->mBones[i].mBoundSphere;
map->mData.emplace_back(boneName, influence);
}
rig->setInfluenceMap(map);
drawable = rig;
}
for (Nif::NiTimeControllerPtr ctrl = nifNode->mController; !ctrl.empty(); ctrl = ctrl->mNext)
{
if (!ctrl->isActive())
continue;
if (ctrl->recType == Nif::RC_NiGeomMorpherController)
{
const Nif::NiGeomMorpherController* nimorphctrl
= static_cast<const Nif::NiGeomMorpherController*>(ctrl.getPtr());
if (!niGeometry->mSkin.empty())
continue;
auto nimorphctrl = static_cast<const Nif::NiGeomMorpherController*>(ctrl.getPtr());
if (nimorphctrl->mData.empty())
continue;
drawable = handleMorphGeometry(nimorphctrl, geom, parentNode, composite, boundTextures, animflags);
const std::vector<Nif::NiMorphData::MorphData>& morphs = nimorphctrl->mData.getPtr()->mMorphs;
if (morphs.empty() || morphs[0].mVertices.size()
!= static_cast<const osg::Vec3Array*>(geom->getVertexArray())->size())
continue;
osg::ref_ptr<SceneUtil::MorphGeometry> morphGeom = new SceneUtil::MorphGeometry;
morphGeom->setSourceGeometry(geom);
for (unsigned int i = 0; i < morphs.size(); ++i)
morphGeom->addMorphTarget(
new osg::Vec3Array(morphs[i].mVertices.size(), morphs[i].mVertices.data()), 0.f);
osg::ref_ptr<GeomMorpherController> morphctrl = new GeomMorpherController(nimorphctrl);
setupController(ctrl.getPtr(), morphctrl, animflags);
drawable->setUpdateCallback(morphctrl);
morphGeom->setUpdateCallback(morphctrl);
drawable = morphGeom;
break;
}
}
if (!drawable.get())
drawable = geom;
drawable->setName(nifNode->mName);
parentNode->addChild(drawable);
}
osg::ref_ptr<osg::Drawable> handleMorphGeometry(const Nif::NiGeomMorpherController* morpher,
osg::ref_ptr<osg::Geometry> sourceGeometry, osg::Node* parentNode,
SceneUtil::CompositeStateSetUpdater* composite, const std::vector<unsigned int>& boundTextures,
int animflags)
{
osg::ref_ptr<SceneUtil::MorphGeometry> morphGeom = new SceneUtil::MorphGeometry;
morphGeom->setSourceGeometry(sourceGeometry);
const std::vector<Nif::NiMorphData::MorphData>& morphs = morpher->mData.getPtr()->mMorphs;
if (morphs.empty())
return morphGeom;
if (morphs[0].mVertices.size()
!= static_cast<const osg::Vec3Array*>(sourceGeometry->getVertexArray())->size())
return morphGeom;
for (unsigned int i = 0; i < morphs.size(); ++i)
morphGeom->addMorphTarget(
new osg::Vec3Array(morphs[i].mVertices.size(), morphs[i].mVertices.data()), 0.f);
return morphGeom;
}
void handleSkinnedGeometry(const Nif::NiAVObject* nifNode, const Nif::Parent* parent, osg::Group* parentNode,
SceneUtil::CompositeStateSetUpdater* composite, const std::vector<unsigned int>& boundTextures,
int animflags)
{
assert(isTypeGeometry(nifNode->recType));
osg::ref_ptr<osg::Geometry> geometry(new osg::Geometry);
handleNiGeometry(nifNode, parent, geometry, parentNode, composite, boundTextures, animflags);
if (geometry->empty())
return;
osg::ref_ptr<SceneUtil::RigGeometry> rig(new SceneUtil::RigGeometry);
rig->setSourceGeometry(geometry);
rig->setName(nifNode->mName);
// Assign bone weights
osg::ref_ptr<SceneUtil::RigGeometry::InfluenceMap> map(new SceneUtil::RigGeometry::InfluenceMap);
const Nif::NiSkinInstance* skin = static_cast<const Nif::NiGeometry*>(nifNode)->mSkin.getPtr();
const Nif::NiSkinData* data = skin->mData.getPtr();
const Nif::NiAVObjectList& bones = skin->mBones;
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 = data->mBones[i].mWeights;
influence.mInvBindMatrix = data->mBones[i].mTransform.toMatrix();
influence.mBoundSphere = data->mBones[i].mBoundSphere;
map->mData.emplace_back(boneName, influence);
}
rig->setInfluenceMap(map);
parentNode->addChild(rig);
}
osg::BlendFunc::BlendFuncMode getBlendMode(int mode)
{
switch (mode)

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