Allow emitters to be attached to nodes after particle systems

pull/2811/head
Capostrophic 5 years ago
parent d77047e1cf
commit c08f9e13af

@ -219,6 +219,9 @@ namespace NifOsg
size_t mFirstRootTextureIndex = -1;
bool mFoundFirstRootTexturingProperty = false;
// This is used to queue emitters that weren't attached to their node yet.
std::vector<std::pair<size_t, osg::ref_ptr<Emitter>>> mEmitterQueue;
static void loadKf(Nif::NIFFilePtr nif, KeyframeHolder& target)
{
if(nif->numRoots() < 1)
@ -290,6 +293,9 @@ namespace NifOsg
osg::ref_ptr<osg::Node> created = handleNode(nifNode, nullptr, imageManager, std::vector<unsigned int>(), 0, false, false, false, &textkeys->mTextKeys);
// Attach particle emitters to their nodes which should all be loaded by now.
handleQueuedParticleEmitters(created, nif);
if (nif->getUseSkinning())
{
osg::ref_ptr<SceneUtil::Skeleton> skel = new SceneUtil::Skeleton;
@ -979,6 +985,27 @@ namespace NifOsg
return emitter;
}
void handleQueuedParticleEmitters(osg::Node* rootNode, Nif::NIFFilePtr nif)
{
for (const auto& emitterPair : mEmitterQueue)
{
size_t recIndex = emitterPair.first;
FindGroupByRecIndex findEmitterNode(recIndex);
rootNode->accept(findEmitterNode);
osg::Group* emitterNode = findEmitterNode.mFound;
if (!emitterNode)
{
nif->warn("Failed to find particle emitter emitter node (node record index " + std::to_string(recIndex) + ")");
continue;
}
// Emitter attached to the emitter node. Note one side effect of the emitter using the CullVisitor is that hiding its node
// actually causes the emitter to stop firing. Convenient, because MW behaves this way too!
emitterNode->addChild(emitterPair.second);
}
mEmitterQueue.clear();
}
void handleParticleSystem(const Nif::Node *nifNode, osg::Group *parentNode, SceneUtil::CompositeStateSetUpdater* composite, int animflags, osg::Node* rootNode)
{
osg::ref_ptr<ParticleSystem> partsys (new ParticleSystem);
@ -1028,22 +1055,8 @@ namespace NifOsg
emitter->setParticleSystem(partsys);
emitter->setReferenceFrame(osgParticle::ParticleProcessor::RELATIVE_RF);
// Note: we assume that the Emitter node is placed *before* the Particle node in the scene graph.
// This seems to be true for all NIF files in the game that I've checked, suggesting that NIFs work similar to OSG with regards to update order.
// If something ever violates this assumption, the worst that could happen is the culling being one frame late, which wouldn't be a disaster.
FindGroupByRecIndex find (partctrl->emitter->recIndex);
rootNode->accept(find);
if (!find.mFound)
{
Log(Debug::Info) << "can't find emitter node, wrong node order? in " << mFilename;
return;
}
osg::Group* emitterNode = find.mFound;
// Emitter attached to the emitter node. Note one side effect of the emitter using the CullVisitor is that hiding its node
// actually causes the emitter to stop firing. Convenient, because MW behaves this way too!
emitterNode->addChild(emitter);
// The emitter node may not actually be handled yet, so let's delay attaching the emitter to a later moment.
mEmitterQueue.emplace_back(partctrl->emitter->recIndex, emitter);
osg::ref_ptr<ParticleSystemController> callback(new ParticleSystemController(partctrl));
setupController(partctrl, callback, animflags);

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