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			271 lines
		
	
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			271 lines
		
	
	
	
		
			8.4 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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| 
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| This file (ogre_nif_loader.cpp) is part of the OpenMW package.
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| 
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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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| 
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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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| 
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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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| */
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| 
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| #include "bullet_nif_loader.hpp"
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| #include <Ogre.h>
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| #include <cstdio>
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| 
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| #include "../nif/nif_file.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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| 
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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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| 
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| // float infinity
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| #include <limits>
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| 
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| typedef unsigned char ubyte;
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| 
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| namespace NifBullet
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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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| 
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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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| 
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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->boxTranslation = Ogre::Vector3(0,0,0);
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|     cShape->boxRotation = Ogre::Quaternion::IDENTITY;
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| 
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|     mTriMesh = new btTriangleMesh();
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| 
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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.numRecords() < 1)
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|     {
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|         warn("Found no records in NIF.");
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|         return;
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|     }
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| 
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|     // The first record is assumed to be the root node
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|     Nif::Record *r = nif.getRecord(0);
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|     assert(r != NULL);
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| 
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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 record 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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| 
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|     bool hasCollisionNode = hasRootCollisionNode(node);
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| 
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|     //do a first pass
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|     handleNode(node,0,hasCollisionNode,false,false);
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| 
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|     //if collide = false, then it does a second pass which create a shape for raycasting.
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|     if(cShape->mCollide == false)
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|         handleNode(node,0,hasCollisionNode,false,true);
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| 
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|     //cShape->collide = hasCollisionNode&&cShape->collide;
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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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| 
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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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| 
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|     if(mBoundingBox != NULL)
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|        cShape->Shape = mBoundingBox;
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|     else
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|     {
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|         currentShape = new TriangleMeshShape(mTriMesh,true);
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|         cShape->Shape = currentShape;
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|     }
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| }
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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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| 
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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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| 
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|     return false;
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| }
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| 
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| void ManualBulletShapeLoader::handleNode(const Nif::Node *node, int flags,
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|                                          bool hasCollisionNode, bool isCollisionNode,
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|                                          bool raycastingOnly)
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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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| 
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|     isCollisionNode = isCollisionNode || (node->recType == Nif::RC_RootCollisionNode);
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| 
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|     // Marker objects: no collision
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|     /// \todo don't do this in the editor
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|     if (node->name.find("marker") != std::string::npos)
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|     {
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|         flags |= 0x800;
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|         cShape->mIgnore = true;
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|     }
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| 
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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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| 
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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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| 
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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" && !raycastingOnly)
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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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|                 return;
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|         }
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|     }
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| 
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|     if(!hasCollisionNode || isCollisionNode)
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|     {
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|         if(node->hasBounds)
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|         {
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|             cShape->boxTranslation = node->boundPos;
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|             cShape->boxRotation = node->boundRot;
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|             mBoundingBox = new btBoxShape(getbtVector(node->boundXYZ));
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|         }
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| 
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|         if(node->recType == Nif::RC_NiTriShape)
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|         {
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|             cShape->mCollide = !(flags&0x800);
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|             handleNiTriShape(static_cast<const Nif::NiTriShape*>(node), flags, node->getWorldTransform(), raycastingOnly);
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|         }
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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(list[i].getPtr(), flags, hasCollisionNode, isCollisionNode, raycastingOnly);
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|         }
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|     }
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| }
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| 
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| void ManualBulletShapeLoader::handleNiTriShape(const Nif::NiTriShape *shape, int flags, const Ogre::Matrix4 &transform,
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|                                                bool raycastingOnly)
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| {
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|     assert(shape != NULL);
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| 
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|     // Interpret flags
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|     bool hidden    = (flags & 0x01) != 0; // Not displayed
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|     bool collide   = (flags & 0x02) != 0; // Use mesh for collision
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|     bool bbcollide = (flags & 0x04) != 0; // Use bounding box for collision
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| 
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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 && !raycastingOnly)
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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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| 
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|     if (!collide && !bbcollide && hidden && !raycastingOnly)
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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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| 
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| 
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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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|         mTriMesh->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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| 
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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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| 
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| } // namespace NifBullet
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