mirror of
				https://github.com/OpenMW/openmw.git
				synced 2025-11-04 02:56:39 +00:00 
			
		
		
		
	Conflicts: apps/openmw/mwrender/animation.cpp apps/openmw/mwrender/animation.hpp apps/openmw/mwrender/creatureanimation.cpp apps/openmw/mwrender/npcanimation.cpp apps/openmw/mwrender/npcanimation.hpp components/nifogre/ogre_nif_loader.hpp
		
			
				
	
	
		
			295 lines
		
	
	
	
		
			8.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			295 lines
		
	
	
	
		
			8.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
 /*
 | 
						|
OpenMW - The completely unofficial reimplementation of Morrowind
 | 
						|
Copyright (C) 2008-2010  Nicolay Korslund
 | 
						|
Email: < korslund@gmail.com >
 | 
						|
WWW: http://openmw.sourceforge.net/
 | 
						|
 | 
						|
This file (ogre_nif_loader.cpp) is part of the OpenMW package.
 | 
						|
 | 
						|
OpenMW is distributed as free software: you can redistribute it
 | 
						|
and/or modify it under the terms of the GNU General Public License
 | 
						|
version 3, as published by the Free Software Foundation.
 | 
						|
 | 
						|
This program is distributed in the hope that it will be useful, but
 | 
						|
WITHOUT ANY WARRANTY; without even the implied warranty of
 | 
						|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 | 
						|
General Public License for more details.
 | 
						|
 | 
						|
You should have received a copy of the GNU General Public License
 | 
						|
version 3 along with this program. If not, see
 | 
						|
http://www.gnu.org/licenses/ .
 | 
						|
 | 
						|
*/
 | 
						|
 | 
						|
#include "bullet_nif_loader.hpp"
 | 
						|
#include <Ogre.h>
 | 
						|
#include <cstdio>
 | 
						|
 | 
						|
#include "../nif/nif_file.hpp"
 | 
						|
#include "../nif/node.hpp"
 | 
						|
#include "../nif/data.hpp"
 | 
						|
#include "../nif/property.hpp"
 | 
						|
#include "../nif/controller.hpp"
 | 
						|
#include "../nif/extra.hpp"
 | 
						|
#include <libs/platform/strings.h>
 | 
						|
 | 
						|
#include <vector>
 | 
						|
#include <list>
 | 
						|
// For warning messages
 | 
						|
#include <iostream>
 | 
						|
 | 
						|
// float infinity
 | 
						|
#include <limits>
 | 
						|
 | 
						|
typedef unsigned char ubyte;
 | 
						|
 | 
						|
using namespace NifBullet;
 | 
						|
 | 
						|
 | 
						|
ManualBulletShapeLoader::~ManualBulletShapeLoader()
 | 
						|
{
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
btQuaternion ManualBulletShapeLoader::getbtQuat(Ogre::Matrix3 &m)
 | 
						|
{
 | 
						|
    Ogre::Quaternion oquat(m);
 | 
						|
    btQuaternion quat;
 | 
						|
    quat.setW(oquat.w);
 | 
						|
    quat.setX(oquat.x);
 | 
						|
    quat.setY(oquat.y);
 | 
						|
    quat.setZ(oquat.z);
 | 
						|
    return quat;
 | 
						|
}
 | 
						|
 | 
						|
btVector3 ManualBulletShapeLoader::getbtVector(Ogre::Vector3 &v)
 | 
						|
{
 | 
						|
    return btVector3(v[0], v[1], v[2]);
 | 
						|
}
 | 
						|
 | 
						|
void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
 | 
						|
{
 | 
						|
    cShape = static_cast<BulletShape *>(resource);
 | 
						|
    resourceName = cShape->getName();
 | 
						|
    cShape->collide = false;
 | 
						|
 | 
						|
    mTriMesh = new btTriangleMesh();
 | 
						|
 | 
						|
    // Load the NIF. TODO: Wrap this in a try-catch block once we're out
 | 
						|
    // of the early stages of development. Right now we WANT to catch
 | 
						|
    // every error as early and intrusively as possible, as it's most
 | 
						|
    // likely a sign of incomplete code rather than faulty input.
 | 
						|
    Nif::NIFFile nif(resourceName.substr(0, resourceName.length()-7));
 | 
						|
    if (nif.numRecords() < 1)
 | 
						|
    {
 | 
						|
        warn("Found no records in NIF.");
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
    // The first record is assumed to be the root node
 | 
						|
    Nif::Record *r = nif.getRecord(0);
 | 
						|
    assert(r != NULL);
 | 
						|
 | 
						|
    Nif::Node *node = dynamic_cast<Nif::Node*>(r);
 | 
						|
    if (node == NULL)
 | 
						|
    {
 | 
						|
        warn("First record in file was not a node, but a " +
 | 
						|
                r->recName + ". Skipping file.");
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    bool hasCollisionNode = hasRootCollisionNode(node);
 | 
						|
 | 
						|
    //do a first pass
 | 
						|
    handleNode(node,0,NULL,hasCollisionNode,false,false);
 | 
						|
 | 
						|
    //if collide = false, then it does a second pass which create a shape for raycasting.
 | 
						|
    if(cShape->collide == false)
 | 
						|
    {
 | 
						|
        handleNode(node,0,NULL,hasCollisionNode,false,true);
 | 
						|
    }
 | 
						|
 | 
						|
    //cShape->collide = hasCollisionNode&&cShape->collide;
 | 
						|
 | 
						|
    struct TriangleMeshShape : public btBvhTriangleMeshShape
 | 
						|
    {
 | 
						|
        TriangleMeshShape(btStridingMeshInterface* meshInterface, bool useQuantizedAabbCompression)
 | 
						|
            : btBvhTriangleMeshShape(meshInterface, useQuantizedAabbCompression)
 | 
						|
        {
 | 
						|
        }
 | 
						|
 | 
						|
        virtual ~TriangleMeshShape()
 | 
						|
        {
 | 
						|
            delete getTriangleInfoMap();
 | 
						|
            delete m_meshInterface;
 | 
						|
        }
 | 
						|
    };
 | 
						|
 | 
						|
    currentShape = new TriangleMeshShape(mTriMesh,true);
 | 
						|
    cShape->Shape = currentShape;
 | 
						|
}
 | 
						|
 | 
						|
bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node* node)
 | 
						|
{
 | 
						|
    if (node->recType == Nif::RC_NiNode)
 | 
						|
    {
 | 
						|
        Nif::NodeList &list = ((Nif::NiNode*)node)->children;
 | 
						|
        int n = list.length();
 | 
						|
        for (int i=0; i<n; i++)
 | 
						|
        {
 | 
						|
            if (!list[i].empty())
 | 
						|
            {
 | 
						|
                if(hasRootCollisionNode(list[i].getPtr())) return true;;
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    else if (node->recType == Nif::RC_NiTriShape)
 | 
						|
    {
 | 
						|
        return false;
 | 
						|
    }
 | 
						|
    else if(node->recType == Nif::RC_RootCollisionNode)
 | 
						|
    {
 | 
						|
        return true;
 | 
						|
    }
 | 
						|
 | 
						|
    return false;
 | 
						|
}
 | 
						|
 | 
						|
void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
 | 
						|
   const Nif::Transformation *trafo,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly)
 | 
						|
{
 | 
						|
 | 
						|
    // Accumulate the flags from all the child nodes. This works for all
 | 
						|
    // the flags we currently use, at least.
 | 
						|
    flags |= node->flags;
 | 
						|
 | 
						|
    // Check for extra data
 | 
						|
    Nif::Extra *e = node;
 | 
						|
    while (!e->extra.empty())
 | 
						|
    {
 | 
						|
        // Get the next extra data in the list
 | 
						|
        e = e->extra.getPtr();
 | 
						|
        assert(e != NULL);
 | 
						|
 | 
						|
        if (e->recType == Nif::RC_NiStringExtraData)
 | 
						|
        {
 | 
						|
            // String markers may contain important information
 | 
						|
            // affecting the entire subtree of this node
 | 
						|
            Nif::NiStringExtraData *sd = (Nif::NiStringExtraData*)e;
 | 
						|
 | 
						|
            if (sd->string == "NCO" && !raycastingOnly)
 | 
						|
            {
 | 
						|
                // No collision. Use an internal flag setting to mark this.
 | 
						|
                // We ignor this node!
 | 
						|
                flags |= 0x800;
 | 
						|
                return;
 | 
						|
            }
 | 
						|
            else if (sd->string == "MRK" && !raycastingOnly)
 | 
						|
                // Marker objects. These are only visible in the
 | 
						|
                // editor. Until and unless we add an editor component to
 | 
						|
                // the engine, just skip this entire node.
 | 
						|
                return;
 | 
						|
        }
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
    if (trafo)
 | 
						|
    {
 | 
						|
 | 
						|
        // Get a non-const reference to the node's data, since we're
 | 
						|
        // overwriting it. TODO: Is this necessary?
 | 
						|
        Nif::Transformation &final = node->trafo;
 | 
						|
 | 
						|
        // For both position and rotation we have that:
 | 
						|
        // final_vector = old_vector + old_rotation*new_vector*old_scale
 | 
						|
        final.pos = trafo->pos + trafo->rotation*final.pos*trafo->scale;
 | 
						|
 | 
						|
        // Merge the rotations together
 | 
						|
        final.rotation = trafo->rotation * final.rotation;
 | 
						|
 | 
						|
        // Scale
 | 
						|
        final.scale *= trafo->scale;
 | 
						|
 | 
						|
    }
 | 
						|
 | 
						|
 | 
						|
    // For NiNodes, loop through children
 | 
						|
    if (node->recType == Nif::RC_NiNode)
 | 
						|
    {
 | 
						|
        Nif::NodeList &list = ((Nif::NiNode*)node)->children;
 | 
						|
        int n = list.length();
 | 
						|
        for (int i=0; i<n; i++)
 | 
						|
        {
 | 
						|
            if (!list[i].empty())
 | 
						|
            {
 | 
						|
                handleNode(list[i].getPtr(), flags,&node->trafo,hasCollisionNode,isCollisionNode,raycastingOnly);
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
    else if (node->recType == Nif::RC_NiTriShape && (isCollisionNode || !hasCollisionNode))
 | 
						|
    {
 | 
						|
        cShape->collide = true;
 | 
						|
        handleNiTriShape(dynamic_cast<Nif::NiTriShape*>(node), flags,node->trafo.rotation,node->trafo.pos,node->trafo.scale,raycastingOnly);
 | 
						|
    }
 | 
						|
    else if(node->recType == Nif::RC_RootCollisionNode)
 | 
						|
    {
 | 
						|
        Nif::NodeList &list = ((Nif::NiNode*)node)->children;
 | 
						|
        int n = list.length();
 | 
						|
        for (int i=0; i<n; i++)
 | 
						|
        {
 | 
						|
            if (!list[i].empty())
 | 
						|
                handleNode(list[i].getPtr(), flags,&node->trafo, hasCollisionNode,true,raycastingOnly);
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void ManualBulletShapeLoader::handleNiTriShape(Nif::NiTriShape *shape, int flags,Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,
 | 
						|
    bool raycastingOnly)
 | 
						|
{
 | 
						|
    assert(shape != NULL);
 | 
						|
 | 
						|
    // Interpret flags
 | 
						|
    bool hidden    = (flags & 0x01) != 0; // Not displayed
 | 
						|
    bool collide   = (flags & 0x02) != 0; // Use mesh for collision
 | 
						|
    bool bbcollide = (flags & 0x04) != 0; // Use bounding box for collision
 | 
						|
 | 
						|
    // If the object was marked "NCO" earlier, it shouldn't collide with
 | 
						|
    // anything. So don't do anything.
 | 
						|
    if (flags & 0x800 && !raycastingOnly)
 | 
						|
    {
 | 
						|
        collide = false;
 | 
						|
        bbcollide = false;
 | 
						|
        return;
 | 
						|
    }
 | 
						|
 | 
						|
    if (!collide && !bbcollide && hidden && !raycastingOnly)
 | 
						|
        // This mesh apparently isn't being used for anything, so don't
 | 
						|
        // bother setting it up.
 | 
						|
        return;
 | 
						|
 | 
						|
 | 
						|
    Nif::NiTriShapeData *data = shape->data.getPtr();
 | 
						|
 | 
						|
    const std::vector<Ogre::Vector3> &vertices = data->vertices;
 | 
						|
    const Ogre::Matrix3 &rot = shape->trafo.rotation;
 | 
						|
    const Ogre::Vector3 &pos = shape->trafo.pos;
 | 
						|
    float scale = shape->trafo.scale * parentScale;
 | 
						|
    short* triangles = &data->triangles[0];
 | 
						|
    for(size_t i = 0;i < data->triangles.size();i+=3)
 | 
						|
    {
 | 
						|
        Ogre::Vector3 b1 = pos + rot*vertices[triangles[i+0]]*scale;
 | 
						|
        Ogre::Vector3 b2 = pos + rot*vertices[triangles[i+1]]*scale;
 | 
						|
        Ogre::Vector3 b3 = pos + rot*vertices[triangles[i+2]]*scale;
 | 
						|
        mTriMesh->addTriangle(btVector3(b1.x,b1.y,b1.z),btVector3(b2.x,b2.y,b2.z),btVector3(b3.x,b3.y,b3.z));
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
void ManualBulletShapeLoader::load(const std::string &name,const std::string &group)
 | 
						|
{
 | 
						|
    // Check if the resource already exists
 | 
						|
    Ogre::ResourcePtr ptr = BulletShapeManager::getSingleton().getByName(name, group);
 | 
						|
    if (!ptr.isNull())
 | 
						|
        return;
 | 
						|
    BulletShapeManager::getSingleton().create(name,group,true,this);
 | 
						|
}
 |