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@ -54,264 +54,264 @@ using namespace Mangle::VFS;
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//====================================================================================================
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Ogre::Matrix3 ManualBulletShapeLoader::getMatrix(Nif::Transformation* tr)
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{
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Ogre::Matrix3 rot(tr->rotation.v[0].array[0],tr->rotation.v[0].array[1],tr->rotation.v[0].array[2],
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tr->rotation.v[1].array[0],tr->rotation.v[1].array[1],tr->rotation.v[1].array[2],
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tr->rotation.v[2].array[0],tr->rotation.v[2].array[1],tr->rotation.v[2].array[2]);
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return rot;
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Ogre::Matrix3 rot(tr->rotation.v[0].array[0],tr->rotation.v[0].array[1],tr->rotation.v[0].array[2],
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tr->rotation.v[1].array[0],tr->rotation.v[1].array[1],tr->rotation.v[1].array[2],
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tr->rotation.v[2].array[0],tr->rotation.v[2].array[1],tr->rotation.v[2].array[2]);
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return rot;
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}
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Ogre::Vector3 ManualBulletShapeLoader::getVector(Nif::Transformation* tr)
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{
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Ogre::Vector3 vect3(tr->pos.array[0],tr->pos.array[1],tr->pos.array[2]);
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return vect3;
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Ogre::Vector3 vect3(tr->pos.array[0],tr->pos.array[1],tr->pos.array[2]);
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return vect3;
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}
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btQuaternion ManualBulletShapeLoader::getbtQuat(Ogre::Matrix3 m)
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{
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Ogre::Quaternion oquat(m);
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btQuaternion quat;
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quat.setW(oquat.w);
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quat.setX(oquat.x);
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quat.setY(oquat.y);
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quat.setZ(oquat.z);
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return quat;
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Ogre::Quaternion oquat(m);
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btQuaternion quat;
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quat.setW(oquat.w);
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quat.setX(oquat.x);
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quat.setY(oquat.y);
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quat.setZ(oquat.z);
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return quat;
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}
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btVector3 ManualBulletShapeLoader::getbtVector(Nif::Vector v)
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{
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btVector3 a(v.array[0],v.array[1],v.array[2]);
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return a;
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btVector3 a(v.array[0],v.array[1],v.array[2]);
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return a;
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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<BulletShape *>(resource);
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resourceName = cShape->getName();
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cShape = static_cast<BulletShape *>(resource);
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resourceName = cShape->getName();
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cShape->collide = false;
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currentShape = new btCompoundShape();
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cShape->Shape = currentShape;
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currentShape = new btCompoundShape();
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cShape->Shape = currentShape;
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if (!vfs) vfs = new OgreVFS(resourceGroup);
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if (!vfs) vfs = new OgreVFS(resourceGroup);
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if (!vfs->isFile(resourceName))
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{
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warn("File not found.");
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return;
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}
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if (!vfs->isFile(resourceName))
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{
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warn("File not found.");
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return;
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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 nif(vfs->open(resourceName), resourceName);
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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 nif(vfs->open(resourceName), resourceName);
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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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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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// 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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// 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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Nif::Node *node = dynamic_cast<Nif::Node*>(r);
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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.toString() + ". Skipping file.");
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return;
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}
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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.toString() + ". Skipping file.");
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return;
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}
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bool hasCollisionNode = hasRootCollisionNode(node);
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//do a first pass
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handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,false);
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handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,false);
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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->collide == false)
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{
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handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,true);
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handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,true);
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}
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}
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bool ManualBulletShapeLoader::hasRootCollisionNode(Nif::Node* node)
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{
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if (node->recType == Nif::RC_NiNode)
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{
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Nif::NodeList &list = ((Nif::NiNode*)node)->children;
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int n = list.length();
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for (int i=0; i<n; i++)
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{
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if (list.has(i))
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{
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if(hasRootCollisionNode(&list[i])) return true;;
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}
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}
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if (node->recType == Nif::RC_NiNode)
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{
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Nif::NodeList &list = ((Nif::NiNode*)node)->children;
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int n = list.length();
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for (int i=0; i<n; i++)
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{
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if (list.has(i))
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{
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if(hasRootCollisionNode(&list[i])) return true;;
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}
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}
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}
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else if (node->recType == Nif::RC_NiTriShape)
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else if (node->recType == Nif::RC_NiTriShape)
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{
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return false;
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}
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else if(node->recType == Nif::RC_RootCollisionNode)
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{
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else if(node->recType == Nif::RC_RootCollisionNode)
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{
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return true;
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}
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}
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return false;
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}
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void ManualBulletShapeLoader::handleNode(Nif::Node *node, int flags,
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Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,bool hasCollisionNode,bool isCollisionNode,bool raycastingOnly)
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Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,bool hasCollisionNode,bool isCollisionNode,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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// Check for extra data
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Nif::Extra *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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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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if (sd->string == "NCO" && !raycastingOnly)
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{
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// No collision. Use an internal flag setting to mark this.
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// We ignor this node!
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flags |= 0x800;
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return;
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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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//transfo of parents node + curent node
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Ogre::Matrix3 finalRot;
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Ogre::Vector3 finalPos;
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float finalScale;
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Nif::Transformation &final = *((Nif::Transformation*)node->trafo);
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Ogre::Vector3 nodePos = getVector(&final);
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Ogre::Matrix3 nodeRot = getMatrix(&final);
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finalPos = nodePos + parentPos;
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finalRot = parentRot*nodeRot;
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finalScale = final.scale*parentScale;
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// For NiNodes, loop through children
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if (node->recType == Nif::RC_NiNode)
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{
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Nif::NodeList &list = ((Nif::NiNode*)node)->children;
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int n = list.length();
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for (int i=0; i<n; i++)
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{
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if (list.has(i))
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{
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handleNode(&list[i], flags,finalRot,finalPos,finalScale,hasCollisionNode,isCollisionNode,raycastingOnly);
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}
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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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// Check for extra data
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Nif::Extra *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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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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if (sd->string == "NCO" && !raycastingOnly)
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{
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// No collision. Use an internal flag setting to mark this.
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// We ignor this node!
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flags |= 0x800;
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return;
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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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//transfo of parents node + curent node
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Ogre::Matrix3 finalRot;
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Ogre::Vector3 finalPos;
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float finalScale;
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Nif::Transformation &final = *((Nif::Transformation*)node->trafo);
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Ogre::Vector3 nodePos = getVector(&final);
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Ogre::Matrix3 nodeRot = getMatrix(&final);
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finalPos = nodePos + parentPos;
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finalRot = parentRot*nodeRot;
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finalScale = final.scale*parentScale;
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// For NiNodes, loop through children
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if (node->recType == Nif::RC_NiNode)
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{
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Nif::NodeList &list = ((Nif::NiNode*)node)->children;
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int n = list.length();
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for (int i=0; i<n; i++)
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{
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if (list.has(i))
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{
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handleNode(&list[i], flags,finalRot,finalPos,finalScale,hasCollisionNode,isCollisionNode,raycastingOnly);
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}
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}
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}
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else if (node->recType == Nif::RC_NiTriShape && (isCollisionNode || !hasCollisionNode))
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{
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cShape->collide = true;
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handleNiTriShape(dynamic_cast<Nif::NiTriShape*>(node), flags,finalRot,finalPos,finalScale,raycastingOnly);
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}
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else if(node->recType == Nif::RC_RootCollisionNode)
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{
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Nif::NodeList &list = ((Nif::NiNode*)node)->children;
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int n = list.length();
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for (int i=0; i<n; i++)
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{
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if (list.has(i))
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handleNode(&list[i], flags,finalRot,finalPos,finalScale,hasCollisionNode,true,raycastingOnly);
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}
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}
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else if(node->recType == Nif::RC_RootCollisionNode)
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{
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Nif::NodeList &list = ((Nif::NiNode*)node)->children;
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int n = list.length();
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for (int i=0; i<n; i++)
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{
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if (list.has(i))
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handleNode(&list[i], flags,finalRot,finalPos,finalScale,hasCollisionNode,true,raycastingOnly);
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}
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}
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}
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void ManualBulletShapeLoader::handleNiTriShape(Nif::NiTriShape *shape, int flags,Ogre::Matrix3 parentRot,Ogre::Vector3 parentPos,float parentScale,
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bool raycastingOnly)
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{
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assert(shape != NULL);
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btCollisionShape* NodeShape;
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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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// 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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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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|
|
btTransform tr;
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tr.setRotation(getbtQuat(parentRot));
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tr.setOrigin(btVector3(parentPos.x,parentPos.y,parentPos.z));
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// Bounding box collision isn't implemented, always use mesh for now.
|
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|
|
|
/*if (bbcollide)
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|
|
|
{
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|
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|
return;
|
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|
|
std::cout << "bbcolide?";
|
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|
|
|
//TODO: check whether it's half box or not (is there a /2?)
|
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|
|
NodeShape = new btBoxShape(btVector3(shape->boundXYZ->array[0]/2.,shape->boundXYZ->array[1]/2.,shape->boundXYZ->array[2]/2.));
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|
|
std::cout << "bbcolide12121212121";
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currentShape->addChildShape(tr,NodeShape);
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|
std::cout << "aaaaaaaaaaaaa";
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|
|
|
return;
|
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|
|
collide = true;
|
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|
|
|
bbcollide = false;
|
|
|
|
|
}*/
|
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|
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|
|
|
|
|
/* Do in-place transformation.the only needed transfo is the scale. (maybe not in fact)
|
|
|
|
|
*/
|
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|
|
|
btTriangleMesh *mTriMesh = new btTriangleMesh();
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|
|
|
|
|
|
Nif::NiTriShapeData *data = shape->data.getPtr();
|
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|
|
|
|
|
|
|
|
float* vertices = (float*)data->vertices.ptr;
|
|
|
|
|
unsigned short* triangles = (unsigned short*)data->triangles.ptr;
|
|
|
|
|
|
|
|
|
|
for(unsigned int i=0; i < data->triangles.length; i = i+3)
|
|
|
|
|
{
|
|
|
|
|
btVector3 b1(vertices[triangles[i+0]*3]*parentScale,vertices[triangles[i+0]*3+1]*parentScale,vertices[triangles[i+0]*3+2]*parentScale);
|
|
|
|
|
btVector3 b2(vertices[triangles[i+1]*3]*parentScale,vertices[triangles[i+1]*3+1]*parentScale,vertices[triangles[i+1]*3+2]*parentScale);
|
|
|
|
|
btVector3 b3(vertices[triangles[i+2]*3]*parentScale,vertices[triangles[i+2]*3+1]*parentScale,vertices[triangles[i+2]*3+2]*parentScale);
|
|
|
|
|
mTriMesh->addTriangle(b1,b2,b3);
|
|
|
|
|
}
|
|
|
|
|
NodeShape = new btBvhTriangleMeshShape(mTriMesh,true);
|
|
|
|
|
currentShape->addChildShape(tr,NodeShape);
|
|
|
|
|
assert(shape != NULL);
|
|
|
|
|
btCollisionShape* NodeShape;
|
|
|
|
|
|
|
|
|
|
// 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;
|
|
|
|
|
|
|
|
|
|
btTransform tr;
|
|
|
|
|
tr.setRotation(getbtQuat(parentRot));
|
|
|
|
|
tr.setOrigin(btVector3(parentPos.x,parentPos.y,parentPos.z));
|
|
|
|
|
|
|
|
|
|
// Bounding box collision isn't implemented, always use mesh for now.
|
|
|
|
|
/*if (bbcollide)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
std::cout << "bbcolide?";
|
|
|
|
|
//TODO: check whether it's half box or not (is there a /2?)
|
|
|
|
|
NodeShape = new btBoxShape(btVector3(shape->boundXYZ->array[0]/2.,shape->boundXYZ->array[1]/2.,shape->boundXYZ->array[2]/2.));
|
|
|
|
|
std::cout << "bbcolide12121212121";
|
|
|
|
|
currentShape->addChildShape(tr,NodeShape);
|
|
|
|
|
std::cout << "aaaaaaaaaaaaa";
|
|
|
|
|
return;
|
|
|
|
|
collide = true;
|
|
|
|
|
bbcollide = false;
|
|
|
|
|
}*/
|
|
|
|
|
|
|
|
|
|
/* Do in-place transformation.the only needed transfo is the scale. (maybe not in fact)
|
|
|
|
|
*/
|
|
|
|
|
btTriangleMesh *mTriMesh = new btTriangleMesh();
|
|
|
|
|
|
|
|
|
|
Nif::NiTriShapeData *data = shape->data.getPtr();
|
|
|
|
|
|
|
|
|
|
float* vertices = (float*)data->vertices.ptr;
|
|
|
|
|
unsigned short* triangles = (unsigned short*)data->triangles.ptr;
|
|
|
|
|
|
|
|
|
|
for(unsigned int i=0; i < data->triangles.length; i = i+3)
|
|
|
|
|
{
|
|
|
|
|
btVector3 b1(vertices[triangles[i+0]*3]*parentScale,vertices[triangles[i+0]*3+1]*parentScale,vertices[triangles[i+0]*3+2]*parentScale);
|
|
|
|
|
btVector3 b2(vertices[triangles[i+1]*3]*parentScale,vertices[triangles[i+1]*3+1]*parentScale,vertices[triangles[i+1]*3+2]*parentScale);
|
|
|
|
|
btVector3 b3(vertices[triangles[i+2]*3]*parentScale,vertices[triangles[i+2]*3+1]*parentScale,vertices[triangles[i+2]*3+2]*parentScale);
|
|
|
|
|
mTriMesh->addTriangle(b1,b2,b3);
|
|
|
|
|
}
|
|
|
|
|
NodeShape = new btBvhTriangleMeshShape(mTriMesh,true);
|
|
|
|
|
currentShape->addChildShape(tr,NodeShape);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
// 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);
|
|
|
|
|
}
|
|
|
|
|