Commit graph

122 commits

Author SHA1 Message Date
Chris Robinson
2890904fb5 Use lowercase names for the mesh and skeleton resources
To reduce the risk of duplicates due to different capitalizations.
2012-07-18 15:27:33 -07:00
Chris Robinson
e8ff304562 Fix the initial normal vector for vertex fixups 2012-07-18 12:53:45 -07:00
Chris Robinson
3b29d280b9 Filter out skinned shapes that don't match the bone name 2012-07-18 12:47:16 -07:00
Chris Robinson
db948969c9 Attach NPC parts to the proper bone 2012-07-18 11:14:13 -07:00
Chris Robinson
a32740cf5e Remove an unused parameter 2012-07-17 22:41:26 -07:00
Chris Robinson
b04c3cbcac Store the entities' root node in the EntityList 2012-07-17 21:42:47 -07:00
Chris Robinson
1c544682d5 Stub handling for NiTextKeyExtraData to suppress some spam 2012-07-17 16:45:01 -07:00
Chris Robinson
496343b714 Use the proper member for the NIF type string 2012-07-17 16:36:43 -07:00
Chris Robinson
3efd2030e2 Create entities when loading NIFs for creatures 2012-07-17 14:11:07 -07:00
Chris Robinson
3dedac5cb1 Create mesh entities for objects when loading the NIF 2012-07-17 13:40:03 -07:00
Chris Robinson
93f0043afc Set the mesh's attach point as the NiTriShape's node 2012-07-17 10:04:21 -07:00
Chris Robinson
65c20f128f Build bones for non-NiNode nodes (NiTriShapes, etc) 2012-07-16 21:18:33 -07:00
Chris Robinson
fefbf86531 Use Ogre's matrix ops to transform normals 2012-07-16 14:30:23 -07:00
Chris Robinson
bf26f029f9 Fix some skinning-related transformations 2012-07-16 13:47:19 -07:00
Chris Robinson
df76c324a4 Handle the MRK text string marker 2012-07-16 13:34:56 -07:00
Chris Robinson
12f1785882 Use default bone names for duplicate names 2012-07-16 11:43:16 -07:00
Chris Robinson
75ce10c580 Don't load data for hidden meshes 2012-07-16 11:31:45 -07:00
Chris Robinson
ad75b47472 Build and set up a skeleton for meshes 2012-07-15 19:07:31 -07:00
Chris Robinson
b1f7fd9f7b Pre-transform the mesh vertices when there's no skinning or skeleton 2012-07-15 17:00:27 -07:00
Chris Robinson
441a5c2da2 Load NiTriShapes into Ogre meshes 2012-07-15 14:12:12 -07:00
Chris Robinson
3029c221ef Create materials when creating meshes 2012-07-15 12:59:39 -07:00
Chris Robinson
9028cfe83c Look for the NiTriShape when the mesh resource wants to load
It's still not loaded yet.
2012-07-15 12:02:47 -07:00
Chris Robinson
69ed73399a Avoid exposing the NIF mesh resource loading class 2012-07-15 11:40:48 -07:00
Chris Robinson
300730a834 Create the skeleton resource from NIFs
Note they are not loaded yet.
2012-07-15 11:13:48 -07:00
Chris Robinson
6a447c88fb Create meshes from the NiTriShapes in the NIF.
This doesn't actually load them yet. It's also very slow for certain NIFs.
2012-07-15 06:45:21 -07:00
Chris Robinson
939d0d2fc5 Return a list of meshes and the skeleton from NIFLoader::load 2012-07-13 20:01:15 -07:00
Chris Robinson
fdfe40a55a Use a different loader object for each NIF mesh 2012-07-13 13:41:08 -07:00
Chris Robinson
386ac56bda Remove the NIF loader and code to manually transform the vertices
This currently breaks just about everything. They should come back as it's all
reimplemented, though.
2012-07-12 20:12:18 -07:00
Chris Robinson
3f11b6b1ae Cleanup a couple unneeded misc component references 2012-07-12 12:01:11 -07:00
Chris Robinson
86b37c6c11 Move the velocity out of the transformation object 2012-07-12 11:21:52 -07:00
Chris Robinson
645b507ba0 Return a reference to the RecordPtr from operator[] for consistency
RecordListT is supposed to be a list of RecordPtrT objects.
2012-07-12 05:37:56 -07:00
Chris Robinson
348b5fa207 Merge remote branch 'zini/master' into nif-cleanup
Conflicts:
	components/nifbullet/bullet_nif_loader.cpp
2012-07-10 06:16:16 -07:00
Chris Robinson
ca37706b34 Use Ogre types for Matrix and Vector objects 2012-07-10 02:38:35 -07:00
Chris Robinson
98ae7168b1 Fix double-incrementing a pointer 2012-07-10 00:24:18 -07:00
Chris Robinson
b3aa453f9a Use Ogre data streams for loading NIFs 2012-07-09 22:02:12 -07:00
Chris Robinson
0143cacd2b Avoid returning pointers from NIFFile 2012-07-09 21:35:36 -07:00
Chris Robinson
d3a31a24ce Use proper strings and vectors instead of slice arrays for NIF files
Slice arrays use pre-allocated pointers whose memory is managed externally. This is
unnecessary and ultimately detrimental since it prevents any kind of data fixup
(e.g. little endian to big endian, p[adding handling), and it also makes it difficult
to use Ogre data streams.
2012-07-09 21:08:23 -07:00
gugus
03f7740474 Merge branch 'master' of https://github.com/zinnschlag/openmw.git into objectRotationScaling
Conflicts:
	apps/openmw/mwclass/npc.cpp
	apps/openmw/mwscript/docs/vmformat.txt
	apps/openmw/mwworld/worldimp.hpp
2012-07-09 10:39:57 +02:00
Marc Zinnschlag
c85aaafac2 more include cleanup (most removing Ogre.h) 2012-07-03 15:32:38 +02:00
Jason Hooks
5028f9926d Bullet scale solution 2012-06-12 18:09:58 -04:00
scrawl
c85c794c86 fixed some cppcheck issues 2012-06-06 20:29:30 +02:00
scrawl
ddb0a91994 addition to last commit 2012-05-13 12:19:49 +02:00
Marc Zinnschlag
afa859a6a6 Merge remote branch 'jhooks/clothingarmor'
Conflicts:
	apps/openmw/mwrender/npcanimation.cpp
2012-04-15 22:06:05 +02:00
scrawl
95f87a8abf more or less complete list for morrowind.bsa (thanks to artorius) 2012-04-12 16:33:36 +02:00
scrawl
a727bcd4a4 override nif transparency settings (part 1) 2012-04-11 20:13:15 +02:00
scrawl
2a4fcf42a3 basic shadows 2012-04-11 18:53:13 +02:00
Jason Hooks
74deb5588d Post merge 2012-04-08 20:41:49 -04:00
scrawl
cdea19206c Revert "more accurate fog, TODO: apply this to the terrain"
This reverts commit 96c37d3e7c.
2012-04-07 22:47:39 +02:00
scrawl
96911ada95 restored render queue of transparent objects, they are now part of the mrt textures
this fixes some issues with transparent objects not visible in the refraction
2012-04-07 22:37:15 +02:00
scrawl
96c37d3e7c more accurate fog, TODO: apply this to the terrain 2012-04-07 16:55:32 +02:00