static float CalcLength(NiNodeRef node, vector<NiAVObjectRef>& children) { bool hasChildren = !children.empty(); float len = 0.0f; if (hasChildren) { for (vector<NiAVObjectRef>::iterator itr=children.begin(), end = children.end(); itr != end; ++itr) { len += GetObjectLength(*itr); } len /= float(children.size()); } else { len = node->GetLocalTranslation().Magnitude(); } return len; }
NiNodeRef NifConvertUtility::convertNiNode(NiNodeRef pSrcNode, NiTriShapeRef pTmplNode, NiNodeRef pRootNode, NiAlphaPropertyRef pTmplAlphaProp) { NiNodeRef pDstNode (pSrcNode); //pDstNode->SetName(pDstNode->GetName().replace( string node_name_in = pDstNode->GetName(); string node_name_out = ""; for (int i = 0; i < node_name_in.length(); i++) { if (node_name_in[i] != '.' && node_name_in[i] != '_' && node_name_in[i] != ' ') { node_name_out = node_name_out + node_name_in[i]; } } pDstNode->SetName(node_name_out); node_name_in = node_name_out; if (node_name_in.compare("AttachLight") == 0) { Vector3 tr = pDstNode->GetLocalTranslation(); tr.z += 10.0f; pDstNode->SetLocalTranslation(tr); } if (node_name_in.compare("ShadowBox") == 0) { cout << "Removing ShadowBox" << endl; pDstNode->ClearChildren(); } if (toLower(node_name_in).find("fireemit") != -1) { NiExtraDataRef ed = root_bsafade->GetExtraData().front(); NiIntegerExtraDataRef iref = DynamicCast<NiIntegerExtraData>(ed); iref->SetData(147); cout << "Adding TorchFlame Addon" << endl; BSValueNodeRef candle_flame = new BSValueNode(); candle_flame->SetName("AddOnNode"); candle_flame->value = 46; pDstNode->AddChild(DynamicCast<NiAVObject>(candle_flame)); } else if (node_name_in.find("CandleFlame") != -1) { NiExtraDataRef ed = root_bsafade->GetExtraData().front(); NiIntegerExtraDataRef iref = DynamicCast<NiIntegerExtraData>(ed); iref->SetData(147); cout << "Adding CandleFlame Addon" << endl; BSValueNodeRef candle_flame = new BSValueNode(); candle_flame->SetName("AddOnNode"); candle_flame->value = 49; pDstNode->AddChild(DynamicCast<NiAVObject>(candle_flame)); } vector<NiAVObjectRef> srcShapeList(pDstNode->GetChildren()); //if (!pDstNode->GetType().IsSameType(NiNode::TYPE) && !pDstNode->GetType().IsSameType(BSFadeNode::TYPE) && !pDstNode->GetType().IsSameType(NiTriShape::TYPE) && !pDstNode->GetType().IsSameType(NiTriStrips::TYPE)) { } // find NiAlphaProperty and use as template in sub-nodes if (DynamicCast<NiAlphaProperty>(pDstNode->GetPropertyByType(NiAlphaProperty::TYPE)) != NULL) { pTmplAlphaProp = DynamicCast<NiAlphaProperty>(pDstNode->GetPropertyByType(NiAlphaProperty::TYPE)); } // unlink protperties -> not used in new format pDstNode->ClearProperties(); // shift extra data to new version pDstNode->ShiftExtraData(VER_20_2_0_7); // unlink children pDstNode->ClearChildren(); pDstNode->ClearEffects(); pDstNode->ClearControllers(); if (!pDstNode->GetType().IsSameType(BSFadeNode::TYPE)) { pDstNode->ClearExtraData(); } // iterate over source nodes and convert using template for (auto ppIter=srcShapeList.begin(), pEnd=srcShapeList.end(); ppIter != pEnd; ppIter++) { //DynamicCast<NiTriShape>(*ppIter) == NULL && DynamicCast<NiTriStrips>(*ppIter) == NULL ** DynamicCast<NiTriStrips>(*ppIter) != NULL // NiTriShape if (DynamicCast<NiTriShape>(*ppIter) != NULL) { pDstNode->AddChild(&(*convertNiTriShape(DynamicCast<NiTriShape>(*ppIter), pTmplNode, pTmplAlphaProp))); } // NiTriStrips else if (DynamicCast<NiTriStrips>(*ppIter) != NULL) { pDstNode->AddChild(&(*convertNiTriStrips(DynamicCast<NiTriStrips>(*ppIter), pTmplNode, pTmplAlphaProp))); } // RootCollisionNode else if ((DynamicCast<RootCollisionNode>(*ppIter) != NULL) && _cleanTreeCollision) { // ignore node } // NiNode (and derived classes?) else if (DynamicCast<NiNode>(*ppIter) != NULL) { NiNode* node_hashmi = DynamicCast<NiNode>(*ppIter); if (node_hashmi->GetType().IsSameType(NiNode::TYPE) || node_hashmi->GetType().IsSameType(BSFadeNode::TYPE) || node_hashmi->GetType().IsSameType(BSValueNode::TYPE)) { pDstNode->AddChild(&(*convertNiNode(DynamicCast<NiNode>(*ppIter), pTmplNode, pRootNode, pTmplAlphaProp))); } } } // remove collision object (newer version) if (_cleanTreeCollision) { pDstNode->SetCollisionObject(NULL); } else if (DynamicCast<bhkCollisionObject>(pDstNode->GetCollisionObject()) != NULL) { bhkRigidBodyRef pBody(DynamicCast<bhkRigidBody>((DynamicCast<bhkCollisionObject>(pDstNode->GetCollisionObject()))->GetBody())); if (pBody != NULL) { parseCollisionTree(pBody->GetShape()); } } return pDstNode; }
void NifImporter::ImportBones(NiNodeRef node, bool recurse) { try { if (uncontrolledDummies) BuildControllerRefList(node, ctrlCount); string name = node->GetName(); vector<NiAVObjectRef> children = node->GetChildren(); vector<NiNodeRef> childNodes = DynamicCast<NiNode>(children); NiAVObject::CollisionType cType = node->GetCollisionMode(); if (children.empty() && name == "Bounding Box") return; // Do all node manipulations here NiNodeRef parent = node->GetParent(); string parentname = (parent ? parent->GetName() : ""); Matrix44 m4 = node->GetWorldTransform(); // Check for Prn strings and change parent if necessary if (supportPrnStrings) { list<NiStringExtraDataRef> strings = DynamicCast<NiStringExtraData>(node->GetExtraData()); for (list<NiStringExtraDataRef>::iterator itr = strings.begin(); itr != strings.end(); ++itr){ if (strmatch((*itr)->GetName(), "Prn")) { parentname = (*itr)->GetData(); if (INode *pn = gi->GetINodeByName(parentname.c_str())){ // Apparently Heads tend to need to be rotated 90 degrees on import for if (!rotate90Degrees.empty() && wildmatch(rotate90Degrees, parentname)) { m4 *= TOMATRIX4(RotateYMatrix(TORAD(90))); } m4 *= TOMATRIX4(pn->GetObjTMAfterWSM(0, NULL)); } } } } float len = node->GetLocalTranslation().Magnitude(); // Remove NonAccum nodes and merge into primary bone if (mergeNonAccum && wildmatch("* NonAccum", name) && parent) { string realname = name.substr(0, name.length() - 9); if (strmatch(realname, parent->GetName())) { Matrix44 tm = parent->GetLocalTransform() * node->GetLocalTransform(); name = realname; len += tm.GetTranslation().Magnitude(); parent = parent->GetParent(); } } PosRotScale prs = prsDefault; Vector3 pos; Matrix33 rot; float scale; m4.Decompose(pos, rot, scale); Matrix3 im = TOMATRIX3(m4); Point3 p = im.GetTrans(); Quat q(im); //q.Normalize(); Vector3 ppos; Point3 zAxis(0,0,0); bool hasChildren = !children.empty(); if (hasChildren) { float len = 0.0f; for (vector<NiAVObjectRef>::iterator itr=children.begin(), end = children.end(); itr != end; ++itr) { len += GetObjectLength(*itr); } len /= float(children.size()); ppos = pos + Vector3(len, 0.0f, 0.0f); // just really need magnitude as rotation will take care of positioning } else if (parent) { ppos = pos + Vector3(len/3.0f, 0.0f, 0.0f); } Point3 pp(ppos.x, ppos.y, ppos.z); Point3 qp = TORAD(TOEULER(im)); INode *bone = NULL; if (!doNotReuseExistingBones) // Games like BC3 reuse the same bone names { bone = FindNode(node); if (bone == NULL) bone = gi->GetINodeByName(name.c_str()); } if (bone) { // Is there a better way of "Affect Pivot Only" behaviors? INode *pinode = bone->GetParentNode(); if (pinode) bone->Detach(0,1); PosRotScaleNode(bone, p, q, scale, prs); if (pinode) pinode->AttachChild(bone, 1); } else { bool isDummy = ( (uncontrolledDummies && !HasControllerRef(ctrlCount, name)) || (!dummyNodeMatches.empty() && wildmatch(dummyNodeMatches, name)) || (convertBillboardsToDummyNodes && node->IsDerivedType(NiBillboardNode::TYPE)) ); if (wildmatch("Camera*", name)) { if (enableCameras) { if (bone = CreateCamera(name)) { PosRotScaleNode(bone, p, q, scale, prs); bone->Hide(node->GetVisibility() ? FALSE : TRUE); } } }else if (isDummy && createNubsForBones) bone = CreateHelper(name, p); else if (bone = CreateBone(name, p, pp, zAxis)) { PosRotScaleNode(bone, p, q, scale, prs); bone->Hide(node->GetVisibility() ? FALSE : TRUE); } if (bone) { if (!parentname.empty()) { if (mergeNonAccum && wildmatch("* NonAccum", parentname)) { parentname = parentname.substr(0, parentname.length() - 9); } if (INode *pn = gi->GetINodeByName(parentname.c_str())) pn->AttachChild(bone, 1); } RegisterNode(node, bone); } } // Import UPB if (bone) ImportUPB(bone, node); // Import Havok Collision Data surrounding node, // unfortunately this causes double import of collision so I'm disabling it for now. if (enableCollision && node->GetParent()) { ImportCollision(node); } if (bone && recurse) { ImportBones(childNodes); } } catch( exception & e ) { e=e; } catch( ... ) { } }