void SkeletonMergingWidget::on_sourceSkeletonComboBox_currentIndexChanged(int index) { if (index == -1) { setSourceSkeleton(NULL); } else { Ogre::SkeletonManager* manager = Ogre::SkeletonManager::getSingletonPtr(); setSourceSkeleton(manager->getByName(sourceSkeletonComboBox->itemText(index).toStdString()).getPointer()); } }
void NIFMeshLoader::loadResource(Ogre::Resource *resource) { Ogre::Mesh *mesh = dynamic_cast<Ogre::Mesh*>(resource); OgreAssert(mesh, "Attempting to load a mesh into a non-mesh resource!"); Nif::NIFFile::ptr nif = Nif::NIFFile::create(mName); if(mShapeIndex >= nif->numRecords()) { Ogre::SkeletonManager *skelMgr = Ogre::SkeletonManager::getSingletonPtr(); if(!skelMgr->getByName(mName).isNull()) mesh->setSkeletonName(mName); return; } const Nif::Record *record = nif->getRecord(mShapeIndex); createSubMesh(mesh, dynamic_cast<const Nif::NiTriShape*>(record)); }
void NIFMeshLoader::createSubMesh(Ogre::Mesh *mesh, const Nif::NiTriShape *shape) { const Nif::NiTriShapeData *data = shape->data.getPtr(); const Nif::NiSkinInstance *skin = (shape->skin.empty() ? NULL : shape->skin.getPtr()); std::vector<Ogre::Vector3> srcVerts = data->vertices; std::vector<Ogre::Vector3> srcNorms = data->normals; Ogre::HardwareBuffer::Usage vertUsage = Ogre::HardwareBuffer::HBU_STATIC; bool vertShadowBuffer = false; bool geomMorpherController = false; if(!shape->controller.empty()) { Nif::ControllerPtr ctrl = shape->controller; do { if(ctrl->recType == Nif::RC_NiGeomMorpherController) { vertUsage = Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY; vertShadowBuffer = true; geomMorpherController = true; break; } } while(!(ctrl=ctrl->next).empty()); } if(skin != NULL) { vertUsage = Ogre::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY; vertShadowBuffer = true; // Only set a skeleton when skinning. Unskinned meshes with a skeleton will be // explicitly attached later. mesh->setSkeletonName(mName); // Convert vertices and normals to bone space from bind position. It would be // better to transform the bones into bind position, but there doesn't seem to // be a reliable way to do that. std::vector<Ogre::Vector3> newVerts(srcVerts.size(), Ogre::Vector3(0.0f)); std::vector<Ogre::Vector3> newNorms(srcNorms.size(), Ogre::Vector3(0.0f)); const Nif::NiSkinData *data = skin->data.getPtr(); const Nif::NodeList &bones = skin->bones; for(size_t b = 0;b < bones.length();b++) { Ogre::Matrix4 mat; mat.makeTransform(data->bones[b].trafo.trans, Ogre::Vector3(data->bones[b].trafo.scale), Ogre::Quaternion(data->bones[b].trafo.rotation)); mat = bones[b]->getWorldTransform() * mat; const std::vector<Nif::NiSkinData::VertWeight> &weights = data->bones[b].weights; for(size_t i = 0;i < weights.size();i++) { size_t index = weights[i].vertex; float weight = weights[i].weight; newVerts.at(index) += (mat*srcVerts[index]) * weight; if(newNorms.size() > index) { Ogre::Vector4 vec4(srcNorms[index][0], srcNorms[index][1], srcNorms[index][2], 0.0f); vec4 = mat*vec4 * weight; newNorms[index] += Ogre::Vector3(&vec4[0]); } } } srcVerts = newVerts; srcNorms = newNorms; } else { Ogre::SkeletonManager *skelMgr = Ogre::SkeletonManager::getSingletonPtr(); if(skelMgr->getByName(mName).isNull()) { // No skinning and no skeleton, so just transform the vertices and // normals into position. Ogre::Matrix4 mat4 = shape->getWorldTransform(); for(size_t i = 0;i < srcVerts.size();i++) { Ogre::Vector4 vec4(srcVerts[i].x, srcVerts[i].y, srcVerts[i].z, 1.0f); vec4 = mat4*vec4; srcVerts[i] = Ogre::Vector3(&vec4[0]); } for(size_t i = 0;i < srcNorms.size();i++) { Ogre::Vector4 vec4(srcNorms[i].x, srcNorms[i].y, srcNorms[i].z, 0.0f); vec4 = mat4*vec4; srcNorms[i] = Ogre::Vector3(&vec4[0]); } } } // Set the bounding box first BoundsFinder bounds; bounds.add(&srcVerts[0][0], srcVerts.size()); if(!bounds.isValid()) { float v[3] = { 0.0f, 0.0f, 0.0f }; bounds.add(&v[0], 1); } mesh->_setBounds(Ogre::AxisAlignedBox(bounds.minX()-0.5f, bounds.minY()-0.5f, bounds.minZ()-0.5f, bounds.maxX()+0.5f, bounds.maxY()+0.5f, bounds.maxZ()+0.5f)); mesh->_setBoundingSphereRadius(bounds.getRadius()); // This function is just one long stream of Ogre-barf, but it works // great. Ogre::HardwareBufferManager *hwBufMgr = Ogre::HardwareBufferManager::getSingletonPtr(); Ogre::HardwareVertexBufferSharedPtr vbuf; Ogre::HardwareIndexBufferSharedPtr ibuf; Ogre::VertexBufferBinding *bind; Ogre::VertexDeclaration *decl; int nextBuf = 0; Ogre::SubMesh *sub = mesh->createSubMesh(); // Add vertices sub->useSharedVertices = false; sub->vertexData = new Ogre::VertexData(); sub->vertexData->vertexStart = 0; sub->vertexData->vertexCount = srcVerts.size(); decl = sub->vertexData->vertexDeclaration; bind = sub->vertexData->vertexBufferBinding; if(srcVerts.size()) { vbuf = hwBufMgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3), srcVerts.size(), vertUsage, vertShadowBuffer); vbuf->writeData(0, vbuf->getSizeInBytes(), &srcVerts[0][0], true); decl->addElement(nextBuf, 0, Ogre::VET_FLOAT3, Ogre::VES_POSITION); bind->setBinding(nextBuf++, vbuf); } // Vertex normals if(srcNorms.size()) { vbuf = hwBufMgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT3), srcNorms.size(), vertUsage, vertShadowBuffer); vbuf->writeData(0, vbuf->getSizeInBytes(), &srcNorms[0][0], true); decl->addElement(nextBuf, 0, Ogre::VET_FLOAT3, Ogre::VES_NORMAL); bind->setBinding(nextBuf++, vbuf); } // Vertex colors const std::vector<Ogre::Vector4> &colors = data->colors; if(colors.size()) { Ogre::RenderSystem *rs = Ogre::Root::getSingleton().getRenderSystem(); std::vector<Ogre::RGBA> colorsRGB(colors.size()); for(size_t i = 0;i < colorsRGB.size();i++) { Ogre::ColourValue clr(colors[i][0], colors[i][1], colors[i][2], colors[i][3]); rs->convertColourValue(clr, &colorsRGB[i]); } vbuf = hwBufMgr->createVertexBuffer(Ogre::VertexElement::getTypeSize(Ogre::VET_COLOUR), colorsRGB.size(), Ogre::HardwareBuffer::HBU_STATIC); vbuf->writeData(0, vbuf->getSizeInBytes(), &colorsRGB[0], true); decl->addElement(nextBuf, 0, Ogre::VET_COLOUR, Ogre::VES_DIFFUSE); bind->setBinding(nextBuf++, vbuf); } // Texture UV coordinates size_t numUVs = data->uvlist.size(); if (numUVs) { size_t elemSize = Ogre::VertexElement::getTypeSize(Ogre::VET_FLOAT2); for(size_t i = 0; i < numUVs; i++) decl->addElement(nextBuf, elemSize*i, Ogre::VET_FLOAT2, Ogre::VES_TEXTURE_COORDINATES, i); vbuf = hwBufMgr->createVertexBuffer(decl->getVertexSize(nextBuf), srcVerts.size(), Ogre::HardwareBuffer::HBU_STATIC); std::vector<Ogre::Vector2> allUVs; allUVs.reserve(srcVerts.size()*numUVs); for (size_t vert = 0; vert<srcVerts.size(); ++vert) for(size_t i = 0; i < numUVs; i++) allUVs.push_back(data->uvlist[i][vert]); vbuf->writeData(0, elemSize*srcVerts.size()*numUVs, &allUVs[0], true); bind->setBinding(nextBuf++, vbuf); } // Triangle faces const std::vector<short> &srcIdx = data->triangles; if(srcIdx.size()) { ibuf = hwBufMgr->createIndexBuffer(Ogre::HardwareIndexBuffer::IT_16BIT, srcIdx.size(), Ogre::HardwareBuffer::HBU_STATIC); ibuf->writeData(0, ibuf->getSizeInBytes(), &srcIdx[0], true); sub->indexData->indexBuffer = ibuf; sub->indexData->indexCount = srcIdx.size(); sub->indexData->indexStart = 0; } // Assign bone weights for this TriShape if(skin != NULL) { Ogre::SkeletonPtr skel = Ogre::SkeletonManager::getSingleton().getByName(mName); const Nif::NiSkinData *data = skin->data.getPtr(); const Nif::NodeList &bones = skin->bones; for(size_t i = 0;i < bones.length();i++) { Ogre::VertexBoneAssignment boneInf; boneInf.boneIndex = skel->getBone(bones[i]->name)->getHandle(); const std::vector<Nif::NiSkinData::VertWeight> &weights = data->bones[i].weights; for(size_t j = 0;j < weights.size();j++) { boneInf.vertexIndex = weights[j].vertex; boneInf.weight = weights[j].weight; sub->addBoneAssignment(boneInf); } } } const Nif::NiTexturingProperty *texprop = NULL; const Nif::NiMaterialProperty *matprop = NULL; const Nif::NiAlphaProperty *alphaprop = NULL; const Nif::NiVertexColorProperty *vertprop = NULL; const Nif::NiZBufferProperty *zprop = NULL; const Nif::NiSpecularProperty *specprop = NULL; const Nif::NiWireframeProperty *wireprop = NULL; bool needTangents = false; shape->getProperties(texprop, matprop, alphaprop, vertprop, zprop, specprop, wireprop); std::string matname = NIFMaterialLoader::getMaterial(data, mesh->getName(), mGroup, texprop, matprop, alphaprop, vertprop, zprop, specprop, wireprop, needTangents); if(matname.length() > 0) sub->setMaterialName(matname); // build tangents if the material needs them if (needTangents) { unsigned short src,dest; if (!mesh->suggestTangentVectorBuildParams(Ogre::VES_TANGENT, src,dest)) mesh->buildTangentVectors(Ogre::VES_TANGENT, src,dest); } // Create a dummy vertex animation track if there's a geom morpher controller // This is required to make Ogre create the buffers we will use for software vertex animation if (srcVerts.size() && geomMorpherController) mesh->createAnimation("dummy", 0)->createVertexTrack(1, sub->vertexData, Ogre::VAT_MORPH); }