コード例 #1
0
bool Cmd_SKSETestFunc_Eval(COMMAND_ARGS_EVAL)
{
	NiNode	* node = (*g_thePlayer)->GetNiNode();

	UInt8		niStreamMemory[0x5B4];
	NiStream	* niStream = (NiStream *)niStreamMemory;
	CALL_MEMBER_FN(niStream, ctor)();

	node->IncRef();
	niStream->m_rootObjects.Append(node);

	niStream->SavePath("head.nif");

	CALL_MEMBER_FN(niStream, dtor)();

	return true;	
}
コード例 #2
0
ファイル: NifUtils.cpp プロジェクト: expired6978/SKSEPlugins
void SKSETaskExportHead::Run()
{
	if (!m_formId)
		return;

	TESForm * form = LookupFormByID(m_formId);
	Actor * actor = DYNAMIC_CAST(form, TESForm, Actor);
	if (!actor)
		return;

	BSFaceGenNiNode * faceNode = actor->GetFaceGenNiNode();
	TESNPC * actorBase = DYNAMIC_CAST(actor->baseForm, TESForm, TESNPC);
	if (!actorBase || !faceNode)
		return;

	BSFaceGenAnimationData * animationData = actor->GetFaceGenAnimationData();
	if (animationData) {
		FaceGen::GetSingleton()->isReset = 0;
		for (UInt32 t = BSFaceGenAnimationData::kKeyframeType_Expression; t <= BSFaceGenAnimationData::kKeyframeType_Phoneme; t++)
		{
			BSFaceGenKeyframeMultiple * keyframe = &animationData->keyFrames[t];
			for (UInt32 i = 0; i < keyframe->count; i++)
				keyframe->values[i] = 0.0;
			keyframe->isUpdated = 0;
		}
		UpdateModelFace(faceNode);
	}

	IFileStream::MakeAllDirs(m_nifPath.data);

	BSFadeNode * rootNode = BSFadeNode::Create();
	rootNode->IncRef();
	NiNode * skinnedNode = NiNode::Create(0);
	skinnedNode->m_name = BSFixedString("BSFaceGenNiNodeSkinned").data;

	std::map<NiAVObject*, NiAVObject*> boneMap;

	for (UInt32 i = 0; i < faceNode->m_children.m_size; i++)
	{
		NiAVObject * object = faceNode->m_children.m_data[i];
		if (!object)
			continue;

		if (NiGeometry * geometry = object->GetAsNiGeometry()) {
			NiGeometryData * geometryData = niptr_cast<NiGeometryData>(geometry->m_spModelData);
			NiGeometryData * newGeometryData = NULL;
			if (geometryData)
				CALL_MEMBER_FN(geometryData, DeepCopy)((NiObject **)&newGeometryData);

			NiProperty * trishapeEffect = niptr_cast<NiProperty>(geometry->m_spEffectState);
			NiProperty * newTrishapeEffect = NULL;
			if (trishapeEffect)
				CALL_MEMBER_FN(trishapeEffect, DeepCopy)((NiObject **)&newTrishapeEffect);

			NiProperty * trishapeProperty = niptr_cast<NiProperty>(geometry->m_spPropertyState);
			NiProperty * newTrishapeProperty = NULL;
			if (trishapeProperty)
				CALL_MEMBER_FN(trishapeProperty, DeepCopy)((NiObject **)&newTrishapeProperty);

			NiSkinInstance * skinInstance = niptr_cast<NiSkinInstance>(geometry->m_spSkinInstance);
			NiSkinInstance * newSkinInstance = NULL;
			if (skinInstance) {
				newSkinInstance = skinInstance->Clone(false);
				newSkinInstance->m_pkRootParent = skinnedNode;

				UInt32 numBones = 0;
				NiSkinData * skinData = niptr_cast<NiSkinData>(skinInstance->m_spSkinData);
				NiSkinData * newSkinData = NULL;
				if (skinData) {
					numBones = skinData->m_uiBones;
					CALL_MEMBER_FN(skinData, DeepCopy)((NiObject **)&newSkinData);
				}

				NiSkinPartition * skinPartition = niptr_cast<NiSkinPartition>(skinInstance->m_spSkinPartition);
				NiSkinPartition * newSkinPartition = NULL;
				if (skinPartition)
					CALL_MEMBER_FN(skinPartition, DeepCopy)((NiObject **)&newSkinPartition);

				newSkinInstance->m_spSkinData = newSkinData;
				newSkinData->DecRef();

				newSkinInstance->m_spSkinPartition = newSkinPartition;
				newSkinPartition->DecRef();

				// Remap the bones to new NiNode instances
				if (numBones > 0)
				{
					newSkinInstance->m_ppkBones = (NiAVObject**)NiAllocate(numBones * sizeof(NiAVObject*));
					for (UInt32 i = 0; i < numBones; i++)
					{
						NiAVObject * bone = skinInstance->m_ppkBones[i];
						if (bone)
						{
							auto it = boneMap.find(bone);
							if (it == boneMap.end()) {
								NiNode * newBone = NiNode::Create();
								newBone->m_name = bone->m_name;
								newBone->m_flags = bone->m_flags;
								boneMap.insert(std::make_pair(bone, newBone));
								newSkinInstance->m_ppkBones[i] = newBone;
							}
							else
								newSkinInstance->m_ppkBones[i] = it->second;
						}
						else
						{
							newSkinInstance->m_ppkBones[i] = nullptr;
						}
					}
				}
			}

			NiGeometry * newGeometry = NULL;

			if (NiTriShape * trishape = geometry->GetAsNiTriShape()) {
				NiTriShape * newTrishape = NiTriShape::Create(static_cast<NiTriShapeData*>(newGeometryData));
				newGeometryData->DecRef();
				newTrishape->m_localTransform = geometry->m_localTransform;
				newTrishape->m_name = geometry->m_name;
				memcpy(&newTrishape->unk88, &geometry->unk88, 0x1F);
				newTrishape->m_spEffectState = newTrishapeEffect;
				newTrishape->m_spPropertyState = newTrishapeProperty;
				newTrishape->m_spSkinInstance = newSkinInstance;
				newGeometry = newTrishape;
			}
			else if (NiTriStrips * tristrips = geometry->GetAsNiTriStrips()) {
				NiTriStrips * newTristrips = NiTriStrips::Create(static_cast<NiTriStripsData*>(newGeometryData));
				newGeometryData->DecRef();
				newTristrips->m_localTransform = geometry->m_localTransform;
				newTristrips->m_name = geometry->m_name;
				memcpy(&newTristrips->unk88, &geometry->unk88, 0x1F);
				newTristrips->m_spEffectState = newTrishapeEffect;
				newTristrips->m_spPropertyState = newTrishapeProperty;
				newTristrips->m_spSkinInstance = newSkinInstance;
				newGeometry = newTristrips;
			}

			if (newGeometry)
			{
				auto textureData = GetTextureSetForPartByName(actorBase, newGeometry->m_name);
				if (textureData.first && textureData.second) {
					BSShaderProperty * shaderProperty = niptr_cast<BSShaderProperty>(newGeometry->m_spEffectState);
					if (shaderProperty) {
						if (shaderProperty->GetRTTI() == NiRTTI_BSLightingShaderProperty) {
							BSLightingShaderProperty * lightingShader = static_cast<BSLightingShaderProperty *>(shaderProperty);
							BSLightingShaderMaterial * material = static_cast<BSLightingShaderMaterial *>(shaderProperty->material);
							if (material && material->textureSet) {
								for (UInt32 i = 0; i < BGSTextureSet::kNumTextures; i++)
									material->textureSet->SetTexturePath(i, textureData.first->textureSet.GetTexturePath(i));

								if (textureData.second->type == BGSHeadPart::kTypeFace)
									material->textureSet->SetTexturePath(6, m_ddsPath.data);
							}
						}
					}

					// Save the previous tint mask
					BSShaderProperty * originalShaderProperty = niptr_cast<BSShaderProperty>(geometry->m_spEffectState);
					if (originalShaderProperty) {
						if (originalShaderProperty->GetRTTI() == NiRTTI_BSLightingShaderProperty) {
							BSLightingShaderProperty * lightingShader = static_cast<BSLightingShaderProperty *>(originalShaderProperty);
							BSLightingShaderMaterial * material = static_cast<BSLightingShaderMaterial *>(originalShaderProperty->material);
							if (material) {
								if (material->GetShaderType() == BSShaderMaterial::kShaderType_FaceGen) {
									BSMaskedShaderMaterial * maskedMaterial = static_cast<BSMaskedShaderMaterial *>(material);
									SaveRenderedDDS(niptr_cast<NiRenderedTexture>(maskedMaterial->renderedTexture), m_ddsPath.data);
								}
							}
						}
					}
				}

				skinnedNode->AttachChild(newGeometry, true);
			}
		}
	}

	for (auto & bones : boneMap)
		rootNode->AttachChild(bones.second, true);

	rootNode->AttachChild(skinnedNode, true);

	UInt8 niStreamMemory[0x5B4];
	memset(niStreamMemory, 0, 0x5B4);
	NiStream * niStream = (NiStream *)niStreamMemory;
	CALL_MEMBER_FN(niStream, ctor)();
	CALL_MEMBER_FN(niStream, AddObject)(rootNode);
	niStream->SavePath(m_nifPath.data);
	CALL_MEMBER_FN(niStream, dtor)();

	rootNode->DecRef();

	if (animationData) {
		animationData->overrideFlag = 0;
		CALL_MEMBER_FN(animationData, Reset)(1.0, 1, 1, 0, 0);
		FaceGen::GetSingleton()->isReset = 1;
		UpdateModelFace(faceNode);
	}
}