bool Exporter::makeSkin(NiTriBasedGeomRef shape, INode *node, FaceGroup &grp, TimeValue t) { if (!mExportSkin) return false; if (grp.verts.empty()) return false; //get the skin modifier Modifier *mod = GetSkin(node); if (!mod) return false; ISkin *skin = (ISkin *) mod->GetInterface(I_SKIN); if (!skin) return false; ISkinContextData *skinData = skin->GetContextInterface(node); if (!skinData) return false; if (grp.strips.empty()) strippify(grp); // Create new call back to finish export SkinInstance* si = new SkinInstance(this); mPostExportCallbacks.push_back(si); skin->GetSkinInitTM(node, si->bone_init_tm, false); skin->GetSkinInitTM(node, si->node_init_tm, true); si->shape = shape; // Get bone references (may not actually exist in proper structure at this time) int totalBones = skin->GetNumBones(); si->boneWeights.resize(totalBones); si->boneList.resize(totalBones); for (int i=0; i<totalBones; ++i) { si->boneList[i] = getNode(skin->GetBone(i)); } vector<int>& vidx = grp.vidx; int nv = vidx.size(); for (int i=0; i<nv; ++i) { int vi = vidx[i]; int nbones = skinData->GetNumAssignedBones(vi); for (int j=0; j<nbones; ++j) { SkinWeight sw; sw.index = i; sw.weight = skinData->GetBoneWeight(vi,j); int boneIndex = skinData->GetAssignedBone(vi,j); SkinInstance::SkinWeightList& weights = si->boneWeights[boneIndex]; weights.push_back(sw); } } // remove unused bones vector<NiNodeRef>::iterator bitr = si->boneList.begin(); SkinInstance::BoneWeightList::iterator switr = si->boneWeights.begin(); for (int i=0; i<totalBones; ++i) { vector<SkinWeight> &weights = (*switr); if (weights.empty()) { bitr = si->boneList.erase(bitr); switr = si->boneWeights.erase(switr); } else { ++bitr, ++switr; } } // Check for dismemberment if (IsFallout3() || IsSkyrim()) { Modifier *dismemberSkinMod = GetBSDismemberSkin(node); if (dismemberSkinMod) { if (IBSDismemberSkinModifier *disSkin = (IBSDismemberSkinModifier *) dismemberSkinMod->GetInterface(I_BSDISMEMBERSKINMODIFIER)){ Tab<IBSDismemberSkinModifierData*> modData = disSkin->GetModifierData(); if (modData.Count() >= 1) { IBSDismemberSkinModifierData* bsdsmd = modData[0]; si->SkinInstConstructor = BSDismemberSkinInstance::Create; Tab<BSDSPartitionData> &flags = bsdsmd->GetPartitionFlags(); GenericNamedSelSetList &fselSet = bsdsmd->GetFaceSelList(); FaceMap fmap; NiTriBasedGeomDataRef data = DynamicCast<NiTriBasedGeomData>(shape->GetData()); vector<Triangle> tris = data->GetTriangles(); for (int i=0; i<tris.size(); ++i) { Triangle tri = tris[i]; fmap[ rotate(tri) ] = i; } // Build up list of partitions and face to partition map si->partitions.resize(flags.Count()); si->facePartList.resize( grp.faces.size(), -1 ); for (int i=0; i<flags.Count(); ++i) { BodyPartList& bp = si->partitions[i]; bp.bodyPart = (BSDismemberBodyPartType)flags[i].bodyPart; bp.partFlag = (BSPartFlag)(flags[i].partFlag | PF_START_NET_BONESET); BitArray& fSelect = fselSet[i]; for (int j=0; j<fSelect.GetSize(); ++j){ if ( fSelect[j] ) { Triangle tri = grp.faces[grp.fidx[j]]; FaceMap::iterator fitr = fmap.find( rotate(tri) ); if (fitr != fmap.end()) si->facePartList[ (*fitr).second ] = i; } } } } } } } return true; }
bool NifImporter::ImportMultipleGeometry(NiNodeRef parent, vector<NiTriBasedGeomRef>& glist) { bool ok = true; if (glist.empty()) return false; ImpNode *node = i->CreateNode(); if(!node) return false; INode *inode = node->GetINode(); TriObject *triObject = CreateNewTriObject(); node->Reference(triObject); string name = parent->GetName(); node->SetName(wide(name).c_str()); // Texture Mesh& mesh = triObject->GetMesh(); vector< pair<int, int> > vert_range, tri_range; vector<Triangle> tris; vector<Vector3> verts; int submats = glist.size(); // Build list of vertices and triangles. Optional components like normals will be handled later. for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr) { NiTriBasedGeomDataRef triGeomData = StaticCast<NiTriBasedGeomData>((*itr)->GetData()); // Get verts and collapse local transform into them int nVertices = triGeomData->GetVertexCount(); vector<Vector3> subverts = triGeomData->GetVertices(); Matrix44 transform = (*itr)->GetLocalTransform(); //Apply the transformations if (transform != Matrix44::IDENTITY) { for ( unsigned int i = 0; i < subverts.size(); ++i ) subverts[i] = transform * subverts[i]; } vert_range.push_back( pair<int,int>( verts.size(), verts.size() + subverts.size()) ); verts.insert(verts.end(), subverts.begin(), subverts.end()); vector<Triangle> subtris = triGeomData->GetTriangles(); for (vector<Triangle>::iterator itr = subtris.begin(), end = subtris.end(); itr != end; ++itr) { (*itr).v1 += nVertices, (*itr).v2 += nVertices, (*itr).v3 += nVertices; } tri_range.push_back( pair<int,int>( tris.size(), tris.size() + subtris.size()) ); tris.insert(tris.end(), subtris.begin(), subtris.end()); } // Transform up-to-parent Matrix44 baseTM = (importBones) ? Matrix44::IDENTITY : parent->GetWorldTransform(); node->SetTransform(0,TOMATRIX3(baseTM)); // Set vertices and triangles mesh.setNumVerts(verts.size()); mesh.setNumTVerts(verts.size(), TRUE); for (int i=0, n=verts.size(); i < n; ++i){ Vector3 &v = verts[i]; mesh.verts[i].Set(v.x, v.y, v.z); } mesh.setNumFaces(tris.size()); mesh.setNumTVFaces(tris.size()); for (int submat=0; submat<submats; ++submat) { int t_start = tri_range[submat].first, t_end = tri_range[submat].second; for (int i=t_start; i<t_end; ++i) { Triangle& t = tris[i]; Face& f = mesh.faces[i]; f.setVerts(t.v1, t.v2, t.v3); f.Show(); f.setEdgeVisFlags(EDGE_VIS, EDGE_VIS, EDGE_VIS); f.setMatID(-1); TVFace& tf = mesh.tvFace[i]; tf.setTVerts(t.v1, t.v2, t.v3); } } mesh.buildNormals(); bool bSpecNorms = false; MultiMtl *mtl = NULL; int igeom = 0; for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr, ++igeom) { NiTriBasedGeomDataRef triGeomData = StaticCast<NiTriBasedGeomData>((*itr)->GetData()); int v_start = vert_range[igeom].first, v_end = vert_range[igeom].second; int t_start = tri_range[igeom].first, t_end = tri_range[igeom].second; // Normals vector<Vector3> subnorms = triGeomData->GetNormals(); Matrix44 rotation = (*itr)->GetLocalTransform().GetRotation(); if (rotation != Matrix44::IDENTITY) { for ( unsigned int i = 0; i < subnorms.size(); ++i ) subnorms[i] = rotation * subnorms[i]; } if (!subnorms.empty()) { #if VERSION_3DSMAX > ((5000<<16)+(15<<8)+0) // Version 5 // Initialize normals if necessary if (!bSpecNorms) { bSpecNorms = true; mesh.SpecifyNormals(); MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals(); if (NULL != specNorms) { specNorms->BuildNormals(); //specNorms->ClearAndFree(); //specNorms->SetNumFaces(tris.size()); //specNorms->SetNumNormals(n.size()); } } MeshNormalSpec *specNorms = mesh.GetSpecifiedNormals(); if (NULL != specNorms) { Point3* norms = specNorms->GetNormalArray(); for (int i=0, n=subnorms.size(); i<n; i++){ Vector3& v = subnorms[i]; norms[i+v_start] = Point3(v.x, v.y, v.z); } //MeshNormalFace* pFaces = specNorms->GetFaceArray(); //for (int i=0; i<tris.size(); i++){ // Triangle& tri = tris[i]; // MeshNormalFace& face = pFaces[i+t_start]; // face.SpecifyNormalID(0, tri.v1); // face.SpecifyNormalID(1, tri.v2); // face.SpecifyNormalID(2, tri.v3); //} #if VERSION_3DSMAX > ((7000<<16)+(15<<8)+0) // Version 7+ specNorms->SetAllExplicit(true); #endif specNorms->CheckNormals(); } #endif } // uv texture info if (triGeomData->GetUVSetCount() > 0) { vector<TexCoord> texCoords = triGeomData->GetUVSet(0); for (int i=0, n = texCoords.size(); i<n; ++i) { TexCoord& texCoord = texCoords[i]; mesh.tVerts[i+v_start].Set(texCoord.u, (flipUVTextures) ? 1.0f-texCoord.v : texCoord.v, 0); } } vector<Color4> cv = triGeomData->GetColors(); ImportVertexColor(inode, triObject, tris, cv, v_start); if ( StdMat2* submtl = ImportMaterialAndTextures(node, (*itr)) ) { if (mtl == NULL) { mtl = NewDefaultMultiMtl(); gi->GetMaterialLibrary().Add(mtl); inode->SetMtl(mtl); } // SubMatIDs do not have to be contiguous so we just use the offset mtl->SetSubMtlAndName(igeom, submtl, submtl->GetName()); for (int i=t_start; i<t_end; ++i) mesh.faces[i].setMatID(igeom); } if (enableSkinSupport) ImportSkin(node, (*itr)); } this->i->AddNodeToScene(node); inode = node->GetINode(); inode->EvalWorldState(0); for (vector<NiTriBasedGeomRef>::iterator itr = glist.begin(), end = glist.end(); itr != end; ++itr) { // attach child if (INode *parent = GetNode((*itr)->GetParent())) parent->AttachChild(inode, 1); inode->Hide((*itr)->GetVisibility() ? FALSE : TRUE); } if (removeDegenerateFaces) mesh.RemoveDegenerateFaces(); if (removeIllegalFaces) mesh.RemoveIllegalFaces(); if (weldVertices) WeldVertices(mesh); if (enableAutoSmooth) mesh.AutoSmooth(TORAD(autoSmoothAngle), FALSE, FALSE); return ok; }
NiSkinPartition::NiSkinPartition(Ref<NiTriBasedGeom> shape, int maxBonesPerPartition, int maxBonesPerVertex ) { NiSkinInstanceRef skinInst = shape->GetSkinInstance(); if ( skinInst == NULL ) { throw runtime_error( "You must bind a skin before setting generating skin partitions. No NiSkinInstance found." ); } NiSkinDataRef skinData = skinInst->GetSkinData(); if ( skinData == NULL ) { throw runtime_error( "You must bind a skin before setting generating skin partitions. No NiSkinData found." ); } NiTriBasedGeomDataRef geomData = DynamicCast<NiTriBasedGeomData>(shape->GetData() ); if ( geomData == NULL ) { throw runtime_error( "Attempted to generate a skin partition on a mesh with no geometry data." ); } // read in the weights from NiSkinData vector<Vector3> verts = geomData->GetVertices(); vector< BoneWeightList > weights; if (verts.empty()){ throw runtime_error( "Attempted to generate a skin partition on a mesh with no vertices." ); } Triangles triangles = geomData->GetTriangles(); if (triangles.empty()) { throw runtime_error( "Attempted to generate a skin partition on a mesh with no triangles." ); } weights.resize( verts.size() ); int numBones = skinData->GetBoneCount(); for ( int bone = 0; bone < numBones; bone++ ) { vector<SkinWeight> vertexWeights = skinData->GetBoneWeights(bone); for (int r = 0; r < int(vertexWeights.size()); ++r ){ int vertex = vertexWeights[r].index; float weight = vertexWeights[r].weight; if ( vertex >= int(weights.size()) ) throw runtime_error( "bad NiSkinData - vertex count does not match" ); weights[vertex].insert( weights[vertex].end(), BoneWeight(bone, weight) ); } } // count min and max bones per vertex int minBones, maxBones; minBones = maxBones = weights[0].size(); for(vector< BoneWeightList >::iterator itr = weights.begin(); itr != weights.end(); ++itr ){ int n = (*itr).size(); minBones = min(n, minBones); maxBones = max(n, maxBones); } if ( minBones <= 0 ) throw runtime_error( "bad NiSkinData - some vertices have no weights at all" ); // reduce vertex influences if necessary if ( maxBones > maxBonesPerVertex ) { int c = 0; for ( vector< BoneWeightList >::iterator it = weights.begin(); it != weights.end(); ++it ) { BoneWeightList & lst = *it; if ( int(lst.size()) > maxBonesPerVertex ) c++; while ( int(lst.size()) > maxBonesPerVertex ) { int j = 0; float weight = lst.front().second; for ( int i = 0; i < int(lst.size()); i++ ) { if ( lst[i].second < weight ) j = i; } BoneWeightList::iterator jit = lst.begin() + j; lst.erase( jit ); } float totalWeight = 0; for (BoneWeightList::iterator bw = lst.begin(); bw != lst.end(); ++bw) { totalWeight += (*bw).second; } for (BoneWeightList::iterator bw = lst.begin(); bw != lst.end(); ++bw) { (*bw).second /= totalWeight; } } //qWarning() << "reduced" << c << "vertices to" << maxBonesPerVertex << "bone influences (maximum number of bones per vertex was" << maxBones << ")"; } maxBones = maxBonesPerVertex; // reduces bone weights so that the triangles fit into the partitions typedef multimap<int,int> matchmap; typedef pair<matchmap::iterator, matchmap::iterator> matchrange; matchmap match; bool doMatch = true; BoneList tribones; int cnt = 0; for (Triangles::iterator itr = triangles.begin(); itr != triangles.end(); ++itr) { Triangle& tri = (*itr); do { tribones.clear(); for ( int c = 0; c < 3; c++ ) { BoneWeightList& bwl = weights[tri[c]]; for (BoneWeightList::iterator bw = bwl.begin(); bw != bwl.end(); ++bw) { if ( tribones.end() == find(tribones.begin(), tribones.end(), (*bw).first ) ) tribones.insert(tribones.end(), (*bw).first ); } } if ( int(tribones.size()) > maxBonesPerPartition ) { // sum up the weights for each bone // bones with weight == 1 can't be removed map<int, float> sum; vector<int> nono; for ( int t = 0; t < 3; t++ ) { BoneWeightList& bwl = weights[tri[t]]; if ( bwl.size() == 1 ) nono.insert(nono.end(), bwl.front().first ); for (BoneWeightList::iterator bw = bwl.begin(); bw != bwl.end(); ++bw) { sum[ (*bw).first ] += (*bw).second; } } // select the bone to remove float minWeight = 5.0; int minBone = -1; for (map<int, float>::iterator sitr = sum.begin(); sitr != sum.end(); ++sitr) { int b = (*sitr).first; if ( (find(nono.begin(), nono.end(), b) == nono.end()) && sum[b] < minWeight) { minWeight = sum[b]; minBone = b; } } if ( minBone < 0 ) // this shouldn't never happen throw runtime_error( "internal error 0x01" ); // do a vertex match detect if ( doMatch ) { for ( size_t a = 0; a < verts.size(); a++ ) { match.insert(matchmap::value_type(a, a)); for ( size_t b = a + 1; b < verts.size(); b++ ) { if ( verts[a] == verts[b] && weights[a] == weights[b] ) { match.insert(matchmap::value_type(a, b)); match.insert(matchmap::value_type(b, a)); } } } } // now remove that bone from all vertices of this triangle and from all matching vertices too for ( int t = 0; t < 3; t++ ) { bool rem = false; matchrange range = match.equal_range(tri[t]); for (matchmap::iterator itr = range.first; itr != range.second; ++itr) { int v = (*itr).second; BoneWeightList & bws = weights[ v ]; BoneWeightList::iterator it = bws.begin(); while ( it != bws.end() ) { BoneWeight & bw = *it; if ( bw.first == minBone ) { it = bws.erase(it); rem = true; } else { ++it; } } float totalWeight = 0; for (BoneWeightList::iterator bw = bws.begin(); bw != bws.end(); ++bw) { totalWeight += (*bw).second; } if ( totalWeight == 0 ) throw runtime_error( "internal error 0x02" ); // normalize for (BoneWeightList::iterator bw = bws.begin(); bw != bws.end(); ++bw) { (*bw).second /= totalWeight; } } if ( rem ) cnt++; } } } while ( int(tribones.size()) > maxBonesPerPartition ); } //if ( cnt > 0 ) // qWarning() << "removed" << cnt << "bone influences"; PartitionList& parts = skinPartitionBlocks; // split the triangles into partitions while ( ! triangles.empty() ) { SkinPartition part; Triangles::iterator it = triangles.begin(); while ( it != triangles.end() ) { Triangle & tri = *it; BoneList tribones; for ( int c = 0; c < 3; c++ ) { BoneWeightList& bws = weights[tri[c]]; for (BoneWeightList::iterator bw = bws.begin(); bw != bws.end(); ++bw) { if ( tribones.end() == find(tribones.begin(), tribones.end(), (*bw).first ) ) tribones.push_back( (*bw).first ); } } if ( part.bones.empty() || containsBones( part.bones, tribones ) ) { mergeBones( part.bones, tribones ); part.triangles.push_back( tri ); it = triangles.erase(it); } else { ++it; } } parts.push_back( part ); } //qWarning() << parts.size() << "small partitions"; // merge partitions bool merged; do { merged = false; // Working backwards through this list minimizes numbers of swaps //for ( int p2 = int(parts.size()-1); p2 >= 0 && ! merged; --p2 ) //{ // Partition& part2 = parts[p2]; // for ( int p1 = int(p2-1); p1 >= 0 && ! merged; --p1 ) // { // Partition& part1 = parts[p1]; for ( int p1 = 0; p1 < int(parts.size()) && ! merged; p1++ ) { Partition& part1 = parts[p1]; for ( int p2 = p1+1; p2 < int(parts.size()) && ! merged; p2++ ) { Partition& part2 = parts[p2]; BoneList mergedBones = part1.bones; mergeBones( mergedBones, part2.bones ); if ( int(mergedBones.size()) <= maxBonesPerPartition ) { PartitionList::iterator p2i = parts.begin() + p2; part1.bones = mergedBones; part1.triangles.insert(part1.triangles.end(), (*p2i).triangles.begin(), (*p2i).triangles.end()); parts.erase(p2i); merged = true; } } } } while ( merged ); //qWarning() << parts.size() << "partitions"; // start writing NiSkinPartition for ( int p = 0; p < int(parts.size()); p++ ) { Partition& part = parts[p]; BoneList& bones = part.bones; sort( bones.begin(), bones.end() ); Triangles& triangles = part.triangles; vector<unsigned short>& vertices = part.vertexMap; for( Triangles::iterator tri = triangles.begin(); tri != triangles.end(); ++tri) { for ( int t = 0; t < 3; t++ ) { if ( vertices.end() == find(vertices.begin(), vertices.end(), (*tri)[t] ) ) vertices.push_back( (*tri)[t] ); } } sort( vertices.begin(), vertices.end() ); part.numVertices = vertices.size(); part.hasVertexMap = true; // map the vertices for ( int tri = 0; tri < int(triangles.size()); tri++ ) { for ( int t = 0; t < 3; t++ ) { triangles[tri][t] = indexOf(vertices.begin(), vertices.end(), triangles[tri][t]); } } SetWeightsPerVertex(p, maxBones); EnableVertexWeights(p, true); EnableVertexBoneIndices(p, true); // strippify the triangles NiTriStripsDataRef data = new NiTriStripsData(triangles, true); int nstrips = data->GetStripCount(); SetStripCount( p, nstrips ); for ( int i=0; i<nstrips; ++i ) { SetStrip(p, i, data->GetStrip(i)); } //// Special case for pre-stripped data //unsigned short *data = new unsigned short[triangles.size() * 3 * 2]; //for (size_t i=0; i< triangles.size(); i++) { // data[i * 3 + 0] = triangles[i][0]; // data[i * 3 + 1] = triangles[i][1]; // data[i * 3 + 2] = triangles[i][2]; //} //PrimitiveGroup * groups = 0; //unsigned short numGroups = 0; //// GF 3+ //SetCacheSize(CACHESIZE_GEFORCE3); //// don't generate hundreds of strips //SetStitchStrips(true); //GenerateStrips(data, triangles.size()*3, &groups, &numGroups); //delete [] data; //if (groups) { // SetStripCount(p, numGroups); // for (int g=0; g<numGroups; g++) { // if (groups[g].type == PT_STRIP) { // vector<Niflib::unsigned short> strip(groups[g].numIndices); // for (size_t s=0; s<groups[g].numIndices; s++) // strip[s] = groups[g].indices[s]; // SetStrip(p, g, strip); // } // } // delete [] groups; //} // fill in vertex weights and bones for (size_t v = 0; v < vertices.size(); ++v) { BoneWeightList& bwl = weights[vertices[v]]; for ( int b = 0; b < maxBones; b++ ) { part.boneIndices[v][b] = (int(bwl.size()) > b) ? indexOf(bones.begin(), bones.end(), bwl[b].first) : 0 ; part.vertexWeights[v][b] = (int(bwl.size()) > b ? bwl[b].second : 0.0f); } } } }
static hkpSimpleMeshShape * ConstructHKMesh( NiTriBasedGeomRef shape ) { NiTriBasedGeomDataRef data = shape->GetData(); return ConstructHKMesh(data->GetVertices(), data->GetTriangles()); }
NiSkinPartition::NiSkinPartition(Ref<NiTriBasedGeom> shape) { NiSkinInstanceRef skinInst = shape->GetSkinInstance(); if ( skinInst == NULL ) { throw runtime_error( "You must bind a skin before setting generating skin partitions. No NiSkinInstance found." ); } NiSkinDataRef skinData = skinInst->GetSkinData(); if ( skinData == NULL ) { throw runtime_error( "You must bind a skin before setting generating skin partitions. No NiSkinData found." ); } NiTriBasedGeomDataRef geomData = DynamicCast<NiTriBasedGeomData>( shape->GetData() ); if ( geomData == NULL ) { throw runtime_error( "Attempted to generate a skin partition on a mesh with no geometry data." ); } int nWeightsPerVertex = 4; vector<WeightList> vertexWeights; BoneList boneMap; vector<unsigned short> vertexMap; Strips strips; vector<BoneList> boneIndexList; Triangles triangles; int totalBones = skinInst->GetBoneCount(); boneMap.resize(totalBones); int nv = geomData->GetVertexCount(); vertexMap.resize(nv); vertexWeights.resize(nv); boneIndexList.resize(nv); for (int i=0; i<totalBones; ++i) { boneMap[i] = i; vector<SkinWeight> skinWeights = skinData->GetBoneWeights(i); for (vector<SkinWeight>::const_iterator skinWeight = skinWeights.begin(); skinWeight != skinWeights.end(); ++skinWeight) { WeightList& vertexWeight = vertexWeights[skinWeight->index]; BoneList& boneIndex = boneIndexList[skinWeight->index]; vertexWeight.push_back(skinWeight->weight); boneIndex.push_back(i); // Adjust upper limit on number of weights per vertex if necessary. int nWeights = vertexWeight.size(); if (nWeights > nWeightsPerVertex) nWeightsPerVertex = nWeights; } } if (nWeightsPerVertex == 0) { throw runtime_error( "Attempted to generate a skin partition on a mesh with no weights specified." ); } for (int i=0; i<nv; ++i) { vertexMap[i] = i; WeightList& vertexWeight = vertexWeights[i]; BoneList& boneIndex = boneIndexList[i]; vertexWeight.reserve(nWeightsPerVertex); boneIndex.reserve(nWeightsPerVertex); for (int j = nWeightsPerVertex - vertexWeight.size(); j>0; --j) { vertexWeight.push_back(0.0f); boneIndex.push_back(0); } } SetNumPartitions(1); SetWeightsPerVertex(0, nWeightsPerVertex); SetBoneMap(0, boneMap); SetNumVertices(0, (unsigned short)(vertexMap.size()) ); SetVertexMap(0, vertexMap); EnableVertexWeights(0, true); EnableVertexBoneIndices(0, true); for (int i=0; i<nv; ++i) { SetVertexWeights(0, i, vertexWeights[i]); SetVertexBoneIndices(0, i, boneIndexList[i]); } // Special case for pre-stripped data if (NiTriStripsDataRef stripData = DynamicCast<NiTriStripsData>(geomData)) { unsigned short nstrips = stripData->GetStripCount(); SetStripCount(0, nstrips); for (int i=0; i<int(nstrips); ++i) { SetStrip(0, i, stripData->GetStrip(i)); } } else { Triangles triangles = geomData->GetTriangles(); SetTriangles(0, triangles); unsigned short *data = new unsigned short[triangles.size() * 3 * 2]; for (size_t i=0; i< triangles.size(); i++) { data[i * 3 + 0] = triangles[i][0]; data[i * 3 + 1] = triangles[i][1]; data[i * 3 + 2] = triangles[i][2]; } PrimitiveGroup * groups = 0; unsigned short numGroups = 0; // GF 3+ SetCacheSize(CACHESIZE_GEFORCE3); // don't generate hundreds of strips SetStitchStrips(true); GenerateStrips(data, triangles.size()*3, &groups, &numGroups); delete [] data; if (groups) { SetStripCount(0, numGroups); for (int g=0; g<numGroups; g++) { if (groups[g].type == PT_STRIP) { vector<unsigned short> strip(groups[g].numIndices); for ( unsigned int s = 0; s<groups[g].numIndices; s++ ) strip[s] = groups[g].indices[s]; SetStrip(0, g, strip); } } delete [] groups; } } }