Beispiel #1
0
 def import_nitristrips(self, bhk_shape):
     """Import a NiTriStrips block as a Triangle-Mesh collision object"""
     # no factor 7 correction!!!
     verts = [(v.x, v.y, v.z) for v in bhk_shape.vertices]
     faces = list(bhk_shape.get_triangles())
     b_obj = Object.mesh_from_data("poly", verts, faces)
     # TODO [collision] self.havok_mat!
     self.set_b_collider(b_obj, bounds_type="MESH", radius=bhk_shape.radius)
     return [b_obj]
Beispiel #2
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    def import_bhkconvex_vertices_shape(self, bhk_shape):
        """Import a BhkConvexVertex block as a convex hull collision object"""
        NifLog.debug(f"Importing {bhk_shape.__class__.__name__}")

        # find vertices (and fix scale)
        scaled_verts = [(self.HAVOK_SCALE * n_vert.x, self.HAVOK_SCALE * n_vert.y, self.HAVOK_SCALE * n_vert.z)
                        for n_vert in bhk_shape.vertices]
        verts, faces = qhull3d(scaled_verts)

        b_obj = Object.mesh_from_data("convexpoly", verts, faces)
        radius = bhk_shape.radius * self.HAVOK_SCALE
        self.set_b_collider(b_obj, bounds_type="CONVEX_HULL", radius=radius, n_obj=bhk_shape)
        return [b_obj]
Beispiel #3
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    def import_bhkpackednitristrips_shape(self, bhk_shape):
        """Import a BhkPackedNiTriStrips block as a Triangle-Mesh collision object"""
        NifLog.debug(f"Importing {bhk_shape.__class__.__name__}")

        # create mesh for each sub shape
        hk_objects = []
        vertex_offset = 0
        subshapes = bhk_shape.sub_shapes

        if not subshapes:
            # fallout 3 stores them in the data
            subshapes = bhk_shape.data.sub_shapes

        for subshape_num, subshape in enumerate(subshapes):
            verts = []
            faces = []
            for vert_index in range(vertex_offset,
                                    vertex_offset + subshape.num_vertices):
                n_vert = bhk_shape.data.vertices[vert_index]
                verts.append(
                    (n_vert.x * self.HAVOK_SCALE, n_vert.y * self.HAVOK_SCALE,
                     n_vert.z * self.HAVOK_SCALE))

            for bhk_triangle in bhk_shape.data.triangles:
                bhk_tri = bhk_triangle.triangle
                if (vertex_offset <= bhk_tri.v_1) and (
                        bhk_tri.v_1 < vertex_offset + subshape.num_vertices):
                    faces.append((bhk_tri.v_1 - vertex_offset,
                                  bhk_tri.v_2 - vertex_offset,
                                  bhk_tri.v_3 - vertex_offset))
                else:
                    continue

            b_obj = Object.mesh_from_data(f'poly{subshape_num:d}', verts,
                                          faces)
            radius = min(vert.co.length for vert in b_obj.data.vertices)
            self.set_b_collider(b_obj,
                                bounds_type="MESH",
                                radius=radius,
                                n_obj=subshape)

            vertex_offset += subshape.num_vertices
            hk_objects.append(b_obj)

        return hk_objects