Revert "bam2egg: support exposed joints properly"

This reverts commit dee4cd62017853f44bb54f6e6c764ba2b18cf90f.

Fixes #237
This commit is contained in:
rdb 2018-12-31 17:07:42 +01:00
parent 6559932c7b
commit c61b480a41

View File

@ -52,7 +52,6 @@
#include "modelNode.h"
#include "animBundleNode.h"
#include "animChannelMatrixXfmTable.h"
#include "characterJointEffect.h"
#include "characterJoint.h"
#include "character.h"
#include "string_utils.h"
@ -159,16 +158,6 @@ convert_node(const WorkingNodePath &node_path, EggGroupNode *egg_parent,
convert_character_node(DCAST(Character, node), node_path, egg_parent, has_decal);
} else {
// Is this a ModelNode that represents an exposed joint? If so, skip it,
// as we'll take care of it when building the joint hierarchy.
if (node->get_type() == ModelNode::get_class_type()) {
ModelNode *model_node = (ModelNode *)node;
if (model_node->get_preserve_transform() == ModelNode::PT_net &&
model_node->has_effect(CharacterJointEffect::get_class_type())) {
return;
}
}
// Just a generic node.
EggGroup *egg_group = new EggGroup(node->get_name());
egg_parent->add_child(egg_group);
@ -368,17 +357,6 @@ convert_character_bundle(PartGroup *bundleNode, EggGroupNode *egg_parent, Charac
EggGroup *joint = new EggGroup(bundleNode->get_name());
joint->add_matrix4(transformd);
joint->set_group_type(EggGroup::GT_joint);
// Is this joint exposed?
NodePathCollection coll = character_joint->get_net_transforms();
for (size_t i = 0; i < coll.size(); ++i) {
const NodePath &np = coll[i];
if (np.get_name() == bundleNode->get_name() && np.node()->is_of_type(ModelNode::get_class_type())) {
joint->set_dcs_type(EggGroup::DC_net);
break;
}
}
joint_group = joint;
egg_parent->add_child(joint_group);
if (joint_map != nullptr) {
@ -409,33 +387,16 @@ convert_character_node(Character *node, const WorkingNodePath &node_path,
// A sequence node gets converted to an ordinary EggGroup, we only apply the
// appropriate switch attributes to turn it into a sequence.
// We have to use DT_structured since it is the only mode that preserves the
// node hierarchy, including LODNodes and CollisionNodes that may be under
// this Character node.
EggGroup *egg_group = new EggGroup(node->get_name());
egg_group->set_dart_type(EggGroup::DT_structured);
egg_parent->add_child(egg_group);
apply_node_properties(egg_group, node);
CharacterJointMap joint_map;
bool is_structured = false;
int num_children = node->get_num_children();
for (int i = 0; i < num_children; i++) {
PandaNode *child = node->get_child(i);
convert_node(WorkingNodePath(node_path, child), egg_parent, has_decal, &joint_map);
TypeHandle type = child->get_type();
if (child->get_num_children() > 0 ||
(type != GeomNode::get_class_type() && type != ModelNode::get_class_type())) {
is_structured = true;
}
}
// We have to use DT_structured if it is necessary to preserve any node
// hierarchy, such as LODNodes and CollisionNodes that may be under this
// Character node.
if (is_structured) {
egg_group->set_dart_type(EggGroup::DT_structured);
} else {
egg_group->set_dart_type(EggGroup::DT_default);
}
recurse_nodes(node_path, egg_group, has_decal, &joint_map);
// turn it into a switch.. egg_group->set_switch_flag(true);