skeleton almost done
parent
2d3dd1d40f
commit
0231af4343
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@ -152,37 +152,29 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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std::cout << pScene->mRootNode->mName.C_Str() << std::endl;
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std::cout << pModel->index_count << std::endl;
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/*
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pNode = new aiNode;
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pScene->mRootNode->addChildren(1, &pNode);
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pNode->mName.Set(string(pModel->model_name) + string("_mesh"));
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pNode = new aiNode;
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pScene->mRootNode->addChildren(1, &pNode);
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pNode->mName.Set(string(pModel->model_name) + string("_mesh"));
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// split mesh by materials
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pNode->mNumMeshes = pModel->material_count;
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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for (unsigned int index = 0; index < pNode->mNumMeshes; index++) {
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pNode->mMeshes[index] = index;
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}
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// split mesh by materials
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pNode->mNumMeshes = pModel->material_count;
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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for (unsigned int index = 0; index < pNode->mNumMeshes; index++) {
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pNode->mMeshes[index] = index;
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}
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pScene->mNumMeshes = pNode->mNumMeshes;
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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for (unsigned int i = 0, indexStart = 0; i < pScene->mNumMeshes; i++) {
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const int indexCount = pModel->materials[i].index_count;
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pScene->mNumMeshes = pModel->material_count;
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
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for (unsigned int i = 0, indexStart = 0; i < pScene->mNumMeshes; i++) {
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const int indexCount = pModel->materials[i].index_count;
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std::cout << pModel->materials[i].material_name << std::endl;
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std::cout << indexStart << " " << indexCount << std::endl;
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std::cout << pModel->materials[i].material_name << std::endl;
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std::cout << indexStart << " " << indexCount << std::endl;
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pScene->mMeshes[i] = CreateMesh(pModel, indexStart, indexCount);
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pScene->mMeshes[i]->mName = pModel->materials[i].material_name;
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pScene->mMeshes[i]->mMaterialIndex = i;
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indexStart += indexCount;
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}
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*/
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// create bones
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aiBone *pBone = new aiBone[pModel->bone_count];
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for (auto i = 0; i < pModel->bone_count; i++) {
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pBone[i].mName = pModel->bones[i].bone_name;
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pScene->mMeshes[i] = CreateMesh(pModel, indexStart, indexCount);
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pScene->mMeshes[i]->mName = pModel->materials[i].material_name;
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pScene->mMeshes[i]->mMaterialIndex = i;
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indexStart += indexCount;
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}
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// create node hierarchy for bone position
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@ -197,6 +189,7 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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std::cout << "Bone " << i << ":" << std::endl;
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std::cout << bone.bone_name << std::endl;
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std::cout << bone.bone_english_name << std::endl;
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/**/
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std::cout << "position " << bone.position[0] << " " << bone.position[1]
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<< " " << bone.position[2] << std::endl;
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std::cout << "parent_index " << bone.parent_index << std::endl;
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@ -205,6 +198,7 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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std::cout << "offset " << bone.offset[0] << " " << bone.offset[1] << " "
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<< bone.offset[2] << std::endl;
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std::cout << "target_index" << bone.target_index << std::endl;
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/**/
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if (bone.parent_index < 0) {
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pScene->mRootNode->addChildren(1, ppNode + i);
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@ -217,58 +211,18 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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bone.position[1] - pModel->bones[bone.parent_index].position[1],
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bone.position[2] - pModel->bones[bone.parent_index].position[2]);
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aiMatrix4x4::Translation(v3, ppNode[i]->mTransformation);
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std::cout << ppNode[i]->mTransformation.a1 << ' '
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<< ppNode[i]->mTransformation.a2 << ' '
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<< ppNode[i]->mTransformation.a3 << ' '
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<< ppNode[i]->mTransformation.a4 << ' '
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<< ppNode[i]->mTransformation.b1 << ' '
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<< ppNode[i]->mTransformation.b2 << ' '
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<< ppNode[i]->mTransformation.b3 << ' '
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<< ppNode[i]->mTransformation.b4 << ' '
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<< ppNode[i]->mTransformation.c1 << ' '
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<< ppNode[i]->mTransformation.c2 << ' '
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<< ppNode[i]->mTransformation.c3 << ' '
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<< ppNode[i]->mTransformation.c4 << ' '
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<< ppNode[i]->mTransformation.d1 << ' '
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<< ppNode[i]->mTransformation.d2 << ' '
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<< ppNode[i]->mTransformation.d3 << ' '
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<< ppNode[i]->mTransformation.d4 << ' ' << std::endl;
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}
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}
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// use SkeletonMeshBuilder to generate bone vertices
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SkeletonMeshBuilder dummyMeshbuild(pScene, ppNode[bone_root_index]);
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// SkeletonMeshBuilder dummyMeshbuild(pScene, ppNode[bone_root_index]);
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// create textures, may be dummy?
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/*
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pScene->mNumTextures = pModel->texture_count;
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pScene->mTextures = new aiTexture*[pScene->mNumTextures];
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for( unsigned int i = 0; i < pScene->mNumTextures; ++i) {
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aiTexture *tex = new aiTexture;
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pScene->mTextures[i] = tex;
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strcpy(tex->achFormatHint, "png");
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tex->mHeight = 0;
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ifstream file(pModel->textures[i], ios::binary | ios::ate);
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streamsize size = file.tellg();
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file.seekg(0, ios::beg);
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char *buffer = new char[size];
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file.read(buffer, size);
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if(file.bad()) {
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string err("PMX: Can't open texture file");
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err.append(pModel->textures[i]);
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throw DeadlyExportError(err);
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}
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tex->pcData = (aiTexel*)buffer;
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// create materials
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pScene->mNumMaterials = pModel->material_count;
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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for (unsigned int i = 0; i < pScene->mNumMaterials; i++) {
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pScene->mMaterials[i] = CreateMaterial(&pModel->materials[i], pModel);
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}
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*/
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/*
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// create materials
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pScene->mNumMaterials = pModel->material_count;
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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for (unsigned int i = 0; i < pScene->mNumMaterials; i++) {
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pScene->mMaterials[i] = CreateMaterial(&pModel->materials[i], pModel);
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}
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// Convert everything to OpenGL space
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MakeLeftHandedProcess convertProcess;
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@ -279,7 +233,6 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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FlipWindingOrderProcess windingFlipper;
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windingFlipper.Execute(pScene);
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*/
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}
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// ------------------------------------------------------------------------------------------------
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@ -292,8 +245,8 @@ aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
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pMesh->mNumFaces = indexCount / 3;
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pMesh->mFaces = new aiFace[pMesh->mNumFaces];
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const int numIndices = 3; // trianglular face
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for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
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const int numIndices = 3; // trianglular face
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pMesh->mFaces[index].mNumIndices = numIndices;
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unsigned int *indices = new unsigned int[numIndices];
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indices[0] = numIndices * index;
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@ -313,20 +266,94 @@ aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
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pMesh->mNumUVComponents[i] = 4;
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}
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map<int, vector<aiVertexWeight>> bone_vertex_map;
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// fill in contents and create bones
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for (int index = 0; index < indexCount; index++) {
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const pmx::PmxVertex *v =
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&pModel->vertices[pModel->indices[indexStart + index]];
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const float *position = v->position;
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pMesh->mVertices[index].Set(position[0], position[1], position[2]);
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const float *normal = v->normal;
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pMesh->mNormals[index].Set(normal[0], normal[1], normal[2]);
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pMesh->mTextureCoords[0][index].x = v->uv[0];
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pMesh->mTextureCoords[0][index].y = v->uv[1];
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for (int i = 1; i <= pModel->setting.uv; i++) {
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// TODO: wrong here? use quaternion transform?
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pMesh->mTextureCoords[i][index].x = v->uva[i][0];
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pMesh->mTextureCoords[i][index].y = v->uva[i][1];
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}
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// handle bone map
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const auto vsBDEF1_ptr =
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dynamic_cast<pmx::PmxVertexSkinningBDEF1 *>(v->skinning.get());
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const auto vsBDEF2_ptr =
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dynamic_cast<pmx::PmxVertexSkinningBDEF2 *>(v->skinning.get());
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const auto vsBDEF4_ptr =
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dynamic_cast<pmx::PmxVertexSkinningBDEF4 *>(v->skinning.get());
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const auto vsSDEF_ptr =
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dynamic_cast<pmx::PmxVertexSkinningSDEF *>(v->skinning.get());
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switch (v->skinning_type) {
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case pmx::PmxVertexSkinningType::BDEF1:
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bone_vertex_map[vsBDEF1_ptr->bone_index].push_back(
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aiVertexWeight(index, 1.0));
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break;
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case pmx::PmxVertexSkinningType::BDEF2:
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bone_vertex_map[vsBDEF2_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsBDEF2_ptr->bone_weight));
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bone_vertex_map[vsBDEF2_ptr->bone_index2].push_back(
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aiVertexWeight(index, 1.0 - vsBDEF2_ptr->bone_weight));
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break;
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case pmx::PmxVertexSkinningType::BDEF4:
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bone_vertex_map[vsBDEF4_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight1));
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bone_vertex_map[vsBDEF4_ptr->bone_index2].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight2));
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bone_vertex_map[vsBDEF4_ptr->bone_index3].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight3));
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bone_vertex_map[vsBDEF4_ptr->bone_index4].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight4));
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break;
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case pmx::PmxVertexSkinningType::SDEF: // TODO: how to use sdef_c, sdef_r0,
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// sdef_r1?
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bone_vertex_map[vsSDEF_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsSDEF_ptr->bone_weight));
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bone_vertex_map[vsSDEF_ptr->bone_index2].push_back(
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aiVertexWeight(index, 1.0 - vsSDEF_ptr->bone_weight));
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break;
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case pmx::PmxVertexSkinningType::QDEF:
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const auto vsQDEF_ptr =
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dynamic_cast<pmx::PmxVertexSkinningQDEF *>(v->skinning.get());
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bone_vertex_map[vsQDEF_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight1));
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bone_vertex_map[vsQDEF_ptr->bone_index2].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight2));
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bone_vertex_map[vsQDEF_ptr->bone_index3].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight3));
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bone_vertex_map[vsQDEF_ptr->bone_index4].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight4));
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break;
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}
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}
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auto bone_ptr_ptr = new aiBone *[bone_vertex_map.size()];
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pMesh->mNumBones = bone_vertex_map.size();
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pMesh->mBones = bone_ptr_ptr;
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int bone_new_index = 0;
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for (auto it = bone_vertex_map.begin(); it != bone_vertex_map.end(); ++it) {
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auto pBone = new aiBone;
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const auto &pmxBone = pModel->bones[it->first];
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pBone->mName = pmxBone.bone_name;
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pBone->mOffsetMatrix = aiMatrix4x4();
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pBone->mNumWeights = it->second.size();
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pBone->mWeights = new aiVertexWeight[pBone->mNumWeights];
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pBone->mWeights = it->second.data();
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(new vector<aiVertexWeight>())->swap(it->second);
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// copy(it->second.begin(), it->second.end(), pBone->mWeights);
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bone_ptr_ptr[bone_new_index] = pBone;
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bone_new_index++;
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}
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return pMesh;
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