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