skeleton almost done

pull/1212/head
aoowweenn 2017-03-14 02:01:26 +08:00
parent 2d3dd1d40f
commit 0231af4343
1 changed files with 102 additions and 75 deletions

View File

@ -152,7 +152,6 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
std::cout << pScene->mRootNode->mName.C_Str() << std::endl;
std::cout << pModel->index_count << std::endl;
/*
pNode = new aiNode;
pScene->mRootNode->addChildren(1, &pNode);
pNode->mName.Set(string(pModel->model_name) + string("_mesh"));
@ -164,7 +163,7 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
pNode->mMeshes[index] = index;
}
pScene->mNumMeshes = pNode->mNumMeshes;
pScene->mNumMeshes = pModel->material_count;
pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
for (unsigned int i = 0, indexStart = 0; i < pScene->mNumMeshes; i++) {
const int indexCount = pModel->materials[i].index_count;
@ -177,13 +176,6 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
pScene->mMeshes[i]->mMaterialIndex = i;
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
auto bone_root_index = 0; // Default root: Bone 0 "Body" / "全ての親"
@ -197,6 +189,7 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
std::cout << "Bone " << i << ":" << std::endl;
std::cout << bone.bone_name << std::endl;
std::cout << bone.bone_english_name << std::endl;
/**/
std::cout << "position " << bone.position[0] << " " << bone.position[1]
<< " " << bone.position[2] << 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] << " "
<< bone.offset[2] << std::endl;
std::cout << "target_index" << bone.target_index << std::endl;
/**/
if (bone.parent_index < 0) {
pScene->mRootNode->addChildren(1, ppNode + i);
@ -217,52 +211,12 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
bone.position[1] - pModel->bones[bone.parent_index].position[1],
bone.position[2] - pModel->bones[bone.parent_index].position[2]);
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
SkeletonMeshBuilder dummyMeshbuild(pScene, ppNode[bone_root_index]);
// SkeletonMeshBuilder dummyMeshbuild(pScene, ppNode[bone_root_index]);
// create textures, may be dummy?
/*
pScene->mNumTextures = pModel->texture_count;
pScene->mTextures = new aiTexture*[pScene->mNumTextures];
for( unsigned int i = 0; i < pScene->mNumTextures; ++i) {
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];
@ -279,7 +233,6 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
FlipWindingOrderProcess windingFlipper;
windingFlipper.Execute(pScene);
*/
}
// ------------------------------------------------------------------------------------------------
@ -292,8 +245,8 @@ aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
pMesh->mNumFaces = indexCount / 3;
pMesh->mFaces = new aiFace[pMesh->mNumFaces];
for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
const int numIndices = 3; // trianglular face
for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
pMesh->mFaces[index].mNumIndices = numIndices;
unsigned int *indices = new unsigned int[numIndices];
indices[0] = numIndices * index;
@ -313,20 +266,94 @@ aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
pMesh->mNumUVComponents[i] = 4;
}
map<int, vector<aiVertexWeight>> bone_vertex_map;
// fill in contents and create bones
for (int index = 0; index < indexCount; index++) {
const pmx::PmxVertex *v =
&pModel->vertices[pModel->indices[indexStart + index]];
const float *position = v->position;
pMesh->mVertices[index].Set(position[0], position[1], position[2]);
const float *normal = v->normal;
pMesh->mNormals[index].Set(normal[0], normal[1], normal[2]);
pMesh->mTextureCoords[0][index].x = v->uv[0];
pMesh->mTextureCoords[0][index].y = v->uv[1];
for (int i = 1; i <= pModel->setting.uv; i++) {
// TODO: wrong here? use quaternion transform?
pMesh->mTextureCoords[i][index].x = v->uva[i][0];
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;