correct node hierarchy
parent
0231af4343
commit
0eecff74d8
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@ -149,8 +149,6 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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}
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}
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pScene->mRootNode = pNode;
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pScene->mRootNode = pNode;
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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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pNode = new aiNode;
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pNode = new aiNode;
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pScene->mRootNode->addChildren(1, &pNode);
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pScene->mRootNode->addChildren(1, &pNode);
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@ -168,9 +166,6 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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for (unsigned int i = 0, indexStart = 0; i < pScene->mNumMeshes; i++) {
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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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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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pScene->mMeshes[i] = CreateMesh(pModel, indexStart, indexCount);
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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]->mName = pModel->materials[i].material_name;
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pScene->mMeshes[i]->mMaterialIndex = i;
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pScene->mMeshes[i]->mMaterialIndex = i;
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@ -178,7 +173,6 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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}
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}
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// create node hierarchy for bone position
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// create node hierarchy for bone position
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auto bone_root_index = 0; // Default root: Bone 0 "Body" / "全ての親"
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aiNode **ppNode = new aiNode *[pModel->bone_count];
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aiNode **ppNode = new aiNode *[pModel->bone_count];
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for (auto i = 0; i < pModel->bone_count; i++) {
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for (auto i = 0; i < pModel->bone_count; i++) {
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ppNode[i] = new aiNode(pModel->bones[i].bone_name);
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ppNode[i] = new aiNode(pModel->bones[i].bone_name);
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@ -186,23 +180,9 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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for (auto i = 0; i < pModel->bone_count; i++) {
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for (auto i = 0; i < pModel->bone_count; i++) {
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const pmx::PmxBone &bone = pModel->bones[i];
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const pmx::PmxBone &bone = pModel->bones[i];
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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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std::cout << "level " << bone.level << std::endl;
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std::cout << "bone_flag " << bone.bone_flag << std::endl;
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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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if (bone.parent_index < 0) {
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pScene->mRootNode->addChildren(1, ppNode + i);
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pScene->mRootNode->addChildren(1, ppNode + i);
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bone_root_index = i;
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} else {
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} else {
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ppNode[bone.parent_index]->addChildren(1, ppNode + i);
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ppNode[bone.parent_index]->addChildren(1, ppNode + i);
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@ -214,9 +194,6 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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}
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}
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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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// create materials
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// create materials
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pScene->mNumMaterials = pModel->material_count;
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pScene->mNumMaterials = pModel->material_count;
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
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@ -338,22 +315,23 @@ aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
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}
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}
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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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// make all bones for each mesh
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pMesh->mNumBones = bone_vertex_map.size();
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// assign bone weights to skinned bones (otherwise just initialize)
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auto bone_ptr_ptr = new aiBone *[pModel->bone_count];
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pMesh->mNumBones = pModel->bone_count;
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pMesh->mBones = bone_ptr_ptr;
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pMesh->mBones = bone_ptr_ptr;
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int bone_new_index = 0;
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for (auto ii = 0; ii < pModel->bone_count; ++ii) {
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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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auto pBone = new aiBone;
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const auto &pmxBone = pModel->bones[it->first];
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const auto &pmxBone = pModel->bones[ii];
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pBone->mName = pmxBone.bone_name;
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pBone->mName = pmxBone.bone_name;
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pBone->mOffsetMatrix = aiMatrix4x4();
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pBone->mOffsetMatrix = aiMatrix4x4();
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pBone->mNumWeights = it->second.size();
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auto it = bone_vertex_map.find(ii);
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pBone->mWeights = new aiVertexWeight[pBone->mNumWeights];
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if (it != bone_vertex_map.end()) {
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pBone->mWeights = it->second.data();
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pBone->mNumWeights = it->second.size();
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(new vector<aiVertexWeight>())->swap(it->second);
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pBone->mWeights = it->second.data();
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// copy(it->second.begin(), it->second.end(), pBone->mWeights);
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it->second.swap(*(new vector<aiVertexWeight>));
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bone_ptr_ptr[bone_new_index] = pBone;
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}
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bone_new_index++;
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bone_ptr_ptr[ii] = pBone;
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}
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}
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return pMesh;
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return pMesh;
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