use SkeletonMeshBuilder to show bone positions.

pull/1212/head
aoowweenn 2017-03-10 17:15:01 +08:00
parent ba357e74d2
commit 2d3dd1d40f
1 changed files with 243 additions and 187 deletions

View File

@ -41,33 +41,32 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef ASSIMP_BUILD_NO_MMD_IMPORTER
#include "DefaultIOSystem.h"
#include "MMDImporter.h"
#include "MMDPmxParser.h"
#include "DefaultIOSystem.h"
#include "MMDPmdParser.h"
#include "MMDPmxParser.h"
#include "MMDVmdParser.h"
#include "SkeletonMeshBuilder.h"
//#include "IOStreamBuffer.h"
#include "ConvertToLHProcess.h"
#include <memory>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/ai_assert.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <assimp/ai_assert.h>
#include <assimp/scene.h>
#include <fstream>
#include <iomanip>
#include <memory>
static const aiImporterDesc desc = {
"MMD Importer",
"",
"",
"surfaces supported?",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"pmx"
};
static const aiImporterDesc desc = {"MMD Importer",
"",
"",
"surfaces supported?",
aiImporterFlags_SupportTextFlavour,
0,
0,
0,
0,
"pmx"};
namespace Assimp {
@ -75,237 +74,294 @@ using namespace std;
// ------------------------------------------------------------------------------------------------
// Default constructor
MMDImporter::MMDImporter() :
m_Buffer(),
//m_pRootObject( NULL ),
m_strAbsPath( "" )
{
DefaultIOSystem io;
m_strAbsPath = io.getOsSeparator();
MMDImporter::MMDImporter()
: m_Buffer(),
// m_pRootObject( NULL ),
m_strAbsPath("") {
DefaultIOSystem io;
m_strAbsPath = io.getOsSeparator();
}
// ------------------------------------------------------------------------------------------------
// Destructor.
MMDImporter::~MMDImporter()
{
//delete m_pRootObject;
//m_pRootObject = NULL;
MMDImporter::~MMDImporter() {
// delete m_pRootObject;
// m_pRootObject = NULL;
}
// ------------------------------------------------------------------------------------------------
// Returns true, if file is an pmx file.
bool MMDImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
{
if(!checkSig) //Check File Extension
{
return SimpleExtensionCheck(pFile,"pmx");
}
else //Check file Header
{
static const char *pTokens[] = { "PMX " };
return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 1 );
}
bool MMDImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler,
bool checkSig) const {
if (!checkSig) // Check File Extension
{
return SimpleExtensionCheck(pFile, "pmx");
} else // Check file Header
{
static const char *pTokens[] = {"PMX "};
return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens,
1);
}
}
// ------------------------------------------------------------------------------------------------
const aiImporterDesc* MMDImporter::GetInfo () const
{
return &desc;
}
const aiImporterDesc *MMDImporter::GetInfo() const { return &desc; }
// ------------------------------------------------------------------------------------------------
// MMD import implementation
void MMDImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler)
{
// Read file by istream
std::filebuf fb;
if( !fb.open(file, std::ios::in | std::ios::binary ) ) {
throw DeadlyImportError( "Failed to open file " + file + "." );
}
void MMDImporter::InternReadFile(const std::string &file, aiScene *pScene,
IOSystem *pIOHandler) {
// Read file by istream
std::filebuf fb;
if (!fb.open(file, std::ios::in | std::ios::binary)) {
throw DeadlyImportError("Failed to open file " + file + ".");
}
std::istream fileStream( &fb );
std::istream fileStream(&fb);
// Get the file-size and validate it, throwing an exception when fails
fileStream.seekg(0, fileStream.end);
size_t fileSize = fileStream.tellg();
fileStream.seekg(0, fileStream.beg);
// Get the file-size and validate it, throwing an exception when fails
fileStream.seekg(0, fileStream.end);
size_t fileSize = fileStream.tellg();
fileStream.seekg(0, fileStream.beg);
if( fileSize < sizeof(pmx::PmxModel) ) {
throw DeadlyImportError( file + " is too small." );
}
if (fileSize < sizeof(pmx::PmxModel)) {
throw DeadlyImportError(file + " is too small.");
}
pmx::PmxModel model;
model.Read(&fileStream);
pmx::PmxModel model;
model.Read(&fileStream);
CreateDataFromImport(&model, pScene);
CreateDataFromImport(&model, pScene);
}
// ------------------------------------------------------------------------------------------------
void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pScene)
{
if( pModel == NULL ) {
return;
}
void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
aiScene *pScene) {
if (pModel == NULL) {
return;
}
aiNode *pNode = new aiNode;
if ( !pModel->model_name.empty() ) {
pNode->mName.Set(pModel->model_name);
}
else {
ai_assert(false);
}
pScene->mRootNode = pNode;
std::cout << pScene->mRootNode->mName.C_Str() << std::endl;
std::cout << pModel->index_count << std::endl;
aiNode *pNode = new aiNode;
if (!pModel->model_name.empty()) {
pNode->mName.Set(pModel->model_name);
} else {
ai_assert(false);
}
pScene->mRootNode = pNode;
std::cout << pScene->mRootNode->mName.C_Str() << std::endl;
std::cout << pModel->index_count << std::endl;
/*
pNode = new aiNode;
pScene->mRootNode->addChildren(1, &pNode);
pScene->mRootNode->mNumChildren = 1;
pNode->mParent = pScene->mRootNode;
pNode->mName.Set(string(pModel->model_name) + string("_mesh"));
// split mesh by materials
pNode->mNumMeshes = pModel->material_count;
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
for( unsigned int index = 0; index < pNode->mNumMeshes; index++ ) {
pNode->mMeshes[index] = index;
for (unsigned int index = 0; index < pNode->mNumMeshes; index++) {
pNode->mMeshes[index] = index;
}
pScene->mNumMeshes = pNode->mNumMeshes;
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;
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;
std::cout << pModel->materials[i].material_name << std::endl;
std::cout << indexStart << " " << indexCount << std::endl;
std::cout << pModel->materials[i].material_name << std::endl;
std::cout << indexStart << " " << indexCount << std::endl;
pScene->mMeshes[i] = CreateMesh(pModel, indexStart, indexCount);
pScene->mMeshes[i]->mName = pModel->materials[i].material_name;
pScene->mMeshes[i]->mMaterialIndex = i;
indexStart += indexCount;
}
// 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;
pScene->mMeshes[i] = CreateMesh(pModel, indexStart, indexCount);
pScene->mMeshes[i]->mName = pModel->materials[i].material_name;
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"
aiNode **ppNode = new aiNode *[pModel->bone_count];
for (auto i = 0; i < pModel->bone_count; i++) {
ppNode[i] = new aiNode(pModel->bones[i].bone_name);
}
for (auto i = 0; i < pModel->bone_count; i++) {
const pmx::PmxBone &bone = pModel->bones[i];
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;
std::cout << "level " << bone.level << std::endl;
std::cout << "bone_flag " << bone.bone_flag << std::endl;
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);
bone_root_index = i;
} else {
ppNode[bone.parent_index]->addChildren(1, ppNode + i);
aiVector3D v3 = aiVector3D(
bone.position[0] - pModel->bones[bone.parent_index].position[0],
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]);
// 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];
for( unsigned int i = 0; i < pScene->mNumMaterials; i++ ) {
pScene->mMaterials[i] = CreateMaterial(&pModel->materials[i], pModel);
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
MakeLeftHandedProcess convertProcess;
convertProcess.Execute(pScene);
// Convert everything to OpenGL space
MakeLeftHandedProcess convertProcess;
convertProcess.Execute(pScene);
FlipUVsProcess uvFlipper;
uvFlipper.Execute(pScene);
FlipWindingOrderProcess windingFlipper;
windingFlipper.Execute(pScene);
FlipUVsProcess uvFlipper;
uvFlipper.Execute(pScene);
FlipWindingOrderProcess windingFlipper;
windingFlipper.Execute(pScene);
*/
}
// ------------------------------------------------------------------------------------------------
aiMesh* MMDImporter::CreateMesh(const pmx::PmxModel* pModel, const int indexStart, const int indexCount)
{
aiMesh *pMesh = new aiMesh;
aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
const int indexStart, const int indexCount) {
aiMesh *pMesh = new aiMesh;
pMesh->mNumVertices = indexCount;
pMesh->mNumVertices = indexCount;
pMesh->mNumFaces = indexCount / 3;
pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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
pMesh->mFaces[index].mNumIndices = numIndices;
unsigned int *indices = new unsigned int[numIndices];
indices[0] = numIndices * index;
indices[1] = numIndices * index + 1;
indices[2] = numIndices * index + 2;
pMesh->mFaces[index].mIndices = indices;
for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
const int numIndices = 3; // trianglular face
pMesh->mFaces[index].mNumIndices = numIndices;
unsigned int *indices = new unsigned int[numIndices];
indices[0] = numIndices * index;
indices[1] = numIndices * index + 1;
indices[2] = numIndices * index + 2;
pMesh->mFaces[index].mIndices = indices;
}
pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
pMesh->mNumUVComponents[0] = 2;
// additional UVs
for (int i = 1; i <= pModel->setting.uv; i++) {
pMesh->mTextureCoords[i] = new aiVector3D[pMesh->mNumVertices];
pMesh->mNumUVComponents[i] = 4;
}
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];
}
}
pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
pMesh->mTextureCoords[0] = new aiVector3D[ pMesh->mNumVertices ];
pMesh->mNumUVComponents[0] = 2;
// additional UVs
for( int i = 1; i <= pModel->setting.uv; i++ ) {
pMesh->mTextureCoords[i] = new aiVector3D[ pMesh->mNumVertices ];
pMesh->mNumUVComponents[i] = 4;
}
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];
}
}
return pMesh;
return pMesh;
}
// ------------------------------------------------------------------------------------------------
aiMaterial* MMDImporter::CreateMaterial(const pmx::PmxMaterial* pMat, const pmx::PmxModel* pModel)
{
aiMaterial *mat = new aiMaterial();
aiString name(pMat->material_english_name);
mat->AddProperty(&name, AI_MATKEY_NAME);
aiMaterial *MMDImporter::CreateMaterial(const pmx::PmxMaterial *pMat,
const pmx::PmxModel *pModel) {
aiMaterial *mat = new aiMaterial();
aiString name(pMat->material_english_name);
mat->AddProperty(&name, AI_MATKEY_NAME);
aiColor3D diffuse(pMat->diffuse[0], pMat->diffuse[1], pMat->diffuse[2]);
mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
aiColor3D specular(pMat->specular[0], pMat->specular[1], pMat->specular[2]);
mat->AddProperty(&specular, 1, AI_MATKEY_COLOR_SPECULAR);
aiColor3D ambient(pMat->ambient[0], pMat->ambient[1], pMat->ambient[2]);
mat->AddProperty(&ambient, 1, AI_MATKEY_COLOR_AMBIENT);
aiColor3D diffuse(pMat->diffuse[0], pMat->diffuse[1], pMat->diffuse[2]);
mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
aiColor3D specular(pMat->specular[0], pMat->specular[1], pMat->specular[2]);
mat->AddProperty(&specular, 1, AI_MATKEY_COLOR_SPECULAR);
aiColor3D ambient(pMat->ambient[0], pMat->ambient[1], pMat->ambient[2]);
mat->AddProperty(&ambient, 1, AI_MATKEY_COLOR_AMBIENT);
float opacity = pMat->diffuse[3];
mat->AddProperty(&opacity, 1, AI_MATKEY_OPACITY);
float shininess = pMat->specularlity;
mat->AddProperty(&shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
aiString texture_path(pModel->textures[pMat->diffuse_texture_index]);
mat->AddProperty(&texture_path, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
int mapping_uvwsrc = 0;
mat->AddProperty(&mapping_uvwsrc, 1, AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE, 0));
float opacity = pMat->diffuse[3];
mat->AddProperty(&opacity, 1, AI_MATKEY_OPACITY);
float shininess = pMat->specularlity;
mat->AddProperty(&shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
return mat;
aiString texture_path(pModel->textures[pMat->diffuse_texture_index]);
mat->AddProperty(&texture_path, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
int mapping_uvwsrc = 0;
mat->AddProperty(&mapping_uvwsrc, 1,
AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE, 0));
return mat;
}
// ------------------------------------------------------------------------------------------------
} // Namespace Assimp
} // Namespace Assimp
#endif // !! ASSIMP_BUILD_NO_MMD_IMPORTER