use SkeletonMeshBuilder to show bone positions.
parent
ba357e74d2
commit
2d3dd1d40f
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@ -41,33 +41,32 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef ASSIMP_BUILD_NO_MMD_IMPORTER
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#include "DefaultIOSystem.h"
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#include "MMDImporter.h"
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#include "MMDPmxParser.h"
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#include "DefaultIOSystem.h"
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#include "MMDPmdParser.h"
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#include "MMDPmxParser.h"
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#include "MMDVmdParser.h"
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#include "SkeletonMeshBuilder.h"
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//#include "IOStreamBuffer.h"
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#include "ConvertToLHProcess.h"
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#include <memory>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/ai_assert.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/ai_assert.h>
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#include <assimp/scene.h>
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#include <fstream>
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#include <iomanip>
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#include <memory>
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static const aiImporterDesc desc = {
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"MMD Importer",
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"",
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"",
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"surfaces supported?",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"pmx"
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};
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static const aiImporterDesc desc = {"MMD Importer",
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"",
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"",
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"surfaces supported?",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"pmx"};
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namespace Assimp {
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@ -75,237 +74,294 @@ using namespace std;
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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MMDImporter::MMDImporter() :
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m_Buffer(),
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//m_pRootObject( NULL ),
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m_strAbsPath( "" )
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{
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DefaultIOSystem io;
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m_strAbsPath = io.getOsSeparator();
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MMDImporter::MMDImporter()
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: m_Buffer(),
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// m_pRootObject( NULL ),
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m_strAbsPath("") {
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DefaultIOSystem io;
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m_strAbsPath = io.getOsSeparator();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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MMDImporter::~MMDImporter()
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{
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//delete m_pRootObject;
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//m_pRootObject = NULL;
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MMDImporter::~MMDImporter() {
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// delete m_pRootObject;
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// m_pRootObject = NULL;
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is an pmx file.
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bool MMDImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
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{
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if(!checkSig) //Check File Extension
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{
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return SimpleExtensionCheck(pFile,"pmx");
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}
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else //Check file Header
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{
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static const char *pTokens[] = { "PMX " };
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 1 );
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}
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bool MMDImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler,
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bool checkSig) const {
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if (!checkSig) // Check File Extension
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{
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return SimpleExtensionCheck(pFile, "pmx");
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} else // Check file Header
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{
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static const char *pTokens[] = {"PMX "};
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens,
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1);
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}
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* MMDImporter::GetInfo () const
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{
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return &desc;
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}
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const aiImporterDesc *MMDImporter::GetInfo() const { return &desc; }
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// ------------------------------------------------------------------------------------------------
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// MMD import implementation
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void MMDImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler)
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{
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// Read file by istream
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std::filebuf fb;
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if( !fb.open(file, std::ios::in | std::ios::binary ) ) {
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throw DeadlyImportError( "Failed to open file " + file + "." );
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}
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void MMDImporter::InternReadFile(const std::string &file, aiScene *pScene,
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IOSystem *pIOHandler) {
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// Read file by istream
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std::filebuf fb;
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if (!fb.open(file, std::ios::in | std::ios::binary)) {
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throw DeadlyImportError("Failed to open file " + file + ".");
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}
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std::istream fileStream( &fb );
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std::istream fileStream(&fb);
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// Get the file-size and validate it, throwing an exception when fails
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fileStream.seekg(0, fileStream.end);
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size_t fileSize = fileStream.tellg();
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fileStream.seekg(0, fileStream.beg);
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// Get the file-size and validate it, throwing an exception when fails
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fileStream.seekg(0, fileStream.end);
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size_t fileSize = fileStream.tellg();
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fileStream.seekg(0, fileStream.beg);
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if( fileSize < sizeof(pmx::PmxModel) ) {
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throw DeadlyImportError( file + " is too small." );
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}
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if (fileSize < sizeof(pmx::PmxModel)) {
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throw DeadlyImportError(file + " is too small.");
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}
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pmx::PmxModel model;
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model.Read(&fileStream);
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pmx::PmxModel model;
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model.Read(&fileStream);
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CreateDataFromImport(&model, pScene);
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CreateDataFromImport(&model, pScene);
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}
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// ------------------------------------------------------------------------------------------------
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void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pScene)
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{
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if( pModel == NULL ) {
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return;
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}
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void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
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aiScene *pScene) {
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if (pModel == NULL) {
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return;
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}
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aiNode *pNode = new aiNode;
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if ( !pModel->model_name.empty() ) {
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pNode->mName.Set(pModel->model_name);
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}
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else {
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ai_assert(false);
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}
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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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aiNode *pNode = new aiNode;
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if (!pModel->model_name.empty()) {
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pNode->mName.Set(pModel->model_name);
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} else {
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ai_assert(false);
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}
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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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/*
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pNode = new aiNode;
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pScene->mRootNode->addChildren(1, &pNode);
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pScene->mRootNode->mNumChildren = 1;
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pNode->mParent = pScene->mRootNode;
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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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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->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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// 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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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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}
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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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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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}
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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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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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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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if (bone.parent_index < 0) {
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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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ppNode[bone.parent_index]->addChildren(1, ppNode + i);
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aiVector3D v3 = aiVector3D(
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bone.position[0] - pModel->bones[bone.parent_index].position[0],
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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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// 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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}
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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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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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convertProcess.Execute(pScene);
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// Convert everything to OpenGL space
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MakeLeftHandedProcess convertProcess;
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convertProcess.Execute(pScene);
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FlipUVsProcess uvFlipper;
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uvFlipper.Execute(pScene);
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FlipWindingOrderProcess windingFlipper;
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windingFlipper.Execute(pScene);
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FlipUVsProcess uvFlipper;
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uvFlipper.Execute(pScene);
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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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aiMesh* MMDImporter::CreateMesh(const pmx::PmxModel* pModel, const int indexStart, const int indexCount)
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{
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aiMesh *pMesh = new aiMesh;
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aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
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const int indexStart, const int indexCount) {
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aiMesh *pMesh = new aiMesh;
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pMesh->mNumVertices = indexCount;
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pMesh->mNumVertices = indexCount;
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pMesh->mNumFaces = indexCount / 3;
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pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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pMesh->mNumFaces = indexCount / 3;
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pMesh->mFaces = new aiFace[pMesh->mNumFaces];
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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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indices[1] = numIndices * index + 1;
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indices[2] = numIndices * index + 2;
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pMesh->mFaces[index].mIndices = indices;
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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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indices[1] = numIndices * index + 1;
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indices[2] = numIndices * index + 2;
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pMesh->mFaces[index].mIndices = indices;
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}
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pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
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pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
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pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
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pMesh->mNumUVComponents[0] = 2;
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// additional UVs
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for (int i = 1; i <= pModel->setting.uv; i++) {
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pMesh->mTextureCoords[i] = new aiVector3D[pMesh->mNumVertices];
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pMesh->mNumUVComponents[i] = 4;
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}
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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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}
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pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
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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
|
||||
|
|
Loading…
Reference in New Issue