finish UV texture
parent
e89c29a9cc
commit
7a25f5ac25
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@ -159,6 +159,12 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pSc
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std::cout << pScene->mRootNode->mName.C_Str() << std::endl;
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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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std::cout << pModel->index_count << std::endl;
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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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// split mesh by materials
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pNode->mNumMeshes = pModel->material_count;
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pNode->mNumMeshes = pModel->material_count;
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
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@ -180,15 +186,34 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pSc
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indexStart += indexCount;
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indexStart += indexCount;
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}
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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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}
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*/
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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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for( unsigned int i = 0; i < pScene->mNumMaterials; i++ ) {
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for( unsigned int i = 0; i < pScene->mNumMaterials; i++ ) {
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aiMaterial* mat = new aiMaterial;
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pScene->mMaterials[i] = CreateMaterial(&pModel->materials[i], pModel);
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pScene->mMaterials[i] = mat;
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aiString name(pModel->materials[i].material_name);
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mat->AddProperty(&name, AI_MATKEY_NAME);
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aiColor3D color(0.01*i, 0.01*i, 0.01*i);
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mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
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}
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}
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// Convert everything to OpenGL space
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// Convert everything to OpenGL space
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@ -238,17 +263,47 @@ aiMesh* MMDImporter::CreateMesh(const pmx::PmxModel* pModel, const int indexStar
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const float* normal = v->normal;
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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->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].x = v->uv[0];
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pMesh->mTextureCoords[0][index].y = v->uv[1];
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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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for( int i = 1; i <= pModel->setting.uv; i++ ) {
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// TODO: wrong here? use quaternion transform?
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// TODO: wrong here? use quaternion transform?
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pMesh->mTextureCoords[i][index].x = v->uva[i][2] - v->uva[i][0];
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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][3] - v->uva[i][1];
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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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}
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}
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return pMesh;
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return pMesh;
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}
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}
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// ------------------------------------------------------------------------------------------------
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aiMaterial* MMDImporter::CreateMaterial(const pmx::PmxMaterial* pMat, const pmx::PmxModel* pModel)
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{
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aiMaterial *mat = new aiMaterial();
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aiString name(pMat->material_english_name);
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mat->AddProperty(&name, AI_MATKEY_NAME);
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aiColor3D diffuse(pMat->diffuse[0], pMat->diffuse[1], pMat->diffuse[2]);
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mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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aiColor3D specular(pMat->specular[0], pMat->specular[1], pMat->specular[2]);
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mat->AddProperty(&specular, 1, AI_MATKEY_COLOR_SPECULAR);
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aiColor3D ambient(pMat->ambient[0], pMat->ambient[1], pMat->ambient[2]);
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mat->AddProperty(&ambient, 1, AI_MATKEY_COLOR_AMBIENT);
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float opacity = pMat->diffuse[3];
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mat->AddProperty(&opacity, 1, AI_MATKEY_OPACITY);
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float shininess = pMat->specularlity;
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mat->AddProperty(&shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
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aiString texture_path(pModel->textures[pMat->diffuse_texture_index]);
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mat->AddProperty(&texture_path, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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int mapping_uvwsrc = 0;
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mat->AddProperty(&mapping_uvwsrc, 1, AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE, 0));
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int mapping_mode = aiTextureMapMode_Mirror;
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mat->AddProperty(&mapping_mode, 1, AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE, 0));
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mat->AddProperty(&mapping_mode, 1, AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE, 0));
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return mat;
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}
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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} // Namespace Assimp
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} // Namespace Assimp
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@ -46,17 +46,9 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <vector>
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#include <vector>
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struct aiMesh;
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struct aiMesh;
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struct aiNode;
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namespace Assimp {
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namespace Assimp {
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/*
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namespace MMDFile {
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struct Object;
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struct Model;
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}
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*/
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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/// \class MMDImporter
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/// \class MMDImporter
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/// \brief Imports MMD a pmx/pmd/vmd file
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/// \brief Imports MMD a pmx/pmd/vmd file
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@ -87,11 +79,12 @@ private:
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//! \brief Create the mesh
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//! \brief Create the mesh
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aiMesh* CreateMesh(const pmx::PmxModel* pModel, const int indexStart, const int indexCount);
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aiMesh* CreateMesh(const pmx::PmxModel* pModel, const int indexStart, const int indexCount);
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//! \brief Create the material
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aiMaterial* CreateMaterial(const pmx::PmxMaterial* pMat, const pmx::PmxModel* pModel);
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private:
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private:
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//! Data buffer
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//! Data buffer
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std::vector<char> m_Buffer;
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std::vector<char> m_Buffer;
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//! Pointer to root object instance
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//MMDFile::Object *m_pRootObject;
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//! Absolute pathname of model in file system
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//! Absolute pathname of model in file system
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std::string m_strAbsPath;
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std::string m_strAbsPath;
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};
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};
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