testing2
parent
314bb451bb
commit
968612fea1
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@ -1224,43 +1224,13 @@ void ColladaExporter::WriteSceneLibrary()
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mOutput << startstr << "<visual_scene id=\"" + scene_name_escaped + "\" name=\"" + scene_name_escaped + "\">" << endstr;
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PushTag();
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// start write armature at the root node
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for( size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a )
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WriteNode( mScene, mScene->mRootNode->mChildren[a], true);
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// start recursive write at the root node
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for( size_t a = 0; a < mScene->mRootNode->mNumChildren; ++a )
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WriteNode( mScene, mScene->mRootNode->mChildren[a]);
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for( size_t a = 0; a < mScene->mNumMeshes; ++a )
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{
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const aiMesh* mesh = mScene->mMeshes[a];
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const std::string idstr = GetMeshId( a);
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const std::string idstrEscaped = XMLEscape(idstr);
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if ( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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continue;
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if ( mesh->mNumBones == 0 )
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continue;
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const std::string mesh_name_escaped = XMLEscape(mesh->mName.C_Str());
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mOutput << startstr
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<< "<node id=\"" << mesh_name_escaped << "_armature"
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<< "\" name=\"" << mesh_name_escaped << "_armature"
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<< "\" type=\"NODE\">"
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<< endstr;
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PushTag();
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mOutput << startstr
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<< "<instance_controller url=\"#" << idstrEscaped << "-skin\">"
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<< endstr;
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PushTag();
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mOutput << startstr << "<skeleton>#skeleton_root</skeleton>" << endstr;
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PopTag();
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mOutput << startstr << "</instance_controller>" << endstr;
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PopTag();
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mOutput << startstr << "</node>" << endstr;
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}
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WriteNode( mScene, mScene->mRootNode->mChildren[a], false);
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PopTag();
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mOutput << startstr << "</visual_scene>" << endstr;
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@ -1285,7 +1255,7 @@ aiBone* findBone( const aiScene* scene, const char * name) {
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// ------------------------------------------------------------------------------------------------
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// Recursively writes the given node
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void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode, bool need_output_joint)
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{
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// the node must have a name
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if (pNode->mName.length == 0)
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@ -1309,13 +1279,20 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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is_skeleton_root = true;
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}
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if(need_output_joint ^ is_joint)
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return;
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const std::string node_name_escaped = XMLEscape(pNode->mName.data);
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mOutput << startstr
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<< "<node ";
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if(is_skeleton_root)
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mOutput << "id=\"" << "#skeleton_root" << "\" "; // For now, only support one skeleton in a scene.
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mOutput << (is_joint ? "s" : "") << "id=\"" << node_name_escaped
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<< "\" name=\"" << node_name_escaped
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mOutput << "id=\"" << "skeleton_root"; // For now, only support one skeleton in a scene.
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else
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mOutput << "id=\"" << node_name_escaped;
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if(is_joint)
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mOutput << "\" sid=\"" << node_name_escaped;
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//mOutput << (is_joint ? "s" : "") << "id=\"" << node_name_escaped
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mOutput << "\" name=\"" << node_name_escaped
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<< "\" type=\"" << node_type
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<< "\">" << endstr;
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PushTag();
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@ -1323,7 +1300,7 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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// write transformation - we can directly put the matrix there
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// TODO: (thom) decompose into scale - rot - quad to allow addressing it by animations afterwards
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const aiMatrix4x4& mat = pNode->mTransformation;
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mOutput << startstr << "<matrix>";
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mOutput << startstr << "<matrix sid=\"transform\">";
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mOutput << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << " ";
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mOutput << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << " ";
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mOutput << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << " ";
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@ -1351,38 +1328,55 @@ void ColladaExporter::WriteNode( const aiScene* pScene, aiNode* pNode)
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for( size_t a = 0; a < pNode->mNumMeshes; ++a )
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{
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const aiMesh* mesh = mScene->mMeshes[pNode->mMeshes[a]];
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// do not instanciate mesh if empty. I wonder how this could happen
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if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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continue;
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mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<bind_material>" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
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PushTag();
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
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{
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if( mesh->HasTextureCoords( static_cast<unsigned int>(a) ) )
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// semantic as in <texture texcoord=...>
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// input_semantic as in <input semantic=...>
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// input_set as in <input set=...>
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mOutput << startstr << "<bind_vertex_input semantic=\"CHANNEL" << a << "\" input_semantic=\"TEXCOORD\" input_set=\"" << a << "\"/>" << endstr;
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}
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PopTag();
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mOutput << startstr << "</instance_material>" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</bind_material>" << endstr;
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PopTag();
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mOutput << startstr << "</instance_geometry>" << endstr;
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// do not instanciate mesh if empty. I wonder how this could happen
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if( mesh->mNumFaces == 0 || mesh->mNumVertices == 0 )
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continue;
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if( mesh->mNumBones == 0 )
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{
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mOutput << startstr << "<instance_geometry url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "\">" << endstr;
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PushTag();
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}
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else
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{
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mOutput << startstr
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<< "<instance_controller url=\"#" << XMLEscape(GetMeshId( pNode->mMeshes[a])) << "-skin\">"
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<< endstr;
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PushTag();
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mOutput << startstr << "<skeleton>#skeleton_root</skeleton>" << endstr;
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}
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mOutput << startstr << "<bind_material>" << endstr;
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PushTag();
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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mOutput << startstr << "<instance_material symbol=\"defaultMaterial\" target=\"#" << XMLEscape(materials[mesh->mMaterialIndex].name) << "\">" << endstr;
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PushTag();
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for( size_t a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a )
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{
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if( mesh->HasTextureCoords( static_cast<unsigned int>(a) ) )
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// semantic as in <texture texcoord=...>
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// input_semantic as in <input semantic=...>
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// input_set as in <input set=...>
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mOutput << startstr << "<bind_vertex_input semantic=\"CHANNEL" << a << "\" input_semantic=\"TEXCOORD\" input_set=\"" << a << "\"/>" << endstr;
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}
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PopTag();
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mOutput << startstr << "</instance_material>" << endstr;
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PopTag();
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mOutput << startstr << "</technique_common>" << endstr;
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PopTag();
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mOutput << startstr << "</bind_material>" << endstr;
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PopTag();
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if( mesh->mNumBones == 0)
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mOutput << startstr << "</instance_geometry>" << endstr;
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else
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mOutput << startstr << "</instance_controller>" << endstr;
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}
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// recurse into subnodes
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for( size_t a = 0; a < pNode->mNumChildren; ++a )
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WriteNode( pScene, pNode->mChildren[a]);
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WriteNode( pScene, pNode->mChildren[a], need_output_joint);
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PopTag();
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mOutput << startstr << "</node>" << endstr;
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@ -122,7 +122,7 @@ protected:
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void WriteSceneLibrary();
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/// Recursively writes the given node
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void WriteNode( const aiScene* scene, aiNode* pNode);
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void WriteNode( const aiScene* scene, aiNode* pNode, bool need_output_joint);
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/// Enters a new xml element, which increases the indentation
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void PushTag() { startstr.append( " "); }
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@ -324,7 +324,8 @@ aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
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auto pBone = new aiBone;
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const auto &pmxBone = pModel->bones[ii];
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pBone->mName = pmxBone.bone_name;
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pBone->mOffsetMatrix = aiMatrix4x4();
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aiVector3D pos(pmxBone.position[0], -pmxBone.position[1], -pmxBone.position[2]);
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aiMatrix4x4::Translation(pos, pBone->mOffsetMatrix);
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auto it = bone_vertex_map.find(ii);
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if (it != bone_vertex_map.end()) {
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pBone->mNumWeights = it->second.size();
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