finish mesh creation

pull/1212/head
UMW 2017-02-27 21:02:58 +08:00
parent 4045466f73
commit e80d3aa9d4
5 changed files with 81 additions and 20 deletions

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@ -667,7 +667,11 @@ ADD_ASSIMP_IMPORTER( MMD
MMDVmdParser.h
)
# use custom FindICU.cmake
set(CMAKE_MODULE_PATH_BACKUP ${CMAKE_MODULE_PATH})
set(CMAKE_MODULE_PATH ${PROJECT_SOURCE_DIR})
find_package(ICU COMPONENTS uc io REQUIRED)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH_BACKUP})
SET( Step_SRCS
StepExporter.h

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@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "MMDPmdParser.h"
#include "MMDVmdParser.h"
//#include "IOStreamBuffer.h"
#include "ConvertToLHProcess.h"
#include <memory>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
@ -156,31 +157,84 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pSc
std::cout << pScene->mRootNode->mName.C_Str() << std::endl;
// workaround, must be deleted
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
//aiMesh *pMesh = new aiMesh;
aiMaterial* mat = new aiMaterial;
pScene->mNumMeshes = 1;
pScene->mNumMaterials = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mMeshes = new aiMesh*[1];
pScene->mMaterials = new aiMaterial*[1];
pScene->mMeshes[0] = CreateMesh(pModel, pScene);
pScene->mMaterials[0] = mat;
/**
pMesh->mNumVertices = 3;
pMesh->mVertices = new aiVector3D[3];
pMesh->mVertices[0] = aiVector3D(1.0, 0.0, 0.0);
pMesh->mVertices[1] = aiVector3D(0.0, 1.0, 0.0);
pMesh->mVertices[2] = aiVector3D(0.0, 0.0, 1.0);
pMesh->mNumFaces= 1;
pMesh->mFaces = new aiFace[1];
pMesh->mFaces[0].mNumIndices = 3;
pMesh->mFaces[0].mIndices = new unsigned int[3];
pMesh->mFaces[0].mIndices[0] = 0;
pMesh->mFaces[0].mIndices[1] = 1;
pMesh->mFaces[0].mIndices[2] = 2;
**/
// Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
MakeLeftHandedProcess convertProcess;
convertProcess.Execute( pScene);
FlipWindingOrderProcess flipper;
flipper.Execute(pScene);
}
// ------------------------------------------------------------------------------------------------
aiMesh* MMDImporter::CreateMesh(const pmx::PmxModel* pModel, aiScene* pScene)
{
aiMesh *pMesh = new aiMesh;
pScene->mRootNode->mMeshes[0] = 100;
// workaround
/*
// Create nodes for the whole scene
std::vector<aiMesh*> MeshArray;
for ( size_t index = 0; index < pModel->bone_count; index++ ) {
createNodes( pModel, pModel->bones[i], pScene, MeshArray);
}
pMesh->mNumVertices = pModel->vertex_count;
std::vector<int> vertices_refID(pMesh->mNumVertices, -1);
vertices_refID.reserve(3*pMesh->mNumVertices);
if ( pScene->mNumMeshes > 0 ) {
pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
for ( size_t index = 0; index < MeshArray.size(); index++ ) {
pScene->mMeshes[ index ] = MeshArray[ index ];
pMesh->mNumFaces = pModel->index_count / 3;
pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
for( unsigned int index = 0; index < pMesh->mNumFaces; index++ ) {
pMesh->mFaces[index].mNumIndices = 3;
unsigned int *indices = new unsigned int[3];
// here we change LH to RH coord
indices[0] = pModel->indices[3*index];
indices[1] = pModel->indices[3*index+1];
indices[2] = pModel->indices[3*index+2];
for( unsigned int j = 0; j < 3; j++ ) {
if(vertices_refID[indices[j]] != -1) {
vertices_refID.push_back(indices[j]);
indices[j] = vertices_refID.size() - 1;
}
else {
vertices_refID[indices[j]] = indices[j];
}
}
pMesh->mFaces[index].mIndices = indices;
}
// Create all materials
createMaterials( pModel, pScene );
*/
pMesh->mNumVertices = vertices_refID.size();
pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
for( unsigned int index = 0; index < pMesh->mNumVertices; index++ ) {
const float* position = pModel->vertices[vertices_refID[index]].position;
pMesh->mVertices[index].Set(position[0], position[1], position[2]);
}
return pMesh;
}
// ------------------------------------------------------------------------------------------------

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@ -84,6 +84,9 @@ private:
//! \brief Create the data from imported content.
void CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pScene);
//! \brief Create the mesh
aiMesh* CreateMesh(const pmx::PmxModel* pModel, aiScene* pScene);
private:
//! Data buffer
std::vector<char> m_Buffer;

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@ -169,7 +169,7 @@ namespace pmx
void PmxVertex::Read(std::istream *stream, PmxSetting *setting)
{
stream->read((char*) this->positon, sizeof(float) * 3);
stream->read((char*) this->position, sizeof(float) * 3);
stream->read((char*) this->normal, sizeof(float) * 3);
stream->read((char*) this->uv, sizeof(float) * 2);
for (int i = 0; i < setting->uv; ++i)

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@ -174,7 +174,7 @@ namespace pmx
{
uv[0] = uv[1] = 0.0f;
for (int i = 0; i < 3; ++i) {
positon[i] = 0.0f;
position[i] = 0.0f;
normal[i] = 0.0f;
}
for (int i = 0; i < 4; ++i) {
@ -185,7 +185,7 @@ namespace pmx
}
/// 位置
float positon[3];
float position[3];
/// 法線
float normal[3];
/// テクスチャ座標