finish vertex
parent
e80d3aa9d4
commit
e89c29a9cc
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@ -147,46 +147,51 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pSc
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return;
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}
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pScene->mRootNode = new aiNode;
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aiNode *pNode = new aiNode;
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if ( !pModel->model_name.empty() ) {
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pScene->mRootNode->mName.Set(pModel->model_name);
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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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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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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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}
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//aiMesh *pMesh = new aiMesh;
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aiMaterial* mat = new aiMaterial;
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pScene->mNumMeshes = 1;
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pScene->mNumMaterials = 1;
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pScene->mMeshes = new aiMesh*[1];
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pScene->mMaterials = new aiMaterial*[1];
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pScene->mMeshes[0] = CreateMesh(pModel, pScene);
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pScene->mMaterials[0] = mat;
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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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/**
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pMesh->mNumVertices = 3;
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pMesh->mVertices = new aiVector3D[3];
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pMesh->mVertices[0] = aiVector3D(1.0, 0.0, 0.0);
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pMesh->mVertices[1] = aiVector3D(0.0, 1.0, 0.0);
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pMesh->mVertices[2] = aiVector3D(0.0, 0.0, 1.0);
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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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pMesh->mNumFaces= 1;
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pMesh->mFaces = new aiFace[1];
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pMesh->mFaces[0].mNumIndices = 3;
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pMesh->mFaces[0].mIndices = new unsigned int[3];
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pMesh->mFaces[0].mIndices[0] = 0;
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pMesh->mFaces[0].mIndices[1] = 1;
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pMesh->mFaces[0].mIndices[2] = 2;
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**/
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// Convert everything to OpenGL space... it's the same operation as the conversion back, so we can reuse the step directly
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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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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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aiMaterial* mat = new aiMaterial;
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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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// Convert everything to OpenGL space
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MakeLeftHandedProcess convertProcess;
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convertProcess.Execute( pScene);
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@ -196,42 +201,49 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pSc
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}
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// ------------------------------------------------------------------------------------------------
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aiMesh* MMDImporter::CreateMesh(const pmx::PmxModel* pModel, aiScene* pScene)
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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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pMesh->mNumVertices = pModel->vertex_count;
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std::vector<int> vertices_refID(pMesh->mNumVertices, -1);
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vertices_refID.reserve(3*pMesh->mNumVertices);
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pMesh->mNumVertices = indexCount;
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pMesh->mNumFaces = pModel->index_count / 3;
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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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pMesh->mFaces[index].mNumIndices = 3;
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unsigned int *indices = new unsigned int[3];
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// here we change LH to RH coord
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indices[0] = pModel->indices[3*index];
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indices[1] = pModel->indices[3*index+1];
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indices[2] = pModel->indices[3*index+2];
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for( unsigned int j = 0; j < 3; j++ ) {
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if(vertices_refID[indices[j]] != -1) {
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vertices_refID.push_back(indices[j]);
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indices[j] = vertices_refID.size() - 1;
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}
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else {
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vertices_refID[indices[j]] = indices[j];
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}
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}
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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->mNumVertices = vertices_refID.size();
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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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for( unsigned int index = 0; index < pMesh->mNumVertices; index++ ) {
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const float* position = pModel->vertices[vertices_refID[index]].position;
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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 = &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][2] - 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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}
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}
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return pMesh;
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@ -85,7 +85,7 @@ private:
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void CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pScene);
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//! \brief Create the mesh
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aiMesh* CreateMesh(const pmx::PmxModel* pModel, aiScene* pScene);
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aiMesh* CreateMesh(const pmx::PmxModel* pModel, const int indexStart, const int indexCount);
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private:
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//! Data buffer
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@ -118,7 +118,7 @@ namespace pmd
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sphere_filename.clear();
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}
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else {
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*pstar = NULL;
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*pstar = (char)NULL;
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texture_filename = std::string(buffer);
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sphere_filename = std::string(pstar+1);
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}
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