finish vertex

pull/1212/head
aoowweenn 2017-03-01 13:52:46 +08:00
parent e80d3aa9d4
commit e89c29a9cc
3 changed files with 66 additions and 54 deletions

View File

@ -147,46 +147,51 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pSc
return;
}
pScene->mRootNode = new aiNode;
aiNode *pNode = new aiNode;
if ( !pModel->model_name.empty() ) {
pScene->mRootNode->mName.Set(pModel->model_name);
pNode->mName.Set(pModel->model_name);
}
else {
ai_assert(false);
}
pScene->mRootNode = pNode;
std::cout << pScene->mRootNode->mName.C_Str() << std::endl;
std::cout << pModel->index_count << std::endl;
pScene->mRootNode->mNumMeshes = 1;
pScene->mRootNode->mMeshes = new unsigned int[1];
pScene->mRootNode->mMeshes[0] = 0;
// split mesh by materials
pNode->mNumMeshes = pModel->material_count;
pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
for( unsigned int index = 0; index < pNode->mNumMeshes; index++ ) {
pNode->mMeshes[index] = index;
}
//aiMesh *pMesh = new aiMesh;
pScene->mNumMeshes = pNode->mNumMeshes;
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
for( unsigned int i = 0, indexStart = 0; i < pScene->mNumMeshes; i++ ) {
const int indexCount = pModel->materials[i].index_count;
std::cout << pModel->materials[i].material_name << std::endl;
std::cout << indexStart << " " << indexCount << std::endl;
pScene->mMeshes[i] = CreateMesh(pModel, indexStart, indexCount);
pScene->mMeshes[i]->mName = pModel->materials[i].material_name;
pScene->mMeshes[i]->mMaterialIndex = i;
indexStart += indexCount;
}
pScene->mNumMaterials = pModel->material_count;
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
for( unsigned int i = 0; i < pScene->mNumMaterials; i++ ) {
aiMaterial* mat = new aiMaterial;
pScene->mNumMeshes = 1;
pScene->mNumMaterials = 1;
pScene->mMeshes = new aiMesh*[1];
pScene->mMaterials = new aiMaterial*[1];
pScene->mMeshes[0] = CreateMesh(pModel, pScene);
pScene->mMaterials[0] = mat;
pScene->mMaterials[i] = mat;
aiString name(pModel->materials[i].material_name);
mat->AddProperty(&name, AI_MATKEY_NAME);
aiColor3D color(0.01*i, 0.01*i, 0.01*i);
mat->AddProperty(&color, 1, AI_MATKEY_COLOR_DIFFUSE);
}
/**
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
// Convert everything to OpenGL space
MakeLeftHandedProcess convertProcess;
convertProcess.Execute( pScene);
@ -196,42 +201,49 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pSc
}
// ------------------------------------------------------------------------------------------------
aiMesh* MMDImporter::CreateMesh(const pmx::PmxModel* pModel, aiScene* pScene)
aiMesh* MMDImporter::CreateMesh(const pmx::PmxModel* pModel, const int indexStart, const int indexCount)
{
aiMesh *pMesh = new aiMesh;
pMesh->mNumVertices = pModel->vertex_count;
std::vector<int> vertices_refID(pMesh->mNumVertices, -1);
vertices_refID.reserve(3*pMesh->mNumVertices);
pMesh->mNumVertices = indexCount;
pMesh->mNumFaces = pModel->index_count / 3;
pMesh->mNumFaces = indexCount / 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];
}
}
const int numIndices = 3; // trianglular face
pMesh->mFaces[index].mNumIndices = numIndices;
unsigned int *indices = new unsigned int[numIndices];
indices[0] = numIndices * index;
indices[1] = numIndices * index + 1;
indices[2] = numIndices * index + 2;
pMesh->mFaces[index].mIndices = indices;
}
pMesh->mNumVertices = vertices_refID.size();
pMesh->mVertices = new aiVector3D[ pMesh->mNumVertices ];
pMesh->mNormals = new aiVector3D[ pMesh->mNumVertices ];
pMesh->mTextureCoords[0] = new aiVector3D[ pMesh->mNumVertices ];
pMesh->mNumUVComponents[0] = 2;
for( unsigned int index = 0; index < pMesh->mNumVertices; index++ ) {
const float* position = pModel->vertices[vertices_refID[index]].position;
// 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][2] - v->uva[i][0];
pMesh->mTextureCoords[i][index].y = v->uva[i][3] - v->uva[i][1];
}
}
return pMesh;

View File

@ -85,7 +85,7 @@ private:
void CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pScene);
//! \brief Create the mesh
aiMesh* CreateMesh(const pmx::PmxModel* pModel, aiScene* pScene);
aiMesh* CreateMesh(const pmx::PmxModel* pModel, const int indexStart, const int indexCount);
private:
//! Data buffer

View File

@ -118,7 +118,7 @@ namespace pmd
sphere_filename.clear();
}
else {
*pstar = NULL;
*pstar = (char)NULL;
texture_filename = std::string(buffer);
sphere_filename = std::string(pstar+1);
}