Almost finish vertex weghts
parent
845d206959
commit
f10f2f5814
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@ -59,6 +59,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <memory>
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#include <ctime>
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#include <set>
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#include <vector>
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#include <iostream>
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using namespace Assimp;
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@ -829,17 +831,18 @@ void ColladaExporter::WriteController( size_t pIndex)
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// I think it is identity in general cases.
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aiMatrix4x4 mat;
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mOutput << startstr;
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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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mOutput << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4;
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mOutput << endstr;
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mOutput << startstr << mat.a1 << " " << mat.a2 << " " << mat.a3 << " " << mat.a4 << endstr;
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mOutput << startstr << mat.b1 << " " << mat.b2 << " " << mat.b3 << " " << mat.b4 << endstr;
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mOutput << startstr << mat.c1 << " " << mat.c2 << " " << mat.c3 << " " << mat.c4 << endstr;
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mOutput << startstr << mat.d1 << " " << mat.d2 << " " << mat.d3 << " " << mat.d4 << endstr;
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PopTag();
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mOutput << startstr << "</bind_shape_matrix>" << endstr;
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mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" " << "count=\"" << mesh->mNumBones << "\">";
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mOutput << startstr << "<source id=\"" << idstrEscaped << "-skin-joints\" name=\"" << idstrEscaped << "-skin-joints\">" << endstr;
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PushTag();
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mOutput << startstr << "<Name_array id=\"" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\">";
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for( size_t i = 0; i < mesh->mNumBones; ++i )
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mOutput << XMLEscape(mesh->mBones[i]->mName.C_Str()) << " ";
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@ -849,25 +852,107 @@ void ColladaExporter::WriteController( size_t pIndex)
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mOutput << startstr << "<technique_common>" << endstr;
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PushTag();
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mOutput << startstr << "<accessor source=\"#" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">";
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mOutput << startstr << "<accessor source=\"#" << idstrEscaped << "-skin-joints-array\" count=\"" << mesh->mNumBones << "\" stride=\"" << 1 << "\">" << endstr;
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PushTag();
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mOutput << startstr << "param name=\"JOINT\" type=\"Name\"></param>" << endstr;
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mOutput << startstr << "<param name=\"JOINT\" type=\"Name\"></param>" << endstr;
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PopTag();
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mOutput << "</accessor>" << endstr;
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mOutput << startstr << "</accessor>" << 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 << "</source>" << endstr;
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std::vector<ai_real> bind_poses;
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bind_poses.reserve(mesh->mNumBones * 16);
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for( size_t i = 0; i< mesh->mNumBones; ++i)
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for( size_t i = 0; i < mesh->mNumBones; ++i)
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for( size_t j = 0; j < 4; ++j)
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bind_poses.insert(bind_poses.end(), mesh->mBones[i]->mOffsetMatrix[0], mesh->mBones[i]->mOffsetMatrix[0] + 4);
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bind_poses.insert(bind_poses.end(), mesh->mBones[i]->mOffsetMatrix[j], mesh->mBones[i]->mOffsetMatrix[j] + 4);
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WriteFloatArray( idstr + "-skin-bind_poses", FloatType_Mat4x4, (const ai_real*) bind_poses.data(), bind_poses.size());
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WriteFloatArray( idstr + "-skin-bind_poses", FloatType_Mat4x4, (const ai_real*) bind_poses.data(), bind_poses.size() / 16);
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bind_poses.clear();
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std::vector<ai_real> skin_weights;
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skin_weights.reserve(mesh->mNumVertices * mesh->mNumBones);
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for( size_t i = 0; i < mesh->mNumBones; ++i)
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for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
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skin_weights.push_back(mesh->mBones[i]->mWeights[j].mWeight);
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WriteFloatArray( idstr + "-skin-weights", FloatType_Weight, (const ai_real*) skin_weights.data(), skin_weights.size());
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skin_weights.clear();
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mOutput << startstr << "<joints>" << endstr;
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PushTag();
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mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\"></input>" << endstr;
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mOutput << startstr << "<input semantic=\"INV_BIND_MATRIX\" source=\"#" << idstrEscaped << "-skin-bind_poses\"></input>" << endstr;
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PopTag();
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mOutput << startstr << "</joints>" << endstr;
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mOutput << startstr << "<vertex_weights count=\"" << mesh->mNumVertices << "\">" << endstr;
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PushTag();
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mOutput << startstr << "<input semantic=\"JOINT\" source=\"#" << idstrEscaped << "-skin-joints\" offset=\"0\"></input>" << endstr;
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mOutput << startstr << "<input semantic=\"WEIGHT\" source=\"#" << idstrEscaped << "-skin-weights\" offset=\"1\"></input>" << endstr;
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mOutput << startstr << "<vcount>";
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std::vector<ai_uint> num_influences(mesh->mNumVertices, (ai_uint)0);
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for( size_t i = 0; i < mesh->mNumBones; ++i)
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for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
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++num_influences[mesh->mBones[i]->mWeights[j].mVertexId];
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for( size_t i = 0; i < mesh->mNumVertices; ++i)
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mOutput << num_influences[i] << " ";
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mOutput << "</vcount>" << endstr;
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mOutput << startstr << "<v>";
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ai_uint joint_weight_indices_length = 0;
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std::vector<ai_uint> accum_influences;
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accum_influences.reserve(num_influences.size());
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for( size_t i = 0; i < num_influences.size(); ++i)
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{
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accum_influences.push_back(joint_weight_indices_length);
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joint_weight_indices_length += num_influences[i];
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}
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ai_uint weight_index = 0;
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std::vector<ai_int> joint_weight_indices(2 * joint_weight_indices_length, (ai_int)-1);
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for( size_t i = 0; i < mesh->mNumBones; ++i)
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for( size_t j = 0; j < mesh->mBones[i]->mNumWeights; ++j)
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{
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unsigned int vId = mesh->mBones[i]->mWeights[j].mVertexId;
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for( size_t k = 0; k < num_influences[vId]; ++k)
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{
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if (joint_weight_indices[2 * (accum_influences[vId] + k)] == -1)
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{
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joint_weight_indices[2 * (accum_influences[vId] + k)] = i;
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joint_weight_indices[2 * (accum_influences[vId] + k) + 1] = weight_index;
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break;
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}
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}
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++weight_index;
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}
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for( size_t i = 0; i < joint_weight_indices.size(); ++i)
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mOutput << joint_weight_indices[i] << " ";
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num_influences.clear();
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accum_influences.clear();
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joint_weight_indices.clear();
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mOutput << "</v>" << endstr;
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PopTag();
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mOutput << startstr << "</vertex_weights>" << endstr;
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PopTag();
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mOutput << startstr << "</skin>" << endstr;
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