312 lines
11 KiB
C++
312 lines
11 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2016, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#ifndef ASSIMP_BUILD_NO_MMD_IMPORTER
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#include "DefaultIOSystem.h"
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#include "MMDImporter.h"
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#include "MMDPmxParser.h"
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#include "MMDPmdParser.h"
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#include "MMDVmdParser.h"
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//#include "IOStreamBuffer.h"
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#include "ConvertToLHProcess.h"
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#include <memory>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/ai_assert.h>
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#include <assimp/DefaultLogger.hpp>
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#include <fstream>
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#include <iomanip>
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static const aiImporterDesc desc = {
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"MMD Importer",
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"",
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"",
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"surfaces supported?",
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aiImporterFlags_SupportTextFlavour,
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0,
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0,
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0,
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0,
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"pmx"
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};
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namespace Assimp {
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using namespace std;
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// ------------------------------------------------------------------------------------------------
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// Default constructor
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MMDImporter::MMDImporter() :
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m_Buffer(),
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//m_pRootObject( NULL ),
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m_strAbsPath( "" )
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{
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DefaultIOSystem io;
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m_strAbsPath = io.getOsSeparator();
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor.
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MMDImporter::~MMDImporter()
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{
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//delete m_pRootObject;
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//m_pRootObject = NULL;
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}
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// ------------------------------------------------------------------------------------------------
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// Returns true, if file is an pmx file.
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bool MMDImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler , bool checkSig ) const
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{
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if(!checkSig) //Check File Extension
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{
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return SimpleExtensionCheck(pFile,"pmx");
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}
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else //Check file Header
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{
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static const char *pTokens[] = { "PMX " };
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return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens, 1 );
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}
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* MMDImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// MMD import implementation
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void MMDImporter::InternReadFile( const std::string &file, aiScene* pScene, IOSystem* pIOHandler)
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{
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// Read file by istream
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std::filebuf fb;
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if( !fb.open(file, std::ios::in | std::ios::binary ) ) {
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throw DeadlyImportError( "Failed to open file " + file + "." );
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}
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std::istream fileStream( &fb );
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// Get the file-size and validate it, throwing an exception when fails
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fileStream.seekg(0, fileStream.end);
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size_t fileSize = fileStream.tellg();
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fileStream.seekg(0, fileStream.beg);
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if( fileSize < sizeof(pmx::PmxModel) ) {
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throw DeadlyImportError( file + " is too small." );
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}
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pmx::PmxModel model;
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model.Read(&fileStream);
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CreateDataFromImport(&model, pScene);
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}
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// ------------------------------------------------------------------------------------------------
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void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pScene)
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{
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if( pModel == NULL ) {
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return;
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}
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aiNode *pNode = new aiNode;
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if ( !pModel->model_name.empty() ) {
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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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pNode = new aiNode;
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pScene->mRootNode->addChildren(1, &pNode);
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pScene->mRootNode->mNumChildren = 1;
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pNode->mParent = pScene->mRootNode;
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pNode->mName.Set(string(pModel->model_name) + string("_mesh"));
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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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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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std::cout << pModel->materials[i].material_name << std::endl;
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std::cout << indexStart << " " << indexCount << std::endl;
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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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// create textures, may be dummy?
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/*
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pScene->mNumTextures = pModel->texture_count;
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pScene->mTextures = new aiTexture*[pScene->mNumTextures];
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for( unsigned int i = 0; i < pScene->mNumTextures; ++i) {
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aiTexture *tex = new aiTexture;
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pScene->mTextures[i] = tex;
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strcpy(tex->achFormatHint, "png");
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tex->mHeight = 0;
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ifstream file(pModel->textures[i], ios::binary | ios::ate);
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streamsize size = file.tellg();
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file.seekg(0, ios::beg);
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char *buffer = new char[size];
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file.read(buffer, size);
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if(file.bad()) {
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string err("PMX: Can't open texture file");
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err.append(pModel->textures[i]);
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throw DeadlyExportError(err);
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}
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tex->pcData = (aiTexel*)buffer;
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}
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*/
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// create materials
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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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pScene->mMaterials[i] = CreateMaterial(&pModel->materials[i], pModel);
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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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FlipWindingOrderProcess flipper;
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flipper.Execute(pScene);
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}
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// ------------------------------------------------------------------------------------------------
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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 = indexCount;
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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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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->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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// 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][0];
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pMesh->mTextureCoords[i][index].y = v->uva[i][1];
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}
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}
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return pMesh;
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}
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// ------------------------------------------------------------------------------------------------
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aiMaterial* MMDImporter::CreateMaterial(const pmx::PmxMaterial* pMat, const pmx::PmxModel* pModel)
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{
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aiMaterial *mat = new aiMaterial();
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aiString name(pMat->material_english_name);
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mat->AddProperty(&name, AI_MATKEY_NAME);
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aiColor3D diffuse(pMat->diffuse[0], pMat->diffuse[1], pMat->diffuse[2]);
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mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
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aiColor3D specular(pMat->specular[0], pMat->specular[1], pMat->specular[2]);
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mat->AddProperty(&specular, 1, AI_MATKEY_COLOR_SPECULAR);
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aiColor3D ambient(pMat->ambient[0], pMat->ambient[1], pMat->ambient[2]);
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mat->AddProperty(&ambient, 1, AI_MATKEY_COLOR_AMBIENT);
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float opacity = pMat->diffuse[3];
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mat->AddProperty(&opacity, 1, AI_MATKEY_OPACITY);
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float shininess = pMat->specularlity;
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mat->AddProperty(&shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
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aiString texture_path(pModel->textures[pMat->diffuse_texture_index]);
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mat->AddProperty(&texture_path, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
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int mapping_uvwsrc = 0;
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mat->AddProperty(&mapping_uvwsrc, 1, AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE, 0));
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int mapping_mode = aiTextureMapMode_Mirror;
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mat->AddProperty(&mapping_mode, 1, AI_MATKEY_MAPPINGMODE_U(aiTextureType_DIFFUSE, 0));
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mat->AddProperty(&mapping_mode, 1, AI_MATKEY_MAPPINGMODE_V(aiTextureType_DIFFUSE, 0));
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return mat;
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}
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// ------------------------------------------------------------------------------------------------
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} // Namespace Assimp
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#endif // !! ASSIMP_BUILD_NO_MMD_IMPORTER
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