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@@ -47,6 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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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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@@ -156,31 +157,84 @@ void MMDImporter::CreateDataFromImport(const pmx::PmxModel* pModel, aiScene* pSc
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std::cout << pScene->mRootNode->mName.C_Str() << std::endl;
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- // workaround, must be deleted
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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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+
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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->mRootNode->mMeshes = new unsigned int[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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+
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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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+
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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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+
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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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+ MakeLeftHandedProcess convertProcess;
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+ convertProcess.Execute( pScene);
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+
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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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+
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+// ------------------------------------------------------------------------------------------------
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+aiMesh* MMDImporter::CreateMesh(const pmx::PmxModel* pModel, aiScene* pScene)
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+{
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aiMesh *pMesh = new aiMesh;
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- pScene->mRootNode->mMeshes[0] = 100;
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- // workaround
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-/*
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- // Create nodes for the whole scene
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- std::vector<aiMesh*> MeshArray;
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- for ( size_t index = 0; index < pModel->bone_count; index++ ) {
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- createNodes( pModel, pModel->bones[i], pScene, MeshArray);
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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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+
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+ pMesh->mNumFaces = pModel->index_count / 3;
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+ pMesh->mFaces = new aiFace[ pMesh->mNumFaces ];
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+
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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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+ pMesh->mFaces[index].mIndices = indices;
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}
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- if ( pScene->mNumMeshes > 0 ) {
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- pScene->mMeshes = new aiMesh*[ MeshArray.size() ];
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- for ( size_t index = 0; index < MeshArray.size(); index++ ) {
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- pScene->mMeshes[ index ] = MeshArray[ index ];
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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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+
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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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+ pMesh->mVertices[index].Set(position[0], position[1], position[2]);
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}
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- // Create all materials
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- createMaterials( pModel, pScene );
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- */
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+ return pMesh;
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}
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// ------------------------------------------------------------------------------------------------
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