//-------------------------------------------------------------------- Ptr<CharacterNode> Nebula3Writer::writeCharacterData( const NodeData& instanceNodeData,CharacterData& characterData ) { if( !this->mGeometryDatas.Contains(characterData.geometryUniqueId) || !this->mSkinDatas.Contains(characterData.skinUniqueId) ) { n_error("CharacterData Not have geometryData or SkinData!\n"); } GeometryData& geometryData = this->mGeometryDatas[characterData.geometryUniqueId]; SkinData& skinData = this->mSkinDatas[characterData.skinUniqueId]; /// 设置骨架基本信息 characterData.RootTransform = instanceNodeData.bind_matrix; characterData.characterName = instanceNodeData.nodeName; /// 建立骨骼 this->buildSkeleton(characterData,skinData); this->buildSkinWeights(characterData,skinData,geometryData); /// 建立骨骼节点 Ptr<CharacterNode> characterNode = CharacterNode::Create(); characterNode->SetName(characterData.characterName); /// 为骨骼节点添加骨骼 Util::Array<IndexT> boneIndices; const JointMaps& characterJoints = characterData.characterJoints; const Util::Array<COLLADAFW::UniqueId>& jointKeys = characterJoints.KeysAsArray(); for (int i=0;i<jointKeys.Size();i++) { const COLLADAFW::UniqueId& jointId = jointKeys[i]; characterNode->AddJoint( jointId,characterJoints[jointId] ); //if( characterData.inverseMatrixs.Contains(jointId)) boneIndices.Append( characterJoints[jointId].GetJointIndex()); }///end for /// 为骨骼节点添加蒙皮信息 Ptr<TransformNode> transformNode = this->writeSkinGeometryData(instanceNodeData,skinData,geometryData); Util::Array<Ptr<ModelNode>> shapeNodes = transformNode->GetChildren(); for (int i=0;i< shapeNodes.Size();i++) { const Ptr<CharacterSkinNode>& skinNode = shapeNodes[i].downcast<CharacterSkinNode>(); IndexT groupIndex = skinNode->GetPrimitiveGroupIndex(); skinNode->AddFragment(groupIndex,boneIndices); }///end for Util::String animResId = this->writeAnimationData(characterData,characterJoints); characterNode->SetAnimationResourceId(animResId); characterNode->AddChild(transformNode.upcast<ModelNode>()); characterNode->AddSkin(transformNode->GetName().AsString()); //Math::vector outTranslate;Math::quaternion outRotate;Math::vector outScale; //Math::matrix44 matTemp = characterData.RootTransform; //matTemp.decompose(outScale,outRotate,outTranslate); //characterNode->SetPosition(outTranslate); //characterNode->SetRotation(outRotate); //characterNode->SetScale(outScale); return characterNode; }
//-------------------------------------------------------------------- Ptr<TransformNode> Nebula3Writer::writeSkinGeometryData( const NodeData& instanceNodeData,const SkinData& skinData,GeometryData& geometryData ) { Ptr<TransformNode> transformNode = TransformNode::Create(); MeshBuilder meshBuilder; Util::String meshFilename ="msh:" + geometryData.mGeometryName;meshFilename.Append(".nvx2"); for (int groupIndex=0;groupIndex<geometryData.mMeshDatas.Size();groupIndex++) { /// 设置基本信息 GeometryData::MeshData& meshData = geometryData.mMeshDatas[groupIndex]; Ptr<CharacterSkinNode> shapeNode = CharacterSkinNode::Create(); Util::String shapeName(geometryData.mGeometryName); shapeName.Append("_s_"); shapeName.AppendInt(groupIndex); shapeNode->SetName(shapeName); shapeNode->SetPrimitiveGroupIndex(groupIndex); shapeNode->SetMeshResourceId(meshFilename); this->writeMaterialData(instanceNodeData,geometryData,groupIndex,shapeNode.upcast<ModelNode>()); for (int j=0;j< meshData.positionIndices.Size();j+=3 ) { MeshBuilderVertex vertex01,vertex02,vertex03; vertex01.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j]]); vertex02.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j+1]]); vertex03.SetComponent(MeshBuilderVertex::CoordIndex,geometryData.mPositions[meshData.positionIndices[j+2]]); if( !meshData.normalIndices.IsEmpty()) { vertex01.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j]]); vertex02.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j+1]]); vertex03.SetComponent(MeshBuilderVertex::NormalIndex,geometryData.mNormals[meshData.normalIndices[j+2]]); } if( !meshData.mDiffMapUVs.IsEmpty()) { vertex01.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j]]); vertex02.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j+1]]); vertex03.SetComponent(MeshBuilderVertex::Uv0Index,meshData.mDiffMapUVs[meshData.mDiffMapIndices[j+2]]); } if( !geometryData.mJointIndices.IsEmpty()) { vertex01.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j]]); vertex01.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j]]); vertex02.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j+1]]); vertex02.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j+1]]); vertex03.SetComponent(MeshBuilderVertex::JIndicesIndex,geometryData.mJointIndices[meshData.positionIndices[j+2]]); vertex03.SetComponent(MeshBuilderVertex::WeightsIndex,geometryData.mWeights[meshData.positionIndices[j+2]]); } meshBuilder.AddVertex(vertex01); size_t indices01 = meshBuilder.GetNumVertices() -1; meshBuilder.AddVertex(vertex02); size_t indices02 = meshBuilder.GetNumVertices() -1; meshBuilder.AddVertex(vertex03); size_t indices03 = meshBuilder.GetNumVertices() -1; MeshBuilderTriangle triangle; triangle.SetGroupId(groupIndex); triangle.SetVertexIndices(indices01,indices02,indices03); meshBuilder.AddTriangle(triangle); }///end for transformNode->AddChild(shapeNode.upcast<ModelNode>()); }///end for /// 保存模型文件 if( !MeshBuilderSaver::SaveNvx2(meshFilename,meshBuilder,Platform::Win32) ) { n_error("Save [%s] Failed!\n",meshFilename); }///end if Math::bbox boundingbox = meshBuilder.ComputeBoundingBox(); transformNode->SetName(geometryData.mGeometryName); transformNode->SetBoundingBox(boundingbox); Util::Array<Ptr<ModelNode>> shapeNodes = transformNode->GetChildren(); for (int i=0;i<shapeNodes.Size();i++) { shapeNodes[i]->SetBoundingBox(boundingbox); }///end for /// 设置位置信息 //Math::vector outTranslate;Math::quaternion outRotate;Math::vector outScale; //Math::matrix44 matTemp = this->getGeometryMatrix(instanceNodeData.nodeUniqueId); //matTemp.decompose(outScale,outRotate,outTranslate); //transformNode->SetPosition(outTranslate); //transformNode->SetRotation(outRotate); //transformNode->SetScale(outScale); return transformNode; }