﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-helloqinglan-随笔分类-Ogre</title><link>http://www.cppblog.com/helloqinglan/category/11339.html</link><description>身披半件长工衣，怀揣一颗地主心</description><language>zh-cn</language><lastBuildDate>Fri, 07 Aug 2009 15:16:19 GMT</lastBuildDate><pubDate>Fri, 07 Aug 2009 15:16:19 GMT</pubDate><ttl>60</ttl><item><title>魔兽mdx文件导出为Ogre Mesh的小进展</title><link>http://www.cppblog.com/helloqinglan/archive/2009/08/07/92571.html</link><dc:creator>白云哥</dc:creator><author>白云哥</author><pubDate>Fri, 07 Aug 2009 14:42:00 GMT</pubDate><guid>http://www.cppblog.com/helloqinglan/archive/2009/08/07/92571.html</guid><wfw:comment>http://www.cppblog.com/helloqinglan/comments/92571.html</wfw:comment><comments>http://www.cppblog.com/helloqinglan/archive/2009/08/07/92571.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cppblog.com/helloqinglan/comments/commentRss/92571.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/helloqinglan/services/trackbacks/92571.html</trackback:ping><description><![CDATA[
<p><font size="4">&nbsp;&nbsp;&nbsp; 最近一直在试图把魔兽3的mdx文件转为Ogre Mesh，学习一下基础的3D编程。Ogre Mesh的导出在很久之前也曾试图做过，并且还把WOW的m2模型以及WMO模型导入到了Max中，但是只做到了骨架的导入，动画数据始终出不来，于是放弃。</font></p> <p><font size="4"></font>&nbsp;</p> <p><font size="4">&nbsp;&nbsp;&nbsp; 这次依然是碰到这里的问题，导出静态的Mesh很快就完成，包括模型与材质，代码也比较简单。</font></p> <p><font size="4"></font>&nbsp;</p><pre class="code"><span style="color: green">// 模型数据
</span><span style="color: blue">bool </span><span style="color: #010001">ModelLoaderMdx</span>::<span style="color: #010001">loadGeosets</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">MeshPtr model</span>, <span style="color: #010001">MdxDataStreamPtr dataStream</span>, <span style="color: blue">int </span><span style="color: #010001">size</span>)
{
    <span style="color: blue">unsigned int </span><span style="color: #010001">index </span>= 0;
    <span style="color: blue">while</span>(<span style="color: #010001">size </span>&gt; 0)
    {
        <span style="color: blue">int </span><span style="color: #010001">geosetSize </span>= <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">int</span>&gt;();
        <span style="color: #010001">size </span>-= <span style="color: #010001">geosetSize</span>;

        <span style="color: #010001">Ogre</span>::<span style="color: #010001">String meshName </span>= <span style="color: #010001">m_modelName </span>+ <span style="color: #010001">Ogre</span>::<span style="color: #010001">String</span>(<span style="color: #a31515">"_sub_"</span>) + <span style="color: #010001">Ogre</span>::<span style="color: #010001">StringConverter</span>::<span style="color: #010001">toString</span>(<span style="color: #010001">index</span>++);
        <span style="color: #010001">Ogre</span>::<span style="color: #010001">SubMesh</span>* <span style="color: #010001">subMesh </span>= <span style="color: #010001">model</span>-&gt;<span style="color: #010001">createSubMesh</span>(<span style="color: #010001">meshName</span>);
    
        <span style="color: green">// 硬件缓冲编号
        // 分别为顶点坐标 法线 贴图坐标
</span><span style="color: blue">#define </span><span style="color: #010001">HARDWARE_BUFFER_SOURCE_VERTEX </span>0
<span style="color: blue">#define </span><span style="color: #010001">HARDWARE_BUFFER_SOURCE_NORMAL </span>1
<span style="color: blue">#define </span><span style="color: #010001">HARDWARE_BUFFER_SOURCE_TEXPOS </span>2


        <span style="color: green">//
        // 顶点数据
        //
        </span><span style="color: blue">if</span>(!<span style="color: #010001">expectTag</span>(<span style="color: #010001">dataStream</span>, <span style="color: #a31515">'VRTX'</span>)) 
        {
            <span style="color: #010001">OGRE_EXCEPT</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Exception</span>::<span style="color: #010001">ERR_INTERNAL_ERROR</span>, <span style="color: #a31515">"Expect VRTX data for geoset"</span>,
                <span style="color: #a31515">"ModelLoaderMdx::loadGeosets"</span>);
        }

        <span style="color: blue">unsigned int </span><span style="color: #010001">vertexCount </span>= <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">unsigned int</span>&gt;();

        <span style="color: green">// 不使用共享顶点数据
        // 每个SubMesh都创建自己的VertexData
        </span><span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">useSharedVertices </span>= <span style="color: blue">false</span>;
        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData </span>= <span style="color: #010001">OGRE_NEW Ogre</span>::<span style="color: #010001">VertexData</span>();

        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexStart </span>= 0;
        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexCount </span>= <span style="color: #010001">vertexCount</span>;

        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexDeclaration</span>-&gt;<span style="color: #010001">addElement</span>(
            <span style="color: #010001">HARDWARE_BUFFER_SOURCE_VERTEX</span>, 0, <span style="color: #010001">Ogre</span>::<span style="color: #010001">VET_FLOAT3</span>, <span style="color: #010001">Ogre</span>::<span style="color: #010001">VES_POSITION</span>);

        <span style="color: #010001">size_t vertexSize </span>= <span style="color: blue">sizeof</span>(<span style="color: blue">float</span>) * 3;
        <span style="color: #010001">assert</span>(<span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexDeclaration</span>-&gt;<span style="color: #010001">getVertexSize</span>(<span style="color: #010001">HARDWARE_BUFFER_SOURCE_VERTEX</span>) == <span style="color: #010001">vertexSize</span>);
        <span style="color: blue">if </span>(<span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexDeclaration</span>-&gt;<span style="color: #010001">getVertexSize</span>(<span style="color: #010001">HARDWARE_BUFFER_SOURCE_VERTEX</span>) != <span style="color: #010001">vertexSize</span>)
        {
            <span style="color: #010001">OGRE_EXCEPT</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Exception</span>::<span style="color: #010001">ERR_INTERNAL_ERROR</span>, <span style="color: #a31515">"VertexSize error"</span>, 
                <span style="color: #a31515">"ModelLoaderMdx::loadGeoset"</span>);
        }

        <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareVertexBufferSharedPtr vertexBuffer</span>;
        <span style="color: #010001">vertexBuffer </span>= <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBufferManager</span>::<span style="color: #010001">getSingleton</span>().<span style="color: #010001">createVertexBuffer</span>(
            <span style="color: #010001">vertexSize</span>,
            <span style="color: #010001">vertexCount</span>,
            <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBuffer</span>::<span style="color: #010001">HBU_STATIC_WRITE_ONLY</span>);
        <span style="color: blue">void</span>* <span style="color: #010001">vertexBufferData </span>= <span style="color: #010001">vertexBuffer</span>-&gt;<span style="color: #010001">lock</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBuffer</span>::<span style="color: #010001">HBL_DISCARD</span>);

        <span style="color: blue">unsigned int </span><span style="color: #010001">vertexBufferDataPos </span>= 0;
        <span style="color: blue">for </span>(<span style="color: blue">unsigned int </span><span style="color: #010001">i </span>= 0; <span style="color: #010001">i </span>&lt; <span style="color: #010001">vertexCount</span>; ++<span style="color: #010001">i</span>)
        {
            <span style="color: #010001">Ogre</span>::<span style="color: #010001">Vector3 data</span>(
                <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">float</span>&gt;(),
                <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">float</span>&gt;(),
                <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">float</span>&gt;()
                );
            <span style="color: #010001">transformCoord</span>(<span style="color: #010001">data</span>);
            <span style="color: #010001">memcpy</span>((<span style="color: blue">char</span>*)<span style="color: #010001">vertexBufferData </span>+ <span style="color: #010001">vertexBufferDataPos</span>, &amp;<span style="color: #010001">data</span>, <span style="color: blue">sizeof</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Vector3</span>));
            <span style="color: #010001">vertexBufferDataPos </span>+= <span style="color: blue">sizeof</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Vector3</span>);
        }

        <span style="color: #010001">vertexBuffer</span>-&gt;<span style="color: #010001">unlock</span>();
        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexBufferBinding</span>-&gt;<span style="color: #010001">setBinding</span>(<span style="color: #010001">HARDWARE_BUFFER_SOURCE_VERTEX</span>, <span style="color: #010001">vertexBuffer</span>);


        <span style="color: green">//
        // 法线数据
        //
        </span><span style="color: blue">if</span>(!<span style="color: #010001">expectTag</span>(<span style="color: #010001">dataStream</span>, <span style="color: #a31515">'NRMS'</span>))
        {
            <span style="color: #010001">OGRE_EXCEPT</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Exception</span>::<span style="color: #010001">ERR_INTERNAL_ERROR</span>, <span style="color: #a31515">"Expect NRMS data for material"</span>,
                <span style="color: #a31515">"ModelLoaderMdx::loadGeosets"</span>);
        }

        <span style="color: blue">unsigned int </span><span style="color: #010001">normalCount </span>= <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">unsigned int</span>&gt;();
        <span style="color: blue">if</span>(<span style="color: #010001">normalCount </span>!= <span style="color: #010001">vertexCount</span>)
        {
            <span style="color: #010001">std</span>::<span style="color: #010001">stringstream stream</span>;
            <span style="color: #010001">stream </span>&lt;&lt; <span style="color: #a31515">"Normal count mismatch, " </span>&lt;&lt; <span style="color: #010001">normalCount </span>&lt;&lt; <span style="color: #a31515">" normals for " </span>&lt;&lt; <span style="color: #010001">vertexCount </span>&lt;&lt; <span style="color: #a31515">" vertices)!"</span>;
            <span style="color: #010001">OGRE_EXCEPT</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Exception</span>::<span style="color: #010001">ERR_INTERNAL_ERROR</span>, <span style="color: #010001">stream</span>.<span style="color: #010001">str</span>(), 
                <span style="color: #a31515">"ModelLoaderMdx::loadGeoset"</span>);
        }

        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexDeclaration</span>-&gt;<span style="color: #010001">addElement</span>(
            <span style="color: #010001">HARDWARE_BUFFER_SOURCE_NORMAL</span>, 0, <span style="color: #010001">Ogre</span>::<span style="color: #010001">VET_FLOAT3</span>, <span style="color: #010001">Ogre</span>::<span style="color: #010001">VES_NORMAL</span>);

        <span style="color: #010001">size_t normalSize </span>= <span style="color: blue">sizeof</span>(<span style="color: blue">float</span>) * 3;
        <span style="color: #010001">assert</span>(<span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexDeclaration</span>-&gt;<span style="color: #010001">getVertexSize</span>(<span style="color: #010001">HARDWARE_BUFFER_SOURCE_NORMAL</span>) == <span style="color: #010001">normalSize</span>);
        <span style="color: blue">if </span>(<span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexDeclaration</span>-&gt;<span style="color: #010001">getVertexSize</span>(<span style="color: #010001">HARDWARE_BUFFER_SOURCE_NORMAL</span>) != <span style="color: #010001">normalSize</span>)
        {
            <span style="color: #010001">OGRE_EXCEPT</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Exception</span>::<span style="color: #010001">ERR_INTERNAL_ERROR</span>, <span style="color: #a31515">"NormalSize error"</span>, 
                <span style="color: #a31515">"ModelLoaderMdx::loadGeoset"</span>);
        }

        <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareVertexBufferSharedPtr normalBuffer</span>;
        <span style="color: #010001">normalBuffer </span>= <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBufferManager</span>::<span style="color: #010001">getSingleton</span>().<span style="color: #010001">createVertexBuffer</span>(
            <span style="color: #010001">normalSize</span>,
            <span style="color: #010001">normalCount</span>,
            <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBuffer</span>::<span style="color: #010001">HBU_STATIC_WRITE_ONLY</span>);
        <span style="color: blue">void</span>* <span style="color: #010001">normalBufferData </span>= <span style="color: #010001">normalBuffer</span>-&gt;<span style="color: #010001">lock</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBuffer</span>::<span style="color: #010001">HBL_DISCARD</span>);

        <span style="color: blue">unsigned int </span><span style="color: #010001">normalBufferDataPos </span>= 0;
        <span style="color: blue">for </span>(<span style="color: blue">unsigned int </span><span style="color: #010001">i </span>= 0; <span style="color: #010001">i </span>&lt; <span style="color: #010001">normalCount</span>; ++<span style="color: #010001">i</span>)
        {
            <span style="color: #010001">Ogre</span>::<span style="color: #010001">Vector3 data</span>(
                <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">float</span>&gt;(),
                <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">float</span>&gt;(),
                <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">float</span>&gt;()
                );
            <span style="color: #010001">transformCoord</span>(<span style="color: #010001">data</span>);
            <span style="color: #010001">memcpy</span>((<span style="color: blue">char</span>*)<span style="color: #010001">normalBufferData </span>+ <span style="color: #010001">normalBufferDataPos</span>, &amp;<span style="color: #010001">data</span>, <span style="color: blue">sizeof</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Vector3</span>));
            <span style="color: #010001">normalBufferDataPos </span>+= <span style="color: blue">sizeof</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Vector3</span>);
        }

        <span style="color: #010001">normalBuffer</span>-&gt;<span style="color: #010001">unlock</span>();
        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexBufferBinding</span>-&gt;<span style="color: #010001">setBinding</span>(<span style="color: #010001">HARDWARE_BUFFER_SOURCE_NORMAL</span>, <span style="color: #010001">normalBuffer</span>);


&#8230;&#8230;&#8230;&#8230;</pre><pre class="code">        <span style="color: green">//
        // 顶点索引
        //
        </span><span style="color: blue">if</span>(!<span style="color: #010001">expectTag</span>(<span style="color: #010001">dataStream</span>, <span style="color: #a31515">'PVTX'</span>)) 
        {
            <span style="color: #010001">OGRE_EXCEPT</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Exception</span>::<span style="color: #010001">ERR_INTERNAL_ERROR</span>, <span style="color: #a31515">"Expect PVTX data for geoset"</span>,
                <span style="color: #a31515">"ModelLoaderMdx::loadGeosets"</span>);
        }

        <span style="color: blue">unsigned int </span><span style="color: #010001">indexCount </span>= <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">unsigned int</span>&gt;();
        <span style="color: #010001">assert</span>(<span style="color: #010001">totalIndexCount </span>== <span style="color: #010001">indexCount</span>);
        <span style="color: blue">if </span>(<span style="color: #010001">totalIndexCount </span>!= <span style="color: #010001">indexCount</span>)
        {
            <span style="color: #010001">std</span>::<span style="color: #010001">stringstream stream</span>;
            <span style="color: #010001">stream </span>&lt;&lt; <span style="color: #a31515">"indexCount is " </span>&lt;&lt; <span style="color: #010001">indexCount </span>&lt;&lt; <span style="color: #a31515">", but totalIndexCount for all faces is " </span>&lt;&lt; <span style="color: #010001">totalIndexCount</span>;
            <span style="color: #010001">OGRE_EXCEPT</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Exception</span>::<span style="color: #010001">ERR_INTERNAL_ERROR</span>, <span style="color: #010001">stream</span>.<span style="color: #010001">str</span>(), 
                <span style="color: #a31515">"ModelLoaderMdx::loadGeoset"</span>);
        }

        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">indexData</span>-&gt;<span style="color: #010001">indexStart </span>= 0;
        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">indexData</span>-&gt;<span style="color: #010001">indexCount </span>= <span style="color: #010001">indexCount</span>;

        <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareIndexBufferSharedPtr indexBuffer</span>;
        <span style="color: #010001">indexBuffer </span>= <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBufferManager</span>::<span style="color: #010001">getSingleton</span>().<span style="color: #010001">createIndexBuffer</span>(
            <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareIndexBuffer</span>::<span style="color: #010001">IT_16BIT</span>,
            <span style="color: #010001">indexCount</span>,
            <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBuffer</span>::<span style="color: #010001">HBU_STATIC_WRITE_ONLY</span>);

        <span style="color: blue">void</span>* <span style="color: #010001">indexBufferData </span>= <span style="color: #010001">indexBuffer</span>-&gt;<span style="color: #010001">lock</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBuffer</span>::<span style="color: #010001">HBL_DISCARD</span>);
        <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>(<span style="color: #010001">indexBufferData</span>, <span style="color: #010001">indexCount </span>* <span style="color: blue">sizeof</span>(<span style="color: blue">unsigned short</span>));

        <span style="color: green">// 三角形反转, 将原来的反面朝外
        </span><span style="color: blue">unsigned short</span>* <span style="color: #010001">tmpData </span>= (<span style="color: blue">unsigned short</span>*)<span style="color: #010001">indexBufferData</span>;
        <span style="color: blue">for </span>(<span style="color: blue">unsigned int </span><span style="color: #010001">i </span>= 0; <span style="color: #010001">i </span>&lt; <span style="color: #010001">indexCount</span>; <span style="color: #010001">i </span>+= 3)
        {
            <span style="color: blue">unsigned short </span><span style="color: #010001">tmp </span>= <span style="color: #010001">tmpData</span>[<span style="color: #010001">i </span>+ 1];
            <span style="color: #010001">tmpData</span>[<span style="color: #010001">i </span>+ 1] = <span style="color: #010001">tmpData</span>[<span style="color: #010001">i </span>+ 2];
            <span style="color: #010001">tmpData</span>[<span style="color: #010001">i </span>+ 2] = <span style="color: #010001">tmp</span>;
        }

        <span style="color: #010001">indexBuffer</span>-&gt;<span style="color: #010001">unlock</span>();


        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">indexData</span>-&gt;<span style="color: #010001">indexBuffer </span>= <span style="color: #010001">indexBuffer</span>;
        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">operationType </span>= <span style="color: #010001">Ogre</span>::<span style="color: #010001">RenderOperation</span>::<span style="color: #010001">OT_TRIANGLE_LIST</span>;


&#8230;&#8230;&#8230;&#8230;

        <span style="color: green">// 材质ID
        </span><span style="color: blue">unsigned int </span><span style="color: #010001">materialID </span>= <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">unsigned int</span>&gt;();
        <span style="color: #010001">Ogre</span>::<span style="color: #010001">String materialName </span>= <span style="color: #010001">m_modelName </span>+ <span style="color: #010001">Ogre</span>::<span style="color: #010001">String</span>(<span style="color: #a31515">"_"</span>) + <span style="color: #010001">boost</span>::<span style="color: #010001">lexical_cast</span>&lt;<span style="color: #010001">Ogre</span>::<span style="color: #010001">String</span>&gt;(<span style="color: #010001">materialID</span>);
        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">setMaterialName</span>(<span style="color: #010001">materialName</span>);

<span style="color: blue">&#8230;&#8230;&#8230;&#8230;

        </span><span style="color: green">//
        // 贴图坐标
        //
        </span><span style="color: blue">if</span>(!<span style="color: #010001">expectTag</span>(<span style="color: #010001">dataStream</span>, <span style="color: #a31515">'UVBS'</span>)) 
        {
            <span style="color: #010001">OGRE_EXCEPT</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Exception</span>::<span style="color: #010001">ERR_INTERNAL_ERROR</span>, <span style="color: #a31515">"Expect UVBS data for geoset"</span>,
                <span style="color: #a31515">"ModelLoaderMdx::loadGeosets"</span>);
        }

        <span style="color: blue">unsigned int </span><span style="color: #010001">texturePositionCount </span>= <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>&lt;<span style="color: blue">unsigned int</span>&gt;();
        <span style="color: blue">if</span>(<span style="color: #010001">texturePositionCount </span>!= <span style="color: #010001">vertexCount</span>)
        {
            <span style="color: #010001">std</span>::<span style="color: #010001">stringstream stream</span>;
            <span style="color: #010001">stream </span>&lt;&lt; <span style="color: #a31515">"Texture position count mismatch, " </span>&lt;&lt; <span style="color: #010001">texturePositionCount </span>&lt;&lt; <span style="color: #a31515">" texture positions for " </span>&lt;&lt; <span style="color: #010001">vertexCount </span>&lt;&lt; <span style="color: #a31515">" vertices)!"</span>;
            <span style="color: #010001">OGRE_EXCEPT</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Exception</span>::<span style="color: #010001">ERR_INTERNAL_ERROR</span>, <span style="color: #010001">stream</span>.<span style="color: #010001">str</span>(), 
                <span style="color: #a31515">"ModelLoaderMdx::loadGeoset"</span>);
        }

        <span style="color: green">// TextureCoord Data
        </span><span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexDeclaration</span>-&gt;<span style="color: #010001">addElement</span>(
            <span style="color: #010001">HARDWARE_BUFFER_SOURCE_TEXPOS</span>, 0, <span style="color: #010001">Ogre</span>::<span style="color: #010001">VET_FLOAT2</span>, <span style="color: #010001">Ogre</span>::<span style="color: #010001">VES_TEXTURE_COORDINATES</span>);

        <span style="color: #010001">size_t texPosSize </span>= <span style="color: blue">sizeof</span>(<span style="color: blue">float</span>) * 2;
        <span style="color: #010001">assert</span>(<span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexDeclaration</span>-&gt;<span style="color: #010001">getVertexSize</span>(<span style="color: #010001">HARDWARE_BUFFER_SOURCE_TEXPOS</span>) == <span style="color: #010001">texPosSize</span>);
        <span style="color: blue">if </span>(<span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexDeclaration</span>-&gt;<span style="color: #010001">getVertexSize</span>(<span style="color: #010001">HARDWARE_BUFFER_SOURCE_TEXPOS</span>) != <span style="color: #010001">texPosSize</span>)
        {
            <span style="color: #010001">OGRE_EXCEPT</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">Exception</span>::<span style="color: #010001">ERR_INTERNAL_ERROR</span>, <span style="color: #a31515">"TexturePositionSize error"</span>, 
                <span style="color: #a31515">"ModelLoaderMdx::loadGeoset"</span>);
        }

        <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareVertexBufferSharedPtr texPosBuffer</span>;
        <span style="color: #010001">texPosBuffer </span>= <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBufferManager</span>::<span style="color: #010001">getSingleton</span>().<span style="color: #010001">createVertexBuffer</span>(
            <span style="color: #010001">texPosSize</span>,
            <span style="color: #010001">texturePositionCount</span>,
            <span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBuffer</span>::<span style="color: #010001">HBU_STATIC_WRITE_ONLY</span>);
        <span style="color: blue">void</span>* <span style="color: #010001">texPosBufferData </span>= <span style="color: #010001">texPosBuffer</span>-&gt;<span style="color: #010001">lock</span>(<span style="color: #010001">Ogre</span>::<span style="color: #010001">HardwareBuffer</span>::<span style="color: #010001">HBL_DISCARD</span>);
        <span style="color: #010001">dataStream</span>-&gt;<span style="color: #010001">read</span>(<span style="color: #010001">texPosBufferData</span>, <span style="color: #010001">texPosSize </span>* <span style="color: #010001">texturePositionCount</span>);
        <span style="color: #010001">texPosBuffer</span>-&gt;<span style="color: #010001">unlock</span>();
        <span style="color: #010001">subMesh</span>-&gt;<span style="color: #010001">vertexData</span>-&gt;<span style="color: #010001">vertexBufferBinding</span>-&gt;<span style="color: #010001">setBinding</span>(<span style="color: #010001">HARDWARE_BUFFER_SOURCE_TEXPOS</span>, <span style="color: #010001">texPosBuffer</span>);
    }

    <span style="color: blue">return true</span>;
}</pre><a href="http://11011.net/software/vspaste"></a>
<p><font size="4"></font>&nbsp;</p>
<p><font size="4">&nbsp;&nbsp;&nbsp; 但是到了动画数据这里问题又出来了，而且mdx模型与m2模型还有些差别，mdx模型中没有骨骼数据，只有max中最简单的三种变换数据，Ogre中只有MorphAnimation能够实现此种动画。</font></p>
<p><font size="4"></font>&nbsp;</p>
<p><font size="4">&nbsp;&nbsp;&nbsp; Ogre的MorphAnimation的第一个KeyFrame必须带有完整的顶点信息，而mdx模型中旋转、缩放与位移是分开的，也就是一个KeyFrame上可能只有一种变换，或者多种。而实际上在max中制作动画的时候这三种变换也是独立开的，Ogre的论坛上找到一篇讨论有人提到了这个问题，可惜制作者的回复是MorphAnimation只实现到这样&#8230;&#8230;</font></p>
<p><font size="4"></font>&nbsp;</p>
<p><font size="4">&nbsp;&nbsp;&nbsp; 也确实，现在除了一些小物件的动画外，主角，怪物的动画都用skeleton了，也许MorphAnimation就快退出历史的舞台，在Ogre中看不到了，也不能指望会有什么改进。</font></p>
<p><font size="4"></font>&nbsp;</p>
<p><font size="4">&nbsp;&nbsp;&nbsp; 继续实现之，那就只能在有KeyFrame的地方把三种变换都计算一次，然后取得最终变换后的位置数据，也就是做人工的动画帧采样。在War3EditorSource的基础上做了些修改，终于，一帧帧的动画计算出来了。</font></p>
<p><font size="4"></font>&nbsp;</p>
<p align="center"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="mdx2mesh_anim" border="0" alt="mdx2mesh_anim" src="http://www.cppblog.com/images/cppblog_com/helloqinglan/WindowsLiveWriter/mdxOgreMesh_13F12/mdx2mesh_anim_3.png" width="644" height="484"> </p>
<p><font size="4"></font>&nbsp;</p>
<p><font size="4">&nbsp;&nbsp;&nbsp; 不过问题依然还有很多，比如mdx模型，尤其是怪物和角色模型中大量用到了ReplacableTexture，这些需要通过读配置文件来获取可用的贴图，另外模型上附带的粒子特效、纹理动画等都还没有导出，看看这个没有贴图的攻击中的蝎子，前面的路仍然很远。</font></p>
<p><font size="4"></font>&nbsp;</p>
<p align="center"><img style="border-bottom: 0px; border-left: 0px; display: inline; border-top: 0px; border-right: 0px" title="mdx2mesh_anim_attack" border="0" alt="mdx2mesh_anim_attack" src="http://www.cppblog.com/images/cppblog_com/helloqinglan/WindowsLiveWriter/mdxOgreMesh_13F12/mdx2mesh_anim_attack_3.png" width="644" height="484"></p><img src ="http://www.cppblog.com/helloqinglan/aggbug/92571.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/helloqinglan/" target="_blank">白云哥</a> 2009-08-07 22:42 <a href="http://www.cppblog.com/helloqinglan/archive/2009/08/07/92571.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>