371 lines
14 KiB
C++
371 lines
14 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 "MMDImporter.h"
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#include "MMDPmdParser.h"
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#include "MMDPmxParser.h"
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#include "MMDVmdParser.h"
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#include "ConvertToLHProcess.h"
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#include <assimp/DefaultIOSystem.h>
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#include <assimp/Importer.hpp>
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#include <assimp/ai_assert.h>
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#include <assimp/scene.h>
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#include <fstream>
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#include <iomanip>
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#include <memory>
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static const aiImporterDesc desc = {"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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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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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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// 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,
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bool checkSig) const {
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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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} 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,
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1);
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}
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc *MMDImporter::GetInfo() const { return &desc; }
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// ------------------------------------------------------------------------------------------------
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// MMD import implementation
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void MMDImporter::InternReadFile(const std::string &file, aiScene *pScene,
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IOSystem * /*pIOHandler*/) {
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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 = static_cast<size_t>(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,
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aiScene *pScene) {
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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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} else {
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ai_assert(false);
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}
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pScene->mRootNode = pNode;
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pNode = new aiNode;
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pScene->mRootNode->addChildren(1, &pNode);
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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 = pModel->material_count;
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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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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 node hierarchy for bone position
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aiNode **ppNode = new aiNode *[pModel->bone_count];
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for (auto i = 0; i < pModel->bone_count; i++) {
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ppNode[i] = new aiNode(pModel->bones[i].bone_name);
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}
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for (auto i = 0; i < pModel->bone_count; i++) {
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const pmx::PmxBone &bone = pModel->bones[i];
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if (bone.parent_index < 0) {
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pScene->mRootNode->addChildren(1, ppNode + i);
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} else {
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ppNode[bone.parent_index]->addChildren(1, ppNode + i);
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aiVector3D v3 = aiVector3D(
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bone.position[0] - pModel->bones[bone.parent_index].position[0],
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bone.position[1] - pModel->bones[bone.parent_index].position[1],
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bone.position[2] - pModel->bones[bone.parent_index].position[2]);
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aiMatrix4x4::Translation(v3, ppNode[i]->mTransformation);
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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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FlipUVsProcess uvFlipper;
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uvFlipper.Execute(pScene);
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FlipWindingOrderProcess windingFlipper;
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windingFlipper.Execute(pScene);
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}
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// ------------------------------------------------------------------------------------------------
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aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
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const int indexStart, const int indexCount) {
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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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const int numIndices = 3; // trianglular face
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for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
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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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map<int, vector<aiVertexWeight>> bone_vertex_map;
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// fill in contents and create bones
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for (int index = 0; index < indexCount; index++) {
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const pmx::PmxVertex *v =
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&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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// handle bone map
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const auto vsBDEF1_ptr =
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dynamic_cast<pmx::PmxVertexSkinningBDEF1 *>(v->skinning.get());
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const auto vsBDEF2_ptr =
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dynamic_cast<pmx::PmxVertexSkinningBDEF2 *>(v->skinning.get());
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const auto vsBDEF4_ptr =
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dynamic_cast<pmx::PmxVertexSkinningBDEF4 *>(v->skinning.get());
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const auto vsSDEF_ptr =
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dynamic_cast<pmx::PmxVertexSkinningSDEF *>(v->skinning.get());
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switch (v->skinning_type) {
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case pmx::PmxVertexSkinningType::BDEF1:
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bone_vertex_map[vsBDEF1_ptr->bone_index].push_back(
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aiVertexWeight(index, 1.0));
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break;
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case pmx::PmxVertexSkinningType::BDEF2:
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bone_vertex_map[vsBDEF2_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsBDEF2_ptr->bone_weight));
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bone_vertex_map[vsBDEF2_ptr->bone_index2].push_back(
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aiVertexWeight(index, 1.0f - vsBDEF2_ptr->bone_weight));
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break;
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case pmx::PmxVertexSkinningType::BDEF4:
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bone_vertex_map[vsBDEF4_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight1));
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bone_vertex_map[vsBDEF4_ptr->bone_index2].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight2));
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bone_vertex_map[vsBDEF4_ptr->bone_index3].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight3));
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bone_vertex_map[vsBDEF4_ptr->bone_index4].push_back(
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aiVertexWeight(index, vsBDEF4_ptr->bone_weight4));
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break;
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case pmx::PmxVertexSkinningType::SDEF: // TODO: how to use sdef_c, sdef_r0,
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// sdef_r1?
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bone_vertex_map[vsSDEF_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsSDEF_ptr->bone_weight));
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bone_vertex_map[vsSDEF_ptr->bone_index2].push_back(
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aiVertexWeight(index, 1.0f - vsSDEF_ptr->bone_weight));
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break;
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case pmx::PmxVertexSkinningType::QDEF:
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const auto vsQDEF_ptr =
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dynamic_cast<pmx::PmxVertexSkinningQDEF *>(v->skinning.get());
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bone_vertex_map[vsQDEF_ptr->bone_index1].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight1));
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bone_vertex_map[vsQDEF_ptr->bone_index2].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight2));
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bone_vertex_map[vsQDEF_ptr->bone_index3].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight3));
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bone_vertex_map[vsQDEF_ptr->bone_index4].push_back(
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aiVertexWeight(index, vsQDEF_ptr->bone_weight4));
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break;
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}
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}
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// make all bones for each mesh
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// assign bone weights to skinned bones (otherwise just initialize)
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auto bone_ptr_ptr = new aiBone *[pModel->bone_count];
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pMesh->mNumBones = pModel->bone_count;
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pMesh->mBones = bone_ptr_ptr;
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for (auto ii = 0; ii < pModel->bone_count; ++ii) {
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auto pBone = new aiBone;
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const auto &pmxBone = pModel->bones[ii];
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pBone->mName = pmxBone.bone_name;
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aiVector3D pos(pmxBone.position[0], pmxBone.position[1], pmxBone.position[2]);
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aiMatrix4x4::Translation(-pos, pBone->mOffsetMatrix);
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auto it = bone_vertex_map.find(ii);
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if (it != bone_vertex_map.end()) {
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pBone->mNumWeights = static_cast<unsigned int>(it->second.size());
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pBone->mWeights = it->second.data();
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it->second.swap(*(new vector<aiVertexWeight>));
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}
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bone_ptr_ptr[ii] = pBone;
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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,
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const pmx::PmxModel *pModel) {
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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,
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AI_MATKEY_UVWSRC(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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