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+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2016, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+
+#ifndef ASSIMP_BUILD_NO_MMD_IMPORTER
+
+#include "MMDImporter.h"
+#include "MMDPmdParser.h"
+#include "MMDPmxParser.h"
+#include "MMDVmdParser.h"
+#include "ConvertToLHProcess.h"
+#include <assimp/DefaultIOSystem.h>
+#include <assimp/Importer.hpp>
+#include <assimp/ai_assert.h>
+#include <assimp/scene.h>
+#include <fstream>
+#include <iomanip>
+#include <memory>
+
+static const aiImporterDesc desc = {"MMD Importer",
+ "",
+ "",
+ "surfaces supported?",
+ aiImporterFlags_SupportTextFlavour,
+ 0,
+ 0,
+ 0,
+ 0,
+ "pmx"};
+
+namespace Assimp {
+
+using namespace std;
+
+// ------------------------------------------------------------------------------------------------
+// Default constructor
+MMDImporter::MMDImporter()
+ : m_Buffer(),
+ // m_pRootObject( NULL ),
+ m_strAbsPath("") {
+ DefaultIOSystem io;
+ m_strAbsPath = io.getOsSeparator();
+}
+
+// ------------------------------------------------------------------------------------------------
+// Destructor.
+MMDImporter::~MMDImporter() {
+ // delete m_pRootObject;
+ // m_pRootObject = NULL;
+}
+
+// ------------------------------------------------------------------------------------------------
+// Returns true, if file is an pmx file.
+bool MMDImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler,
+ bool checkSig) const {
+ if (!checkSig) // Check File Extension
+ {
+ return SimpleExtensionCheck(pFile, "pmx");
+ } else // Check file Header
+ {
+ static const char *pTokens[] = {"PMX "};
+ return BaseImporter::SearchFileHeaderForToken(pIOHandler, pFile, pTokens,
+ 1);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+const aiImporterDesc *MMDImporter::GetInfo() const { return &desc; }
+
+// ------------------------------------------------------------------------------------------------
+// MMD import implementation
+void MMDImporter::InternReadFile(const std::string &file, aiScene *pScene,
+ IOSystem * /*pIOHandler*/) {
+ // Read file by istream
+ std::filebuf fb;
+ if (!fb.open(file, std::ios::in | std::ios::binary)) {
+ throw DeadlyImportError("Failed to open file " + file + ".");
+ }
+
+ std::istream fileStream(&fb);
+
+ // Get the file-size and validate it, throwing an exception when fails
+ fileStream.seekg(0, fileStream.end);
+ size_t fileSize = static_cast<size_t>(fileStream.tellg());
+ fileStream.seekg(0, fileStream.beg);
+
+ if (fileSize < sizeof(pmx::PmxModel)) {
+ throw DeadlyImportError(file + " is too small.");
+ }
+
+ pmx::PmxModel model;
+ model.Read(&fileStream);
+
+ CreateDataFromImport(&model, pScene);
+}
+
+// ------------------------------------------------------------------------------------------------
+void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
+ aiScene *pScene) {
+ if (pModel == NULL) {
+ return;
+ }
+
+ aiNode *pNode = new aiNode;
+ if (!pModel->model_name.empty()) {
+ pNode->mName.Set(pModel->model_name);
+ } else {
+ ai_assert(false);
+ }
+
+ pScene->mRootNode = pNode;
+
+ pNode = new aiNode;
+ pScene->mRootNode->addChildren(1, &pNode);
+ pNode->mName.Set(string(pModel->model_name) + string("_mesh"));
+
+ // split mesh by materials
+ pNode->mNumMeshes = pModel->material_count;
+ pNode->mMeshes = new unsigned int[pNode->mNumMeshes];
+ for (unsigned int index = 0; index < pNode->mNumMeshes; index++) {
+ pNode->mMeshes[index] = index;
+ }
+
+ pScene->mNumMeshes = pModel->material_count;
+ pScene->mMeshes = new aiMesh *[pScene->mNumMeshes];
+ for (unsigned int i = 0, indexStart = 0; i < pScene->mNumMeshes; i++) {
+ const int indexCount = pModel->materials[i].index_count;
+
+ pScene->mMeshes[i] = CreateMesh(pModel, indexStart, indexCount);
+ pScene->mMeshes[i]->mName = pModel->materials[i].material_name;
+ pScene->mMeshes[i]->mMaterialIndex = i;
+ indexStart += indexCount;
+ }
+
+ // create node hierarchy for bone position
+ aiNode **ppNode = new aiNode *[pModel->bone_count];
+ for (auto i = 0; i < pModel->bone_count; i++) {
+ ppNode[i] = new aiNode(pModel->bones[i].bone_name);
+ }
+
+ for (auto i = 0; i < pModel->bone_count; i++) {
+ const pmx::PmxBone &bone = pModel->bones[i];
+
+ if (bone.parent_index < 0) {
+ pScene->mRootNode->addChildren(1, ppNode + i);
+ } else {
+ ppNode[bone.parent_index]->addChildren(1, ppNode + i);
+
+ aiVector3D v3 = aiVector3D(
+ bone.position[0] - pModel->bones[bone.parent_index].position[0],
+ bone.position[1] - pModel->bones[bone.parent_index].position[1],
+ bone.position[2] - pModel->bones[bone.parent_index].position[2]);
+ aiMatrix4x4::Translation(v3, ppNode[i]->mTransformation);
+ }
+ }
+
+ // create materials
+ pScene->mNumMaterials = pModel->material_count;
+ pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials];
+ for (unsigned int i = 0; i < pScene->mNumMaterials; i++) {
+ pScene->mMaterials[i] = CreateMaterial(&pModel->materials[i], pModel);
+ }
+
+ // Convert everything to OpenGL space
+ MakeLeftHandedProcess convertProcess;
+ convertProcess.Execute(pScene);
+
+ FlipUVsProcess uvFlipper;
+ uvFlipper.Execute(pScene);
+
+ FlipWindingOrderProcess windingFlipper;
+ windingFlipper.Execute(pScene);
+}
+
+// ------------------------------------------------------------------------------------------------
+aiMesh *MMDImporter::CreateMesh(const pmx::PmxModel *pModel,
+ const int indexStart, const int indexCount) {
+ aiMesh *pMesh = new aiMesh;
+
+ pMesh->mNumVertices = indexCount;
+
+ pMesh->mNumFaces = indexCount / 3;
+ pMesh->mFaces = new aiFace[pMesh->mNumFaces];
+
+ const int numIndices = 3; // trianglular face
+ for (unsigned int index = 0; index < pMesh->mNumFaces; index++) {
+ pMesh->mFaces[index].mNumIndices = numIndices;
+ unsigned int *indices = new unsigned int[numIndices];
+ indices[0] = numIndices * index;
+ indices[1] = numIndices * index + 1;
+ indices[2] = numIndices * index + 2;
+ pMesh->mFaces[index].mIndices = indices;
+ }
+
+ pMesh->mVertices = new aiVector3D[pMesh->mNumVertices];
+ pMesh->mNormals = new aiVector3D[pMesh->mNumVertices];
+ pMesh->mTextureCoords[0] = new aiVector3D[pMesh->mNumVertices];
+ pMesh->mNumUVComponents[0] = 2;
+
+ // additional UVs
+ for (int i = 1; i <= pModel->setting.uv; i++) {
+ pMesh->mTextureCoords[i] = new aiVector3D[pMesh->mNumVertices];
+ pMesh->mNumUVComponents[i] = 4;
+ }
+
+ map<int, vector<aiVertexWeight>> bone_vertex_map;
+
+ // fill in contents and create bones
+ for (int index = 0; index < indexCount; index++) {
+ const pmx::PmxVertex *v =
+ &pModel->vertices[pModel->indices[indexStart + index]];
+ const float *position = v->position;
+ pMesh->mVertices[index].Set(position[0], position[1], position[2]);
+ const float *normal = v->normal;
+
+ pMesh->mNormals[index].Set(normal[0], normal[1], normal[2]);
+ pMesh->mTextureCoords[0][index].x = v->uv[0];
+ pMesh->mTextureCoords[0][index].y = v->uv[1];
+
+ for (int i = 1; i <= pModel->setting.uv; i++) {
+ // TODO: wrong here? use quaternion transform?
+ pMesh->mTextureCoords[i][index].x = v->uva[i][0];
+ pMesh->mTextureCoords[i][index].y = v->uva[i][1];
+ }
+
+ // handle bone map
+ const auto vsBDEF1_ptr =
+ dynamic_cast<pmx::PmxVertexSkinningBDEF1 *>(v->skinning.get());
+ const auto vsBDEF2_ptr =
+ dynamic_cast<pmx::PmxVertexSkinningBDEF2 *>(v->skinning.get());
+ const auto vsBDEF4_ptr =
+ dynamic_cast<pmx::PmxVertexSkinningBDEF4 *>(v->skinning.get());
+ const auto vsSDEF_ptr =
+ dynamic_cast<pmx::PmxVertexSkinningSDEF *>(v->skinning.get());
+ switch (v->skinning_type) {
+ case pmx::PmxVertexSkinningType::BDEF1:
+ bone_vertex_map[vsBDEF1_ptr->bone_index].push_back(
+ aiVertexWeight(index, 1.0));
+ break;
+ case pmx::PmxVertexSkinningType::BDEF2:
+ bone_vertex_map[vsBDEF2_ptr->bone_index1].push_back(
+ aiVertexWeight(index, vsBDEF2_ptr->bone_weight));
+ bone_vertex_map[vsBDEF2_ptr->bone_index2].push_back(
+ aiVertexWeight(index, 1.0f - vsBDEF2_ptr->bone_weight));
+ break;
+ case pmx::PmxVertexSkinningType::BDEF4:
+ bone_vertex_map[vsBDEF4_ptr->bone_index1].push_back(
+ aiVertexWeight(index, vsBDEF4_ptr->bone_weight1));
+ bone_vertex_map[vsBDEF4_ptr->bone_index2].push_back(
+ aiVertexWeight(index, vsBDEF4_ptr->bone_weight2));
+ bone_vertex_map[vsBDEF4_ptr->bone_index3].push_back(
+ aiVertexWeight(index, vsBDEF4_ptr->bone_weight3));
+ bone_vertex_map[vsBDEF4_ptr->bone_index4].push_back(
+ aiVertexWeight(index, vsBDEF4_ptr->bone_weight4));
+ break;
+ case pmx::PmxVertexSkinningType::SDEF: // TODO: how to use sdef_c, sdef_r0,
+ // sdef_r1?
+ bone_vertex_map[vsSDEF_ptr->bone_index1].push_back(
+ aiVertexWeight(index, vsSDEF_ptr->bone_weight));
+ bone_vertex_map[vsSDEF_ptr->bone_index2].push_back(
+ aiVertexWeight(index, 1.0f - vsSDEF_ptr->bone_weight));
+ break;
+ case pmx::PmxVertexSkinningType::QDEF:
+ const auto vsQDEF_ptr =
+ dynamic_cast<pmx::PmxVertexSkinningQDEF *>(v->skinning.get());
+ bone_vertex_map[vsQDEF_ptr->bone_index1].push_back(
+ aiVertexWeight(index, vsQDEF_ptr->bone_weight1));
+ bone_vertex_map[vsQDEF_ptr->bone_index2].push_back(
+ aiVertexWeight(index, vsQDEF_ptr->bone_weight2));
+ bone_vertex_map[vsQDEF_ptr->bone_index3].push_back(
+ aiVertexWeight(index, vsQDEF_ptr->bone_weight3));
+ bone_vertex_map[vsQDEF_ptr->bone_index4].push_back(
+ aiVertexWeight(index, vsQDEF_ptr->bone_weight4));
+ break;
+ }
+ }
+
+ // make all bones for each mesh
+ // assign bone weights to skinned bones (otherwise just initialize)
+ auto bone_ptr_ptr = new aiBone *[pModel->bone_count];
+ pMesh->mNumBones = pModel->bone_count;
+ pMesh->mBones = bone_ptr_ptr;
+ for (auto ii = 0; ii < pModel->bone_count; ++ii) {
+ auto pBone = new aiBone;
+ const auto &pmxBone = pModel->bones[ii];
+ pBone->mName = pmxBone.bone_name;
+ aiVector3D pos(pmxBone.position[0], pmxBone.position[1], pmxBone.position[2]);
+ aiMatrix4x4::Translation(-pos, pBone->mOffsetMatrix);
+ auto it = bone_vertex_map.find(ii);
+ if (it != bone_vertex_map.end()) {
+ pBone->mNumWeights = static_cast<unsigned int>(it->second.size());
+ pBone->mWeights = it->second.data();
+ it->second.swap(*(new vector<aiVertexWeight>));
+ }
+ bone_ptr_ptr[ii] = pBone;
+ }
+
+ return pMesh;
+}
+
+// ------------------------------------------------------------------------------------------------
+aiMaterial *MMDImporter::CreateMaterial(const pmx::PmxMaterial *pMat,
+ const pmx::PmxModel *pModel) {
+ aiMaterial *mat = new aiMaterial();
+ aiString name(pMat->material_english_name);
+ mat->AddProperty(&name, AI_MATKEY_NAME);
+
+ aiColor3D diffuse(pMat->diffuse[0], pMat->diffuse[1], pMat->diffuse[2]);
+ mat->AddProperty(&diffuse, 1, AI_MATKEY_COLOR_DIFFUSE);
+ aiColor3D specular(pMat->specular[0], pMat->specular[1], pMat->specular[2]);
+ mat->AddProperty(&specular, 1, AI_MATKEY_COLOR_SPECULAR);
+ aiColor3D ambient(pMat->ambient[0], pMat->ambient[1], pMat->ambient[2]);
+ mat->AddProperty(&ambient, 1, AI_MATKEY_COLOR_AMBIENT);
+
+ float opacity = pMat->diffuse[3];
+ mat->AddProperty(&opacity, 1, AI_MATKEY_OPACITY);
+ float shininess = pMat->specularlity;
+ mat->AddProperty(&shininess, 1, AI_MATKEY_SHININESS_STRENGTH);
+
+ aiString texture_path(pModel->textures[pMat->diffuse_texture_index]);
+ mat->AddProperty(&texture_path, AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE, 0));
+ int mapping_uvwsrc = 0;
+ mat->AddProperty(&mapping_uvwsrc, 1,
+ AI_MATKEY_UVWSRC(aiTextureType_DIFFUSE, 0));
+
+ return mat;
+}
+
+// ------------------------------------------------------------------------------------------------
+
+} // Namespace Assimp
+
+#endif // !! ASSIMP_BUILD_NO_MMD_IMPORTER