summaryrefslogtreecommitdiffstats
path: root/src/3rdparty/assimp/code/MMDImporter.cpp
blob: 01f009519e63c4ee6652d0c44495bf35ba835c07 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
/*
---------------------------------------------------------------------------
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