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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, 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 "PostProcessing/ConvertToLHProcess.h"
- #include <assimp/DefaultIOSystem.h>
- #include <assimp/ai_assert.h>
- #include <assimp/scene.h>
- #include <assimp/Importer.hpp>
- #include <iomanip>
- #include <memory>
- #include <sstream>
- static constexpr 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_strAbsPath() {
- DefaultIOSystem io;
- m_strAbsPath = io.getOsSeparator();
- }
- // ------------------------------------------------------------------------------------------------
- // Returns true, if file is an pmx file.
- bool MMDImporter::CanRead(const std::string &pFile, IOSystem *pIOHandler,
- bool /*checkSig*/) const {
- static const char *tokens[] = { "PMX " };
- return SearchFileHeaderForToken(pIOHandler, pFile, tokens, AI_COUNT_OF(tokens));
- }
- // ------------------------------------------------------------------------------------------------
- const aiImporterDesc *MMDImporter::GetInfo() const {
- return &desc;
- }
- // ------------------------------------------------------------------------------------------------
- // MMD import implementation
- void MMDImporter::InternReadFile(const std::string &file, aiScene *pScene,
- IOSystem* pIOHandler) {
- auto streamCloser = [&](IOStream *pStream) {
- pIOHandler->Close(pStream);
- };
- static const std::string mode = "rb";
- const std::unique_ptr<IOStream, decltype(streamCloser)> fileStream(pIOHandler->Open(file, mode), streamCloser);
- if (fileStream == nullptr) {
- throw DeadlyImportError("Failed to open file ", file, ".");
- }
- const size_t fileSize = fileStream->FileSize();
- if (fileSize < sizeof(pmx::PmxModel))
- {
- throw DeadlyImportError(file, " is too small.");
- }
- std::vector<char> contents(fileStream->FileSize());
- fileStream->Read(contents.data(), 1, contents.size());
- std::istringstream iss(std::string(contents.begin(), contents.end()));
- pmx::PmxModel model;
- model.Read(&iss);
- CreateDataFromImport(&model, pScene);
- }
- // ------------------------------------------------------------------------------------------------
- void MMDImporter::CreateDataFromImport(const pmx::PmxModel *pModel,
- aiScene *pScene) {
- if (pModel == nullptr) {
- return;
- }
- aiNode *pNode = new aiNode;
- if (!pModel->model_name.empty()) {
- pNode->mName.Set(pModel->model_name);
- }
- 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
- std::unique_ptr<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.get() + i);
- } else {
- ppNode[bone.parent_index]->addChildren(1, ppNode.get() + 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; // triangular 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].emplace_back(index, static_cast<ai_real>(1));
- break;
- case pmx::PmxVertexSkinningType::BDEF2:
- bone_vertex_map[vsBDEF2_ptr->bone_index1].emplace_back(index, vsBDEF2_ptr->bone_weight);
- bone_vertex_map[vsBDEF2_ptr->bone_index2].emplace_back(index, 1.0f - vsBDEF2_ptr->bone_weight);
- break;
- case pmx::PmxVertexSkinningType::BDEF4:
- bone_vertex_map[vsBDEF4_ptr->bone_index1].emplace_back(index, vsBDEF4_ptr->bone_weight1);
- bone_vertex_map[vsBDEF4_ptr->bone_index2].emplace_back(index, vsBDEF4_ptr->bone_weight2);
- bone_vertex_map[vsBDEF4_ptr->bone_index3].emplace_back(index, vsBDEF4_ptr->bone_weight3);
- bone_vertex_map[vsBDEF4_ptr->bone_index4].emplace_back(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].emplace_back(index, vsSDEF_ptr->bone_weight);
- bone_vertex_map[vsSDEF_ptr->bone_index2].emplace_back(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].emplace_back(index, vsQDEF_ptr->bone_weight1);
- bone_vertex_map[vsQDEF_ptr->bone_index2].emplace_back(index, vsQDEF_ptr->bone_weight2);
- bone_vertex_map[vsQDEF_ptr->bone_index3].emplace_back(index, vsQDEF_ptr->bone_weight3);
- bone_vertex_map[vsQDEF_ptr->bone_index4].emplace_back(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 = new aiVertexWeight[pBone->mNumWeights];
- for (unsigned int j = 0; j < pBone->mNumWeights; j++) {
- pBone->mWeights[j] = it->second[j];
- }
- }
- 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);
- if (pMat->diffuse_texture_index >= 0) {
- 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
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