10 #
\e$B%U%!%$%k%7%9%F%`$NJ8;z%3!<%I
\e(B
11 #
\e$B2~B$HG$H$N6&MQ$N$?$a
\e(B
12 FS_ENCODING=sys.getfilesystemencoding()
13 if os.path.exists(os.path.dirname(sys.argv[0])+"/utf8"):
14 INTERNAL_ENCODING='utf-8'
16 INTERNAL_ENCODING=FS_ENCODING
19 ###############################################################################
21 ###############################################################################
22 class ProgressBar(object):
23 def __init__(self, base):
24 print("#### %s ####" % base)
26 self.start=time.time()
27 self.set('<start>', 0)
29 def advance(self, message, progress):
30 self.progress+=float(progress)
33 def set(self, message, progress):
34 self.progress=float(progress)
37 def _print(self, message):
39 message="%s: %s" % (self.base, message)
40 #Blender.Window.DrawProgressBar(self.progress, message)
44 message='finished in %.2f sec' % (time.time()-self.start)
45 self.set(message, 1.0)
47 def progress_start(base):
49 progressBar=ProgressBar(base)
51 def progress_finish():
55 def progress_print(message, progress=0.05):
57 progressBar.advance(message, progress)
59 def progress_set(message, progress):
61 progressBar.set(message, progress)
64 ###############################################################################
66 def __init__(self, path, encoding):
67 self.io=open(path, "wb")
68 self.encoding=encoding
71 self.io.write(s.encode(self.encoding))
79 ###############################################################################
80 def createEmptyObject(scene, name):
81 empty=bpy.data.objects.new(name, None)
82 scene.objects.link(empty)
85 def createMaterial(name):
86 material = bpy.data.materials.new(name)
89 def createMqoMaterial(m):
90 material = bpy.data.materials.new(m.getName())
91 material.diffuse_color=[m.color.r, m.color.g, m.color.b]
92 material.alpha=m.color.a
93 material.diffuse_intensity=m.diffuse
98 def createPmdMaterial(m):
99 material = bpy.data.materials.new("Material")
100 material.diffuse_shader='TOON'
101 material.specular_shader='TOON'
102 material.diffuse_color=([m.diffuse.r, m.diffuse.g, m.diffuse.b])
103 material.alpha=m.diffuse.a
104 material.specular_hardness=int(m.shinness)
105 material.specular_color=([m.specular.r, m.specular.g, m.specular.b])
106 material.mirror_color=([m.ambient.r, m.ambient.g, m.ambient.b])
107 material.subsurface_scattering.enabled=True if m.flag==1 else False
112 def createTexture(path):
113 texture=bpy.data.textures.new(os.path.basename(path))
115 texture=texture.recast_type()
116 image=bpy.data.images.load(path)
118 texture.mipmap = True
119 texture.interpolation = True
120 texture.use_alpha = True
121 return texture, image
124 def materialAddTexture(material, texture):
125 #material.add_texture(texture, "UV", {"COLOR", "ALPHA"})
126 material.add_texture(texture, "UV", "COLOR")
129 def meshAddMaterial(mesh, material):
130 mesh.add_material(material)
133 def createMesh(scene, name):
134 mesh=bpy.data.meshes.new("Mesh")
135 mesh_object= bpy.data.objects.new(name, mesh)
136 scene.objects.link(mesh_object)
137 return mesh, mesh_object
140 def objectMakeParent(parent, child):
144 def meshAddMqoGeometry(mesh, o, materials, imageMap, scale):
145 # count triangle and quadrangle
148 if f.index_count==3 or f.index_count==4:
150 mesh.add_geometry(len(o.vertices), 0, faceCount)
155 # convert right-handed y-up to right-handed z-up
156 unpackedVertices.extend(
157 (scale*v.x, scale*-v.z, scale*v.y))
158 mesh.verts.foreach_set("co", unpackedVertices)
166 for i in range(f.index_count):
167 face.append(f.getIndex(i))
172 if len(face) != 3 and len(face) != 4:
173 print("{0} vertices in face.".format(len(face)))
178 # rotate indices if the 4th is 0
179 face = [face[3], face[0], face[1], face[2]]
182 # rotate indices if the 3rd is 0
183 face = [face[2], face[0], face[1], 0]
187 unpackedFaces.extend(face)
188 usedMaterial.add(f.material_index)
190 mesh.faces.foreach_set("verts_raw", unpackedFaces)
192 #print([getFace(f) for f in o.faces])
193 print("fail to mesh.faces.foreach_set")
199 for i in usedMaterial:
200 mesh.add_material(materials[i])
201 meshMaterialMap[i]=materialIndex
205 mesh.add_uv_texture()
206 for mqo_face, blender_face, uv_face in zip(
207 o.faces, mesh.faces, mesh.uv_textures[0].data):
208 if mqo_face.index_count<3:
210 blender_face.material_index=meshMaterialMap[mqo_face.material_index]
211 if mqo_face.index_count>=3:
212 uv_face.uv1=[mqo_face.getUV(0).x, 1.0-mqo_face.getUV(0).y]
213 uv_face.uv2=[mqo_face.getUV(1).x, 1.0-mqo_face.getUV(1).y]
214 uv_face.uv3=[mqo_face.getUV(2).x, 1.0-mqo_face.getUV(2).y]
215 if mqo_face.index_count==4:
217 mqo_face.getUV(3).x, 1.0-mqo_face.getUV(3).y]
218 if materials[mqo_face.material_index] in imageMap:
219 uv_face.image=imageMap[mqo_face.material_index]
224 def getTexture(m, dirname):
228 for slot in m.texture_slots:
229 if slot and slot.texture:
231 if texture.type=="IMAGE":
235 imagePath=image.filename
236 if len(dirname)>0 and imagePath.startswith(dirname):
237 #
\e$BAjBP%Q%9$KJQ49$9$k
\e(B
238 imagePath=imagePath[len(dirname)+1:len(imagePath)]
239 #imagePath=Blender.sys.expandpath(
240 # imagePath).replace("\\", '/')
241 if slot.map_colordiff:
242 tex=" tex(\"%s\")" % imagePath
244 aplane=" aplane(\"%s\")" % imagePath
247 def objectDuplicate(scene, obj):
248 bpy.ops.object.select_all(action='DESELECT')
250 scene.objects.active=obj
251 bpy.ops.object.duplicate()
252 dumy=scene.objects.active
253 bpy.ops.object.rotation_apply()
254 bpy.ops.object.scale_apply()
255 bpy.ops.object.location_apply()
256 return dumy.data, dumy
258 def objectDelete(scene, obj):
259 scene.objects.unlink(obj)
261 def faceVertexCount(face):
262 return len(face.verts)
264 def faceVertices(face):
268 return mesh.active_uv_texture
270 def faceHasUV(mesh, i, face):
271 return mesh.active_uv_texture.data[i]
273 def faceGetUV(mesh, i, faces, count):
274 uvFace=mesh.active_uv_texture.data[i]
276 return (uvFace.uv1, uvFace.uv2, uvFace.uv3)
278 return (uvFace.uv1, uvFace.uv2, uvFace.uv3, uvFace.uv4)
283 def materialToMqo(m):
284 return "\"%s\" shader(3) col(%f %f %f %f)" % (
286 m.diffuse_color[0], m.diffuse_color[1], m.diffuse_color[2],
289 def faceMaterialIndex(face):
290 return face.material_index
292 def objectGetData(o):
295 def objectAddArmatureModifier(o, armature_object):
296 mod=o.modifiers.new("Modifier", "ARMATURE")
297 mod.object = armature_object
298 mod.use_bone_envelopes=False
303 def objectGetPose(o):
306 def poseBoneLimit(n, b):
309 if n.startswith("knee_"):
316 elif n.startswith("ankle_"):
321 bpy.ops.object.mode_set(mode='EDIT', toggle=False)
324 bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
326 def objectDeselectAll():
327 bpy.ops.object.select_all(action='DESELECT')
329 def objectActivate(scene, o):
331 scene.objects.active=o
333 def objectGetActive(scene):
334 return scene.objects.active
336 def meshAddVertexGroup(meshObject, name):
337 meshObject.add_vertex_group(name)
339 def vertexSetNormal(mvert, normal):
340 mvert.normal=mathutils.Vector(normal)
342 def meshUseVertexUv(mesh):
345 def vertexSetUv(mvert, uv):
348 def meshAssignVertexGroup(meshObject, name, index, weight):
349 meshObject.add_vertex_to_group(index,
350 meshObject.vertex_groups[name], weight, 'ADD')
352 def meshCreateVerteicesAndFaces(mesh, vertices, faces):
353 vertexCount=int(len(vertices)/3)
354 faceCount=int(len(faces)/4)
355 mesh.add_geometry(vertexCount, 0, faceCount)
356 mesh.verts.foreach_set("co", vertices)
357 mesh.faces.foreach_set("verts_raw", faces)
358 assert(len(mesh.verts)==vertexCount)
361 mesh.add_uv_texture()
363 def meshVertsDelete(mesh, remove_vertices):
365 bpy.ops.mesh.select_all(action='DESELECT')
368 for i in remove_vertices:
369 mesh.verts[i].selected=True
372 bpy.ops.mesh.delete(type='VERT')
375 def createArmature(scene):
376 armature = bpy.data.armatures.new('Armature')
377 armature_object=bpy.data.objects.new('Armature', armature)
378 scene.objects.link(armature_object)
380 armature_object.x_ray=True
381 armature.draw_names=True
382 armature.drawtype='OCTAHEDRAL'
383 armature.deform_envelope=False
384 armature.deform_vertexgroups=True
385 armature.x_axis_mirror=True
387 return armature, armature_object
389 def armatureMakeEditable(scene, armature_object):
390 # select only armature object and set edit mode
391 scene.objects.active=armature_object
392 bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
393 bpy.ops.object.mode_set(mode='EDIT', toggle=False)
395 def createIkConstraint(armature_object, p_bone, effector_name, ik):
396 constraint = p_bone.constraints.new('IK')
397 constraint.chain_length=len(ik.children)
398 constraint.target=armature_object
399 constraint.subtarget=effector_name
400 constraint.use_tail=False
401 # not used. place folder when export.
402 constraint.weight=ik.weight
403 constraint.iterations=ik.iterations * 10
406 def createArmatureBone(armature, name):
407 return armature.edit_bones.new(name)
409 def boneSetConnected(bone):
412 def createVector(x, y, z):
413 return mathutils.Vector([x, y, z])
415 def armatureUpdate(armature):
418 def boneLayerMask(bone, layers):
422 layer.append(True if layers[i]!=0 else False)
427 def objectPinShape(o):
428 o.shape_key_lock=True
430 def objectAddShapeKey(o, name):
431 return o.add_shape_key(name)
433 def objectActivateShapeKey(o, index):
434 o.active_shape_key_index=index
436 def shapeKeyAssign(shapeKey, index, pos):
437 shapeKey.data[index].co=pos
439 def objectIsVisible(obj):
440 return obj.restrict_view
442 def meshVertexGroupNames(meshObject):
443 for g in meshObject.vertex_groups:
446 def faceNormal(face):
449 def meshFaceUv(mesh, i, face):
450 return mesh.uv_textures[0].data[i].uv
452 def armatureModifierGetObject(m):
455 def objectHasShapeKey(o):
456 return o.data.shape_keys
458 def objectShapeKeys(o):
459 return o.data.shape_keys.keys
461 def meshVertexGroup(meshObject, name):
463 for i, v in enumerate(meshObject.data.verts):
465 if meshObject.vertex_groups[g.group].name==name:
469 def materialGet(scene, material_name):
470 return bpy.data.materials[material_name]
472 def modifierIsArmature(m):
473 return m.type=="ARMATURE"
475 def boneHeadLocal(b):
476 return b.head_local[0:3]
478 def boneTailLocal(b):
479 return b.tail_local[0:3]
481 def boneIsConnected(b):
484 def constraintIsIKSolver(c):
488 return c.chain_length
496 def ikRotationWeight(c):
499 def shapeKeyGet(b, index):
500 return b.data[index].co
507 return mathutils.Vector([v.x, v.y, v.z])