13 #
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14 #
\e$B2~B$HG$H$N6&MQ$N$?$a
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15 FS_ENCODING=sys.getfilesystemencoding()
16 if os.path.exists(os.path.dirname(sys.argv[0])+"/utf8"):
17 INTERNAL_ENCODING='utf-8'
19 INTERNAL_ENCODING=FS_ENCODING
22 def initialize(name, scene):
35 bpy.ops.object.mode_set(mode='EDIT', toggle=False)
37 def enterObjectMode():
38 bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
41 bpy.ops.object.mode_set(mode='POSE', toggle=False)
43 def createVector(x, y, z):
44 return mathutils.Vector([x, y, z])
51 def __init__(self, path, encoding):
52 self.io=open(path, "wb")
53 self.encoding=encoding
56 self.io.write(s.encode(self.encoding))
65 class ProgressBar(object):
69 def __init__(self, base):
70 print("#### %s ####" % base)
72 self.start=time.time()
73 self.set('<start>', 0)
75 def advance(self, message, progress):
76 self.progress+=float(progress)
79 def set(self, message, progress):
80 self.progress=float(progress)
83 def _print(self, message):
85 message="%s: %s" % (self.base, message)
86 #Blender.Window.DrawProgressBar(self.progress, message)
90 message='finished in %.2f sec' % (time.time()-self.start)
91 self.set(message, 1.0)
93 def progress_start(base):
95 progressBar=ProgressBar(base)
97 def progress_finish():
101 def progress_print(message, progress=0.05):
103 progressBar.advance(message, progress)
105 def progress_set(message, progress):
107 progressBar.set(message, progress)
118 def createEmpty(name):
120 empty=bpy.data.objects.new(name, None)
121 SCENE.objects.link(empty)
125 def makeParent(parent, child):
131 bpy.ops.object.select_all(action='DESELECT')
133 SCENE.objects.active=o
134 bpy.ops.object.duplicate()
135 dumy=SCENE.objects.active
136 #bpy.ops.object.rotation_apply()
137 #bpy.ops.object.scale_apply()
138 #bpy.ops.object.location_apply()
139 return dumy.data, dumy
144 SCENE.objects.unlink(o)
158 SCENE.objects.active=o
163 return SCENE.objects.active
167 bpy.ops.object.select_all(action='DESELECT')
170 def setLayerMask(object, layers):
174 layer.append(True if layers[i]!=0 else False)
181 return o.restrict_view
185 return o.data.shape_keys.keys
188 def addShapeKey(o, name):
189 return o.add_shape_key(name)
193 return o.data.shape_keys
196 def pinShape(o, enable):
197 o.shape_key_lock=enable
200 def setActivateShapeKey(o, index):
201 o.active_shape_key_index=index
208 def getVertexGroup(o, name):
210 for i, v in enumerate(o.data.verts):
212 if o.vertex_groups[g.group].name==name:
217 def getVertexGroupNames(o):
218 for g in o.vertex_groups:
222 def addVertexGroup(o, name):
223 o.add_vertex_group(name)
226 def assignVertexGroup(o, name, index, weight):
227 o.add_vertex_to_group(index,
228 o.vertex_groups[name], weight, 'ADD')
231 def createBoneGroup(o, name, color_set='DEFAULT'):
235 bpy.ops.pose.group_add()
237 pose=object.getPose(o)
238 g=pose.active_bone_group
240 g.color_set=color_set
244 return object.getPose(o).bone_groups
249 def addMirror(mesh_object):
250 return mesh_object.modifiers.new("Modifier", "MIRROR")
253 def addArmature(mesh_object, armature_object):
254 mod=mesh_object.modifiers.new("Modifier", "ARMATURE")
255 mod.object = armature_object
256 mod.use_bone_envelopes=False
259 def hasType(mesh_object, type_name):
260 for mod in mesh_object.modifiers:
261 if mod.type==type_name.upper():
265 def isType(m, type_name):
266 return m.type==type_name.upper()
269 def getArmatureObject(m):
275 def assign(shapeKey, index, pos):
276 shapeKey.data[index].co=pos
279 def getByIndex(b, index):
280 return b.data[index].co
291 texture=bpy.data.textures.new(os.path.basename(path))
293 texture=texture.recast_type()
294 image=bpy.data.images.load(path)
297 texture.interpolation=True
298 texture.use_alpha=True
299 return texture, image
305 return bpy.data.materials.new(name)
308 def get(material_name):
309 return bpy.data.materials[material_name]
312 def addTexture(material, texture, enable=True):
315 for i, slot in enumerate(material.texture_slots):
323 material.add_texture(texture, "UV", "COLOR")
324 slot=material.texture_slots[index]
325 slot.blend_type='MULTIPLY'
328 material.add_texture(texture)
329 material.use_textures[index]=False
333 def getTexture(material, index):
334 return material.texture_slots[index].texture
337 def hasTexture(material):
338 return material.texture_slots[0]
341 def setUseTexture(material, index, enable):
342 material.use_textures[index]=enable
345 def eachTexturePath(m):
346 for slot in m.texture_slots:
347 if slot and slot.texture:
349 if texture.type=="IMAGE":
359 mesh=bpy.data.meshes.new("Mesh")
360 mesh_object= bpy.data.objects.new(name, mesh)
361 SCENE.objects.link(mesh_object)
362 return mesh, mesh_object
365 def addGeometry(mesh, vertices, faces):
366 mesh.from_pydata(vertices, [], faces)
368 mesh.add_geometry(len(vertices), 0, len(faces))
372 unpackedVertices.extend(v)
373 mesh.verts.foreach_set("co", unpackedVertices)
379 # rotate indices if the 4th is 0
380 face = [face[3], face[0], face[1], face[2]]
383 # rotate indices if the 3rd is 0
384 face = [face[2], face[0], face[1], 0]
387 unpackedFaces.extend(face)
388 mesh.faces.foreach_set("verts_raw", unpackedFaces)
390 assert(len(vertices)==len(mesh.verts))
391 assert(len(faces)==len(mesh.faces))
395 return mesh.active_uv_texture
398 def useVertexUV(mesh):
403 mesh.add_uv_texture()
406 def hasFaceUV(mesh, i, face):
407 return mesh.active_uv_texture and mesh.active_uv_texture.data[i]
410 def getFaceUV(mesh, i, faces, count=3):
411 if mesh.active_uv_texture and mesh.active_uv_texture.data[i]:
412 uvFace=mesh.active_uv_texture.data[i]
414 return (uvFace.uv1, uvFace.uv2, uvFace.uv3)
416 return (uvFace.uv1, uvFace.uv2, uvFace.uv3, uvFace.uv4)
421 return ((0, 0), (0, 0), (0, 0), (0, 0))
424 def setFaceUV(mesh, i, face, uv_array, image):
425 uv_face=mesh.uv_textures[0].data[i]
432 def vertsDelete(mesh, remove_vertices):
434 bpy.ops.mesh.select_all(action='DESELECT')
437 for i in remove_vertices:
438 mesh.verts[i].selected=True
441 bpy.ops.mesh.delete(type='VERT')
445 def setSmooth(mesh, smoothing):
446 mesh.autosmooth_angle=int(smoothing)
450 def recalcNormals(mesh_object):
451 bpy.ops.object.select_all(action='DESELECT')
452 object.activate(mesh_object)
454 bpy.ops.mesh.normals_make_consistent()
458 def flipNormals(mesh):
462 def addMaterial(mesh, material):
463 mesh.add_material(material)
468 def setNormal(mvert, normal):
469 mvert.normal=mathutils.Vector(normal)
472 def setUv(mvert, uv):
478 def getVertexCount(face):
479 return len(face.verts)
482 def getVertices(face):
486 def getIndices(face, count=3):
488 return [face.verts[0], face.verts[1], face.verts[2]]
490 return [face.verts[0], face.verts[1], face.verts[2], face.verts[3]]
495 def setMaterial(face, material_index):
496 face.material_index=material_index
499 def getMaterialIndex(face):
500 return face.material_index
503 def setNormal(face, normal):
511 def setSmooth(face, isSmooth):
512 face.smooth=True if isSmooth else False
519 armature = bpy.data.armatures.new('Armature')
520 armature_object=bpy.data.objects.new('Armature', armature)
521 SCENE.objects.link(armature_object)
523 armature_object.x_ray=True
524 armature.draw_names=True
525 #armature.drawtype='OCTAHEDRAL'
526 armature.drawtype='STICK'
527 armature.deform_envelope=False
528 armature.deform_vertexgroups=True
529 armature.x_axis_mirror=True
531 return armature, armature_object
534 def makeEditable(armature_object):
536 # select only armature object and set edit mode
537 SCENE.objects.active=armature_object
538 bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
539 bpy.ops.object.mode_set(mode='EDIT', toggle=False)
542 def createIkConstraint(armature_object, p_bone, effector_name, ik):
543 constraint = p_bone.constraints.new('IK')
544 constraint.chain_length=len(ik.children)
545 constraint.target=armature_object
546 constraint.subtarget=effector_name
547 constraint.use_tail=False
548 # not used. place folder when export.
549 constraint.weight=ik.weight
550 constraint.iterations=ik.iterations * 10
554 def createBone(armature, name):
555 return armature.edit_bones.new(name)
558 def update(armature):
564 def setConnected(bone):
572 def setLayerMask(bone, layers):
576 layer.append(True if layers[i]!=0 else False)
583 return b.head_local[0:3]
587 return b.tail_local[0:3]
593 return c.chain_length
604 def ikRotationWeight(c):