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)
48 ###############################################################################
50 def __init__(self, path, encoding):
51 self.io=open(path, "wb")
52 self.encoding=encoding
55 self.io.write(s.encode(self.encoding))
63 ###############################################################################
64 def createEmptyObject(scene, name):
65 empty=bpy.data.objects.new(name, None)
66 scene.objects.link(empty)
69 def createMaterial(name):
70 material = bpy.data.materials.new(name)
73 def createMqoMaterial(m):
74 material = bpy.data.materials.new(m.getName())
75 material.diffuse_color=[m.color.r, m.color.g, m.color.b]
76 material.alpha=m.color.a
77 material.diffuse_intensity=m.diffuse
82 def createPmdMaterial(m):
83 material = bpy.data.materials.new("Material")
84 material.diffuse_shader='TOON'
85 material.specular_shader='TOON'
86 material.diffuse_color=([m.diffuse.r, m.diffuse.g, m.diffuse.b])
87 material.alpha=m.diffuse.a
88 material.specular_hardness=int(m.shinness)
89 material.specular_color=([m.specular.r, m.specular.g, m.specular.b])
90 material.mirror_color=([m.ambient.r, m.ambient.g, m.ambient.b])
91 material.subsurface_scattering.enabled=True if m.flag==1 else False
96 def createTexture(path):
97 texture=bpy.data.textures.new(os.path.basename(path))
99 texture=texture.recast_type()
100 image=bpy.data.images.load(path)
102 texture.mipmap = True
103 texture.interpolation = True
104 texture.use_alpha = True
105 return texture, image
108 def materialAddTexture(material, texture):
109 #material.add_texture(texture, "UV", {"COLOR", "ALPHA"})
110 material.add_texture(texture, "UV", "COLOR")
113 def meshAddMaterial(mesh, material):
114 mesh.add_material(material)
117 def createMesh(scene, name):
118 mesh=bpy.data.meshes.new("Mesh")
119 mesh_object= bpy.data.objects.new(name, mesh)
120 scene.objects.link(mesh_object)
121 return mesh, mesh_object
124 def objectMakeParent(parent, child):
128 def meshAddMqoGeometry(mesh, o, materials, imageMap, scale):
129 # count triangle and quadrangle
132 if f.index_count==3 or f.index_count==4:
134 mesh.add_geometry(len(o.vertices), 0, faceCount)
139 # convert right-handed y-up to right-handed z-up
140 unpackedVertices.extend(
141 (scale*v.x, scale*-v.z, scale*v.y))
142 mesh.verts.foreach_set("co", unpackedVertices)
150 for i in range(f.index_count):
151 face.append(f.getIndex(i))
156 if len(face) != 3 and len(face) != 4:
157 print("{0} vertices in face.".format(len(face)))
162 # rotate indices if the 4th is 0
163 face = [face[3], face[0], face[1], face[2]]
166 # rotate indices if the 3rd is 0
167 face = [face[2], face[0], face[1], 0]
171 unpackedFaces.extend(face)
172 usedMaterial.add(f.material_index)
174 mesh.faces.foreach_set("verts_raw", unpackedFaces)
176 #print([getFace(f) for f in o.faces])
177 print("fail to mesh.faces.foreach_set")
183 for i in usedMaterial:
184 mesh.add_material(materials[i])
185 meshMaterialMap[i]=materialIndex
189 mesh.add_uv_texture()
190 for mqo_face, blender_face, uv_face in zip(
191 o.faces, mesh.faces, mesh.uv_textures[0].data):
192 if mqo_face.index_count<3:
194 blender_face.material_index=meshMaterialMap[mqo_face.material_index]
195 if mqo_face.index_count>=3:
196 uv_face.uv1=[mqo_face.getUV(0).x, 1.0-mqo_face.getUV(0).y]
197 uv_face.uv2=[mqo_face.getUV(1).x, 1.0-mqo_face.getUV(1).y]
198 uv_face.uv3=[mqo_face.getUV(2).x, 1.0-mqo_face.getUV(2).y]
199 if mqo_face.index_count==4:
201 mqo_face.getUV(3).x, 1.0-mqo_face.getUV(3).y]
202 if materials[mqo_face.material_index] in imageMap:
203 uv_face.image=imageMap[mqo_face.material_index]
208 def getTexture(m, dirname):
212 for slot in m.texture_slots:
213 if slot and slot.texture:
215 if texture.type=="IMAGE":
219 imagePath=image.filename
220 if len(dirname)>0 and imagePath.startswith(dirname):
221 #
\e$BAjBP%Q%9$KJQ49$9$k
\e(B
222 imagePath=imagePath[len(dirname)+1:len(imagePath)]
223 #imagePath=Blender.sys.expandpath(
224 # imagePath).replace("\\", '/')
225 if slot.map_colordiff:
226 tex=" tex(\"%s\")" % imagePath
228 aplane=" aplane(\"%s\")" % imagePath
231 def objectDuplicate(scene, obj):
232 bpy.ops.object.select_all(action='DESELECT')
234 scene.objects.active=obj
235 bpy.ops.object.duplicate()
236 dumy=scene.objects.active
237 bpy.ops.object.rotation_apply()
238 bpy.ops.object.scale_apply()
239 bpy.ops.object.location_apply()
240 return dumy.data, dumy
242 def objectDelete(scene, obj):
243 scene.objects.unlink(obj)
245 def faceVertexCount(face):
246 return len(face.verts)
248 def faceVertices(face):
252 return mesh.active_uv_texture
254 def faceHasUV(mesh, i, face):
255 return mesh.active_uv_texture.data[i]
257 def faceGetUV(mesh, i, faces, count):
258 uvFace=mesh.active_uv_texture.data[i]
260 return (uvFace.uv1, uvFace.uv2, uvFace.uv3)
262 return (uvFace.uv1, uvFace.uv2, uvFace.uv3, uvFace.uv4)
267 def materialToMqo(m):
268 return "\"%s\" shader(3) col(%f %f %f %f)" % (
270 m.diffuse_color[0], m.diffuse_color[1], m.diffuse_color[2],
273 def faceMaterialIndex(face):
274 return face.material_index
276 def objectGetData(o):
279 def objectAddArmatureModifier(o, armature_object):
280 mod=o.modifiers.new("Modifier", "ARMATURE")
281 mod.object = armature_object
282 mod.use_bone_envelopes=False
287 def objectGetPose(o):
290 def poseBoneLimit(n, b):
293 if n.startswith("knee_"):
300 elif n.startswith("ankle_"):
305 bpy.ops.object.mode_set(mode='EDIT', toggle=False)
308 bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
310 def objectDeselectAll():
311 bpy.ops.object.select_all(action='DESELECT')
313 def objectActivate(scene, o):
315 scene.objects.active=o
317 def meshAddVertexGroup(meshObject, name):
318 meshObject.add_vertex_group(name)
320 def vertexSetNormal(mvert, normal):
321 mvert.normal=mathutils.Vector(normal)
323 def meshUseVertexUv(mesh):
326 def vertexSetUv(mvert, uv):
329 def meshAssignVertexGroup(meshObject, name, index, weight):
330 meshObject.add_vertex_to_group(index,
331 meshObject.vertex_groups[name], weight, 'ADD')
333 def meshCreateVerteicesAndFaces(mesh, vertices, faces):
334 vertexCount=int(len(vertices)/3)
335 faceCount=int(len(faces)/4)
336 mesh.add_geometry(vertexCount, 0, faceCount)
337 mesh.verts.foreach_set("co", vertices)
338 mesh.faces.foreach_set("verts_raw", faces)
339 assert(len(mesh.verts)==vertexCount)
342 mesh.add_uv_texture()
344 def meshVertsDelete(mesh, remove_vertices):
346 bpy.ops.mesh.select_all(action='DESELECT')
349 for i in remove_vertices:
350 mesh.verts[i].selected=True
353 bpy.ops.mesh.delete(type='VERT')
356 def createArmature(scene):
357 armature = bpy.data.armatures.new('Armature')
358 armature_object=bpy.data.objects.new('Armature', armature)
359 scene.objects.link(armature_object)
361 armature_object.x_ray=True
362 armature.draw_names=True
363 armature.drawtype='OCTAHEDRAL'
364 armature.deform_envelope=False
365 armature.deform_vertexgroups=True
366 armature.x_axis_mirror=True
368 return armature, armature_object
370 def armatureMakeEditable(scene, armature_object):
371 # select only armature object and set edit mode
372 scene.objects.active=armature_object
373 bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
374 bpy.ops.object.mode_set(mode='EDIT', toggle=False)
376 def createIkConstraint(armature_object, p_bone, effector_name, ik):
377 constraint = p_bone.constraints.new('IK')
378 constraint.chain_length=len(ik.children)
379 constraint.target=armature_object
380 constraint.subtarget=effector_name
381 constraint.use_tail=False
382 # not used. place folder when export.
383 constraint.weight=ik.weight
384 constraint.iterations=ik.iterations * 10
387 def createArmatureBone(armature, name):
388 return armature.edit_bones.new(name)
390 def boneSetConnected(bone):
393 def createVector(x, y, z):
394 return mathutils.Vector([x, y, z])
396 def armatureUpdate(armature):
399 def boneLayerMask(bone, layers):
403 layer.append(True if layers[i]!=0 else False)
408 def objectPinShape(o):
409 o.shape_key_lock=True
411 def objectAddShapeKey(o, name):
412 return o.add_shape_key(name)
414 def objectActivateShapeKey(o, index):
415 o.active_shape_key_index=index
417 def shapeKeyAssign(shapeKey, index, pos):
418 shapeKey.data[index].co=pos
420 def objectIsVisible(obj):
421 return obj.restrict_view
423 def meshVertexGroupNames(meshObject):
424 for g in meshObject.vertex_groups:
427 def faceNormal(face):
430 def meshFaceUv(mesh, i, face):
431 return mesh.uv_textures[0].data[i].uv
433 def armatureModifierGetObject(m):
436 def objectHasShapeKey(o):
437 return o.data.shape_keys
439 def objectShapeKeys(o):
440 return o.data.shape_keys.keys
442 def meshVertexGroup(meshObject, name):
444 for i, v in enumerate(meshObject.data.verts):
446 if meshObject.vertex_groups[g.group].name==name:
450 def materialGet(scene, material_name):
451 return bpy.data.materials[material_name]
453 def modifierIsArmature(m):
454 return m.type=="ARMATURE"
456 def boneHeadLocal(b):
457 return b.head_local[0:3]
459 def boneTailLocal(b):
460 return b.tail_local[0:3]
462 def boneIsConnected(b):
465 def constraintIsIKSolver(c):
469 return c.chain_length
477 def ikRotationWeight(c):
480 def shapeKeyGet(b, index):
481 return b.data[index].co
488 return mathutils.Vector([v.x, v.y, v.z])