OSDN Git Service

745102ce171c0e30cb00db94177edf2f2ad6f3ec
[meshio/meshio.git] / swig / blender / mqo_import.py
1 #!BPY\r
2 # coding: utf-8\r
3 """ \r
4 Name: 'Metasequoia(.mqo)...'\r
5 Blender: 245\r
6 Group: 'Import'\r
7 Tooltip: 'Import from Metasequoia file format (.mqo)'\r
8 """\r
9 __author__=['ousttrue']\r
10 __url__ = ["http://gunload.web.fc2.com/blender/"]\r
11 __version__= '0.6 2010/05/05'\r
12 __bpydoc__= '''\\r
13 \r
14 MQO Importer\r
15 \r
16 This script imports a mqo into Blender for editing.\r
17 \r
18 0.2 20080123: update.\r
19 0.3 20091125: modify for linux.\r
20 0.4 20100310: rewrite.\r
21 0.5 20100311: create armature from mikoto bone.\r
22 0.6 20100505: C extension.\r
23 0.7 20100606: integrate 2.4 and 2.5.\r
24 0.8 20100619: fix multibyte object name.\r
25 '''\r
26 \r
27 \r
28 ###############################################################################\r
29 # import\r
30 ###############################################################################\r
31 import os\r
32 import sys\r
33 \r
34 # C extension\r
35 from meshio import mqo\r
36 \r
37 def isBlender24():\r
38     return sys.version_info[0]<3\r
39 \r
40 if isBlender24():\r
41     # for 2.4\r
42     import Blender\r
43     from Blender import Mathutils\r
44     import bpy\r
45 \r
46     # wrapper\r
47     import bl24 as bl\r
48 else:\r
49     # for 2.5\r
50     import bpy\r
51     from bpy.props import *\r
52 \r
53     # wrapper\r
54     import bl25 as bl\r
55 \r
56 \r
57 def has_mikoto(mqo):\r
58     #for o in mqo.objects:\r
59     #    if o.getName().startswith('bone'):\r
60     #        return True\r
61     #    if o.getName().startswith('sdef'):\r
62     #        return True\r
63     #    if o.getName().startswith('anchor'):\r
64     #        return True\r
65     return False\r
66 \r
67 \r
68 def __createMaterials(scene, mqo, directory):\r
69     """\r
70     create blender materials and renturn material list.\r
71     """\r
72     materials = []\r
73     textureMap={}\r
74     imageMap={}\r
75     if len(mqo.materials)>0:\r
76         for material_index, m in enumerate(mqo.materials):\r
77             # material\r
78             material=bl.createMqoMaterial(m)\r
79             materials.append(material)\r
80             # texture\r
81             texture_name=m.getTexture()\r
82             if texture_name!='':\r
83                 if texture_name in textureMap:\r
84                     texture=textureMap[texture_name]\r
85                 else:\r
86                     # load texture image\r
87                     if os.path.isabs(texture_name):\r
88                         # absolute\r
89                         path = texture_name\r
90                     else:\r
91                         # relative\r
92                         path = os.path.join(directory, texture_name)\r
93                     # texture\r
94                     if os.path.exists(path):\r
95                         print("create texture:", path)\r
96                         texture, image=bl.createTexture(path)\r
97                         textureMap[texture_name]=texture\r
98                         imageMap[material_index]=image\r
99                     else:\r
100                         print("%s not exits" % path)\r
101                         continue\r
102                 bl.materialAddTexture(material, texture)\r
103     else:\r
104         # default material\r
105         pass\r
106     return materials, imageMap\r
107 \r
108 \r
109 def __createObjects(scene, mqo, root, materials, imageMap, scale):\r
110     """\r
111     create blender mesh objects.\r
112     """\r
113     # store hierarchy\r
114     stack=[root]    \r
115     objects=[]\r
116     for o in mqo.objects:\r
117         mesh, mesh_object=bl.createMesh(scene, o.getName())\r
118 \r
119         # add hierarchy\r
120         stack_depth=len(stack)-1\r
121         print(o.depth, stack_depth)\r
122         if o.depth<stack_depth:\r
123             for i in range(stack_depth-o.depth):\r
124                 stack.pop()\r
125         bl.objectMakeParent(stack[-1], mesh_object)\r
126         stack.append(mesh_object)\r
127 \r
128         if o.getName().startswith('sdef'):\r
129             objects.append(mesh_object)\r
130         elif o.getName().startswith('anchor'):\r
131             bl.objectLayerMask(mesh_object, [0, 1])\r
132         elif o.getName().startswith('bone'):\r
133             bl.objectLayerMask(mesh_object, [0, 1])\r
134 \r
135         bl.meshAddMqoGeometry(mesh_object, o, materials, imageMap, scale)\r
136 \r
137     return objects\r
138 \r
139 \r
140 ###############################################################################\r
141 # for mqo mikoto bone.\r
142 ###############################################################################\r
143 class MikotoBone(object):\r
144     __slots__=[\r
145             'name',\r
146             'iHead', 'iTail', 'iUp',\r
147             'vHead', 'vTail', 'vUp',\r
148             'parent', 'isFloating',\r
149             'children',\r
150             ]\r
151     def __init__(self, face=None, vertices=None, materials=None):\r
152         self.parent=None\r
153         self.isFloating=False\r
154         self.children=[]\r
155         if not face:\r
156             self.name='root'\r
157             return\r
158 \r
159         self.name=materials[face.material_index].name.encode('utf-8')\r
160 \r
161         i0=face.getIndex(0)\r
162         i1=face.getIndex(1)\r
163         i2=face.getIndex(2)\r
164         v0=vertices[i0]\r
165         v1=vertices[i1]\r
166         v2=vertices[i2]\r
167         e01=v1-v0\r
168         e12=v2-v1\r
169         e20=v0-v2\r
170         sqNorm0=e01.getSqNorm()\r
171         sqNorm1=e12.getSqNorm()\r
172         sqNorm2=e20.getSqNorm()\r
173         if sqNorm0>sqNorm1:\r
174             if sqNorm1>sqNorm2:\r
175                 # e01 > e12 > e20\r
176                 self.iHead=i2\r
177                 self.iTail=i1\r
178                 self.iUp=i0\r
179             else:\r
180                 if sqNorm0>sqNorm2:\r
181                     # e01 > e20 > e12\r
182                     self.iHead=i2\r
183                     self.iTail=i0\r
184                     self.iUp=i1\r
185                 else:\r
186                     # e20 > e01 > e12\r
187                     self.iHead=i1\r
188                     self.iTail=i0\r
189                     self.iUp=i2\r
190         else:\r
191             # 0 < 1\r
192             if sqNorm1<sqNorm2:\r
193                 # e20 > e12 > e01\r
194                 self.iHead=i1\r
195                 self.iTail=i2\r
196                 self.iUp=i0\r
197             else:\r
198                 if sqNorm0<sqNorm2:\r
199                     # e12 > e20 > e01\r
200                     self.iHead=i0\r
201                     self.iTail=i2\r
202                     self.iUp=i1\r
203                 else:\r
204                     # e12 > e01 > e20\r
205                     self.iHead=i0\r
206                     self.iTail=i1\r
207                     self.iUp=i2\r
208         self.vHead=vertices[self.iHead]\r
209         self.vTail=vertices[self.iTail]\r
210         self.vUp=vertices[self.iUp]\r
211 \r
212         if self.name.endswith('[]'):\r
213             basename=self.name[0:-2]\r
214             # expand LR name\r
215             if self.vTail.x>0:\r
216                 self.name="%s_L" % basename\r
217             else:\r
218                 self.name="%s_R" % basename\r
219 \r
220 \r
221     def setParent(self, parent, floating=False):\r
222         if floating:\r
223             self.isFloating=True\r
224         self.parent=parent\r
225         parent.children.append(self)\r
226 \r
227     def printTree(self, indent=''):\r
228         print("%s%s" % (indent, self.name))\r
229         for child in self.children:\r
230             child.printTree(indent+'  ')\r
231 \r
232 \r
233 def build_armature(armature, mikotoBone, parent=None):\r
234     """\r
235     create a armature bone.\r
236     """\r
237     bone = Armature.Editbone()\r
238     bone.name = mikotoBone.name.encode('utf-8')\r
239     armature.bones[bone.name] = bone\r
240 \r
241     bone.head = Mathutils.Vector(*mikotoBone.vHead.to_a())\r
242     bone.tail = Mathutils.Vector(*mikotoBone.vTail.to_a())\r
243     if parent:\r
244         bone.parent=parent\r
245         if mikotoBone.isFloating:\r
246             pass\r
247         else:\r
248             bone.options=[Armature.CONNECTED]\r
249 \r
250     for child in mikotoBone.children:\r
251         build_armature(armature, child, bone)\r
252 \r
253 \r
254 def create_armature(scene, mqo):\r
255     """\r
256     create armature\r
257     """\r
258     boneObject=None\r
259     for o in mqo.objects:\r
260         if o.name.startswith('bone'):\r
261             boneObject=o\r
262             break\r
263     if not boneObject:\r
264         return\r
265 \r
266     tailMap={}\r
267     for f in boneObject.faces:\r
268         if f.index_count!=3:\r
269             print("invalid index_count: %d" % f.index_count)\r
270             continue\r
271         b=MikotoBone(f, boneObject.vertices, mqo.materials)\r
272         tailMap[b.iTail]=b\r
273 \r
274     #################### \r
275     # build mikoto bone tree\r
276     #################### \r
277     mikotoRoot=MikotoBone()\r
278 \r
279     for b in tailMap.values():\r
280         # each bone has unique parent or is root bone.\r
281         if b.iHead in tailMap:\r
282             b.setParent(tailMap[b.iHead])\r
283         else: \r
284             isFloating=False\r
285             for e in boneObject.edges:\r
286                 if  b.iHead==e.indices[0]:\r
287                     # floating bone\r
288                     if e.indices[1] in tailMap:\r
289                         b.setParent(tailMap[e.indices[1]], True)\r
290                         isFloating=True\r
291                         break\r
292                 elif b.iHead==e.indices[1]:\r
293                     # floating bone\r
294                     if e.indices[0] in tailMap:\r
295                         b.setParent(tailMap[e.indices[0]], True)\r
296                         isFloating=True\r
297                         break\r
298             if isFloating:\r
299                 continue\r
300 \r
301             # no parent bone\r
302             b.setParent(mikotoRoot, True)\r
303 \r
304     if len(mikotoRoot.children)==0:\r
305         print("no root bone")\r
306         return\r
307 \r
308     if len(mikotoRoot.children)==1:\r
309         # single root\r
310         mikotoRoot=mikotoRoot.children[0]\r
311         mikotoRoot.parent=None\r
312     else:\r
313         mikotoRoot.vHead=Vector3(0, 10, 0)\r
314         mikotoRoot.vTail=Vector3(0, 0, 0)\r
315 \r
316     #################### \r
317     # create armature\r
318     #################### \r
319     armature = Armature.New()\r
320     # link to object\r
321     armature_object = scene.objects.new(armature)\r
322     # create action\r
323     act = Armature.NLA.NewAction()\r
324     act.setActive(armature_object)\r
325     # set XRAY\r
326     armature_object.drawMode |= Object.DrawModes.XRAY\r
327     # armature settings\r
328     armature.drawType = Armature.OCTAHEDRON\r
329     armature.envelopes = False\r
330     armature.vertexGroups = True\r
331     armature.mirrorEdit = True\r
332     armature.drawNames=True\r
333 \r
334     # edit bones\r
335     armature.makeEditable()\r
336     build_armature(armature, mikotoRoot)\r
337     armature.update()\r
338 \r
339     return armature_object\r
340         \r
341 \r
342 class TrianglePlane(object):\r
343     """\r
344     mikoto\e$BJ}<0%\!<%s$N%"%s%+!<%&%'%$%H7W;;MQ!#\e(B\r
345     (\e$BIT40A4\e(B)\r
346     """\r
347     __slots__=['normal', \r
348             'v0', 'v1', 'v2',\r
349             ]\r
350     def __init__(self, v0, v1, v2):\r
351         self.v0=v0\r
352         self.v1=v1\r
353         self.v2=v2\r
354 \r
355     def isInsideXY(self, p):\r
356         v0=Vector2(self.v0.x, self.v0.y)\r
357         v1=Vector2(self.v1.x, self.v1.y)\r
358         v2=Vector2(self.v2.x, self.v2.y)\r
359         e01=v1-v0\r
360         e12=v2-v1\r
361         e20=v0-v2\r
362         c0=Vector2.cross(e01, p-v0)\r
363         c1=Vector2.cross(e12, p-v1)\r
364         c2=Vector2.cross(e20, p-v2)\r
365         if c0>=0 and c1>=0 and c2>=0:\r
366             return True\r
367         if c0<=0 and c1<=0 and c2<=0:\r
368             return True\r
369 \r
370     def isInsideYZ(self, p):\r
371         v0=Vector2(self.v0.y, self.v0.z)\r
372         v1=Vector2(self.v1.y, self.v1.z)\r
373         v2=Vector2(self.v2.y, self.v2.z)\r
374         e01=v1-v0\r
375         e12=v2-v1\r
376         e20=v0-v2\r
377         c0=Vector2.cross(e01, p-v0)\r
378         c1=Vector2.cross(e12, p-v1)\r
379         c2=Vector2.cross(e20, p-v2)\r
380         if c0>=0 and c1>=0 and c2>=0:\r
381             return True\r
382         if c0<=0 and c1<=0 and c2<=0:\r
383             return True\r
384 \r
385     def isInsideZX(self, p):\r
386         v0=Vector2(self.v0.z, self.v0.x)\r
387         v1=Vector2(self.v1.z, self.v1.x)\r
388         v2=Vector2(self.v2.z, self.v2.x)\r
389         e01=v1-v0\r
390         e12=v2-v1\r
391         e20=v0-v2\r
392         c0=Vector2.cross(e01, p-v0)\r
393         c1=Vector2.cross(e12, p-v1)\r
394         c2=Vector2.cross(e20, p-v2)\r
395         if c0>=0 and c1>=0 and c2>=0:\r
396             return True\r
397         if c0<=0 and c1<=0 and c2<=0:\r
398             return True\r
399 \r
400 \r
401 class MikotoAnchor(object):\r
402     """\r
403     mikoto\e$BJ}<0%9%1%k%H%s$N%"%s%+!<!#\e(B\r
404     """\r
405     __slots__=[\r
406             "triangles", "bbox",\r
407             ]\r
408     def __init__(self):\r
409         self.triangles=[]\r
410         self.bbox=None\r
411 \r
412     def push(self, face, vertices):\r
413         if face.index_count==3:\r
414             self.triangles.append(TrianglePlane(\r
415                 vertices[face.indices[0]],\r
416                 vertices[face.indices[1]],\r
417                 vertices[face.indices[2]]\r
418                 ))\r
419         elif face.index_count==4:\r
420             self.triangles.append(TrianglePlane(\r
421                 vertices[face.indices[0]],\r
422                 vertices[face.indices[1]],\r
423                 vertices[face.indices[2]]\r
424                 ))\r
425             self.triangles.append(TrianglePlane(\r
426                 vertices[face.indices[2]],\r
427                 vertices[face.indices[3]],\r
428                 vertices[face.indices[0]]\r
429                 ))\r
430         # bounding box\r
431         if not self.bbox:\r
432             self.bbox=BoundingBox(vertices[face.indices[0]])\r
433         for i in face.indices:\r
434             self.bbox.expand(vertices[i])\r
435 \r
436 \r
437     def calcWeight(self, v):\r
438         if not self.bbox.isInside(v):\r
439             return 0\r
440 \r
441         if self.anyXY(v.x, v.y) and self.anyYZ(v.y, v.z) and self.anyZX(v.z, v.x):\r
442             return 1.0\r
443         else:\r
444             return 0\r
445         \r
446     def anyXY(self, x, y):\r
447         for t in self.triangles:\r
448             if t.isInsideXY(Vector2(x, y)):\r
449                 return True\r
450         return False\r
451 \r
452     def anyYZ(self, y, z):\r
453         for t in self.triangles:\r
454             if t.isInsideYZ(Vector2(y, z)):\r
455                 return True\r
456         return False\r
457 \r
458     def anyZX(self, z, x):\r
459         for t in self.triangles:\r
460             if t.isInsideZX(Vector2(z, x)):\r
461                 return True\r
462         return False\r
463 \r
464 \r
465 def create_bone_weight(scene, mqo, armature_object, objects):\r
466     """\r
467     create mikoto bone weight.\r
468     """\r
469     anchorMap={}\r
470     # setup mikoto anchors\r
471     for o in mqo.objects:\r
472         if o.name.startswith("anchor"):\r
473             for f in o.faces:\r
474                 name=mqo.materials[f.material_index].name\r
475                 if name.endswith('[]'):\r
476                     basename=name[0:-2]\r
477                     v=o.vertices[f.indices[0]]\r
478                     if(v.x>0):\r
479                         # L\r
480                         name_L=basename+'_L'\r
481                         if not name_L in anchorMap:\r
482                             anchorMap[name_L]=MikotoAnchor()\r
483                         anchorMap[name_L].push(f, o.vertices)\r
484                     elif(v.x<0):\r
485                         # R\r
486                         name_R=basename+'_R'\r
487                         if not name_R in anchorMap:\r
488                             anchorMap[name_R]=MikotoAnchor()\r
489                         anchorMap[name_R].push(f, o.vertices)\r
490                     else:\r
491                         print("no side", v)\r
492                 else:\r
493                     if not name in anchorMap:\r
494                         anchorMap[name]=MikotoAnchor()\r
495                     anchorMap[name].push(f, o.vertices)\r
496 \r
497     for o in objects:\r
498         # add armature modifier\r
499         mod=o.modifiers.append(Modifier.Types.ARMATURE)\r
500         mod[Modifier.Settings.OBJECT] = armature_object\r
501         mod[Modifier.Settings.ENVELOPES] = False\r
502         o.makeDisplayList()\r
503         # create vertex group\r
504         mesh=o.getData(mesh=True)\r
505         for name in anchorMap.keys():\r
506             mesh.addVertGroup(name)\r
507         mesh.update()\r
508                  \r
509     # assing vertices to vertex group\r
510     for o in objects:\r
511         mesh=o.getData(mesh=True)\r
512         for i, mvert in enumerate(mesh.verts):\r
513             hasWeight=False\r
514             for name, anchor in anchorMap.items():\r
515                 weight=anchor.calcWeight(mvert.co)\r
516                 if weight>0:\r
517                     mesh.assignVertsToGroup(\r
518                             name, [i], weight, Mesh.AssignModes.ADD)\r
519                     hasWeight=True\r
520             if not hasWeight:\r
521                 # debug orphan vertex\r
522                 print('orphan', mvert)\r
523         mesh.update()\r
524 \r
525 \r
526 def __execute(filename, scene, scale=1.0):\r
527     # parse file\r
528     io=mqo.IO()\r
529     if not io.read(filename):\r
530         print("fail to load",filename)\r
531         return\r
532 \r
533     # create materials\r
534     materials, imageMap=__createMaterials(scene, io, os.path.dirname(filename))\r
535 \r
536     # create objects\r
537     root=bl.createEmptyObject(scene, os.path.basename(filename))\r
538     objects=__createObjects(scene, io, root, materials, imageMap, scale)\r
539 \r
540     if has_mikoto(io):\r
541         # create mikoto bone\r
542         armature_object=create_armature(scene, io)\r
543         if armature_object:\r
544             root.makeParent([armature_object])\r
545 \r
546             # create bone weight\r
547             create_bone_weight(scene, io, armature_object, objects)\r
548 \r
549  \r
550 ###############################################################################\r
551 # register\r
552 ###############################################################################\r
553 if isBlender24():\r
554     # for 2.4\r
555     def execute_24(filename):\r
556         """\r
557         import a mqo file.\r
558         """\r
559         filename=filename.decode(bl.INTERNAL_ENCODING)\r
560         print("##start mqo_import.py##")\r
561         print(bl.INTERNAL_ENCODING, bl.FS_ENCODING)\r
562         print("parse mqo file: %s" % (filename))\r
563 \r
564         Blender.Window.WaitCursor(1) \r
565         t = Blender.sys.time() \r
566 \r
567         # execute\r
568         scene = Blender.Scene.GetCurrent()\r
569         __execute(filename, scene)\r
570         scene.update(0)\r
571 \r
572         print('finished in %.2f seconds' % (Blender.sys.time()-t))\r
573         print('')\r
574         Blender.Redraw()\r
575         Blender.Window.WaitCursor(0) \r
576 \r
577     # execute\r
578     Blender.Window.FileSelector(execute_24, 'Import MQO', '*.mqo')\r
579 else:\r
580     # for 2.5\r
581     def execute_25(*args):\r
582         __execute(*args)\r
583 \r
584     # operator\r
585     class IMPORT_OT_mqo(bpy.types.Operator):\r
586         '''Import from Metasequoia file format (.mqo)'''\r
587         bl_idname = "import_scene.mqo"\r
588         bl_label = 'Import MQO'\r
589 \r
590         # List of operator properties, the attributes will be assigned\r
591         # to the class instance from the operator settings before calling.\r
592 \r
593         path = StringProperty(\r
594                 name="File Path", \r
595                 description="File path used for importing the MQO file", \r
596                 maxlen= 1024, default= "")\r
597         filename = StringProperty(\r
598                 name="File Name", \r
599                 description="Name of the file.")\r
600         directory = StringProperty(\r
601                 name="Directory", \r
602                 description="Directory of the file.")\r
603 \r
604         scale = FloatProperty(\r
605                 name="Scale", \r
606                 description="Scale the MQO by this value", \r
607                 min=0.0001, max=1000000.0, \r
608                 soft_min=0.001, soft_max=100.0, default=0.01)\r
609 \r
610         def execute(self, context):\r
611             execute_25(\r
612                     self.properties.path, \r
613                     context.scene, \r
614                     self.properties.scale)\r
615             return 'FINISHED'\r
616 \r
617         def invoke(self, context, event):\r
618             wm=context.manager\r
619             wm.add_fileselect(self)\r
620             return 'RUNNING_MODAL'\r
621 \r
622 \r
623     # register menu\r
624     def menu_func(self, context): \r
625         self.layout.operator(\r
626                 IMPORT_OT_mqo.bl_idname, \r
627                 text="Metasequoia (.mqo)")\r
628 \r
629     def register():\r
630         bpy.types.register(IMPORT_OT_mqo)\r
631         bpy.types.INFO_MT_file_import.append(menu_func)\r
632 \r
633     def unregister():\r
634         bpy.types.unregister(IMPORT_OT_mqo)\r
635         bpy.types.INFO_MT_file_import.remove(menu_func)\r
636 \r
637     if __name__=="__main__":\r
638         register()\r
639 \r