+def __createObjects(mqo, root, materials, imageMap, scale):\r
+ """\r
+ create blender mesh objects.\r
+ """\r
+ # tree stack\r
+ stack=[root] \r
+ objects=[]\r
+ for o in mqo.objects:\r
+ mesh, mesh_object=bl.mesh.create(o.getName())\r
+\r
+ # add hierarchy\r
+ stack_depth=len(stack)-1\r
+ #print(o.depth, stack_depth)\r
+ if o.depth<stack_depth:\r
+ for i in range(stack_depth-o.depth):\r
+ stack.pop()\r
+ bl.object.makeParent(stack[-1], mesh_object)\r
+ stack.append(mesh_object)\r
+\r
+ if o.getName().startswith('sdef'):\r
+ objects.append(mesh_object)\r
+ elif o.getName().startswith('anchor'):\r
+ bl.object.setLayerMask(mesh_object, [0, 1])\r
+ elif o.getName().startswith('bone'):\r
+ bl.object.setLayerMask(mesh_object, [0, 1])\r
+\r
+ # geometry\r
+ vertices=[(v.x * scale, -v.z * scale, v.y * scale) for v in o.vertices]\r
+ faces=[]\r
+ materialMap={}\r
+ for f in o.faces:\r
+ face_indices=[]\r
+ # flip face\r
+ for i in reversed(range(f.index_count)):\r
+ face_indices.append(f.getIndex(i))\r
+ faces.append(face_indices)\r
+ materialMap[f.material_index]=True\r
+ bl.mesh.addGeometry(mesh, vertices, faces)\r
+\r
+ # blender limits 16 materials per mesh\r
+ for i, material_index in enumerate(materialMap.keys()):\r
+ if i>=16:\r
+ # split a mesh ?\r
+ print("over 16 materials!")\r
+ break\r
+ bl.mesh.addMaterial(mesh, materials[material_index])\r
+ materialMap[material_index]=i\r
+ \r
+ # set face params\r
+ assert(len(o.faces)==len(mesh.faces))\r
+ bl.mesh.addUV(mesh)\r
+ for i, (f, face) in enumerate(zip(o.faces, mesh.faces)):\r
+ uv_array=[]\r
+ # ToDo FIX\r
+ # flip face\r
+ for j in reversed(range(f.index_count)):\r
+ uv_array.append((f.getUV(j).x, 1.0-f.getUV(j).y))\r
+ bl.mesh.setFaceUV(mesh, i, face, uv_array, \r
+ imageMap.get(f.material_index, None))\r
+ if f.material_index in materialMap:\r
+ bl.face.setMaterial(face, materialMap[f.material_index])\r
+ bl.face.setSmooth(face, True)\r
+\r
+ # mirror modifier\r
+ if o.mirror:\r
+ bl.modifier.addMirror(mesh_object)\r
+\r
+ # set smoothing\r
+ bl.mesh.setSmooth(mesh, o.smoothing)\r
+\r
+ # calc normal\r
+ bl.mesh.recalcNormals(mesh_object)\r
+\r
+ return objects\r
+\r
+\r
+###############################################################################\r
+# for mqo mikoto bone.\r
+###############################################################################\r
+class MikotoBone(object):\r
+ __slots__=[\r
+ 'name',\r
+ 'iHead', 'iTail', 'iUp',\r
+ 'vHead', 'vTail', 'vUp',\r
+ 'parent', 'isFloating',\r
+ 'children',\r
+ ]\r
+ def __init__(self, face=None, vertices=None, materials=None):\r
+ self.parent=None\r
+ self.isFloating=False\r
+ self.children=[]\r
+ if not face:\r
+ self.name='root'\r
+ return\r
+\r
+ self.name=materials[face.material_index].name.encode('utf-8')\r
+\r
+ i0=face.getIndex(0)\r
+ i1=face.getIndex(1)\r
+ i2=face.getIndex(2)\r
+ v0=vertices[i0]\r
+ v1=vertices[i1]\r
+ v2=vertices[i2]\r
+ e01=v1-v0\r
+ e12=v2-v1\r
+ e20=v0-v2\r
+ sqNorm0=e01.getSqNorm()\r
+ sqNorm1=e12.getSqNorm()\r
+ sqNorm2=e20.getSqNorm()\r
+ if sqNorm0>sqNorm1:\r
+ if sqNorm1>sqNorm2:\r
+ # e01 > e12 > e20\r
+ self.iHead=i2\r
+ self.iTail=i1\r
+ self.iUp=i0\r
+ else:\r
+ if sqNorm0>sqNorm2:\r
+ # e01 > e20 > e12\r
+ self.iHead=i2\r
+ self.iTail=i0\r
+ self.iUp=i1\r
+ else:\r
+ # e20 > e01 > e12\r
+ self.iHead=i1\r
+ self.iTail=i0\r
+ self.iUp=i2\r
+ else:\r
+ # 0 < 1\r
+ if sqNorm1<sqNorm2:\r
+ # e20 > e12 > e01\r
+ self.iHead=i1\r
+ self.iTail=i2\r
+ self.iUp=i0\r
+ else:\r
+ if sqNorm0<sqNorm2:\r
+ # e12 > e20 > e01\r
+ self.iHead=i0\r
+ self.iTail=i2\r
+ self.iUp=i1\r
+ else:\r
+ # e12 > e01 > e20\r
+ self.iHead=i0\r
+ self.iTail=i1\r
+ self.iUp=i2\r
+ self.vHead=vertices[self.iHead]\r
+ self.vTail=vertices[self.iTail]\r
+ self.vUp=vertices[self.iUp]\r
+\r
+ if self.name.endswith('[]'):\r
+ basename=self.name[0:-2]\r
+ # expand LR name\r
+ if self.vTail.x>0:\r
+ self.name="%s_L" % basename\r
+ else:\r
+ self.name="%s_R" % basename\r
+\r
+\r
+ def setParent(self, parent, floating=False):\r
+ if floating:\r
+ self.isFloating=True\r
+ self.parent=parent\r
+ parent.children.append(self)\r
+\r
+ def printTree(self, indent=''):\r
+ print("%s%s" % (indent, self.name))\r
+ for child in self.children:\r
+ child.printTree(indent+' ')\r
+\r
+\r
+def build_armature(armature, mikotoBone, parent=None):\r
+ """\r
+ create a armature bone.\r
+ """\r
+ bone = Armature.Editbone()\r
+ bone.name = mikotoBone.name.encode('utf-8')\r
+ armature.bones[bone.name] = bone\r
+\r
+ bone.head = Mathutils.Vector(*mikotoBone.vHead.to_a())\r
+ bone.tail = Mathutils.Vector(*mikotoBone.vTail.to_a())\r
+ if parent:\r
+ bone.parent=parent\r
+ if mikotoBone.isFloating:\r
+ pass\r
+ else:\r
+ bone.options=[Armature.CONNECTED]\r
+\r
+ for child in mikotoBone.children:\r
+ build_armature(armature, child, bone)\r
+\r
+\r
+def create_armature(mqo):\r
+ """\r
+ create armature\r
+ """\r
+ boneObject=None\r
+ for o in mqo.objects:\r
+ if o.name.startswith('bone'):\r
+ boneObject=o\r
+ break\r
+ if not boneObject:\r
+ return\r
+\r
+ tailMap={}\r
+ for f in boneObject.faces:\r
+ if f.index_count!=3:\r
+ print("invalid index_count: %d" % f.index_count)\r
+ continue\r
+ b=MikotoBone(f, boneObject.vertices, mqo.materials)\r
+ tailMap[b.iTail]=b\r
+\r
+ #################### \r
+ # build mikoto bone tree\r
+ #################### \r
+ mikotoRoot=MikotoBone()\r
+\r
+ for b in tailMap.values():\r
+ # each bone has unique parent or is root bone.\r
+ if b.iHead in tailMap:\r
+ b.setParent(tailMap[b.iHead])\r
+ else: \r
+ isFloating=False\r
+ for e in boneObject.edges:\r
+ if b.iHead==e.indices[0]:\r
+ # floating bone\r
+ if e.indices[1] in tailMap:\r
+ b.setParent(tailMap[e.indices[1]], True)\r
+ isFloating=True\r
+ break\r
+ elif b.iHead==e.indices[1]:\r
+ # floating bone\r
+ if e.indices[0] in tailMap:\r
+ b.setParent(tailMap[e.indices[0]], True)\r
+ isFloating=True\r
+ break\r
+ if isFloating:\r
+ continue\r
+\r
+ # no parent bone\r
+ b.setParent(mikotoRoot, True)\r
+\r
+ if len(mikotoRoot.children)==0:\r
+ print("no root bone")\r
+ return\r
+\r
+ if len(mikotoRoot.children)==1:\r
+ # single root\r
+ mikotoRoot=mikotoRoot.children[0]\r
+ mikotoRoot.parent=None\r
+ else:\r
+ mikotoRoot.vHead=Vector3(0, 10, 0)\r
+ mikotoRoot.vTail=Vector3(0, 0, 0)\r
+\r
+ #################### \r
+ # create armature\r
+ #################### \r
+ armature = Armature.New()\r
+ # link to object\r
+ armature_object = scene.objects.new(armature)\r
+ # create action\r
+ act = Armature.NLA.NewAction()\r
+ act.setActive(armature_object)\r
+ # set XRAY\r
+ armature_object.drawMode |= Object.DrawModes.XRAY\r
+ # armature settings\r
+ armature.drawType = Armature.OCTAHEDRON\r
+ armature.envelopes = False\r
+ armature.vertexGroups = True\r
+ armature.mirrorEdit = True\r
+ armature.drawNames=True\r
+\r
+ # edit bones\r
+ armature.makeEditable()\r
+ build_armature(armature, mikotoRoot)\r
+ armature.update()\r
+\r
+ return armature_object\r
+ \r
+\r
+class TrianglePlane(object):\r
+ """\r
+ mikoto\e$BJ}<0%\!<%s$N%"%s%+!<%&%'%$%H7W;;MQ!#\e(B\r
+ (\e$BIT40A4\e(B)\r
+ """\r
+ __slots__=['normal', \r
+ 'v0', 'v1', 'v2',\r
+ ]\r
+ def __init__(self, v0, v1, v2):\r
+ self.v0=v0\r
+ self.v1=v1\r
+ self.v2=v2\r
+\r
+ def isInsideXY(self, p):\r
+ v0=Vector2(self.v0.x, self.v0.y)\r
+ v1=Vector2(self.v1.x, self.v1.y)\r
+ v2=Vector2(self.v2.x, self.v2.y)\r
+ e01=v1-v0\r
+ e12=v2-v1\r
+ e20=v0-v2\r
+ c0=Vector2.cross(e01, p-v0)\r
+ c1=Vector2.cross(e12, p-v1)\r
+ c2=Vector2.cross(e20, p-v2)\r
+ if c0>=0 and c1>=0 and c2>=0:\r
+ return True\r
+ if c0<=0 and c1<=0 and c2<=0:\r
+ return True\r
+\r
+ def isInsideYZ(self, p):\r
+ v0=Vector2(self.v0.y, self.v0.z)\r
+ v1=Vector2(self.v1.y, self.v1.z)\r
+ v2=Vector2(self.v2.y, self.v2.z)\r
+ e01=v1-v0\r
+ e12=v2-v1\r
+ e20=v0-v2\r
+ c0=Vector2.cross(e01, p-v0)\r
+ c1=Vector2.cross(e12, p-v1)\r
+ c2=Vector2.cross(e20, p-v2)\r
+ if c0>=0 and c1>=0 and c2>=0:\r
+ return True\r
+ if c0<=0 and c1<=0 and c2<=0:\r
+ return True\r
+\r
+ def isInsideZX(self, p):\r
+ v0=Vector2(self.v0.z, self.v0.x)\r
+ v1=Vector2(self.v1.z, self.v1.x)\r
+ v2=Vector2(self.v2.z, self.v2.x)\r
+ e01=v1-v0\r
+ e12=v2-v1\r
+ e20=v0-v2\r
+ c0=Vector2.cross(e01, p-v0)\r
+ c1=Vector2.cross(e12, p-v1)\r
+ c2=Vector2.cross(e20, p-v2)\r
+ if c0>=0 and c1>=0 and c2>=0:\r
+ return True\r
+ if c0<=0 and c1<=0 and c2<=0:\r
+ return True\r
+\r
+\r
+class MikotoAnchor(object):\r
+ """\r
+ mikoto\e$BJ}<0%9%1%k%H%s$N%"%s%+!<!#\e(B\r
+ """\r
+ __slots__=[\r
+ "triangles", "bbox",\r
+ ]\r
+ def __init__(self):\r
+ self.triangles=[]\r
+ self.bbox=None\r
+\r
+ def push(self, face, vertices):\r
+ if face.index_count==3:\r
+ self.triangles.append(TrianglePlane(\r
+ vertices[face.indices[0]],\r
+ vertices[face.indices[1]],\r
+ vertices[face.indices[2]]\r
+ ))\r
+ elif face.index_count==4:\r
+ self.triangles.append(TrianglePlane(\r
+ vertices[face.indices[0]],\r
+ vertices[face.indices[1]],\r
+ vertices[face.indices[2]]\r
+ ))\r
+ self.triangles.append(TrianglePlane(\r
+ vertices[face.indices[2]],\r
+ vertices[face.indices[3]],\r
+ vertices[face.indices[0]]\r
+ ))\r
+ # bounding box\r
+ if not self.bbox:\r
+ self.bbox=BoundingBox(vertices[face.indices[0]])\r
+ for i in face.indices:\r
+ self.bbox.expand(vertices[i])\r
+\r
+\r
+ def calcWeight(self, v):\r
+ if not self.bbox.isInside(v):\r
+ return 0\r
+\r
+ if self.anyXY(v.x, v.y) and self.anyYZ(v.y, v.z) and self.anyZX(v.z, v.x):\r
+ return 1.0\r
+ else:\r
+ return 0\r
+ \r
+ def anyXY(self, x, y):\r
+ for t in self.triangles:\r
+ if t.isInsideXY(Vector2(x, y)):\r
+ return True\r
+ return False\r
+\r
+ def anyYZ(self, y, z):\r
+ for t in self.triangles:\r
+ if t.isInsideYZ(Vector2(y, z)):\r
+ return True\r
+ return False\r
+\r
+ def anyZX(self, z, x):\r
+ for t in self.triangles:\r
+ if t.isInsideZX(Vector2(z, x)):\r
+ return True\r
+ return False\r
+\r
+\r
+def create_bone_weight(scene, mqo, armature_object, objects):\r
+ """\r
+ create mikoto bone weight.\r
+ """\r
+ anchorMap={}\r
+ # setup mikoto anchors\r
+ for o in mqo.objects:\r
+ if o.name.startswith("anchor"):\r
+ for f in o.faces:\r
+ name=mqo.materials[f.material_index].name\r
+ if name.endswith('[]'):\r
+ basename=name[0:-2]\r
+ v=o.vertices[f.indices[0]]\r
+ if(v.x>0):\r
+ # L\r
+ name_L=basename+'_L'\r
+ if not name_L in anchorMap:\r
+ anchorMap[name_L]=MikotoAnchor()\r
+ anchorMap[name_L].push(f, o.vertices)\r
+ elif(v.x<0):\r
+ # R\r
+ name_R=basename+'_R'\r
+ if not name_R in anchorMap:\r
+ anchorMap[name_R]=MikotoAnchor()\r
+ anchorMap[name_R].push(f, o.vertices)\r
+ else:\r
+ print("no side", v)\r
+ else:\r
+ if not name in anchorMap:\r
+ anchorMap[name]=MikotoAnchor()\r
+ anchorMap[name].push(f, o.vertices)\r
+\r
+ for o in objects:\r
+ # add armature modifier\r
+ mod=o.modifiers.append(Modifier.Types.ARMATURE)\r
+ mod[Modifier.Settings.OBJECT] = armature_object\r
+ mod[Modifier.Settings.ENVELOPES] = False\r
+ o.makeDisplayList()\r
+ # create vertex group\r
+ mesh=o.getData(mesh=True)\r
+ for name in anchorMap.keys():\r
+ mesh.addVertGroup(name)\r
+ mesh.update()\r
+ \r
+ # assing vertices to vertex group\r
+ for o in objects:\r
+ mesh=o.getData(mesh=True)\r
+ for i, mvert in enumerate(mesh.verts):\r
+ hasWeight=False\r
+ for name, anchor in anchorMap.items():\r
+ weight=anchor.calcWeight(mvert.co)\r
+ if weight>0:\r
+ mesh.assignVertsToGroup(\r
+ name, [i], weight, Mesh.AssignModes.ADD)\r
+ hasWeight=True\r
+ if not hasWeight:\r
+ # debug orphan vertex\r
+ print('orphan', mvert)\r
+ mesh.update()\r
+\r
+\r
+def __execute(filename, scene, scale=0.1):\r