import os
import Blender
from Blender import Mathutils
+import bpy
-# \e$B%U%!%$%k%7%9%F%`$NJ8;z%3!<%I\e(B
-# \e$B2~B$HG$H$N6&MQ$N$?$a\e(B
+# ファイルシステムの文字コード
+# 改造版との共用のため
FS_ENCODING=sys.getfilesystemencoding()
if os.path.exists(os.path.dirname(sys.argv[0])+"/utf8"):
INTERNAL_ENCODING='utf-8'
INTERNAL_ENCODING=FS_ENCODING
+###############################################################################
+# Writer
+###############################################################################
class Writer(object):
def __init__(self, path, encoding):
self.io=open(path, "wb")
self.io.close()
-def createEmptyObject(scene, name):
- empty=scene.objects.new("Empty")
- empty.setName(name)
- return empty
-
-
-def createMqoMaterial(m):
- material = Blender.Material.New(m.getName().encode(INTERNAL_ENCODING))
- material.mode |= Blender.Material.Modes.SHADELESS
- material.rgbCol = [m.color.r, m.color.g, m.color.b]
- material.alpha = m.color.a
- material.amb = m.ambient
- material.spec = m.specular
- material.hard = int(255 * m.power)
- return material
-
-
-def createTexture(path):
- image = Blender.Image.Load(path.encode(INTERNAL_ENCODING))
- texture = Blender.Texture.New(path.encode(INTERNAL_ENCODING))
- texture.type = Blender.Texture.Types.IMAGE
- texture.image = image
- return texture, image
-
-
-def materialAddTexture(material, texture):
- material.mode = material.mode | Blender.Material.Modes.TEXFACE
- material.setTexture(0, texture, Blender.Texture.TexCo.UV)
-
-
-def createMesh(scene, name):
- mesh = Blender.Mesh.New()
- mesh_object=scene.objects.new(mesh, name.encode(INTERNAL_ENCODING))
- return mesh, mesh_object
-
-
-def objectMakeParent(parent, child):
- parent.makeParent([child])
-
-
-def meshAddMqoGeometry(mesh, o, materials, imageMap, scale):
- # add vertices
- mesh.verts.extend(Mathutils.Vector(0, 0, 0)) # dummy
- mesh.verts.extend([(v.x, -v.z, v.y) for v in o.vertices])
- # add faces
- mesh_faces=[]
- for face in o.faces:
- face_indices=[]
- for i in xrange(face.index_count):
- face_indices.append(face.getIndex(i)+1)
- mesh_faces.append(face_indices)
- #new_faces=mesh.faces.extend([face.indices for face in o.faces],
- new_faces=mesh.faces.extend(mesh_faces,
- #ignoreDups=True,
- indexList=True)
- mesh.update()
-
- # gather used materials
- materialMap = {}
- if new_faces:
- for i in new_faces:
- if type(i) is int:
- materialMap[o.faces[i].material_index]=True
-
- # blender limits 16 materials per mesh
- # separate mesh ?
- for i, material_index in enumerate(materialMap.keys()):
- if i>=16:
- print("over 16 materials!")
- break
- mesh.materials+=[materials[material_index]]
- materialMap[material_index]=i
-
- # set face params
- for i, f in enumerate(o.faces):
- if not type(new_faces[i]) is int:
- continue
-
- face=mesh.faces[new_faces[i]]
-
- uv_array=[]
- for i in xrange(f.index_count):
- uv_array.append(Blender.Mathutils.Vector(
- f.getUV(i).x,
- 1.0-f.getUV(i).y)
- )
- try:
- face.uv=uv_array
- except Exception as msg:
- #print msg
- #print face.index, uv_array
- pass
-
- if f.material_index in materialMap:
- face.mat = materialMap[f.material_index]
-
- face.smooth = 1
-
- # rmeove dummy 0 vertex
- mesh.verts.delete(0)
-
- mesh.mode |= Blender.Mesh.Modes.AUTOSMOOTH
- mesh.maxSmoothAngle = int(o.smoothing)
- mesh.smooth()
- mesh.calcNormals()
- mesh.flipNormals()
- mesh.update()
+###############################################################################
+# ProgressBar
+###############################################################################
+class ProgressBar(object):
+ def __init__(self, base):
+ print "#### %s ####" % base
+ self.base=base
+ self.start=Blender.sys.time()
+ self.set('<start>', 0)
+
+ def advance(self, message, progress):
+ self.progress+=float(progress)
+ self._print(message)
+
+ def set(self, message, progress):
+ self.progress=float(progress)
+ self._print(message)
+
+ def _print(self, message):
+ print message
+ message="%s: %s" % (self.base, message)
+ if message.__class__ is unicode:
+ message=message.encode(FS_ENCODING)
+ Blender.Window.DrawProgressBar(self.progress, message)
+
+ def finish(self):
+ self.progress=1.0
+ message='finished in %.2f sec' % (Blender.sys.time()-self.start)
+ self.set(message, 1.0)
- # mirror modifier
- if o.mirror:
- mod=mesh_object.modifiers.append(Blender.Modifier.Types.MIRROR)
###############################################################################
# for mqo mikoto bone.
class TrianglePlane(object):
"""
- mikoto\e$BJ}<0%\!<%s$N%"%s%+!<%&%'%$%H7W;;MQ!#\e(B
- (\e$BIT40A4\e(B)
+ mikoto方式ボーンのアンカーウェイト計算用。
+ (不完全)
"""
__slots__=['normal',
'v0', 'v1', 'v2',
class MikotoAnchor(object):
"""
- mikoto\e$BJ}<0%9%1%k%H%s$N%"%s%+!<!#\e(B
+ mikoto方式スケルトンのアンカー。
"""
__slots__=[
"triangles", "bbox",
mesh.update()
###############################################################################
+def createEmptyObject(scene, name):
+ empty=scene.objects.new("Empty")
+ empty.setName(name)
+ return empty
+
+
+def createMqoMaterial(m):
+ material = Blender.Material.New(m.getName().encode(INTERNAL_ENCODING))
+ material.mode |= Blender.Material.Modes.SHADELESS
+ material.rgbCol = [m.color.r, m.color.g, m.color.b]
+ material.alpha = m.color.a
+ material.amb = m.ambient
+ material.spec = m.specular
+ material.hard = int(255 * m.power)
+ return material
+
+def createPmdMaterial(m):
+ material=Blender.Material.New()
+ material.setDiffuseShader(Blender.Material.Shaders.DIFFUSE_TOON)
+ material.setRef(1)
+ material.diffuseSize = 3.14/2
+ material.setDiffuseSmooth(0)
+ material.setSpecShader(Blender.Material.Shaders.SPEC_TOON)
+ material.setSpecSize(0)
+ material.setSpec(0)
+ material.setRGBCol([m.diffuse.r, m.diffuse.g, m.diffuse.b])
+ material.setAlpha(m.diffuse.a)
+ material.setSpec(m.shinness*0.1)
+ material.setSpecCol([m.specular.r, m.specular.g, m.specular.b])
+ material.setMirCol([m.ambient.r, m.ambient.g, m.ambient.b])
+ material.enableSSS=True if m.flag==1 else False
+ return material
+
+def createTexture(path):
+ image = Blender.Image.Load(path.encode(INTERNAL_ENCODING))
+ texture = Blender.Texture.New(path.encode(INTERNAL_ENCODING))
+ texture.type = Blender.Texture.Types.IMAGE
+ texture.image = image
+ return texture, image
+
+def materialAddTexture(material, texture):
+ material.mode = material.mode | Blender.Material.Modes.TEXFACE
+ material.setTexture(0, texture, Blender.Texture.TexCo.UV)
+
+
+def createMesh(scene, name):
+ mesh = Blender.Mesh.New()
+ mesh_object=scene.objects.new(mesh, name.encode(INTERNAL_ENCODING))
+ return mesh, mesh_object
+
+
+def objectMakeParent(parent, child):
+ parent.makeParent([child])
+
+
+def meshAddMaterial(mesh, material):
+ mesh.materials+=[material]
+
+
+def meshAddMqoGeometry(mesh, o, materials, imageMap, scale):
+ # add vertices
+ mesh.verts.extend(Mathutils.Vector(0, 0, 0)) # dummy
+ mesh.verts.extend([(v.x, -v.z, v.y) for v in o.vertices])
+ # add faces
+ mesh_faces=[]
+ for face in o.faces:
+ face_indices=[]
+ for i in xrange(face.index_count):
+ face_indices.append(face.getIndex(i)+1)
+ mesh_faces.append(face_indices)
+ #new_faces=mesh.faces.extend([face.indices for face in o.faces],
+ new_faces=mesh.faces.extend(mesh_faces,
+ #ignoreDups=True,
+ indexList=True)
+ mesh.update()
+
+ # gather used materials
+ materialMap = {}
+ if new_faces:
+ for i in new_faces:
+ if type(i) is int:
+ materialMap[o.faces[i].material_index]=True
+
+ # blender limits 16 materials per mesh
+ # separate mesh ?
+ for i, material_index in enumerate(materialMap.keys()):
+ if i>=16:
+ print("over 16 materials!")
+ break
+ mesh.materials+=[materials[material_index]]
+ materialMap[material_index]=i
+
+ # set face params
+ for i, f in enumerate(o.faces):
+ if not type(new_faces[i]) is int:
+ continue
+
+ face=mesh.faces[new_faces[i]]
+
+ uv_array=[]
+ for i in xrange(f.index_count):
+ uv_array.append(Blender.Mathutils.Vector(
+ f.getUV(i).x,
+ 1.0-f.getUV(i).y)
+ )
+ try:
+ face.uv=uv_array
+ except Exception as msg:
+ #print msg
+ #print face.index, uv_array
+ pass
+
+ if f.material_index in materialMap:
+ face.mat = materialMap[f.material_index]
+
+ face.smooth = 1
+
+ # rmeove dummy 0 vertex
+ mesh.verts.delete(0)
+
+ mesh.mode |= Blender.Mesh.Modes.AUTOSMOOTH
+ mesh.maxSmoothAngle = int(o.smoothing)
+ mesh.smooth()
+ mesh.calcNormals()
+ mesh.flipNormals()
+ mesh.update()
+
+ # mirror modifier
+ if o.mirror:
+ mod=mesh_object.modifiers.append(Blender.Modifier.Types.MIRROR)
+
def getTexture(m, dirname):
tex=""
aplane=""
continue
imagePath=Blender.sys.expandpath(image.getFilename())
if len(dirname)>0 and imagePath.startswith(dirname):
- # \e$BAjBP%Q%9$KJQ49$9$k\e(B
+ # 相対パスに変換する
imagePath=imagePath[len(dirname)+1:len(imagePath)]
if texture.mtCol>0:
tex=" tex(\"%s\")" % imagePath
dumy.setMatrix(obj.matrixWorld)
return mesh, dumy
+def objectDelete(scene, obj):
+ scene.objects.unlink(obj)
+
def faceVertexCount(face):
return len(face.v)
def faceMaterialIndex(face):
return face.mat
+def objectGetData(o):
+ return o.getData(mesh=True)
+
+def objectAddArmatureModifier(o, armature_object):
+ mod=o.modifiers.append(Blender.Modifier.Types.ARMATURE)
+ mod[Blender.Modifier.Settings.OBJECT] = armature_object
+ mod[Blender.Modifier.Settings.ENVELOPES] = False
+
+def objectSelect(o):
+ o.select(True)
+
+def objectGetPose(o):
+ return o.getPose()
+
+def poseBoneLimit(n, b):
+ if n.endswith("_t"):
+ return
+ if n.startswith("knee_"):
+ b.lockYRot=True
+ b.lockZRot=True
+ b.limitX=True
+ b.limitMin=[0, 0, 0]
+ b.limitMax=[180, 0, 0]
+ elif n.startswith("ankle_"):
+ b.lockYRot=True
+
+def enterEditMode():
+ Blender.Window.EditMode(1)
+
+def exitEditMode():
+ Blender.Window.EditMode(0)
+
+def objectDeselectAll():
+ for o in bpy.data.scenes.active.objects:
+ o.select(False)
+
+def objectActivate(scene, o):
+ o.select(True )
+ scene.objects.active=o
+
+def meshAddVertexGroup(meshObject, name):
+ meshObject.getData(mesh=True).addVertGroup(name)
+
+def meshUseVertexUv(mesh):
+ mesh.vertexUV = 1
+
+def vertexSetNormal(mvert, normal):
+ mvert.no=Mathutils.Vector(*normal)
+
+def vertexSetUv(mvert, uv):
+ mvert.uvco=uv
+
+def meshAssignVertexGroup(meshObject, name, index, weight):
+ meshObject.getData(mesh=True).assignVertsToGroup(name,
+ [index], weight, Blender.Mesh.AssignModes.ADD)
+
+def meshCreateVerteicesAndFaces(mesh, vertices, faces):
+ mesh.verts.extend(vertices)
+ mesh.faces.extend(faces, ignoreDups=True)
+
+def meshAddUV(mesh):
+ mesh.addUVLayer('NewUV')
+
+def meshVertsDelete(mesh, remove_vertices):
+ mesh.verts.delete(remove_vertices)
+
+def createArmature(scene):
+ armature = Blender.Armature.New()
+ armature_object = scene.objects.new(armature)
+
+ # set XRAY
+ armature_object.drawMode = (
+ armature_object.drawMode | Blender.Object.DrawModes.XRAY)
+ # armature settings
+ armature.drawType = Blender.Armature.OCTAHEDRON
+ armature.drawNames=True
+ armature.envelopes = False
+ armature.vertexGroups = True
+ armature.mirrorEdit = True
+
+ return armature, armature_object
+
+def armatureMakeEditable(scene, armature_object):
+ # create armature
+ armature_object.getData().makeEditable()
+
+def createIkConstraint(armature_object, p_bone, effector_name, ik):
+ cSetting = Blender.Constraint.Settings
+ # IK solver
+ constraint = p_bone.constraints.append(Blender.Constraint.Type.IKSOLVER)
+ constraint[cSetting.CHAINLEN]=len(ik.children)
+ constraint[cSetting.TARGET]=armature_object
+ constraint[cSetting.USETIP]=False
+ constraint[cSetting.BONE]=effector_name
+ #ik_solver.influence=ik.weight
+ # not used. place folder when export.
+ constraint[cSetting.ROTWEIGHT]=ik.weight
+ constraint[cSetting.ITERATIONS]=ik.iterations * 10
+ return constraint
+
+def createArmatureBone(armature, name):
+ bone=Blender.Armature.Editbone()
+ bone.name=name.encode(INTERNAL_ENCODING)
+ armature.bones[name]=bone
+ return bone
+
+def boneSetConnected(bone):
+ bone.options+=[Blender.Armature.CONNECTED]
+
+def createVector(x, y, z):
+ return Mathutils.Vector(x, y, z)
+
+def armatureUpdate(armature):
+ armature.update()
+
+def boneLayerMask(bone, layers):
+ mask=0
+ for i, enable in enumerate(layers):
+ if enable!=0:
+ mask+=(1<<i)
+ bone.layerMask=mask
+
+def objectPinShape(o):
+ o.pinShape=True
+
+def objectAddShapeKey(o, name):
+ mesh=o.getData(mesh=True)
+ mesh.insertKey()
+ block=mesh.key.blocks[-1]
+ block.name=name.encode(INTERNAL_ENCODING)
+ return block
+
+def objectActivateShapeKey(o, index):
+ o.activeShape=index
+
+def shapeKeyAssign(shapeKey, index, pos):
+ shapeKey.data[index]=pos
+
+def objectIsVisible(obj):
+ return obj.restrictDisplay
+
+def meshVertexGroupNames(meshObject):
+ return meshObject.getData(mesh=True).getVertGroupNames()
+
+def faceNormal(face):
+ return face.no
+
+def meshFaceUv(mesh, i, face):
+ return face.uv
+
+def armatureModifierGetObject(m):
+ return m[Blender.Modifier.Settings.OBJECT]
+
+def objectHasShapeKey(o):
+ return o.getData(mesh=True).key
+
+def objectShapeKeys(o):
+ return o.getData(mesh=True).key.blocks
+
+def meshVertexGroup(meshObject, name):
+ for index in meshObject.getData(mesh=True).getVertsFromGroup(name):
+ yield index
+
+def materialGet(scene, material_name):
+ return Blender.Material.Get(material_name)
+