-import bpy
+# coding: utf-8
import os
+import sys
+import time
+import functools
+
+try:
+ import bpy
+ import mathutils
+except:
+ pass
+
+# \e$B%U%!%$%k%7%9%F%`$NJ8;z%3!<%I\e(B
+# \e$B2~B$HG$H$N6&MQ$N$?$a\e(B
+FS_ENCODING=sys.getfilesystemencoding()
+if os.path.exists(os.path.dirname(sys.argv[0])+"/utf8"):
+ INTERNAL_ENCODING='utf-8'
+else:
+ INTERNAL_ENCODING=FS_ENCODING
+
+SCENE=None
+def initialize(name, scene):
+ global SCENE
+ SCENE=scene
+ progress_start(name)
+
+def finalize():
+ scene.update(SCENE)
+ progress_finish()
+
+def message(msg):
+ pass
+
+def enterEditMode():
+ bpy.ops.object.mode_set(mode='EDIT', toggle=False)
+
+def enterObjectMode():
+ bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
+
+def enterPoseMode():
+ bpy.ops.object.mode_set(mode='POSE', toggle=False)
+
+def createVector(x, y, z):
+ return mathutils.Vector([x, y, z])
+
+
+class Writer(object):
+ '''
+ io wrapper
+ '''
+ def __init__(self, path, encoding):
+ self.io=open(path, "wb")
+ self.encoding=encoding
+
+ def write(self, s):
+ self.io.write(s.encode(self.encoding))
+
+ def flush(self):
+ self.io.flush()
+
+ def close(self):
+ self.io.close()
+
+
+class ProgressBar(object):
+ '''
+ progress bar wrapper
+ '''
+ def __init__(self, base):
+ print("#### %s ####" % base)
+ self.base=base
+ self.start=time.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)
+ #Blender.Window.DrawProgressBar(self.progress, message)
+
+ def finish(self):
+ self.progress=1.0
+ message='finished in %.2f sec' % (time.time()-self.start)
+ self.set(message, 1.0)
+
+def progress_start(base):
+ global progressBar
+ progressBar=ProgressBar(base)
+
+def progress_finish():
+ global progressBar
+ progressBar.finish()
+
+def progress_print(message, progress=0.05):
+ global progressBar
+ progressBar.advance(message, progress)
+
+def progress_set(message, progress):
+ global progressBar
+ progressBar.set(message, progress)
+
+
+class scene:
+ @staticmethod
+ def update(scene):
+ scene.update()
+
+
+class object:
+ @staticmethod
+ def createEmpty(name):
+ global SCENE
+ empty=bpy.data.objects.new(name, None)
+ SCENE.objects.link(empty)
+ return empty
+
+ @staticmethod
+ def makeParent(parent, child):
+ child.parent=parent
+
+ @staticmethod
+ def duplicate(o):
+ global SCENE
+ bpy.ops.object.select_all(action='DESELECT')
+ o.selected=True
+ SCENE.objects.active=o
+ bpy.ops.object.duplicate()
+ dumy=SCENE.objects.active
+ #bpy.ops.object.rotation_apply()
+ #bpy.ops.object.scale_apply()
+ #bpy.ops.object.location_apply()
+ return dumy.data, dumy
+
+ @staticmethod
+ def delete(o):
+ global SCENE
+ SCENE.objects.unlink(o)
+
+ @staticmethod
+ def getData(o):
+ return o.data
+
+ @staticmethod
+ def select(o):
+ o.selected=True
+
+ @staticmethod
+ def activate(o):
+ global SCENE
+ o.selected=True
+ SCENE.objects.active=o
+
+ @staticmethod
+ def getActive():
+ global SCENE
+ return SCENE.objects.active
+
+ @staticmethod
+ def deselectAll():
+ bpy.ops.object.select_all(action='DESELECT')
+
+ @staticmethod
+ def setLayerMask(object, layers):
+ layer=[]
+ for i in range(20):
+ try:
+ layer.append(True if layers[i]!=0 else False)
+ except IndexError:
+ layer.append(False)
+ object.layers=layer
+
+ @staticmethod
+ def isVisible(o):
+ return o.restrict_view
+
+ @staticmethod
+ def getShapeKeys(o):
+ return o.data.shape_keys.keys
+
+ @staticmethod
+ def addShapeKey(o, name):
+ return o.add_shape_key(name)
+
+ @staticmethod
+ def hasShapeKey(o):
+ return o.data.shape_keys
+
+ @staticmethod
+ def pinShape(o, enable):
+ o.shape_key_lock=enable
+
+ @staticmethod
+ def setActivateShapeKey(o, index):
+ o.active_shape_key_index=index
+
+ @staticmethod
+ def getPose(o):
+ return o.pose
+
+ @staticmethod
+ def getVertexGroup(o, name):
+ indices=[]
+ for i, v in enumerate(o.data.verts):
+ for g in v.groups:
+ if o.vertex_groups[g.group].name==name:
+ indices.append(i)
+ return indices
+
+ @staticmethod
+ def getVertexGroupNames(o):
+ for g in o.vertex_groups:
+ yield g.name
+
+ @staticmethod
+ def addVertexGroup(o, name):
+ o.add_vertex_group(name)
+
+ @staticmethod
+ def assignVertexGroup(o, name, index, weight):
+ o.add_vertex_to_group(index,
+ o.vertex_groups[name], weight, 'ADD')
+
+ @staticmethod
+ def createBoneGroup(o, name, color_set='DEFAULT'):
+ # create group
+ object.activate(o)
+ enterPoseMode()
+ bpy.ops.pose.group_add()
+ # set name
+ pose=object.getPose(o)
+ g=pose.active_bone_group
+ g.name=name
+ g.color_set=color_set
+
+ @staticmethod
+ def boneGroups(o):
+ return object.getPose(o).bone_groups
+
+
+class modifier:
+ @staticmethod
+ def addMirror(mesh_object):
+ return mesh_object.modifiers.new("Modifier", "MIRROR")
+
+ @staticmethod
+ def addArmature(mesh_object, armature_object):
+ mod=mesh_object.modifiers.new("Modifier", "ARMATURE")
+ mod.object = armature_object
+ mod.use_bone_envelopes=False
+
+ @staticmethod
+ def hasType(mesh_object, type_name):
+ for mod in mesh_object.modifiers:
+ if mod.type==type_name.upper():
+ return True
+
+ @staticmethod
+ def isType(m, type_name):
+ return m.type==type_name.upper()
+
+ @staticmethod
+ def getArmatureObject(m):
+ return m.object
+
+
+class shapekey:
+ @staticmethod
+ def assign(shapeKey, index, pos):
+ shapeKey.data[index].co=pos
+
+ @staticmethod
+ def getByIndex(b, index):
+ return b.data[index].co
+
+ @staticmethod
+ def get(b):
+ for k in b.data:
+ yield k.co
+
+
+class texture:
+ @staticmethod
+ def create(path):
+ texture=bpy.data.textures.new(os.path.basename(path))
+ texture.type='IMAGE'
+ texture=texture.recast_type()
+ image=bpy.data.images.load(path)
+ texture.image=image
+ texture.mipmap=True
+ texture.interpolation=True
+ texture.use_alpha=True
+ return texture, image
+
+
+class material:
+ @staticmethod
+ def create(name):
+ return bpy.data.materials.new(name)
+
+ @staticmethod
+ def get(material_name):
+ return bpy.data.materials[material_name]
+
+ @staticmethod
+ def addTexture(material, texture, enable=True):
+ # search free slot
+ index=None
+ for i, slot in enumerate(material.texture_slots):
+ if not slot:
+ index=i
+ break
+ if index==None:
+ return
+
+ if enable:
+ material.add_texture(texture, "UV", "COLOR")
+ slot=material.texture_slots[index]
+ slot.blend_type='MULTIPLY'
+ slot.map_alpha=True
+ else:
+ material.add_texture(texture)
+ material.use_textures[index]=False
+ return index
+
+ @staticmethod
+ def getTexture(material, index):
+ return material.texture_slots[index].texture
+
+ @staticmethod
+ def hasTexture(material):
+ return material.texture_slots[0]
+
+ @staticmethod
+ def setUseTexture(material, index, enable):
+ material.use_textures[index]=enable
+
+ @staticmethod
+ def eachTexturePath(m):
+ for slot in m.texture_slots:
+ if slot and slot.texture:
+ texture=slot.texture
+ if texture.type=="IMAGE":
+ image=texture.image
+ if not image:
+ continue
+ yield image.filename
+
+class mesh:
+ @staticmethod
+ def create(name):
+ global SCENE
+ mesh=bpy.data.meshes.new("Mesh")
+ mesh_object= bpy.data.objects.new(name, mesh)
+ SCENE.objects.link(mesh_object)
+ return mesh, mesh_object
+
+ @staticmethod
+ def addGeometry(mesh, vertices, faces):
+ mesh.from_pydata(vertices, [], faces)
+ """
+ mesh.add_geometry(len(vertices), 0, len(faces))
+ # add vertex
+ unpackedVertices=[]
+ for v in vertices:
+ unpackedVertices.extend(v)
+ mesh.verts.foreach_set("co", unpackedVertices)
+ # add face
+ unpackedFaces = []
+ for face in faces:
+ if len(face) == 4:
+ if face[3] == 0:
+ # rotate indices if the 4th is 0
+ face = [face[3], face[0], face[1], face[2]]
+ elif len(face) == 3:
+ if face[2] == 0:
+ # rotate indices if the 3rd is 0
+ face = [face[2], face[0], face[1], 0]
+ else:
+ face.append(0)
+ unpackedFaces.extend(face)
+ mesh.faces.foreach_set("verts_raw", unpackedFaces)
+ """
+ assert(len(vertices)==len(mesh.verts))
+ assert(len(faces)==len(mesh.faces))
+
+ @staticmethod
+ def hasUV(mesh):
+ return mesh.active_uv_texture
+
+ @staticmethod
+ def useVertexUV(mesh):
+ pass
+
+ @staticmethod
+ def addUV(mesh):
+ mesh.add_uv_texture()
+
+ @staticmethod
+ def hasFaceUV(mesh, i, face):
+ return mesh.active_uv_texture and mesh.active_uv_texture.data[i]
+
+ @staticmethod
+ def getFaceUV(mesh, i, faces, count=3):
+ if mesh.active_uv_texture and mesh.active_uv_texture.data[i]:
+ uvFace=mesh.active_uv_texture.data[i]
+ if count==3:
+ return (uvFace.uv1, uvFace.uv2, uvFace.uv3)
+ elif count==4:
+ return (uvFace.uv1, uvFace.uv2, uvFace.uv3, uvFace.uv4)
+ else:
+ print(count)
+ assert(False)
+ else:
+ return ((0, 0), (0, 0), (0, 0), (0, 0))
+
+ @staticmethod
+ def setFaceUV(mesh, i, face, uv_array, image):
+ uv_face=mesh.uv_textures[0].data[i]
+ uv_face.uv=uv_array
+ if image:
+ uv_face.image=image
+ uv_face.tex=True
+
+ @staticmethod
+ def vertsDelete(mesh, remove_vertices):
+ enterEditMode()
+ bpy.ops.mesh.select_all(action='DESELECT')
+ enterObjectMode()
+
+ for i in remove_vertices:
+ mesh.verts[i].selected=True
+
+ enterEditMode()
+ bpy.ops.mesh.delete(type='VERT')
+ enterObjectMode()
+
+ @staticmethod
+ def setSmooth(mesh, smoothing):
+ mesh.autosmooth_angle=int(smoothing)
+ mesh.autosmooth=True
+
+ @staticmethod
+ def recalcNormals(mesh_object):
+ bpy.ops.object.select_all(action='DESELECT')
+ object.activate(mesh_object)
+ enterEditMode()
+ bpy.ops.mesh.normals_make_consistent()
+ enterObjectMode()
+
+ @staticmethod
+ def flipNormals(mesh):
+ mesh.flipNormals()
+
+ @staticmethod
+ def addMaterial(mesh, material):
+ mesh.add_material(material)
+
+
+class vertex:
+ @staticmethod
+ def setNormal(mvert, normal):
+ mvert.normal=mathutils.Vector(normal)
+
+ @staticmethod
+ def setUv(mvert, uv):
+ pass
+
+
+class face:
+ @staticmethod
+ def getVertexCount(face):
+ return len(face.verts)
+
+ @staticmethod
+ def getVertices(face):
+ return face.verts[:]
+
+ @staticmethod
+ def getIndices(face, count=3):
+ if count==3:
+ return [face.verts[0], face.verts[1], face.verts[2]]
+ elif count==4:
+ return [face.verts[0], face.verts[1], face.verts[2], face.verts[3]]
+ else:
+ assert(False)
+
+ @staticmethod
+ def setMaterial(face, material_index):
+ face.material_index=material_index
+
+ @staticmethod
+ def getMaterialIndex(face):
+ return face.material_index
+
+ @staticmethod
+ def setNormal(face, normal):
+ face.normal=normal
+
+ @staticmethod
+ def getNormal(face):
+ return face.normal
+
+ @staticmethod
+ def setSmooth(face, isSmooth):
+ face.smooth=True if isSmooth else False
+
+
+class armature:
+ @staticmethod
+ def create():
+ global SCENE
+ armature = bpy.data.armatures.new('Armature')
+ armature_object=bpy.data.objects.new('Armature', armature)
+ SCENE.objects.link(armature_object)
+
+ armature_object.x_ray=True
+ armature.draw_names=True
+ #armature.drawtype='OCTAHEDRAL'
+ armature.drawtype='STICK'
+ armature.deform_envelope=False
+ armature.deform_vertexgroups=True
+ armature.x_axis_mirror=True
+
+ return armature, armature_object
+
+ @staticmethod
+ def makeEditable(armature_object):
+ global SCENE
+ # select only armature object and set edit mode
+ SCENE.objects.active=armature_object
+ bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
+ bpy.ops.object.mode_set(mode='EDIT', toggle=False)
+
+ @staticmethod
+ def createIkConstraint(armature_object, p_bone, effector_name, ik):
+ constraint = p_bone.constraints.new('IK')
+ constraint.chain_length=len(ik.children)
+ constraint.target=armature_object
+ constraint.subtarget=effector_name
+ constraint.use_tail=False
+ # not used. place folder when export.
+ constraint.weight=ik.weight
+ constraint.iterations=ik.iterations * 10
+ return constraint
+
+ @staticmethod
+ def createBone(armature, name):
+ return armature.edit_bones.new(name)
+
+ @staticmethod
+ def update(armature):
+ pass
+
+
+class bone:
+ @staticmethod
+ def setConnected(bone):
+ bone.connected=True
+
+ @staticmethod
+ def isConnected(b):
+ return b.connected
+
+ @staticmethod
+ def setLayerMask(bone, layers):
+ layer=[]
+ for i in range(32):
+ try:
+ layer.append(True if layers[i]!=0 else False)
+ except IndexError:
+ layer.append(False)
+ bone.layer=layer
+
+ @staticmethod
+ def getHeadLocal(b):
+ return b.head_local[0:3]
+
+ @staticmethod
+ def getTailLocal(b):
+ return b.tail_local[0:3]
+
+
+class constraint:
+ @staticmethod
+ def ikChainLen(c):
+ return c.chain_length
+
+ @staticmethod
+ def ikTarget(c):
+ return c.subtarget
+
+ @staticmethod
+ def ikItration(c):
+ return c.iterations
+
+ @staticmethod
+ def ikRotationWeight(c):
+ return c.weight
+
+ @staticmethod
+ def isIKSolver(c):
+ return c.type=='IK'
-def createEmptyObject(scene, name):
- empty=bpy.data.objects.new(name, None)
- scene.objects.link(empty)
- return empty
-
-def createMaterial(m):
- material = bpy.data.materials.new(m.getName())
- material.diffuse_color=[m.color.r, m.color.g, m.color.b]
- material.alpha=m.color.a
- material.diffuse_intensity=m.diffuse
- # temporary
- material.emit=1.0
- return material
-
-def createTexture(path):
- texture=bpy.data.textures.new(os.path.basename(path))
- texture.type='IMAGE'
- texture=texture.recast_type()
- image=bpy.data.images.load(path)
- texture.image=image
- texture.mipmap = True
- texture.interpolation = True
- texture.use_alpha = True
- return texture, image
-
-def materialAddTexture(material, texture):
- #material.add_texture(texture, "UV", {"COLOR", "ALPHA"})
- material.add_texture(texture, "UV", "COLOR")