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fix.
[meshio/meshio.git] / swig / blender / pmd_import.py
index aefdc4b..8b0463f 100644 (file)
@@ -27,6 +27,7 @@ This script imports a pmd into Blender for editing.
 """
 
 MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
+BASE_SHAPE_NAME='Basis'
 
 
 ###############################################################################
@@ -82,184 +83,69 @@ def progress_set(message, progress):
     progressBar.set(message, progress)
 
 
-if isBlender24():
-    # functions
-    def convert_coord(pos):
-        """
-        Left handed y-up to Right handed z-up
-        """
-        return (pos.x, pos.z, pos.y)
-
-
-    def convert_uv(uv):
-        return (uv.x, 1.0 - uv.y)
-
-
-    def get_bone_name(l, index):
-        name=englishmap.getEnglishBoneName(l.bones[index].getName())
-        return name if name else l.bones[index].getName().encode(bl.INTERNAL_ENCODING)
-
-
-    class Builder(object):
-        def __init__(self):
-            self.boneMap={}
-
-        def build(self, armature, bones):
-            for b in bones:
-                if not b.parent:
-                    self.__build(armature, b, None, None)
-            armature.update()
-
-        def __build(self, armature, b, p, parent):
-            name=englishmap.getEnglishBoneName(b.getName())
-            if not name:
-                name=b.getName().encode(bl.INTERNAL_ENCODING)
-            self.boneMap[name]=b
-
-            bone=Blender.Armature.Editbone()
-            bone.name=name
-            armature.bones[name]=bone
-
-            if b.tail_index==0:
-                # 先端
-                assert(b.type==6 or b.type==7)
-                bone.head = Mathutils.Vector(*convert_coord(b.pos))
-                bone.tail=bone.head+Mathutils.Vector(0, 1, 0)
-                assert(parent)
-                bone.parent=parent
-                if bone.name=="center_t":
-                    # センターボーンは(0, 1, 0)の方向を向いていないと具合が悪い
-                    parent.tail=parent.head+Mathutils.Vector(0, 1, 0)
-                    bone.head=parent.tail
-                    bone.tail=bone.head+Mathutils.Vector(0, 1, 0)
-                else:
-                    assert(parent.tail==bone.head)
-                bone.options=[Blender.Armature.CONNECTED]
-                # armature layer 2
-                bone.layerMask = (1<<1)
-            else:
-                bone.head = Mathutils.Vector(*convert_coord(b.pos))
-                bone.tail = Mathutils.Vector(*convert_coord(b.tail))
-                if parent:
-                    bone.parent=parent
-                    if parent.tail==bone.head:
-                        bone.options=[Blender.Armature.CONNECTED]
-
-            if bone.head==bone.tail:
-                bone.tail=bone.head+Mathutils.Vector(0, 1, 0)
-
-            for c in b.children:
-                self.__build(armature, c, b, bone)
-
-
-    def importArmature(scene, l):
-        # create armature
-        armature = Blender.Armature.New()
-        # link to object
-        armature_object = scene.objects.new(armature)
-        # create action
-        act = Blender.Armature.NLA.NewAction()
-        act.setActive(armature_object)
-        # 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
-
-        # create armature
-        armature.makeEditable()
-
-        ############################################################
-        # build bone
-        ############################################################
-        builder=Builder()
-        builder.build(armature, l.bones)
-
-        ############################################################
-        # IK
-        ############################################################
-        pose = armature_object.getPose()
-        cSetting = Blender.Constraint.Settings
-        for ik in l.ik_list:
-            # IKtarget->parent(=IK).name
-            target=l.bones[ik.target]
-            name = englishmap.getEnglishBoneName(target.getName())
-            p_bone = pose.bones[name]
-            if not p_bone:
-                print('not found', name)
-                continue
-            if len(ik.children) >= 16:
-                print('over MAX_CHAINLEN', ik, len(ik.children))
-                continue
-            # IK solver
-            ik_solver = p_bone.constraints.append(Blender.Constraint.Type.IKSOLVER)
-            ik_solver[cSetting.CHAINLEN]=len(ik.children)
-            ik_solver[cSetting.TARGET]=armature_object
-            ik_solver[cSetting.USETIP]=False
-
-            effector_name=englishmap.getEnglishBoneName(
-                    l.bones[ik.index].getName())
-            if not effector_name:
-                effector_name=l.bones[ik.index].getName()
-
-            ik_solver[cSetting.BONE]=effector_name
-            #ik_solver.influence=ik.weight
-            # not used. place folder when export.
-            ik_solver[cSetting.ROTWEIGHT]=ik.weight
-            ik_solver[cSetting.ITERATIONS]=ik.iterations * 10
-
-        armature.makeEditable()
-        armature.update()
-
-        return armature_object
-        
+###############################################################################
+def convert_coord(pos):
+    """
+    Left handed y-up to Right handed z-up
+    """
+    return (pos.x, pos.z, pos.y)
 
-    def importShape(obj, l, vertex_map):
-        if len(l.morph_list)==0:
-            return
-        obj.pinShape=True
-        mesh=obj.getData(mesh=True)
 
-        # find base 
-        base=None
-        for s in l.morph_list:
-            if s.type==0:
-                base=s
-
-                # create vertex group
-                mesh.addVertGroup(MMD_SHAPE_GROUP_NAME)
-                indices=[]
-                hasShape=False
-                for i in s.indices:
-                    if i in vertex_map:
-                        hasShape=True
-                        indices.append(vertex_map[i])
-                mesh.assignVertsToGroup(MMD_SHAPE_GROUP_NAME, indices, 0, 
-                        Blender.Mesh.AssignModes.ADD)
-                if not hasShape:
-                    return
-
-                # create base key
-                mesh.insertKey()
-                assert(len(mesh.key.blocks)==1)
-                baseShapeIndex=0
-                baseShapeBlock=mesh.key.blocks[baseShapeIndex]
-                baseShapeBlock.name='Basis'
-                obj.activeShape=baseShapeIndex
-                mesh.update()
-                break
+def convert_uv(uv):
+    return (uv.x, 1.0 - uv.y)
 
-        assert(base)
 
-        # each skin
-        for s in l.morph_list:
-            if s.name==base.name:
-                continue
+def to_radian(degree):
+    return math.pi * degree / 180
+
+
+def get_bone_name(l, index):
+    name=englishmap.getEnglishBoneName(l.bones[index].getName())
+    return name if name else l.bones[index].getName()
+
+def __importShape(obj, l, vertex_map):
+    if len(l.morph_list)==0:
+        return
+
+    # set shape_key pin
+    bl.objectPinShape(obj)
+
+    # find base 
+    base=None
+    for s in l.morph_list:
+        if s.type==0:
+            base=s
 
+            # create vertex group
+            bl.meshAddVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
+            hasShape=False
+            for i in s.indices:
+                if i in vertex_map:
+                    hasShape=True
+                    bl.meshAssignVertexGroup(
+                            obj, MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
+            if not hasShape:
+                return
+    assert(base)
+
+    # create base key
+    baseShapeBlock=bl.objectAddShapeKey(obj, BASE_SHAPE_NAME)
+    # mesh
+    mesh=bl.objectGetData(obj)
+    mesh.update()
+
+    # each skin
+    for s in l.morph_list:
+        if s.type==0:
+            continue
+
+        # name
+        name=englishmap.getEnglishSkinName(s.getName())
+        if not name:
+            name=s.getName()
+
+        if isBlender24():
+            # 24
             for index, offset in zip(s.indices, s.pos_list):
                 try:
                     vertex_index=vertex_map[base.indices[index]]
@@ -268,7 +154,7 @@ if isBlender24():
                     v[0]+=offset[0]
                     v[1]+=offset[1]
                     v[2]+=offset[2]
-                except IndexErrora as msg:
+                except IndexError as msg:
                     print(msg)
                     print(index, len(base.indices), len(vertex_map))
                     print(len(mesh.verts))
@@ -279,17 +165,8 @@ if isBlender24():
                     #print 'this mesh not has shape vertices'
                     break
 
-            # get skin name
-            name=englishmap.getEnglishSkinName(s.getName())
-            if not name:
-                name=s.getName().encode(bl.INTERNAL_ENCODING)
-                print(name)
-
             # create shapekey block
-            mesh.insertKey()
-            shapeIndex=len(mesh.key.blocks)-1
-            keyBlock=mesh.key.blocks[shapeIndex]
-            keyBlock.name=name
+            new_shape_key=bl.objectAddShapeKey(obj, name)
 
             # copy vertex to shape key
             mesh.update()
@@ -301,200 +178,108 @@ if isBlender24():
                 mv.co[2] = v[2]
             mesh.update()
 
-        # select base shape
-        obj.activeShape=baseShapeIndex
-
-else:
-    # for 2.5
-    def to_radian(degree):
-        return math.pi * degree / 180
-
-
-    def convert_coord(pos):
-        """
-        Left handed y-up to Right handed z-up
-        """
-        return (pos.x, pos.z, pos.y)
-
-
-    def convert_uv(uv):
-        return (uv.x, 1.0 - uv.y)
-
-
-    def getBoneName(bone):
-        name = englishmap.getEnglishBoneName(bone.getName())
-        return name if name else bone.getName()
-
-
-    def get_bone_name(l, index):
-        name=englishmap.getEnglishBoneName(l.bones[index].getName())
-        return name if name else l.bones[index].getName()
-
-
-    def create_texture(directory, texture_name):
-        texture=bpy.data.textures.new(texture_name)
-        texture.type='IMAGE'
-        texture=texture.recast_type()
-        texturePath=os.path.join(directory, texture_name)
-        print('create_texture', texturePath)
-        image=bpy.data.images.load(texturePath)
-        texture.image=image
-        texture.mipmap = True
-        texture.interpolation = True
-        texture.use_alpha = True
-        return texture
-
-
-    def build_bone(armature, b, parent=None):
-        if b.tail_index==0:
-            return
-
-        name=getBoneName(b)
-        bone = armature.edit_bones.new(name if name else b.getName())
-        if parent:
-            bone.head = mathutils.Vector(convert_coord(b.pos))
-            bone.parent=parent
-            bone.connected=True if parent.tail==bone.head else False
-            bone.tail = mathutils.Vector(convert_coord(b.tail))
-            if bone.head==bone.tail:
-                bone.tail=bone.head-mathutils.Vector((0, 1, 0))
-        elif b.__class__ is pmd.BONE_IK:
-            bone.head = mathutils.Vector(convert_coord(b.pos))
-            bone.tail = mathutils.Vector(convert_coord(b.tail))
         else:
-            # center
-            tail=mathutils.Vector(convert_coord(b.pos))
-            bone.tail = tail
-            bone.head = tail-mathutils.Vector((0, 1, 0))
-
-        for child in b.children:
-            build_bone(armature, child, bone)
-
-
-    def importArmature(scene, l):
-        # create armature
-        armature = bpy.data.armatures.new('Armature')
-        # link to object
-        armature_object=bpy.data.objects.new('Armature', armature)
-        scene.objects.link(armature_object)
-        armature_object.x_ray=True
-        armature.draw_names=True
-
-        # armature settings
-        armature.drawtype='OCTAHEDRAL'
-        armature.deform_envelope=False
-        armature.deform_vertexgroups=True
-        armature.x_axis_mirror=True
-
-        # create action
-        #act = Blender.Armature.NLA.NewAction()
-        #act.setActive(armature_object)
-
-        # 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)
-
-        # create armature
-        for b in l.bones:
-            if not b.parent:
-                build_bone(armature, b)
-
-        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
-        bpy.ops.object.select_all(action='DESELECT')
-
-        ############################################################
-        # IK
-        ############################################################
-        pose = armature_object.pose
-        for ik in l.ik_list:
-            effector=l.bones[ik.target]
-            parent=l.bones[effector.parent_index]
-            name=getBoneName(parent)
-            p_bone = pose.bones[name]
-            if not p_bone:
-                print('not found', name)
-                continue
-            if len(ik.children) >= 16:
-                print('over MAX_CHAINLEN', ik, len(ik.children))
-                continue
-            # IK
-            ik_const = p_bone.constraints.new('IK')
-            ik_const.chain_length=len(ik.children)
-            ik_const.target=armature_object
-            ik_const.subtarget=getBoneName(l.bones[ik.index])
-            # ROT
-            rot_const = p_bone.constraints.new('LIMIT_ROTATION')
-            rot_const.influence = ik.weight
-            rot_const.owner_space = 'LOCAL'
-            rot_const.use_limit_x=True
-            rot_const.use_limit_z=True
-            rot_const.minimum_x=to_radian(ik.iterations)
-            rot_const.maximum_x=to_radian(180)
-            rot_const.minimum_z=to_radian(180 - ik.iterations)
-            rot_const.maximum_z=to_radian(0)
-
-        return armature_object
-        
-
-    def importShape(meshObject, l, vertex_map):
-        if len(l.morph_list)==0:
-            return
-
-        # base 
-        base=None
-        for s in l.morph_list:
-            if s.type!=0:
-                continue
-            base=s
-            break
-        assert(base)
+            # 25
+            new_shape_key=bl.objectAddShapeKey(obj, name)
 
-        # create base key
-        baseblock=meshObject.add_shape_key("Basis")
-
-        # mesh
-        mesh=meshObject.data
-
-        # each skin
-        for s in l.morph_list:
-            if s.getName()==base.name:
-                # skip base
-                continue
-
-            # restore
-            #for v, base_pos in zip(mesh.verts, baseblock.data):
-            #    v.co=base_pos.co
-            #mesh.update()
-
-            # name
-            name=englishmap.getEnglishSkinName(s.getName())
-            if not name:
-                name=s.getName()
-            new_shape_key=meshObject.add_shape_key(name)
-            #new_shape_key.value=1.0
-
-            # morph
-            for i, offset in zip(s.indices, s.pos_list):
+            for index, offset in zip(s.indices, s.pos_list):
                 try:
-                    vertex_index=base.indices[i]
-                    new_shape_key.data[vertex_index].co=[p+o for p, o in zip(
-                        mesh.verts[vertex_index].co, convert_coord(offset))]
+                    vertex_index=vertex_map[base.indices[index]]
+                    bl.shapeKeyAssign(new_shape_key, vertex_index,
+                            mesh.verts[vertex_index].co+
+                            bl.createVector(*convert_coord(offset)))
                 except IndexError as msg:
-                    print(IndexError, msg)
-                    print(i, len(base.indices))
-                    print(vertex_index, len(mesh.verts))
-                    print(base.indices[i])
+                    print(msg)
+                    print(index, len(base.indices), len(vertex_map))
+                    print(len(mesh.verts))
+                    print(base.indices[index])
+                    print(vertex_index)
                     break
                 except KeyError:
                     #print 'this mesh not has shape vertices'
                     break
-            
-            # set ipo curve
-            #icu=ipo.addCurve(name)
-            #icu.interpolation = Blender.IpoCurve.InterpTypes.LINEAR
-            #icu.append( (0.0, 0.0) )
 
+    # select base shape
+    bl.objectActivateShapeKey(obj, 0)
+
+
+def __build(armature, b, p, parent):
+    name=englishmap.getEnglishBoneName(b.getName())
+    if not name:
+        name=b.getName()
+
+    bone=bl.createArmatureBone(armature, name)
+
+    if b.tail_index==0:
+        # 先端
+        assert(b.type==6 or b.type==7)
+        bone.head = bl.createVector(*convert_coord(b.pos))
+        bone.tail=bone.head+bl.createVector(0, 1, 0)
+        assert(parent)
+        bone.parent=parent
+        if bone.name=="center_t":
+            # センターボーンは(0, 1, 0)の方向を向いていないと具合が悪い
+            parent.tail=parent.head+bl.createVector(0, 1, 0)
+            bone.head=parent.tail
+            bone.tail=bone.head+bl.createVector(0, 1, 0)
+        else:
+            assert(parent.tail==bone.head)
+        bl.boneSetConnected(bone)
+        # armature layer 2
+        bl.boneLayerMask(bone, [0, 1])
+    else:
+        bone.head = bl.createVector(*convert_coord(b.pos))
+        bone.tail = bl.createVector(*convert_coord(b.tail))
+        if parent:
+            bone.parent=parent
+            if parent.tail==bone.head:
+                bl.boneSetConnected(bone)
+
+    if bone.head==bone.tail:
+        bone.tail=bone.head+bl.createVector(0, 1, 0)
+
+    for c in b.children:
+        __build(armature, c, b, bone)
+
+
+def __importArmature(scene, l):
+    # build bone
+    armature, armature_object=bl.createArmature(scene)
+    bl.armatureMakeEditable(scene, armature_object)
+    for b in l.bones:
+        if not b.parent:
+            __build(armature, b, None, None)
+    bl.armatureUpdate(armature)
+    bl.exitEditMode()
+
+    # IK constraint
+    pose = bl.objectGetPose(armature_object)
+    for ik in l.ik_list:
+        target=l.bones[ik.target]
+        name = englishmap.getEnglishBoneName(target.getName())
+        if not name:
+            name=target.getName()
+        p_bone = pose.bones[name]
+        if not p_bone:
+            print('not found', name)
+            continue
+        if len(ik.children) >= 16:
+            print('over MAX_CHAINLEN', ik, len(ik.children))
+            continue
+        effector_name=englishmap.getEnglishBoneName(
+                l.bones[ik.index].getName())
+        if not effector_name:
+            effector_name=l.bones[ik.index].getName()
+
+        constraint=bl.createIkConstraint(armature_object, 
+                p_bone, effector_name, ik)
+
+    bl.armatureMakeEditable(scene, armature_object)
+    bl.armatureUpdate(armature)
+    bl.exitEditMode()
+
+    return armature_object
+        
 
 def __import16MaerialAndMesh(meshObject, l, 
         material_order, face_map, tex_dir):
@@ -519,9 +304,6 @@ def __import16MaerialAndMesh(meshObject, l,
         material=bl.createPmdMaterial(m)
 
         texture_name=m.getTexture()
-        #tex_file=re.compile('\*.*.spa$').sub('', m.getTexture())
-        #tex_path = os.path.join(tex_dir, tex_file).encode(
-        #        bl.INTERNAL_ENCODING)
         if texture_name!='':
             if texture_name in textureMap:
                 texture=textureMap[texture_name]
@@ -764,19 +546,20 @@ def __importMesh(scene, io, tex_dir):
                 face_map, tex_dir)
 
         # enter Edit Mode
-        bl.enterEditMode()
+        #bl.enterEditMode()
 
         # crete shape key
-        importShape(meshObject, io, vertex_map)
+        __importShape(meshObject, io, vertex_map)
 
         # exit Edit Mode
-        bl.exitEditMode()
+        #bl.exitEditMode()
 
         mesh.update()
         material_offset+=16
 
     return mesh_objects
 
+
 def __execute(filename, scene):
     """
     load pmd file to context.
@@ -791,8 +574,10 @@ def __execute(filename, scene):
     progress_set('loaded %s' % filename, 0.1)
 
     # create root object
-    root=bl.createEmptyObject(scene, 
-            io.english_name if len(io.english_name)>0 else io.getName().encode(bl.INTERNAL_ENCODING))
+    model_name=io.getEnglishName()
+    if len(model_name)==0:
+        model_name=io.getName()
+    root=bl.createEmptyObject(scene, model_name)
 
     # import mesh
     mesh_objects=__importMesh(scene, io, os.path.dirname(filename))
@@ -800,7 +585,7 @@ def __execute(filename, scene):
         bl.objectMakeParent(root, o)
 
     # import armature
-    armature_object=importArmature(scene, io)
+    armature_object=__importArmature(scene, io)
     if armature_object:
         bl.objectMakeParent(root, armature_object)
         armature = bl.objectGetData(armature_object)