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implement pmd_import bone group.
[meshio/meshio.git] / swig / blender / pmd_import.py
index e563ab0..eb6506a 100755 (executable)
@@ -14,20 +14,22 @@ pmd Importer
 
 This script imports a pmd into Blender for editing.
 
-0.1: 20091126: first implement.
-0.2: 20091209: implement IK.
-0.3: 20091210: implement morph target.
-0.4: 20100305: use english name.
-0.5: 20100408: cleanup not used vertices.
-0.6: 20100416: fix fornt face. texture load fail safe. add progress.
-0.7: 20100506: C extension.
-0.8: 20100521: add shape_key group.
-1.0: 20100530: add invisilbe bone tail(armature layer 2).
-1.1: 20100608: integrate 2.4 and 2.5.
-1.2: 20100616: implement rigid body.
-1.3: 20100619: fix for various models.
-1.4: 20100623: fix constraint name.
-1.5: 20100626: refactoring.
+0.1 20091126: first implement.
+0.2 20091209: implement IK.
+0.3 20091210: implement morph target.
+0.4 20100305: use english name.
+0.5 20100408: cleanup not used vertices.
+0.6 20100416: fix fornt face. texture load fail safe. add progress.
+0.7 20100506: C extension.
+0.8 20100521: add shape_key group.
+1.0 20100530: add invisilbe bone tail(armature layer 2).
+1.1 20100608: integrate 2.4 and 2.5.
+1.2 20100616: implement rigid body.
+1.3 20100619: fix for various models.
+1.4 20100623: fix constraint name.
+1.5 20100626: refactoring.
+1.6 20100629: sphere map.
+1.7 20100703: implement bone group.
 """
 
 MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
@@ -76,21 +78,28 @@ if isBlender24():
     # wrapper
     import bl24 as bl
 
-    def createPmdMaterial(m):
+    def createPmdMaterial(m, index):
         material=Blender.Material.New()
+        #material.setRef(1)
+        #material.diffuseSize = 3.14/2
+        #material.setDiffuseSmooth(0)
+        #material.setSpecSize(0)
+        #material.setSpec(0)
+        # shader
+        # diffuse
         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)
+        # specular
+        material.setSpecShader(Blender.Material.Shaders.SPEC_TOON)
         material.setSpec(m.shinness*0.1)
         material.setSpecCol([m.specular.r, m.specular.g, m.specular.b])
+        # ambient
         material.setMirCol([m.ambient.r, m.ambient.g, m.ambient.b])
+        # flag
         material.enableSSS=True if m.flag==1 else False
+        # name
+        material.name="m_%02d" % index
         return material
 
     def poseBoneLimit(n, b):
@@ -105,6 +114,9 @@ if isBlender24():
         elif n.startswith("ankle_"):
             b.lockYRot=True
 
+    def setSphereMap(material, index, blende_type=None):
+        pass
+
 else:
     # for 2.5
     import bpy
@@ -116,16 +128,24 @@ else:
 
     xrange=range
 
-    def createPmdMaterial(m):
+    def createPmdMaterial(m, index):
         material = bpy.data.materials.new("Material")
+        # diffuse
         material.diffuse_shader='FRESNEL'
-        material.specular_shader='TOON'
         material.diffuse_color=([m.diffuse.r, m.diffuse.g, m.diffuse.b])
         material.alpha=m.diffuse.a
-        material.specular_hardness=int(m.shinness)
+        # specular
+        material.specular_shader='TOON'
         material.specular_color=([m.specular.r, m.specular.g, m.specular.b])
+        material.specular_toon_size=int(m.shinness)
+        # ambient
         material.mirror_color=([m.ambient.r, m.ambient.g, m.ambient.b])
+        # flag
         material.subsurface_scattering.enabled=True if m.flag==1 else False
+        # other
+        material.name="m_%02d" % index
+        material.preview_render_type='FLAT'
+        material.transparency=True
         return material
 
     def poseBoneLimit(n, b):
@@ -142,6 +162,13 @@ else:
             #b.ik_dof_y=False
             pass
 
+    def setSphereMap(material, index, blend_type=None):
+        slot=material.texture_slots[index]
+        slot.texture_coordinates='REFLECTION'
+        slot.mapping='SPHERE'
+        if blend_type:
+            slot.blend_type=blend_type
+
 
 ###############################################################################
 def VtoV(v):
@@ -154,10 +181,6 @@ def convert_coord(pos):
     return (pos.x, pos.z, pos.y)
 
 
-def convert_uv(uv):
-    return (uv.x, 1.0 - uv.y)
-
-
 def to_radian(degree):
     return math.pi * degree / 180
 
@@ -316,14 +339,15 @@ def __build(armature, b, p, parent):
 
 
 def __importArmature(scene, l):
-    # build bone
     armature, armature_object=bl.armature.create()
+
+    # build bone
     bl.armature.makeEditable(armature_object)
     for b in l.bones:
         if not b.parent:
             __build(armature, b, None, None)
     bl.armature.update(armature)
-    bl.exitEditMode()
+    bl.enterObjectMode()
 
     # IK constraint
     pose = bl.object.getPose(armature_object)
@@ -349,7 +373,35 @@ def __importArmature(scene, l):
 
     bl.armature.makeEditable(armature_object)
     bl.armature.update(armature)
-    bl.exitEditMode()
+    bl.enterObjectMode()
+
+    if isBlender24():
+        pass
+    else:
+        # create bone group
+        for i, g in enumerate(l.bone_group_list):
+            name=englishmap.getEnglishBoneGroupName(g.getName().strip())
+            if not name:
+                name=g.getName()
+            bl.object.createBoneGroup(armature_object, name, "THEME%02d" % (i+1))
+
+        # assign bone to group
+        for b_index, g_index in l.bone_display_list:
+            # bone
+            b=l.bones[b_index]
+            bone_name=englishmap.getEnglishBoneName(b.getName())
+            if not bone_name:
+                bone_name=b.getName()
+            # group
+            g=l.bone_group_list[g_index-1]
+            group_name=englishmap.getEnglishBoneGroupName(g.getName().strip())
+            if not group_name:
+                group_name=g.getName()
+
+            # assign
+            pose.bones[bone_name].bone_group=pose.bone_groups[group_name]
+
+        bl.enterObjectMode()
 
     return armature_object
         
@@ -374,21 +426,26 @@ def __import16MaerialAndMesh(meshObject, l,
         except KeyError:
             break
 
-        material=createPmdMaterial(m)
+        material=createPmdMaterial(m, material_index)
 
         texture_name=m.getTexture()
         if texture_name!='':
-            if texture_name in textureMap:
-                texture=textureMap[texture_name]
-            else:
-                try:
-                    texture, image=bl.texture.create(
-                            os.path.join(tex_dir, texture_name))
+            for i, t in enumerate(texture_name.split('*')):
+                if t in textureMap:
+                    texture=textureMap[t]
+                else:
+                    path=os.path.join(tex_dir, t)
+                    texture, image=bl.texture.create(path)
                     textureMap[texture_name]=texture
                     imageMap[material_index]=image
-                except:
-                    continue
-            bl.material.addTexture(material, texture)
+                bl.material.addTexture(material, texture)
+                if t.endswith('sph'):
+                    # sphere map
+                    setSphereMap(material, i)
+                elif t.endswith('spa'):
+                    # sphere map
+                    setSphereMap(material, i, 'ADD')
+
         bl.mesh.addMaterial(mesh, material)
         index+=1
 
@@ -539,32 +596,34 @@ def __importMesh(scene, io, tex_dir):
             if io.indices[i] in shape_key_used_vertices:
                 return True
 
-    # shapeキーで使われるマテリアルを記録する
-    shape_key_materials=set()
+    material_with_shape=set()
+
     # 各マテリアルの開始頂点インデックスを記録する
     face_map={}
     face_count=0
     for i, m in enumerate(io.materials):
         face_map[i]=face_count
         if isMaterialUsedInShape(face_count, m):
-            shape_key_materials.add(i)
+            material_with_shape.add(i)
         face_count+=m.vertex_count
 
-    # list化
-    material_order=list(shape_key_materials)
+    # shapeキーで使われる頂点のあるマテリアル
+    material_with_shape=list(material_with_shape)
+    material_with_shape.sort()
 
-    # shapeキーに使われていないマテリアルを後ろに追加
+    # shapeキーに使われていないマテリアル
+    material_without_shape=[]
     for i in range(len(io.materials)):
-        if not i in material_order:
-            material_order.append(i)
+        if not i in material_with_shape:
+            material_without_shape.append(i)
 
-    # ã\83\9eã\83\86ã\83ªã\82¢ã\83«16å\80\8bã\81\94ã\81¨ã\81«å\88\86å\89²ã\81\97ã\81\9fã\83¡ã\83\83ã\82·ã\83¥ã\82\92ä½\9cæ\88\90ã\81\99ã\82\8b
-    material_offset=0
-    mesh_objects=[]
-    while material_offset<len(io.materials):
-        mesh, meshObject=bl.mesh.create('mesh')
-        # create object
-        mesh_objects.append(meshObject)
+    # ã\83¡ã\83\83ã\82·ã\83¥ã\81®ç\94\9fæ\88\90
+    def __splitList(l, length):
+        for i in range(0, len(l), length):
+            yield l[i:i+length]
+
+    def __importMeshAndShape(material16, name):
+        mesh, meshObject=bl.mesh.create(name)
 
         # activate object
         bl.object.deselectAll()
@@ -573,16 +632,20 @@ def __importMesh(scene, io, tex_dir):
         # shapeキーで使われる順に並べなおしたマテリアル16個分の
         # メッシュを作成する
         vertex_map=__import16MaerialAndMesh(
-                meshObject, io, 
-                material_order[material_offset:material_offset+16], 
-                face_map, tex_dir)
+                meshObject, io, material16, face_map, tex_dir)
 
         # crete shape key
         __importShape(meshObject, io, vertex_map)
 
         mesh.update()
-        material_offset+=16
-
+        return meshObject
+
+    mesh_objects=[__importMeshAndShape(material16, 'with_shape')
+        for material16 in __splitList(material_with_shape, 16)]
+    
+    mesh_objects+=[__importMeshAndShape(material16, 'mesh')
+        for material16 in __splitList(material_without_shape, 16)]
     return mesh_objects