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implementing export_pmx...
[meshio/pymeshio.git] / blender26-meshio / import_pmx.py
1 # coding: utf-8
2 """
3 PMXモデルをインポートする。
4
5 1マテリアル、1オブジェクトで作成する。
6 """
7 import os
8 import bpy
9 from . import bl
10 from .pymeshio import pmx
11 from .pymeshio.pmx import reader
12
13
14 def convert_coord(pos):
15     """
16     Left handed y-up to Right handed z-up
17     """
18     return (pos.x, pos.z, pos.y)
19
20 def VtoV(v):
21     return bl.createVector(v.x, v.y, v.z)
22
23 def get_object_name(fmt, index, name):
24     """
25     object名を作る。最大21バイト
26     """
27     len_list=[len(name[:i].encode('utf-8')) for i in range(1, len(name)+1, 1)]
28     letter_count=0
29     prefix=fmt.format(index)
30     max_length=21-len(prefix)
31     for str_len in len_list:
32         if str_len>max_length:
33             break
34         letter_count+=1
35     name=prefix+name[:letter_count]
36     print("%s(%d)" % (name, letter_count))
37     return name
38
39 def __import_joints(joints, rigidbodies):
40     print("create joints")
41     container=bl.object.createEmpty('Joints')
42     layers=[
43         True, False, False, False, False, False, False, False, False, False,
44         False, False, False, False, False, False, False, False, False, False,
45             ]
46     material=bl.material.create('joint')
47     material.diffuse_color=(1, 0, 0)
48     constraintMeshes=[]
49     for i, c in enumerate(joints):
50         bpy.ops.mesh.primitive_uv_sphere_add(
51                 segments=8,
52                 ring_count=4,
53                 size=0.1,
54                 location=(c.position.x, c.position.z, c.position.y),
55                 layers=layers
56                 )
57         meshObject=bl.object.getActive()
58         constraintMeshes.append(meshObject)
59         mesh=bl.object.getData(meshObject)
60         bl.mesh.addMaterial(mesh, material)
61         meshObject.name=get_object_name("j{0:02}:", i, c.name)
62         #meshObject.draw_transparent=True
63         #meshObject.draw_wire=True
64         meshObject.draw_type='SOLID'
65         rot=c.rotation
66         meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
67
68         meshObject[bl.CONSTRAINT_NAME]=c.name
69         meshObject[bl.CONSTRAINT_A]=rigidbodies[c.rigidbody_index_a].name
70         meshObject[bl.CONSTRAINT_B]=rigidbodies[c.rigidbody_index_b].name
71         meshObject[bl.CONSTRAINT_POS_MIN]=VtoV(c.translation_limit_min)
72         meshObject[bl.CONSTRAINT_POS_MAX]=VtoV(c.translation_limit_max)
73         meshObject[bl.CONSTRAINT_ROT_MIN]=VtoV(c.rotation_limit_min)
74         meshObject[bl.CONSTRAINT_ROT_MAX]=VtoV(c.rotation_limit_max)
75         meshObject[bl.CONSTRAINT_SPRING_POS]=VtoV(c.spring_constant_translation)
76         meshObject[bl.CONSTRAINT_SPRING_ROT]=VtoV(c.spring_constant_rotation)
77
78     for meshObject in reversed(constraintMeshes):
79         bl.object.makeParent(container, meshObject)
80
81     return container
82
83 def __importRigidBodies(rigidbodies, bones):
84     print("create rigid bodies")
85
86     container=bl.object.createEmpty('RigidBodies')
87     layers=[
88         True, False, False, False, False, False, False, False, False, False,
89         False, False, False, False, False, False, False, False, False, False,
90             ]
91     material=bl.material.create('rigidBody')
92     rigidMeshes=[]
93     for i, rigid in enumerate(rigidbodies):
94         if rigid.bone_index==-1:
95             # no reference bone
96             bone=bones[0]
97         else:
98             bone=bones[rigid.bone_index]
99         pos=rigid.shape_position
100         size=rigid.shape_size
101
102         if rigid.shape_type==0:
103             bpy.ops.mesh.primitive_ico_sphere_add(
104                     location=(pos.x, pos.z, pos.y),
105                     layers=layers
106                     )
107             bpy.ops.transform.resize(
108                     value=(size.x, size.x, size.x))
109         elif rigid.shape_type==1:
110             bpy.ops.mesh.primitive_cube_add(
111                     location=(pos.x, pos.z, pos.y),
112                     layers=layers
113                     )
114             bpy.ops.transform.resize(
115                     value=(size.x, size.z, size.y))
116         elif rigid.shape_type==2:
117             bpy.ops.mesh.primitive_cylinder_add(
118                     location=(pos.x, pos.z, pos.y),
119                     layers=layers
120                     )
121             bpy.ops.transform.resize(
122                     value=(size.x, size.x, size.y))
123         else:
124             assert(False)
125
126         meshObject=bl.object.getActive()
127         mesh=bl.object.getData(meshObject)
128         rigidMeshes.append(meshObject)
129         bl.mesh.addMaterial(mesh, material)
130         meshObject.name=get_object_name("r{0:02}:", i, rigid.name)
131         #meshObject.draw_transparent=True
132         #meshObject.draw_wire=True
133         meshObject.draw_type='WIRE'
134         rot=rigid.shape_rotation
135         meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
136
137         meshObject[bl.RIGID_NAME]=rigid.name
138         meshObject[bl.RIGID_SHAPE_TYPE]=rigid.shape_type
139         meshObject[bl.RIGID_PROCESS_TYPE]=rigid.mode
140         meshObject[bl.RIGID_BONE_NAME]=bone.name
141         meshObject[bl.RIGID_GROUP]=rigid.collision_group
142         meshObject[bl.RIGID_INTERSECTION_GROUP]=rigid.no_collision_group
143         meshObject[bl.RIGID_WEIGHT]=rigid.param.mass
144         meshObject[bl.RIGID_LINEAR_DAMPING]=rigid.param.linear_damping
145         meshObject[bl.RIGID_ANGULAR_DAMPING]=rigid.param.angular_damping
146         meshObject[bl.RIGID_RESTITUTION]=rigid.param.restitution
147         meshObject[bl.RIGID_FRICTION]=rigid.param.friction
148
149     for meshObject in reversed(rigidMeshes):
150         bl.object.makeParent(container, meshObject)
151
152     return container
153
154 def __create_a_material(m, name, textures_and_images):
155     """
156     materialを作成する
157
158     :Params:
159         m
160             pymeshio.pmx.Material
161         name
162             material name
163         textures_and_images
164             list of (texture, image)
165     """
166     material = bl.material.create(name)
167     # diffuse
168     material.diffuse_shader='FRESNEL'
169     material.diffuse_color=[m.diffuse_color.r, m.diffuse_color.g, m.diffuse_color.b]
170     material.alpha=m.alpha
171     # specular
172     material.specular_shader='TOON'
173     material.specular_color=[m.specular_color.r, m.specular_color.g, m.specular_color.b]
174     material.specular_toon_size=int(m.specular_factor)
175     # ambient
176     material.mirror_color=[m.ambient_color.r, m.ambient_color.g, m.ambient_color.b]
177     # todo
178     # flag
179     # edge_color
180     # edge_size
181     # other
182     material.preview_render_type='FLAT'
183     material.use_transparency=True
184     # texture
185     if m.texture_index!=-1:
186         bl.material.addTexture(material, textures_and_images[m.texture_index][0])
187     return material
188
189 def __create_armature(bones, display_slots):
190     """
191     armatureを作成する
192
193     :Params:
194         bones
195             list of pymeshio.pmx.Bone
196     """
197     armature, armature_object=bl.armature.create()
198
199     # create bones
200     bl.armature.makeEditable(armature_object)
201     def create_bone(b):
202         bone=bl.armature.createBone(armature, b.name)
203         # bone position
204         bone.head=bl.createVector(*convert_coord(b.position))
205         if not b.getConnectionFlag():
206             bone.tail=bl.createVector(*convert_coord(b.position))
207         elif not b.getVisibleFlag():
208             bone.tail=bone.head+bl.createVector(0, 1, 0)
209
210         return bone
211     bl_bones=[create_bone(b) for b in bones]
212
213     # build skeleton
214     for b, bone in zip(bones, bl_bones):
215         assert(b.name==bone.name)
216         if b.parent_index!=-1:
217             #print("%s -> %s" % (bones[b.parent_index].name, b.name))
218             parent_bone=bl_bones[b.parent_index]
219             bone.parent=parent_bone
220             if b.getConnectionFlag() and b.tail_index!=-1:
221                 assert(b.tail_index!=0)
222                 tail_bone=bl_bones[b.tail_index]
223                 bone.tail=tail_bone.head
224                 bl.bone.setConnected(tail_bone)
225         else:
226             print("no parent %s" % b.name)
227     bl.armature.update(armature)
228
229     # create ik constraint
230     bl.enterObjectMode()
231     pose = bl.object.getPose(armature_object)
232     for b, bone in zip(bones, bl_bones):
233         if b.getIkFlag():
234             ik=b.ik
235             assert(len(ik.link)<16)
236             p_bone=pose.bones[bones[ik.target_index].name]
237             assert(p_bone)
238             constraint=bl.armature.createIkConstraint(
239                     armature_object, p_bone, bone.name,
240                     ik.link, ik.limit_radian, ik.loop)
241     bl.armature.makeEditable(armature_object)
242     bl.armature.update(armature)
243
244     # create bone group
245     bl.enterObjectMode()
246     pose = bl.object.getPose(armature_object)
247     for i, ds in enumerate(display_slots):
248         print(ds)
249         g=bl.object.createBoneGroup(armature_object, ds.name, "THEME%02d" % (i+1))
250         for t, index in ds.references:
251             if t==0:
252                 name=bones[index].name
253                 try:
254                     pose.bones[name].bone_group=g
255                 except KeyError as e:
256                     print("pose %s is not found" % name)
257
258     bl.enterObjectMode()
259     return armature_object
260
261 def _execute(filepath):
262     """
263     importerr 本体
264     """
265     print(filepath)
266
267     model=reader.read_from_file(filepath)
268     if not model:
269         print("fail to load %s" % filepath)
270         return
271     print(model)
272
273     # メッシュをまとめるエンプティオブジェクト
274     model_name=model.english_name
275     if len(model_name)==0:
276         model_name=os.path.basename(filepath)
277     root_object=bl.object.createEmpty(model_name)
278     root_object[bl.MMD_MB_NAME]=model.name
279     root_object[bl.MMD_MB_COMMENT]=model.comment
280     root_object[bl.MMD_COMMENT]=model.english_comment
281
282     # armatureを作る
283     armature_object=__create_armature(model.bones, model.display_slots)
284     if armature_object:
285         bl.object.makeParent(root_object, armature_object)
286
287     # テクスチャを作る
288     texture_dir=os.path.dirname(filepath)
289     textures_and_images=[bl.texture.create(os.path.join(texture_dir, t))
290             for t in model.textures]
291     print(textures_and_images)
292
293     index_generator=(i for i in model.indices)
294     # 頂点配列。(Left handed y-up) to (Right handed z-up)
295     vertices=[convert_coord(pos)
296             for pos in (v.position for v in model.vertices)]
297
298     for i, m in enumerate(model.materials):
299         name=get_object_name("{0:02}:", i, m.name)
300         ####################
301         # material
302         ####################
303         material=__create_a_material(m, name, textures_and_images)
304
305         ####################
306         # mesh object
307         ####################
308         # object名はutf-8で21byteまで
309         mesh, mesh_object=bl.mesh.create(name)
310         bl.mesh.addMaterial(mesh, material)
311         # activate object
312         bl.object.deselectAll()
313         bl.object.activate(mesh_object)
314         bl.object.makeParent(root_object, mesh_object)
315
316         ####################
317         # vertices & faces
318         ####################
319         indices=[next(index_generator)
320                     for _ in range(m.vertex_count)]
321         used_indices=set(indices)
322         bl.mesh.addGeometry(mesh, vertices,
323                 [(indices[i], indices[i+1], indices[i+2])
324                     for i in range(0, len(indices), 3)])
325         assert(len(model.vertices), len(mesh.vertices))
326
327         # assign material
328         bl.mesh.addUV(mesh)
329         hasTexture=bl.material.hasTexture(material)
330         if hasTexture:
331             index_gen=(i for i in indices)
332             image=(textures_and_images.get[m.texture_index] 
333                     if m.texture_index in textures_and_images
334                     else None)
335         for i, face in enumerate(mesh.faces):
336             bl.face.setMaterial(face, 0)
337             if hasTexture:
338                 uv0=model.vertices[next(index_gen)].uv
339                 uv1=model.vertices[next(index_gen)].uv
340                 uv2=model.vertices[next(index_gen)].uv
341                 bl.mesh.setFaceUV(mesh, i, face, [# fix uv
342                     (uv0.x, 1.0-uv0.y),
343                     (uv1.x, 1.0-uv1.y),
344                     (uv2.x, 1.0-uv2.y)
345                     ],
346                     image)
347
348         ####################
349         # armature
350         ####################
351         if armature_object:
352             # armature modifirer
353             bl.modifier.addArmature(mesh_object, armature_object)
354             # set vertex attributes(normal, bone weights)
355             bl.mesh.useVertexUV(mesh)
356             for i, (v,  mvert) in enumerate(zip(model.vertices, mesh.vertices)):
357                 bl.vertex.setNormal(mvert, convert_coord(v.normal))
358                 if isinstance(v.deform, pmx.Bdef1):
359                     bl.object.assignVertexGroup(mesh_object,
360                             model.bones[v.deform.index0].name, i, 1.0)
361                 elif isinstance(v.deform, pmx.Bdef2):
362                     bl.object.assignVertexGroup(mesh_object,
363                             model.bones[v.deform.index0].name, i, v.deform.weight0)
364                     bl.object.assignVertexGroup(mesh_object,
365                             model.bones[v.deform.index1].name, i, 1.0-v.deform.weight0)
366                 else:
367                     raise Exception("unknown deform: %s" % v.deform)
368
369         ####################
370         # shape keys
371         ####################
372         # set shape_key pin
373         bl.object.pinShape(mesh_object, True)
374         # create base key
375         baseShapeBlock=bl.object.addShapeKey(mesh_object, bl.BASE_SHAPE_NAME)
376         mesh.update()
377         for m in model.morphs:
378             new_shape_key=bl.object.addShapeKey(mesh_object, m.name)
379             for o in m.offsets:
380                 if isinstance(o, pmx.VertexMorphOffset):
381                     bl.shapekey.assign(new_shape_key, 
382                             o.vertex_index, 
383                             mesh.vertices[o.vertex_index].co+
384                             bl.createVector(*convert_coord(o.position_offset)))
385                 else:
386                     raise Exception("unknown morph type: %s" % o)
387         # select base shape
388         bl.object.setActivateShapeKey(mesh_object, 0)
389
390         #############################
391         # clean up not used vertices
392         # in the material.
393         #############################
394         bl.mesh.vertsDelete(mesh, [i for i in range(len(mesh.vertices))
395             if i not in used_indices])
396
397     # import rigid bodies
398     rigidbody_object=__importRigidBodies(model.rigidbodies, model.bones)
399     if rigidbody_object:
400         bl.object.makeParent(root_object, rigidbody_object)
401
402     # import joints
403     joint_object=__import_joints(model.joints, model.rigidbodies)
404     if joint_object:
405         bl.object.makeParent(root_object, joint_object)
406
407     return {'FINISHED'}
408