Several Improvements

- Fixes decode issues.
This commit is contained in:
Yusarina
2024-06-14 01:16:14 +01:00
parent db455e6b61
commit 03c1fee622
+98 -100
View File
@@ -21,10 +21,10 @@ def read_pmx_header(file):
rigid_body_index_size = struct.unpack('<b', file.read(1))[0]
# Read model name and comments
model_name = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
model_english_name = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
model_comment = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
model_english_comment = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
model_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
model_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
model_comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
model_english_comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
return version, encoding, additional_uvs, vertex_index_size, texture_index_size, material_index_size, bone_index_size, morph_index_size, rigid_body_index_size, model_name, model_english_name, model_comment, model_english_comment
@@ -46,8 +46,8 @@ def read_vertex(file, vertex_index_size):
return position, normal, uv, bone_indices, bone_weights, edge_scale
def read_material(file, texture_index_size):
material_name = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
material_english_name = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
material_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
material_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
diffuse_color = struct.unpack('<4f', file.read(16))
specular_color = struct.unpack('<3f', file.read(12))
@@ -67,13 +67,13 @@ def read_material(file, texture_index_size):
else:
toon_texture_index = struct.unpack('<b', file.read(1))[0]
comment = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
return material_name, material_english_name, diffuse_color, specular_color, specular_strength, ambient_color, flag, edge_color, edge_size, texture_index, sphere_texture_index, sphere_mode, toon_sharing_flag, toon_texture_index, comment
def read_bone(file, bone_index_size):
bone_name = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
bone_english_name = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
bone_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
bone_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
position = struct.unpack('<3f', file.read(12))
parent_bone_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0]
@@ -115,8 +115,8 @@ def read_bone(file, bone_index_size):
return bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links
def read_morph(file, morph_index_size):
morph_name = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
morph_english_name = file.read(struct.unpack('<i', file.read(4))[0]).decode('utf-16-le')
morph_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
morph_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
panel = struct.unpack('<b', file.read(1))[0]
morph_type = struct.unpack('<b', file.read(1))[0]
@@ -196,9 +196,7 @@ def import_pmx(filepath):
texture_count = struct.unpack('<i', file.read(4))[0]
textures = []
for _ in range(texture_count):
texture_path_length = struct.unpack('<i', file.read(4))[0]
texture_path_data = file.read(texture_path_length)
texture_path = texture_path_data.decode('utf-16-le', errors='replace').rstrip('\0')
texture_path = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
textures.append(texture_path)
# Read materials
@@ -208,95 +206,95 @@ def import_pmx(filepath):
material_name, material_english_name, diffuse_color, specular_color, specular_strength, ambient_color, flag, edge_color, edge_size, texture_index, sphere_texture_index, sphere_mode, toon_sharing_flag, toon_texture_index, comment = read_material(file, texture_index_size)
materials.append((material_name, material_english_name, diffuse_color, specular_color, specular_strength, ambient_color, flag, edge_color, edge_size, texture_index, sphere_texture_index, sphere_mode, toon_sharing_flag, toon_texture_index, comment))
# Read bones
bone_count = struct.unpack('<i', file.read(4))[0]
bones = []
for _ in range(bone_count):
bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links = read_bone(file, bone_index_size)
bones.append((bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links))
# Read bones
bone_count = struct.unpack('<i', file.read(4))[0]
bones = []
for _ in range(bone_count):
bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links = read_bone(file, bone_index_size)
bones.append((bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links))
# Read morphs
morph_count = struct.unpack('<i', file.read(4))[0]
morphs = []
for _ in range(morph_count):
morph_name, morph_english_name, panel, morph_type, morph_data = read_morph(file, morph_index_size)
morphs.append((morph_name, morph_english_name, panel, morph_type, morph_data))
# Create Blender objects and assign PMX data
mesh = bpy.data.meshes.new(model_name)
mesh.from_pydata([v[0] for v in vertices], [], faces)
mesh.update()
obj = bpy.data.objects.new(model_name, mesh)
bpy.context.collection.objects.link(obj)
# Assign vertex normals
for i, vertex in enumerate(vertices):
mesh.vertices[i].normal = vertex[1]
# Assign UV coordinates
uv_layer = mesh.uv_layers.new()
for i, vertex in enumerate(vertices):
uv_layer.data[i].uv = vertex[2]
# Assign materials
for material_data in materials:
material = bpy.data.materials.new(material_data[0])
material.diffuse_color = material_data[2]
material.specular_color = material_data[3]
material.specular_intensity = material_data[4]
material.ambient = material_data[5]
# Set other material properties based on the PMX data
# Read morphs
morph_count = struct.unpack('<i', file.read(4))[0]
morphs = []
for _ in range(morph_count):
morph_name, morph_english_name, panel, morph_type, morph_data = read_morph(file, morph_index_size)
morphs.append((morph_name, morph_english_name, panel, morph_type, morph_data))
mesh.materials.append(material)
# Create armature and assign bones
armature = bpy.data.armatures.new(model_name + "_Armature")
armature_obj = bpy.data.objects.new(model_name + "_Armature", armature)
bpy.context.collection.objects.link(armature_obj)
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
for bone_data in bones:
bone = armature.edit_bones.new(bone_data[0])
bone.head = bone_data[2]
bone.tail = bone_data[6]
# Create Blender objects and assign PMX data
mesh = bpy.data.meshes.new(model_name)
mesh.from_pydata([v[0] for v in vertices], [], faces)
mesh.update()
if bone_data[3] != -1:
parent_bone = armature.edit_bones[bone_data[3]]
bone.parent = parent_bone
obj = bpy.data.objects.new(model_name, mesh)
bpy.context.collection.objects.link(obj)
# Assign vertex normals
for i, vertex in enumerate(vertices):
mesh.vertices[i].normal = vertex[1]
# Assign UV coordinates
uv_layer = mesh.uv_layers.new()
for i, vertex in enumerate(vertices):
uv_layer.data[i].uv = vertex[2]
# Assign materials
for material_data in materials:
material = bpy.data.materials.new(material_data[0])
material.diffuse_color = material_data[2]
material.specular_color = material_data[3]
material.specular_intensity = material_data[4]
material.ambient = material_data[5]
# Set other material properties based on the PMX data
mesh.materials.append(material)
# Create armature and assign bones
armature = bpy.data.armatures.new(model_name + "_Armature")
armature_obj = bpy.data.objects.new(model_name + "_Armature", armature)
bpy.context.collection.objects.link(armature_obj)
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
for bone_data in bones:
bone = armature.edit_bones.new(bone_data[0])
bone.head = bone_data[2]
bone.tail = bone_data[6]
if bone_data[3] != -1:
parent_bone = armature.edit_bones[bone_data[3]]
bone.parent = parent_bone
# Set other bone properties based on the PMX data
bpy.ops.object.mode_set(mode='OBJECT')
# Assign bone weights to the mesh
for i, vertex in enumerate(vertices):
for j in range(4):
if vertex[3][j] != -1:
bone_name = bones[vertex[3][j]][0]
weight = vertex[4][j]
vertex_group = obj.vertex_groups.get(bone_name)
if not vertex_group:
vertex_group = obj.vertex_groups.new(name=bone_name)
vertex_group.add([i], weight, 'REPLACE')
# Assign morphs to the mesh
for morph_data in morphs:
morph_name = morph_data[0]
morph_type = morph_data[3]
if morph_type == 1: # Vertex morph
shape_key = obj.shape_key_add(name=morph_name)
for offset_data in morph_data[4]:
vertex_index = offset_data[0]
offset = offset_data[1]
shape_key.data[vertex_index].co += mathutils.Vector(offset)
# Handle other morph types based on the PMX specification
# Set other bone properties based on the PMX data
bpy.ops.object.mode_set(mode='OBJECT')
# Assign bone weights to the mesh
for i, vertex in enumerate(vertices):
for j in range(4):
if vertex[3][j] != -1:
bone_name = bones[vertex[3][j]][0]
weight = vertex[4][j]
vertex_group = obj.vertex_groups.get(bone_name)
if not vertex_group:
vertex_group = obj.vertex_groups.new(name=bone_name)
vertex_group.add([i], weight, 'REPLACE')
# Assign morphs to the mesh
for morph_data in morphs:
morph_name = morph_data[0]
morph_type = morph_data[3]
if morph_type == 1: # Vertex morph
shape_key = obj.shape_key_add(name=morph_name)
for offset_data in morph_data[4]:
vertex_index = offset_data[0]
offset = offset_data[1]
shape_key.data[vertex_index].co += mathutils.Vector(offset)
# Handle other morph types based on the PMX specification
print(f"Successfully imported PMX file: {filepath}")
print(f"Model Name: {model_name}")
print(f"Model English Name: {model_english_name}")
@@ -304,4 +302,4 @@ def import_pmx(filepath):
print(f"Model English Comment: {model_english_comment}")
except Exception as e:
print(f"Error importing PMX file: {filepath}")
print(f"Error details: {str(e)}")
print(f"Error details: {str(e)}")