PMX Import now works

This commit is contained in:
Yusarina
2025-04-10 23:40:51 +01:00
parent 3414ad8917
commit 69cc03098f
42 changed files with 12920 additions and 824 deletions
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import math
from typing import TYPE_CHECKING, Iterable, Optional, Set
import bpy
from mathutils import Vector
from .. import bpyutils
from ..bpyutils import TransformConstraintOp
from ..utils import ItemOp
if TYPE_CHECKING:
from ..properties.root import MMDRoot, MMDDisplayItemFrame
from ..properties.pose_bone import MMDBone
def remove_constraint(constraints, name):
c = constraints.get(name, None)
if c:
constraints.remove(c)
return True
return False
def remove_edit_bones(edit_bones, bone_names):
for name in bone_names:
b = edit_bones.get(name, None)
if b:
edit_bones.remove(b)
BONE_COLLECTION_CUSTOM_PROPERTY_NAME = "mmd_tools"
BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_SPECIAL = "special collection"
BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_NORMAL = "normal collection"
BONE_COLLECTION_NAME_SHADOW = "mmd_shadow"
BONE_COLLECTION_NAME_DUMMY = "mmd_dummy"
SPECIAL_BONE_COLLECTION_NAMES = [BONE_COLLECTION_NAME_SHADOW, BONE_COLLECTION_NAME_DUMMY]
class FnBone:
AUTO_LOCAL_AXIS_ARMS = ("左肩", "左腕", "左ひじ", "左手首", "右腕", "右肩", "右ひじ", "右手首")
AUTO_LOCAL_AXIS_FINGERS = ("親指", "人指", "中指", "薬指", "小指")
AUTO_LOCAL_AXIS_SEMI_STANDARD_ARMS = ("左腕捩", "左手捩", "左肩P", "左ダミー", "右腕捩", "右手捩", "右肩P", "右ダミー")
def __init__(self):
raise NotImplementedError("This class cannot be instantiated.")
@staticmethod
def find_pose_bone_by_bone_id(armature_object: bpy.types.Object, bone_id: int) -> Optional[bpy.types.PoseBone]:
for bone in armature_object.pose.bones:
if bone.mmd_bone.bone_id != bone_id:
continue
return bone
return None
@staticmethod
def __new_bone_id(armature_object: bpy.types.Object) -> int:
return max(b.mmd_bone.bone_id for b in armature_object.pose.bones) + 1
@staticmethod
def get_or_assign_bone_id(pose_bone: bpy.types.PoseBone) -> int:
if pose_bone.mmd_bone.bone_id < 0:
pose_bone.mmd_bone.bone_id = FnBone.__new_bone_id(pose_bone.id_data)
return pose_bone.mmd_bone.bone_id
@staticmethod
def __get_selected_pose_bones(armature_object: bpy.types.Object) -> Iterable[bpy.types.PoseBone]:
if armature_object.mode == "EDIT":
bpy.ops.object.mode_set(mode="OBJECT") # update selected bones
bpy.ops.object.mode_set(mode="EDIT") # back to edit mode
context_selected_bones = bpy.context.selected_pose_bones or bpy.context.selected_bones or []
bones = armature_object.pose.bones
return (bones[b.name] for b in context_selected_bones if not bones[b.name].is_mmd_shadow_bone)
@staticmethod
def load_bone_fixed_axis(armature_object: bpy.types.Object, enable=True):
for b in FnBone.__get_selected_pose_bones(armature_object):
mmd_bone: MMDBone = b.mmd_bone
mmd_bone.enabled_fixed_axis = enable
lock_rotation = b.lock_rotation[:]
if enable:
axes = b.bone.matrix_local.to_3x3().transposed()
if lock_rotation.count(False) == 1:
mmd_bone.fixed_axis = axes[lock_rotation.index(False)].xzy
else:
mmd_bone.fixed_axis = axes[1].xzy # Y-axis
elif all(b.lock_location) and lock_rotation.count(True) > 1 and lock_rotation == (b.lock_ik_x, b.lock_ik_y, b.lock_ik_z):
# unlock transform locks if fixed axis was applied
b.lock_ik_x, b.lock_ik_y, b.lock_ik_z = b.lock_rotation = (False, False, False)
b.lock_location = b.lock_scale = (False, False, False)
@staticmethod
def setup_special_bone_collections(armature_object: bpy.types.Object) -> bpy.types.Object:
armature: bpy.types.Armature = armature_object.data
bone_collections = armature.collections
for bone_collection_name in SPECIAL_BONE_COLLECTION_NAMES:
if bone_collection_name in bone_collections:
continue
bone_collection = bone_collections.new(bone_collection_name)
FnBone.__set_bone_collection_to_special(bone_collection, is_visible=False)
return armature_object
@staticmethod
def __is_mmd_tools_bone_collection(bone_collection: bpy.types.BoneCollection) -> bool:
return BONE_COLLECTION_CUSTOM_PROPERTY_NAME in bone_collection
@staticmethod
def __is_special_bone_collection(bone_collection: bpy.types.BoneCollection) -> bool:
return BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_SPECIAL == bone_collection.get(BONE_COLLECTION_CUSTOM_PROPERTY_NAME)
@staticmethod
def __set_bone_collection_to_special(bone_collection: bpy.types.BoneCollection, is_visible: bool):
bone_collection[BONE_COLLECTION_CUSTOM_PROPERTY_NAME] = BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_SPECIAL
bone_collection.is_visible = is_visible
@staticmethod
def __is_normal_bone_collection(bone_collection: bpy.types.BoneCollection) -> bool:
return BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_NORMAL == bone_collection.get(BONE_COLLECTION_CUSTOM_PROPERTY_NAME)
@staticmethod
def __set_bone_collection_to_normal(bone_collection: bpy.types.BoneCollection):
bone_collection[BONE_COLLECTION_CUSTOM_PROPERTY_NAME] = BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_NORMAL
@staticmethod
def __set_edit_bone_to_special(edit_bone: bpy.types.EditBone, bone_collection_name: str) -> bpy.types.EditBone:
edit_bone.id_data.collections[bone_collection_name].assign(edit_bone)
edit_bone.use_deform = False
return edit_bone
@staticmethod
def set_edit_bone_to_dummy(edit_bone: bpy.types.EditBone) -> bpy.types.EditBone:
return FnBone.__set_edit_bone_to_special(edit_bone, BONE_COLLECTION_NAME_DUMMY)
@staticmethod
def set_edit_bone_to_shadow(edit_bone: bpy.types.EditBone) -> bpy.types.EditBone:
return FnBone.__set_edit_bone_to_special(edit_bone, BONE_COLLECTION_NAME_SHADOW)
@staticmethod
def __unassign_mmd_tools_bone_collections(edit_bone: bpy.types.EditBone) -> bpy.types.EditBone:
for bone_collection in edit_bone.collections:
if not FnBone.__is_mmd_tools_bone_collection(bone_collection):
continue
bone_collection.unassign(edit_bone)
return edit_bone
@staticmethod
def sync_bone_collections_from_display_item_frames(armature_object: bpy.types.Object):
armature: bpy.types.Armature = armature_object.data
bone_collections = armature.collections
from .model import FnModel
root_object: bpy.types.Object = FnModel.find_root_object(armature_object)
mmd_root: MMDRoot = root_object.mmd_root
bones = armature.bones
used_groups = set()
unassigned_bone_names = {b.name for b in bones}
for frame in mmd_root.display_item_frames:
for item in frame.data:
if item.type == "BONE" and item.name in unassigned_bone_names:
unassigned_bone_names.remove(item.name)
group_name = frame.name
used_groups.add(group_name)
bone_collection = bone_collections.get(group_name)
if bone_collection is None:
bone_collection = bone_collections.new(name=group_name)
FnBone.__set_bone_collection_to_normal(bone_collection)
bone_collection.assign(bones[item.name])
for name in unassigned_bone_names:
for bc in bones[name].collections:
if not FnBone.__is_mmd_tools_bone_collection(bc):
continue
if not FnBone.__is_normal_bone_collection(bc):
continue
bc.unassign(bones[name])
# remove unused bone groups
for bone_collection in bone_collections.values():
if bone_collection.name in used_groups:
continue
if not FnBone.__is_mmd_tools_bone_collection(bone_collection):
continue
if not FnBone.__is_normal_bone_collection(bone_collection):
continue
bone_collections.remove(bone_collection)
@staticmethod
def sync_display_item_frames_from_bone_collections(armature_object: bpy.types.Object):
armature: bpy.types.Armature = armature_object.data
bone_collections: bpy.types.BoneCollections = armature.collections
from .model import FnModel
root_object: bpy.types.Object = FnModel.find_root_object(armature_object)
mmd_root: MMDRoot = root_object.mmd_root
display_item_frames = mmd_root.display_item_frames
used_frame_index: Set[int] = set()
bone_collection: bpy.types.BoneCollection
for bone_collection in bone_collections:
if len(bone_collection.bones) == 0 or FnBone.__is_special_bone_collection(bone_collection):
continue
bone_collection_name = bone_collection.name
display_item_frame: Optional[MMDDisplayItemFrame] = display_item_frames.get(bone_collection_name)
if display_item_frame is None:
display_item_frame = display_item_frames.add()
display_item_frame.name = bone_collection_name
display_item_frame.name_e = bone_collection_name
used_frame_index.add(display_item_frames.find(bone_collection_name))
ItemOp.resize(display_item_frame.data, len(bone_collection.bones))
for display_item, bone in zip(display_item_frame.data, bone_collection.bones):
display_item.type = "BONE"
display_item.name = bone.name
for i in reversed(range(len(display_item_frames))):
if i in used_frame_index:
continue
display_item_frame = display_item_frames[i]
if display_item_frame.is_special:
if display_item_frame.name != "表情":
display_item_frame.data.clear()
else:
display_item_frames.remove(i)
mmd_root.active_display_item_frame = 0
@staticmethod
def apply_bone_fixed_axis(armature_object: bpy.types.Object):
bone_map = {}
for b in armature_object.pose.bones:
if b.is_mmd_shadow_bone or not b.mmd_bone.enabled_fixed_axis:
continue
mmd_bone: MMDBone = b.mmd_bone
parent_tip = b.parent and not b.parent.is_mmd_shadow_bone and b.parent.mmd_bone.is_tip
bone_map[b.name] = (mmd_bone.fixed_axis.normalized(), mmd_bone.is_tip, parent_tip)
force_align = True
with bpyutils.edit_object(armature_object) as data:
bone: bpy.types.EditBone
for bone in data.edit_bones:
if bone.name not in bone_map:
bone.select = False
continue
fixed_axis, is_tip, parent_tip = bone_map[bone.name]
if fixed_axis.length:
axes = [bone.x_axis, bone.y_axis, bone.z_axis]
direction = fixed_axis.normalized().xzy
idx, val = max([(i, direction.dot(v)) for i, v in enumerate(axes)], key=lambda x: abs(x[1]))
idx_1, idx_2 = (idx + 1) % 3, (idx + 2) % 3
axes[idx] = -direction if val < 0 else direction
axes[idx_2] = axes[idx].cross(axes[idx_1])
axes[idx_1] = axes[idx_2].cross(axes[idx])
if parent_tip and bone.use_connect:
bone.use_connect = False
bone.head = bone.parent.head
if force_align:
tail = bone.head + axes[1].normalized() * bone.length
if is_tip or (tail - bone.tail).length > 1e-4:
for c in bone.children:
if c.use_connect:
c.use_connect = False
if is_tip:
c.head = bone.head
bone.tail = tail
bone.align_roll(axes[2])
bone_map[bone.name] = tuple(i != idx for i in range(3))
else:
bone_map[bone.name] = (True, True, True)
bone.select = True
for bone_name, locks in bone_map.items():
b = armature_object.pose.bones[bone_name]
b.lock_location = (True, True, True)
b.lock_ik_x, b.lock_ik_y, b.lock_ik_z = b.lock_rotation = locks
@staticmethod
def load_bone_local_axes(armature_object: bpy.types.Object, enable=True):
for b in FnBone.__get_selected_pose_bones(armature_object):
mmd_bone: MMDBone = b.mmd_bone
mmd_bone.enabled_local_axes = enable
if enable:
axes = b.bone.matrix_local.to_3x3().transposed()
mmd_bone.local_axis_x = axes[0].xzy
mmd_bone.local_axis_z = axes[2].xzy
@staticmethod
def apply_bone_local_axes(armature_object: bpy.types.Object):
bone_map = {}
for b in armature_object.pose.bones:
if b.is_mmd_shadow_bone or not b.mmd_bone.enabled_local_axes:
continue
mmd_bone: MMDBone = b.mmd_bone
bone_map[b.name] = (mmd_bone.local_axis_x, mmd_bone.local_axis_z)
with bpyutils.edit_object(armature_object) as data:
bone: bpy.types.EditBone
for bone in data.edit_bones:
if bone.name not in bone_map:
bone.select = False
continue
local_axis_x, local_axis_z = bone_map[bone.name]
FnBone.update_bone_roll(bone, local_axis_x, local_axis_z)
bone.select = True
@staticmethod
def update_bone_roll(edit_bone: bpy.types.EditBone, mmd_local_axis_x, mmd_local_axis_z):
axes = FnBone.get_axes(mmd_local_axis_x, mmd_local_axis_z)
idx, val = max([(i, edit_bone.vector.dot(v)) for i, v in enumerate(axes)], key=lambda x: abs(x[1]))
edit_bone.align_roll(axes[(idx - 1) % 3 if val < 0 else (idx + 1) % 3])
@staticmethod
def get_axes(mmd_local_axis_x, mmd_local_axis_z):
x_axis = Vector(mmd_local_axis_x).normalized().xzy
z_axis = Vector(mmd_local_axis_z).normalized().xzy
y_axis = z_axis.cross(x_axis).normalized()
z_axis = x_axis.cross(y_axis).normalized() # correction
return (x_axis, y_axis, z_axis)
@staticmethod
def apply_auto_bone_roll(armature):
bone_names = []
for b in armature.pose.bones:
if not b.is_mmd_shadow_bone and not b.mmd_bone.enabled_local_axes and FnBone.has_auto_local_axis(b.mmd_bone.name_j):
bone_names.append(b.name)
with bpyutils.edit_object(armature) as data:
bone: bpy.types.EditBone
for bone in data.edit_bones:
if bone.name not in bone_names:
continue
FnBone.update_auto_bone_roll(bone)
bone.select = True
@staticmethod
def update_auto_bone_roll(edit_bone):
# make a triangle face (p1,p2,p3)
p1 = edit_bone.head.copy()
p2 = edit_bone.tail.copy()
p3 = p2.copy()
# translate p3 in xz plane
# the normal vector of the face tracks -Y direction
xz = Vector((p2.x - p1.x, p2.z - p1.z))
xz.normalize()
theta = math.atan2(xz.y, xz.x)
norm = edit_bone.vector.length
p3.z += norm * math.cos(theta)
p3.x -= norm * math.sin(theta)
# calculate the normal vector of the face
y = (p2 - p1).normalized()
z_tmp = (p3 - p1).normalized()
x = y.cross(z_tmp) # normal vector
# z = x.cross(y)
FnBone.update_bone_roll(edit_bone, y.xzy, x.xzy)
@staticmethod
def has_auto_local_axis(name_j):
if name_j:
if name_j in FnBone.AUTO_LOCAL_AXIS_ARMS or name_j in FnBone.AUTO_LOCAL_AXIS_SEMI_STANDARD_ARMS:
return True
for finger_name in FnBone.AUTO_LOCAL_AXIS_FINGERS:
if finger_name in name_j:
return True
return False
@staticmethod
def clean_additional_transformation(armature_object: bpy.types.Object):
# clean constraints
p_bone: bpy.types.PoseBone
for p_bone in armature_object.pose.bones:
p_bone.mmd_bone.is_additional_transform_dirty = True
constraints = p_bone.constraints
remove_constraint(constraints, "mmd_additional_rotation")
remove_constraint(constraints, "mmd_additional_location")
if remove_constraint(constraints, "mmd_additional_parent"):
p_bone.bone.use_inherit_rotation = True
# clean shadow bones
shadow_bone_types = {
"DUMMY",
"SHADOW",
"ADDITIONAL_TRANSFORM",
"ADDITIONAL_TRANSFORM_INVERT",
}
def __is_at_shadow_bone(b):
return b.is_mmd_shadow_bone and b.mmd_shadow_bone_type in shadow_bone_types
shadow_bone_names = [b.name for b in armature_object.pose.bones if __is_at_shadow_bone(b)]
if len(shadow_bone_names) > 0:
with bpyutils.edit_object(armature_object) as data:
remove_edit_bones(data.edit_bones, shadow_bone_names)
@staticmethod
def apply_additional_transformation(armature_object: bpy.types.Object):
def __is_dirty_bone(b):
if b.is_mmd_shadow_bone:
return False
mmd_bone = b.mmd_bone
if mmd_bone.has_additional_rotation or mmd_bone.has_additional_location:
return True
return mmd_bone.is_additional_transform_dirty
dirty_bones = [b for b in armature_object.pose.bones if __is_dirty_bone(b)]
# setup constraints
shadow_bone_pool = []
for p_bone in dirty_bones:
sb = FnBone.__setup_constraints(p_bone)
if sb:
shadow_bone_pool.append(sb)
# setup shadow bones
with bpyutils.edit_object(armature_object) as data:
edit_bones = data.edit_bones
for sb in shadow_bone_pool:
sb.update_edit_bones(edit_bones)
pose_bones = armature_object.pose.bones
for sb in shadow_bone_pool:
sb.update_pose_bones(pose_bones)
# finish
for p_bone in dirty_bones:
p_bone.mmd_bone.is_additional_transform_dirty = False
@staticmethod
def __setup_constraints(p_bone):
bone_name = p_bone.name
mmd_bone = p_bone.mmd_bone
influence = mmd_bone.additional_transform_influence
target_bone = mmd_bone.additional_transform_bone
mute_rotation = not mmd_bone.has_additional_rotation # or p_bone.is_in_ik_chain
mute_location = not mmd_bone.has_additional_location
constraints = p_bone.constraints
if not target_bone or (mute_rotation and mute_location) or influence == 0:
rot = remove_constraint(constraints, "mmd_additional_rotation")
loc = remove_constraint(constraints, "mmd_additional_location")
if rot or loc:
return _AT_ShadowBoneRemove(bone_name)
return None
shadow_bone = _AT_ShadowBoneCreate(bone_name, target_bone)
def __config(name, mute, map_type, value):
if mute:
remove_constraint(constraints, name)
return
c = TransformConstraintOp.create(constraints, name, map_type)
c.target = p_bone.id_data
shadow_bone.add_constraint(c)
TransformConstraintOp.update_min_max(c, value, influence)
__config("mmd_additional_rotation", mute_rotation, "ROTATION", math.pi)
__config("mmd_additional_location", mute_location, "LOCATION", 100)
return shadow_bone
@staticmethod
def update_additional_transform_influence(pose_bone: bpy.types.PoseBone):
influence = pose_bone.mmd_bone.additional_transform_influence
constraints = pose_bone.constraints
c = constraints.get("mmd_additional_rotation", None)
TransformConstraintOp.update_min_max(c, math.pi, influence)
c = constraints.get("mmd_additional_location", None)
TransformConstraintOp.update_min_max(c, 100, influence)
class MigrationFnBone:
"""Migration Functions for old MMD models broken by bugs or issues"""
@staticmethod
def fix_mmd_ik_limit_override(armature_object: bpy.types.Object):
pose_bone: bpy.types.PoseBone
for pose_bone in armature_object.pose.bones:
constraint: bpy.types.Constraint
for constraint in pose_bone.constraints:
if constraint.type == "LIMIT_ROTATION" and "mmd_ik_limit_override" in constraint.name:
constraint.owner_space = "LOCAL"
class _AT_ShadowBoneRemove:
def __init__(self, bone_name):
self.__shadow_bone_names = ("_dummy_" + bone_name, "_shadow_" + bone_name)
def update_edit_bones(self, edit_bones):
remove_edit_bones(edit_bones, self.__shadow_bone_names)
def update_pose_bones(self, pose_bones):
pass
class _AT_ShadowBoneCreate:
def __init__(self, bone_name, target_bone_name):
self.__dummy_bone_name = "_dummy_" + bone_name
self.__shadow_bone_name = "_shadow_" + bone_name
self.__bone_name = bone_name
self.__target_bone_name = target_bone_name
self.__constraint_pool = []
def __is_well_aligned(self, bone0, bone1):
return bone0.x_axis.dot(bone1.x_axis) > 0.99 and bone0.y_axis.dot(bone1.y_axis) > 0.99
def __update_constraints(self, use_shadow=True):
subtarget = self.__shadow_bone_name if use_shadow else self.__target_bone_name
for c in self.__constraint_pool:
c.subtarget = subtarget
def add_constraint(self, constraint):
self.__constraint_pool.append(constraint)
def update_edit_bones(self, edit_bones):
bone = edit_bones[self.__bone_name]
target_bone = edit_bones[self.__target_bone_name]
if bone != target_bone and self.__is_well_aligned(bone, target_bone):
_AT_ShadowBoneRemove(self.__bone_name).update_edit_bones(edit_bones)
return
dummy_bone_name = self.__dummy_bone_name
dummy = edit_bones.get(dummy_bone_name, None) or FnBone.set_edit_bone_to_dummy(edit_bones.new(name=dummy_bone_name))
dummy.parent = target_bone
dummy.head = target_bone.head
dummy.tail = dummy.head + bone.tail - bone.head
dummy.roll = bone.roll
shadow_bone_name = self.__shadow_bone_name
shadow = edit_bones.get(shadow_bone_name, None) or FnBone.set_edit_bone_to_shadow(edit_bones.new(name=shadow_bone_name))
shadow.parent = target_bone.parent
shadow.head = dummy.head
shadow.tail = dummy.tail
shadow.roll = bone.roll
def update_pose_bones(self, pose_bones):
if self.__shadow_bone_name not in pose_bones:
self.__update_constraints(use_shadow=False)
return
dummy_p_bone = pose_bones[self.__dummy_bone_name]
dummy_p_bone.is_mmd_shadow_bone = True
dummy_p_bone.mmd_shadow_bone_type = "DUMMY"
shadow_p_bone = pose_bones[self.__shadow_bone_name]
shadow_p_bone.is_mmd_shadow_bone = True
shadow_p_bone.mmd_shadow_bone_type = "SHADOW"
if "mmd_tools_at_dummy" not in shadow_p_bone.constraints:
c = shadow_p_bone.constraints.new("COPY_TRANSFORMS")
c.name = "mmd_tools_at_dummy"
c.target = dummy_p_bone.id_data
c.subtarget = dummy_p_bone.name
c.target_space = "POSE"
c.owner_space = "POSE"
self.__update_constraints()
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# -*- coding: utf-8 -*-
# Copyright 2013 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
import contextlib
from typing import Generator, List, Optional, TypeVar, Dict, Any, Set, Tuple, Type
import bpy
from bpy.types import Object, Material, Context
from mathutils import Vector, Matrix
from ...logging_setup import logger
from ...addon_preferences import get_preference, save_preference
class __EditMode:
"""Context manager for edit mode operations"""
def __init__(self, obj: Object):
if not isinstance(obj, bpy.types.Object):
raise ValueError("Expected a Blender Object")
self.__prevMode = obj.mode
self.__obj = obj
self.__obj_select = obj.select_get()
with select_object(obj):
if obj.mode != "EDIT":
bpy.ops.object.mode_set(mode="EDIT")
def __enter__(self):
return self.__obj.data
def __exit__(self, type, value, traceback):
if self.__prevMode == "EDIT":
bpy.ops.object.mode_set(mode="OBJECT") # update edited data
bpy.ops.object.mode_set(mode=self.__prevMode)
self.__obj.select_set(self.__obj_select)
class __SelectObjects:
"""Context manager for object selection operations"""
def __init__(self, active_object: Object, selected_objects: Optional[List[Object]] = None):
if not isinstance(active_object, bpy.types.Object):
raise ValueError("Expected a Blender Object")
try:
bpy.ops.object.mode_set(mode="OBJECT")
except Exception:
pass
context = FnContext.ensure_context()
for i in context.selected_objects:
i.select_set(False)
self.__active_object = active_object
self.__selected_objects = tuple(set(selected_objects) | set([active_object])) if selected_objects else (active_object,)
self.__hides: List[bool] = []
for i in self.__selected_objects:
self.__hides.append(i.hide_get())
FnContext.select_object(context, i)
FnContext.set_active_object(context, active_object)
def __enter__(self) -> Object:
return self.__active_object
def __exit__(self, type, value, traceback):
for i, j in zip(self.__selected_objects, self.__hides):
i.hide_set(j)
def setParent(obj: Object, parent: Object) -> None:
"""Set parent relationship between objects"""
with select_object(parent, objects=[parent, obj]):
bpy.ops.object.parent_set(type="OBJECT", xmirror=False, keep_transform=False)
def setParentToBone(obj: Object, parent: Object, bone_name: str) -> None:
"""Set parent relationship to a specific bone"""
with select_object(parent, objects=[parent, obj]):
bpy.ops.object.mode_set(mode="POSE")
parent.data.bones.active = parent.data.bones[bone_name]
bpy.ops.object.parent_set(type="BONE", xmirror=False, keep_transform=False)
bpy.ops.object.mode_set(mode="OBJECT")
def edit_object(obj: Object):
"""Set the object interaction mode to 'EDIT'
It is recommended to use 'edit_object' with 'with' statement like the following code.
with edit_object:
some functions...
"""
return __EditMode(obj)
def select_object(obj: Object, objects: Optional[List[Object]] = None):
"""Select objects.
It is recommended to use 'select_object' with 'with' statement like the following code.
This function can select "hidden" objects safely.
with select_object(obj):
some functions...
"""
return __SelectObjects(obj, objects)
def duplicateObject(obj: Object, total_len: int) -> List[Object]:
"""Duplicate an object multiple times"""
return FnContext.duplicate_object(FnContext.ensure_context(), obj, total_len)
def createObject(name: str = "Object", object_data: Optional[Any] = None, target_scene: Optional[Any] = None) -> Object:
"""Create a new object and link it to the scene"""
context = FnContext.ensure_context(target_scene)
return FnContext.set_active_object(context, FnContext.new_and_link_object(context, name, object_data))
def makeSphere(segment: int = 8, ring_count: int = 5, radius: float = 1.0, target_object: Optional[Object] = None) -> Object:
"""Create a sphere mesh object"""
import bmesh
if target_object is None:
target_object = createObject(name="Sphere")
mesh = target_object.data
bm = bmesh.new()
bmesh.ops.create_uvsphere(
bm,
u_segments=segment,
v_segments=ring_count,
radius=radius,
)
for f in bm.faces:
f.smooth = True
bm.to_mesh(mesh)
bm.free()
return target_object
def makeBox(size: Tuple[float, float, float] = (1, 1, 1), target_object: Optional[Object] = None) -> Object:
"""Create a box mesh object"""
import bmesh
from mathutils import Matrix
if target_object is None:
target_object = createObject(name="Box")
mesh = target_object.data
bm = bmesh.new()
bmesh.ops.create_cube(
bm,
size=2,
matrix=Matrix([[size[0], 0, 0, 0], [0, size[1], 0, 0], [0, 0, size[2], 0], [0, 0, 0, 1]]),
)
for f in bm.faces:
f.smooth = True
bm.to_mesh(mesh)
bm.free()
return target_object
def makeCapsule(segment: int = 8, ring_count: int = 2, radius: float = 1.0, height: float = 1.0, target_object: Optional[Object] = None) -> Object:
"""Create a capsule mesh object"""
import math
import bmesh
if target_object is None:
target_object = createObject(name="Capsule")
height = max(height, 1e-3)
mesh = target_object.data
bm = bmesh.new()
verts = bm.verts
top = (0, 0, height / 2 + radius)
verts.new(top)
f = lambda i: radius * math.sin(0.5 * math.pi * i / ring_count)
for i in range(ring_count, 0, -1):
z = f(i - 1)
t = math.sqrt(radius**2 - z**2)
for j in range(segment):
theta = 2 * math.pi / segment * j
x = t * math.sin(-theta)
y = t * math.cos(-theta)
verts.new((x, y, z + height / 2))
for i in range(ring_count):
z = -f(i)
t = math.sqrt(radius**2 - z**2)
for j in range(segment):
theta = 2 * math.pi / segment * j
x = t * math.sin(-theta)
y = t * math.cos(-theta)
verts.new((x, y, z - height / 2))
bottom = (0, 0, -(height / 2 + radius))
verts.new(bottom)
if hasattr(verts, "ensure_lookup_table"):
verts.ensure_lookup_table()
faces = bm.faces
for i in range(1, segment):
faces.new([verts[x] for x in (0, i, i + 1)])
faces.new([verts[x] for x in (0, segment, 1)])
offset = segment + 1
for i in range(ring_count * 2 - 1):
for j in range(segment - 1):
t = offset + j
faces.new([verts[x] for x in (t - segment, t, t + 1, t - segment + 1)])
faces.new([verts[x] for x in (offset - 1, offset + segment - 1, offset, offset - segment)])
offset += segment
for i in range(segment - 1):
t = offset + i
faces.new([verts[x] for x in (t - segment, offset, t - segment + 1)])
faces.new([verts[x] for x in (offset - 1, offset, offset - segment)])
for f in bm.faces:
f.smooth = True
bm.normal_update()
bm.to_mesh(mesh)
bm.free()
return target_object
class TransformConstraintOp:
"""Helper class for transform constraints"""
__MIN_MAX_MAP = {"ROTATION": "_rot", "SCALE": "_scale"}
@staticmethod
def create(constraints, name: str, map_type: str):
"""Create a transform constraint"""
c = constraints.get(name, None)
if c and c.type != "TRANSFORM":
constraints.remove(c)
c = None
if c is None:
c = constraints.new("TRANSFORM")
c.name = name
c.use_motion_extrapolate = True
c.target_space = c.owner_space = "LOCAL"
c.map_from = c.map_to = map_type
c.map_to_x_from = "X"
c.map_to_y_from = "Y"
c.map_to_z_from = "Z"
c.influence = 1
return c
@classmethod
def min_max_attributes(cls, map_type: str, name_id: str = "") -> Tuple[str, ...]:
"""Get min/max attribute names for a constraint type"""
key = (map_type, name_id)
ret = cls.__MIN_MAX_MAP.get(key, None)
if ret is None:
defaults = (i + j + k for i in ("from_", "to_") for j in ("min_", "max_") for k in "xyz")
extension = cls.__MIN_MAX_MAP.get(map_type, "")
ret = cls.__MIN_MAX_MAP[key] = tuple(n + extension for n in defaults if name_id in n)
return ret
@classmethod
def update_min_max(cls, constraint, value: float, influence: Optional[float] = 1):
"""Update min/max values for a constraint"""
c = constraint
if not c or c.type != "TRANSFORM":
return
for attr in cls.min_max_attributes(c.map_from, "from_min"):
setattr(c, attr, -value)
for attr in cls.min_max_attributes(c.map_from, "from_max"):
setattr(c, attr, value)
if influence is None:
return
for attr in cls.min_max_attributes(c.map_to, "to_min"):
setattr(c, attr, -value * influence)
for attr in cls.min_max_attributes(c.map_to, "to_max"):
setattr(c, attr, value * influence)
class FnObject:
"""Function collection for object operations"""
def __init__(self):
raise NotImplementedError("This class is not expected to be instantiated.")
@staticmethod
def mesh_remove_shape_key(mesh_object: Object, shape_key: bpy.types.ShapeKey) -> None:
"""Remove a shape key from a mesh object, cleaning up drivers"""
assert isinstance(mesh_object.data, bpy.types.Mesh)
key: bpy.types.Key = shape_key.id_data
assert key == mesh_object.data.shape_keys
if mesh_object.animation_data is not None:
for fc_curve in mesh_object.animation_data.drivers:
if not fc_curve.data_path.startswith(shape_key.path_from_id()):
continue
mesh_object.driver_remove(fc_curve.data_path)
key_blocks = key.key_blocks
last_index = mesh_object.active_shape_key_index or 0
if last_index >= key_blocks.find(shape_key.name):
last_index = max(0, last_index - 1)
mesh_object.shape_key_remove(shape_key)
mesh_object.active_shape_key_index = min(last_index, len(key_blocks) - 1)
T = TypeVar("T")
class FnContext:
"""Function collection for context operations"""
def __init__(self):
raise NotImplementedError("This class is not expected to be instantiated.")
@staticmethod
def ensure_context(context: Optional[Context] = None) -> Context:
"""Get a valid context, using bpy.context if none provided"""
return context or bpy.context
@staticmethod
def get_active_object(context: Context) -> Optional[Object]:
"""Get the active object from context safely"""
if context is None or not hasattr(context, 'active_object'):
return None
return context.active_object
@staticmethod
def set_active_object(context: Context, obj: Object) -> Object:
"""Set the active object in context"""
context.view_layer.objects.active = obj
return obj
@staticmethod
def set_active_and_select_single_object(context: Context, obj: Object) -> Object:
"""Set an object as active and the only selected object"""
return FnContext.set_active_object(context, FnContext.select_single_object(context, obj))
@staticmethod
def get_scene_objects(context: Context) -> List[Object]:
"""Get all objects in the scene safely"""
if context is None or not hasattr(context, 'scene') or not hasattr(context.scene, 'objects'):
return []
return context.scene.objects
@staticmethod
def ensure_selectable(context: Context, obj: Object) -> Object:
"""Make sure an object is selectable by unhiding it and its collections"""
obj.hide_viewport = False
obj.hide_select = False
obj.hide_set(False)
if obj not in context.selectable_objects:
def __layer_check(layer_collection: bpy.types.LayerCollection) -> bool:
for lc in layer_collection.children:
if __layer_check(lc):
lc.hide_viewport = False
lc.collection.hide_viewport = False
lc.collection.hide_select = False
return True
if obj in layer_collection.collection.objects.values():
if layer_collection.exclude:
layer_collection.exclude = False
return True
return False
selected_objects = set(context.selected_objects)
__layer_check(context.view_layer.layer_collection)
if len(context.selected_objects) != len(selected_objects):
for i in context.selected_objects:
if i not in selected_objects:
i.select_set(False)
return obj
@staticmethod
def select_object(context: Context, obj: Object) -> Object:
"""Select an object in the context"""
FnContext.ensure_selectable(context, obj).select_set(True)
return obj
@staticmethod
def select_objects(context: Context, *objects: Object) -> List[Object]:
"""Select multiple objects in the context"""
return [FnContext.select_object(context, obj) for obj in objects]
@staticmethod
def select_single_object(context: Context, obj: Object) -> Object:
"""Select only the specified object, deselecting all others"""
for i in context.selected_objects:
if i != obj:
i.select_set(False)
return FnContext.select_object(context, obj)
@staticmethod
def link_object(context: Context, obj: Object) -> Object:
"""Link an object to the active collection"""
context.collection.objects.link(obj)
return obj
@staticmethod
def new_and_link_object(context: Context, name: str, object_data: Optional[Any]) -> Object:
"""Create a new object and link it to the active collection"""
return FnContext.link_object(context, bpy.data.objects.new(name=name, object_data=object_data))
@staticmethod
def duplicate_object(context: Context, object_to_duplicate: Object, target_count: int) -> List[Object]:
"""
Duplicate an object to reach the target count.
Args:
context: The context in which the duplication is performed
object_to_duplicate: The object to be duplicated
target_count: The desired count of duplicated objects
Returns:
A list of duplicated objects
"""
for o in context.selected_objects:
o.select_set(False)
object_to_duplicate.select_set(True)
assert len(context.selected_objects) == 1
assert context.selected_objects[0] == object_to_duplicate
last_selected_objects = result_objects = [object_to_duplicate]
while len(result_objects) < target_count:
bpy.ops.object.duplicate()
result_objects.extend(context.selected_objects)
remain = target_count - len(result_objects) - len(context.selected_objects)
if remain < 0:
last_selected_objects = context.selected_objects
for i in range(-remain):
last_selected_objects[i].select_set(False)
else:
for i in range(min(remain, len(last_selected_objects))):
last_selected_objects[i].select_set(True)
last_selected_objects = context.selected_objects
assert len(result_objects) == target_count
return result_objects
@staticmethod
def find_user_layer_collection_by_object(context: Context, target_object: Object) -> Optional[bpy.types.LayerCollection]:
"""
Find the layer collection containing the target object.
Args:
context: The Blender context
target_object: The target object to find the layer collection for
Returns:
The layer collection containing the target object, or None if not found
"""
scene_layer_collection: bpy.types.LayerCollection = context.view_layer.layer_collection
def find_layer_collection_by_name(layer_collection: bpy.types.LayerCollection, name: str) -> Optional[bpy.types.LayerCollection]:
if layer_collection.name == name:
return layer_collection
for child_layer_collection in layer_collection.children:
found = find_layer_collection_by_name(child_layer_collection, name)
if found is not None:
return found
return None
for user_collection in target_object.users_collection:
found = find_layer_collection_by_name(scene_layer_collection, user_collection.name)
if found is not None:
return found
return None
@staticmethod
@contextlib.contextmanager
def temp_override_active_layer_collection(context: Context, target_object: Object) -> Generator[Context, None, None]:
"""
Temporarily override the active layer collection to the one containing the target object.
Args:
context: The context to modify
target_object: The object whose collection should become active
Yields:
The modified context
"""
original_layer_collection = context.view_layer.active_layer_collection
target_layer_collection = FnContext.find_user_layer_collection_by_object(context, target_object)
if target_layer_collection is not None:
context.view_layer.active_layer_collection = target_layer_collection
try:
yield context
finally:
if context.view_layer.active_layer_collection.name != original_layer_collection.name:
context.view_layer.active_layer_collection = original_layer_collection
@staticmethod
@contextlib.contextmanager
def temp_override_objects(
context: Context,
active_object: Optional[Object] = None,
selected_objects: Optional[List[Object]] = None,
**keywords
) -> Generator[Context, None, None]:
"""Create a temporary context override for object operations using Blender 4.4+ temp_override."""
override_dict = {}
if active_object is not None:
override_dict["active_object"] = active_object
override_dict["object"] = active_object
if selected_objects is not None:
override_dict["selected_objects"] = selected_objects
override_dict["selected_editable_objects"] = selected_objects
override_dict.update(keywords)
with context.temp_override(**override_dict) as override_context:
yield override_context
@staticmethod
def get_preference(key: str, default: T = None) -> T:
"""
Get a preference value using Avatar Toolkit's preference system."""
return get_preference(key, default)
@staticmethod
def save_preference(key: str, value: Any) -> None:
"""Save a preference value using Avatar Toolkit's preference system."""
save_preference(key, value)
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@@ -0,0 +1,257 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import math
from typing import Optional
import bpy
from ..bpyutils import FnContext, Props
class FnCamera:
@staticmethod
def find_root(obj: bpy.types.Object) -> Optional[bpy.types.Object]:
if obj is None:
return None
if FnCamera.is_mmd_camera_root(obj):
return obj
if obj.parent is not None and FnCamera.is_mmd_camera_root(obj.parent):
return obj.parent
return None
@staticmethod
def is_mmd_camera(obj: bpy.types.Object) -> bool:
return obj.type == "CAMERA" and FnCamera.find_root(obj.parent) is not None
@staticmethod
def is_mmd_camera_root(obj: bpy.types.Object) -> bool:
return obj.type == "EMPTY" and obj.mmd_type == "CAMERA"
@staticmethod
def add_drivers(camera_object: bpy.types.Object):
def __add_driver(id_data: bpy.types.ID, data_path: str, expression: str, index: int = -1):
d = id_data.driver_add(data_path, index).driver
d.type = "SCRIPTED"
if "$empty_distance" in expression:
v = d.variables.new()
v.name = "empty_distance"
v.type = "TRANSFORMS"
v.targets[0].id = camera_object
v.targets[0].transform_type = "LOC_Y"
v.targets[0].transform_space = "LOCAL_SPACE"
expression = expression.replace("$empty_distance", v.name)
if "$is_perspective" in expression:
v = d.variables.new()
v.name = "is_perspective"
v.type = "SINGLE_PROP"
v.targets[0].id_type = "OBJECT"
v.targets[0].id = camera_object.parent
v.targets[0].data_path = "mmd_camera.is_perspective"
expression = expression.replace("$is_perspective", v.name)
if "$angle" in expression:
v = d.variables.new()
v.name = "angle"
v.type = "SINGLE_PROP"
v.targets[0].id_type = "OBJECT"
v.targets[0].id = camera_object.parent
v.targets[0].data_path = "mmd_camera.angle"
expression = expression.replace("$angle", v.name)
if "$sensor_height" in expression:
v = d.variables.new()
v.name = "sensor_height"
v.type = "SINGLE_PROP"
v.targets[0].id_type = "CAMERA"
v.targets[0].id = camera_object.data
v.targets[0].data_path = "sensor_height"
expression = expression.replace("$sensor_height", v.name)
d.expression = expression
__add_driver(camera_object.data, "ortho_scale", "25*abs($empty_distance)/45")
__add_driver(camera_object, "rotation_euler", "pi if $is_perspective == False and $empty_distance > 1e-5 else 0", index=1)
__add_driver(camera_object.data, "type", "not $is_perspective")
__add_driver(camera_object.data, "lens", "$sensor_height/tan($angle/2)/2")
@staticmethod
def remove_drivers(camera_object: bpy.types.Object):
camera_object.data.driver_remove("ortho_scale")
camera_object.driver_remove("rotation_euler")
camera_object.data.driver_remove("ortho_scale")
camera_object.data.driver_remove("lens")
class MigrationFnCamera:
@staticmethod
def update_mmd_camera():
for camera_object in bpy.data.objects:
if camera_object.type != "CAMERA":
continue
root_object = FnCamera.find_root(camera_object)
if root_object is None:
# It's not a MMD Camera
continue
FnCamera.remove_drivers(camera_object)
FnCamera.add_drivers(camera_object)
class MMDCamera:
def __init__(self, obj):
root_object = FnCamera.find_root(obj)
if root_object is None:
raise ValueError("%s is not MMDCamera" % str(obj))
self.__emptyObj = getattr(root_object, "original", obj)
@staticmethod
def isMMDCamera(obj: bpy.types.Object) -> bool:
return FnCamera.find_root(obj) is not None
@staticmethod
def addDrivers(cameraObj: bpy.types.Object):
FnCamera.add_drivers(cameraObj)
@staticmethod
def removeDrivers(cameraObj: bpy.types.Object):
if cameraObj.type != "CAMERA":
return
FnCamera.remove_drivers(cameraObj)
@staticmethod
def convertToMMDCamera(cameraObj: bpy.types.Object, scale=1.0):
if FnCamera.is_mmd_camera(cameraObj):
return MMDCamera(cameraObj)
empty = bpy.data.objects.new(name="MMD_Camera", object_data=None)
FnContext.link_object(FnContext.ensure_context(), empty)
cameraObj.parent = empty
cameraObj.data.sensor_fit = "VERTICAL"
cameraObj.data.lens_unit = "MILLIMETERS" # MILLIMETERS, FOV
cameraObj.data.ortho_scale = 25 * scale
cameraObj.data.clip_end = 500 * scale
setattr(cameraObj.data, Props.display_size, 5 * scale)
cameraObj.location = (0, -45 * scale, 0)
cameraObj.rotation_mode = "XYZ"
cameraObj.rotation_euler = (math.radians(90), 0, 0)
cameraObj.lock_location = (True, False, True)
cameraObj.lock_rotation = (True, True, True)
cameraObj.lock_scale = (True, True, True)
cameraObj.data.dof.focus_object = empty
FnCamera.add_drivers(cameraObj)
empty.location = (0, 0, 10 * scale)
empty.rotation_mode = "YXZ"
setattr(empty, Props.empty_display_size, 5 * scale)
empty.lock_scale = (True, True, True)
empty.mmd_type = "CAMERA"
empty.mmd_camera.angle = math.radians(30)
empty.mmd_camera.persp = True
return MMDCamera(empty)
@staticmethod
def newMMDCameraAnimation(cameraObj, cameraTarget=None, scale=1.0, min_distance=0.1):
scene = bpy.context.scene
mmd_cam = bpy.data.objects.new(name="Camera", object_data=bpy.data.cameras.new("Camera"))
FnContext.link_object(FnContext.ensure_context(), mmd_cam)
MMDCamera.convertToMMDCamera(mmd_cam, scale=scale)
mmd_cam_root = mmd_cam.parent
_camera_override_func = None
if cameraObj is None:
if scene.camera is None:
scene.camera = mmd_cam
return MMDCamera(mmd_cam_root)
_camera_override_func = lambda: scene.camera
_target_override_func = None
if cameraTarget is None:
_target_override_func = lambda camObj: camObj.data.dof.focus_object or camObj
action_name = mmd_cam_root.name
parent_action = bpy.data.actions.new(name=action_name)
distance_action = bpy.data.actions.new(name=action_name + "_dis")
FnCamera.remove_drivers(mmd_cam)
from math import atan
from mathutils import Matrix, Vector
render = scene.render
factor = (render.resolution_y * render.pixel_aspect_y) / (render.resolution_x * render.pixel_aspect_x)
matrix_rotation = Matrix(([1, 0, 0, 0], [0, 0, 1, 0], [0, -1, 0, 0], [0, 0, 0, 1]))
neg_z_vector = Vector((0, 0, -1))
frame_start, frame_end, frame_current = scene.frame_start, scene.frame_end + 1, scene.frame_current
frame_count = frame_end - frame_start
frames = range(frame_start, frame_end)
fcurves = []
for i in range(3):
fcurves.append(parent_action.fcurves.new(data_path="location", index=i)) # x, y, z
for i in range(3):
fcurves.append(parent_action.fcurves.new(data_path="rotation_euler", index=i)) # rx, ry, rz
fcurves.append(parent_action.fcurves.new(data_path="mmd_camera.angle")) # fov
fcurves.append(parent_action.fcurves.new(data_path="mmd_camera.is_perspective")) # persp
fcurves.append(distance_action.fcurves.new(data_path="location", index=1)) # dis
for c in fcurves:
c.keyframe_points.add(frame_count)
for f, x, y, z, rx, ry, rz, fov, persp, dis in zip(frames, *(c.keyframe_points for c in fcurves)):
scene.frame_set(f)
if _camera_override_func:
cameraObj = _camera_override_func()
if _target_override_func:
cameraTarget = _target_override_func(cameraObj)
cam_matrix_world = cameraObj.matrix_world
cam_target_loc = cameraTarget.matrix_world.translation
cam_rotation = (cam_matrix_world @ matrix_rotation).to_euler(mmd_cam_root.rotation_mode)
cam_vec = cam_matrix_world.to_3x3() @ neg_z_vector
if cameraObj.data.type == "ORTHO":
cam_dis = -(9 / 5) * cameraObj.data.ortho_scale
if cameraObj.data.sensor_fit != "VERTICAL":
if cameraObj.data.sensor_fit == "HORIZONTAL":
cam_dis *= factor
else:
cam_dis *= min(1, factor)
else:
target_vec = cam_target_loc - cam_matrix_world.translation
cam_dis = -max(target_vec.length * cam_vec.dot(target_vec.normalized()), min_distance)
cam_target_loc = cam_matrix_world.translation - cam_vec * cam_dis
tan_val = cameraObj.data.sensor_height / cameraObj.data.lens / 2
if cameraObj.data.sensor_fit != "VERTICAL":
ratio = cameraObj.data.sensor_width / cameraObj.data.sensor_height
if cameraObj.data.sensor_fit == "HORIZONTAL":
tan_val *= factor * ratio
else: # cameraObj.data.sensor_fit == 'AUTO'
tan_val *= min(ratio, factor * ratio)
x.co, y.co, z.co = ((f, i) for i in cam_target_loc)
rx.co, ry.co, rz.co = ((f, i) for i in cam_rotation)
dis.co = (f, cam_dis)
fov.co = (f, 2 * atan(tan_val))
persp.co = (f, cameraObj.data.type != "ORTHO")
persp.interpolation = "CONSTANT"
for kp in (x, y, z, rx, ry, rz, fov, dis):
kp.interpolation = "LINEAR"
FnCamera.add_drivers(mmd_cam)
mmd_cam_root.animation_data_create().action = parent_action
mmd_cam.animation_data_create().action = distance_action
scene.frame_set(frame_current)
return MMDCamera(mmd_cam_root)
def object(self):
return self.__emptyObj
def camera(self):
for i in self.__emptyObj.children:
if i.type == "CAMERA":
return i
raise KeyError
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
class MaterialNotFoundError(KeyError):
"""Exception raised when a material is not found in the scene"""
def __init__(self, *args: object) -> None:
"""Constructor for MaterialNotFoundError"""
super().__init__(*args)
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import bpy
from ..bpyutils import FnContext, Props
class MMDLamp:
def __init__(self, obj):
if MMDLamp.isLamp(obj):
obj = obj.parent
if obj and obj.type == "EMPTY" and obj.mmd_type == "LIGHT":
self.__emptyObj = obj
else:
raise ValueError("%s is not MMDLamp" % str(obj))
@staticmethod
def isLamp(obj):
return obj and obj.type in {"LIGHT", "LAMP"}
@staticmethod
def isMMDLamp(obj):
if MMDLamp.isLamp(obj):
obj = obj.parent
return obj and obj.type == "EMPTY" and obj.mmd_type == "LIGHT"
@staticmethod
def convertToMMDLamp(lampObj, scale=1.0):
if MMDLamp.isMMDLamp(lampObj):
return MMDLamp(lampObj)
empty = bpy.data.objects.new(name="MMD_Light", object_data=None)
FnContext.link_object(FnContext.ensure_context(), empty)
empty.rotation_mode = "XYZ"
empty.lock_rotation = (True, True, True)
setattr(empty, Props.empty_display_size, 0.4)
empty.scale = [10 * scale] * 3
empty.mmd_type = "LIGHT"
empty.location = (0, 0, 11 * scale)
lampObj.parent = empty
lampObj.data.color = (0.602, 0.602, 0.602)
lampObj.location = (0.5, -0.5, 1.0)
lampObj.rotation_mode = "XYZ"
lampObj.rotation_euler = (0, 0, 0)
lampObj.lock_rotation = (True, True, True)
constraint = lampObj.constraints.new(type="TRACK_TO")
constraint.name = "mmd_lamp_track"
constraint.target = empty
constraint.track_axis = "TRACK_NEGATIVE_Z"
constraint.up_axis = "UP_Y"
return MMDLamp(empty)
def object(self):
return self.__emptyObj
def lamp(self):
for i in self.__emptyObj.children:
if MMDLamp.isLamp(i):
return i
raise KeyError
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import logging
import os
from typing import TYPE_CHECKING, Callable, Iterable, Optional, Tuple, cast
import bpy
from mathutils import Vector
from ..bpyutils import FnContext
from .exceptions import MaterialNotFoundError
from .shader import _NodeGroupUtils
if TYPE_CHECKING:
from ..properties.material import MMDMaterial
# TODO: use enum instead of constants
SPHERE_MODE_OFF = 0
SPHERE_MODE_MULT = 1
SPHERE_MODE_ADD = 2
SPHERE_MODE_SUBTEX = 3
class _DummyTexture:
def __init__(self, image):
self.type = "IMAGE"
self.image = image
self.use_mipmap = True
class _DummyTextureSlot:
def __init__(self, image):
self.diffuse_color_factor = 1
self.uv_layer = ""
self.texture = _DummyTexture(image)
class FnMaterial:
__NODES_ARE_READONLY: bool = False
def __init__(self, material: bpy.types.Material):
self.__material = material
self._nodes_are_readonly = FnMaterial.__NODES_ARE_READONLY
@staticmethod
def set_nodes_are_readonly(nodes_are_readonly: bool):
FnMaterial.__NODES_ARE_READONLY = nodes_are_readonly
@classmethod
def from_material_id(cls, material_id: str):
for material in bpy.data.materials:
if material.mmd_material.material_id == material_id:
return cls(material)
return None
@staticmethod
def clean_materials(obj, can_remove: Callable[[bpy.types.Material], bool]):
materials = obj.data.materials
materials_pop = materials.pop
for i in sorted((x for x, m in enumerate(materials) if can_remove(m)), reverse=True):
m = materials_pop(index=i)
if m.users < 1:
bpy.data.materials.remove(m)
@staticmethod
def swap_materials(mesh_object: bpy.types.Object, mat1_ref: str | int, mat2_ref: str | int, reverse=False, swap_slots=False) -> Tuple[bpy.types.Material, bpy.types.Material]:
"""
This method will assign the polygons of mat1 to mat2.
If reverse is True it will also swap the polygons assigned to mat2 to mat1.
The reference to materials can be indexes or names
Finally it will also swap the material slots if the option is given.
Args:
mesh_object (bpy.types.Object): The mesh object
mat1_ref (str | int): The reference to the first material
mat2_ref (str | int): The reference to the second material
reverse (bool, optional): If true it will also swap the polygons assigned to mat2 to mat1. Defaults to False.
swap_slots (bool, optional): If true it will also swap the material slots. Defaults to False.
Retruns:
Tuple[bpy.types.Material, bpy.types.Material]: The swapped materials
Raises:
MaterialNotFoundError: If one of the materials is not found
"""
mesh = cast(bpy.types.Mesh, mesh_object.data)
try:
# Try to find the materials
mat1 = mesh.materials[mat1_ref]
mat2 = mesh.materials[mat2_ref]
if None in (mat1, mat2):
raise MaterialNotFoundError()
except (KeyError, IndexError) as exc:
# Wrap exceptions within our custom ones
raise MaterialNotFoundError() from exc
mat1_idx = mesh.materials.find(mat1.name)
mat2_idx = mesh.materials.find(mat2.name)
# Swap polygons
for poly in mesh.polygons:
if poly.material_index == mat1_idx:
poly.material_index = mat2_idx
elif reverse and poly.material_index == mat2_idx:
poly.material_index = mat1_idx
# Swap slots if specified
if swap_slots:
mesh_object.material_slots[mat1_idx].material = mat2
mesh_object.material_slots[mat2_idx].material = mat1
return mat1, mat2
@staticmethod
def fixMaterialOrder(meshObj: bpy.types.Object, material_names: Iterable[str]):
"""
This method will fix the material order. Which is lost after joining meshes.
"""
materials = cast(bpy.types.Mesh, meshObj.data).materials
for new_idx, mat in enumerate(material_names):
# Get the material that is currently on this index
other_mat = materials[new_idx]
if other_mat.name == mat:
continue # This is already in place
FnMaterial.swap_materials(meshObj, mat, new_idx, reverse=True, swap_slots=True)
@property
def material_id(self):
mmd_mat: MMDMaterial = self.__material.mmd_material
if mmd_mat.material_id < 0:
max_id = -1
for mat in bpy.data.materials:
max_id = max(max_id, mat.mmd_material.material_id)
mmd_mat.material_id = max_id + 1
return mmd_mat.material_id
@property
def material(self):
return self.__material
def __same_image_file(self, image, filepath):
if image and image.source == "FILE":
# pylint: disable=assignment-from-no-return
img_filepath = bpy.path.abspath(image.filepath) # image.filepath_from_user()
if img_filepath == filepath:
return True
# pylint: disable=bare-except
try:
return os.path.samefile(img_filepath, filepath)
except:
pass
return False
def _load_image(self, filepath):
img = next((i for i in bpy.data.images if self.__same_image_file(i, filepath)), None)
if img is None:
# pylint: disable=bare-except
try:
img = bpy.data.images.load(filepath)
except:
logging.warning("Cannot create a texture for %s. No such file.", filepath)
img = bpy.data.images.new(os.path.basename(filepath), 1, 1)
img.source = "FILE"
img.filepath = filepath
use_alpha = img.depth == 32 and img.file_format != "BMP"
if hasattr(img, "use_alpha"):
img.use_alpha = use_alpha
elif not use_alpha:
img.alpha_mode = "NONE"
return img
def update_toon_texture(self):
if self._nodes_are_readonly:
return
mmd_mat: MMDMaterial = self.__material.mmd_material
if mmd_mat.is_shared_toon_texture:
shared_toon_folder = FnContext.get_addon_preferences_attribute(FnContext.ensure_context(), "shared_toon_folder", "")
toon_path = os.path.join(shared_toon_folder, "toon%02d.bmp" % (mmd_mat.shared_toon_texture + 1))
self.create_toon_texture(bpy.path.resolve_ncase(path=toon_path))
elif mmd_mat.toon_texture != "":
self.create_toon_texture(mmd_mat.toon_texture)
else:
self.remove_toon_texture()
def _mix_diffuse_and_ambient(self, mmd_mat):
r, g, b = mmd_mat.diffuse_color
ar, ag, ab = mmd_mat.ambient_color
return [min(1.0, 0.5 * r + ar), min(1.0, 0.5 * g + ag), min(1.0, 0.5 * b + ab)]
def update_drop_shadow(self):
pass
def update_enabled_toon_edge(self):
if self._nodes_are_readonly:
return
self.update_edge_color()
def update_edge_color(self):
if self._nodes_are_readonly:
return
mat = self.__material
mmd_mat: MMDMaterial = mat.mmd_material
color, alpha = mmd_mat.edge_color[:3], mmd_mat.edge_color[3]
line_color = color + (min(alpha, int(mmd_mat.enabled_toon_edge)),)
if hasattr(mat, "line_color"): # freestyle line color
mat.line_color = line_color
mat_edge: bpy.types.Material = bpy.data.materials.get("mmd_edge." + mat.name, None)
if mat_edge:
mat_edge.mmd_material.edge_color = line_color
if mat.name.startswith("mmd_edge.") and mat.node_tree:
mmd_mat.ambient_color, mmd_mat.alpha = color, alpha
node_shader = mat.node_tree.nodes.get("mmd_edge_preview", None)
if node_shader and "Color" in node_shader.inputs:
node_shader.inputs["Color"].default_value = mmd_mat.edge_color
if node_shader and "Alpha" in node_shader.inputs:
node_shader.inputs["Alpha"].default_value = alpha
def update_edge_weight(self):
pass
def get_texture(self):
return self.__get_texture_node("mmd_base_tex", use_dummy=True)
def create_texture(self, filepath):
texture = self.__create_texture_node("mmd_base_tex", filepath, (-4, -1))
return _DummyTextureSlot(texture.image)
def remove_texture(self):
if self._nodes_are_readonly:
return
self.__remove_texture_node("mmd_base_tex")
def get_sphere_texture(self):
return self.__get_texture_node("mmd_sphere_tex", use_dummy=True)
def use_sphere_texture(self, use_sphere, obj=None):
if self._nodes_are_readonly:
return
if use_sphere:
self.update_sphere_texture_type(obj)
else:
self.__update_shader_input("Sphere Tex Fac", 0)
def create_sphere_texture(self, filepath, obj=None):
texture = self.__create_texture_node("mmd_sphere_tex", filepath, (-2, -2))
self.update_sphere_texture_type(obj)
return _DummyTextureSlot(texture.image)
def update_sphere_texture_type(self, obj=None):
if self._nodes_are_readonly:
return
sphere_texture_type = int(self.material.mmd_material.sphere_texture_type)
is_sph_add = sphere_texture_type == 2
if sphere_texture_type not in (1, 2, 3):
self.__update_shader_input("Sphere Tex Fac", 0)
else:
self.__update_shader_input("Sphere Tex Fac", 1)
self.__update_shader_input("Sphere Mul/Add", is_sph_add)
self.__update_shader_input("Sphere Tex", (0, 0, 0, 1) if is_sph_add else (1, 1, 1, 1))
texture = self.__get_texture_node("mmd_sphere_tex")
if texture and (not texture.inputs["Vector"].is_linked or texture.inputs["Vector"].links[0].from_node.name == "mmd_tex_uv"):
if hasattr(texture, "color_space"):
texture.color_space = "NONE" if is_sph_add else "COLOR"
elif hasattr(texture.image, "colorspace_settings"):
texture.image.colorspace_settings.name = "Linear Rec.709" if is_sph_add else "sRGB"
mat = self.material
nodes, links = mat.node_tree.nodes, mat.node_tree.links
if sphere_texture_type == 3:
if obj and obj.type == "MESH" and mat in tuple(obj.data.materials):
uv_layers = (l for l in obj.data.uv_layers if not l.name.startswith("_"))
next(uv_layers, None) # skip base UV
subtex_uv = getattr(next(uv_layers, None), "name", "")
if subtex_uv != "UV1":
logging.info(' * material(%s): object "%s" use UV "%s" for SubTex', mat.name, obj.name, subtex_uv)
links.new(nodes["mmd_tex_uv"].outputs["SubTex UV"], texture.inputs["Vector"])
else:
links.new(nodes["mmd_tex_uv"].outputs["Sphere UV"], texture.inputs["Vector"])
def remove_sphere_texture(self):
if self._nodes_are_readonly:
return
self.__remove_texture_node("mmd_sphere_tex")
def get_toon_texture(self):
return self.__get_texture_node("mmd_toon_tex", use_dummy=True)
def use_toon_texture(self, use_toon):
if self._nodes_are_readonly:
return
self.__update_shader_input("Toon Tex Fac", use_toon)
def create_toon_texture(self, filepath):
texture = self.__create_texture_node("mmd_toon_tex", filepath, (-3, -1.5))
return _DummyTextureSlot(texture.image)
def remove_toon_texture(self):
if self._nodes_are_readonly:
return
self.__remove_texture_node("mmd_toon_tex")
def __get_texture_node(self, node_name, use_dummy=False):
mat = self.material
texture = getattr(mat.node_tree, "nodes", {}).get(node_name, None)
if isinstance(texture, bpy.types.ShaderNodeTexImage):
return _DummyTexture(texture.image) if use_dummy else texture
return None
def __remove_texture_node(self, node_name):
mat = self.material
texture = getattr(mat.node_tree, "nodes", {}).get(node_name, None)
if isinstance(texture, bpy.types.ShaderNodeTexImage):
mat.node_tree.nodes.remove(texture)
mat.update_tag()
def __create_texture_node(self, node_name, filepath, pos):
texture = self.__get_texture_node(node_name)
if texture is None:
from mathutils import Vector
self.__update_shader_nodes()
nodes = self.material.node_tree.nodes
texture = nodes.new("ShaderNodeTexImage")
# pylint: disable=assignment-from-no-return
texture.label = bpy.path.display_name(node_name)
texture.name = node_name
texture.location = nodes["mmd_shader"].location + Vector((pos[0] * 210, pos[1] * 220))
texture.image = self._load_image(filepath)
self.__update_shader_nodes()
return texture
def update_ambient_color(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
mat.diffuse_color[:3] = self._mix_diffuse_and_ambient(mmd_mat)
self.__update_shader_input("Ambient Color", mmd_mat.ambient_color[:] + (1,))
def update_diffuse_color(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
mat.diffuse_color[:3] = self._mix_diffuse_and_ambient(mmd_mat)
self.__update_shader_input("Diffuse Color", mmd_mat.diffuse_color[:] + (1,))
def update_alpha(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
if hasattr(mat, "blend_method"):
mat.blend_method = "HASHED" # 'BLEND'
# mat.show_transparent_back = False
elif hasattr(mat, "transparency_method"):
mat.use_transparency = True
mat.transparency_method = "Z_TRANSPARENCY"
mat.game_settings.alpha_blend = "ALPHA"
if hasattr(mat, "alpha"):
mat.alpha = mmd_mat.alpha
elif len(mat.diffuse_color) > 3:
mat.diffuse_color[3] = mmd_mat.alpha
self.__update_shader_input("Alpha", mmd_mat.alpha)
self.update_self_shadow_map()
def update_specular_color(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
mat.specular_color = mmd_mat.specular_color
self.__update_shader_input("Specular Color", mmd_mat.specular_color[:] + (1,))
def update_shininess(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
mat.roughness = 1 / pow(max(mmd_mat.shininess, 1), 0.37)
if hasattr(mat, "metallic"):
mat.metallic = pow(1 - mat.roughness, 2.7)
if hasattr(mat, "specular_hardness"):
mat.specular_hardness = mmd_mat.shininess
self.__update_shader_input("Reflect", mmd_mat.shininess)
def update_is_double_sided(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
if hasattr(mat, "game_settings"):
mat.game_settings.use_backface_culling = not mmd_mat.is_double_sided
elif hasattr(mat, "use_backface_culling"):
mat.use_backface_culling = not mmd_mat.is_double_sided
self.__update_shader_input("Double Sided", mmd_mat.is_double_sided)
def update_self_shadow_map(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
cast_shadows = mmd_mat.enabled_self_shadow_map if mmd_mat.alpha > 1e-3 else False
if hasattr(mat, "shadow_method"):
mat.shadow_method = "HASHED" if cast_shadows else "NONE"
def update_self_shadow(self):
if self._nodes_are_readonly:
return
mat = self.material
mmd_mat = mat.mmd_material
self.__update_shader_input("Self Shadow", mmd_mat.enabled_self_shadow)
@staticmethod
def convert_to_mmd_material(material, context=bpy.context):
m, mmd_material = material, material.mmd_material
if m.use_nodes and next((n for n in m.node_tree.nodes if n.name.startswith("mmd_")), None) is None:
def search_tex_image_node(node: bpy.types.ShaderNode):
if node.type == "TEX_IMAGE":
return node
for node_input in node.inputs:
if not node_input.is_linked:
continue
child = search_tex_image_node(node_input.links[0].from_node)
if child is not None:
return child
return None
if hasattr(context, "engine"):
active_render_engine = context.engine
else:
# use ALL anyway
active_render_engine = "ALL"
preferred_output_node_target = {
"CYCLES": "CYCLES",
"BLENDER_EEVEE_NEXT": "EEVEE",
}.get(active_render_engine, "ALL")
tex_node = None
for target in [preferred_output_node_target, "ALL"]:
output_node = m.node_tree.get_output_node(target)
if output_node is None:
continue
if not output_node.inputs[0].is_linked:
continue
tex_node = search_tex_image_node(output_node.inputs[0].links[0].from_node)
break
if tex_node is None:
tex_node = next((n for n in m.node_tree.nodes if n.bl_idname == "ShaderNodeTexImage"), None)
if tex_node:
tex_node.name = "mmd_base_tex"
else:
# Take the Base Color from BSDF if there's no texture
bsdf_node = next((n for n in m.node_tree.nodes if n.type.startswith('BSDF_')), None)
if bsdf_node:
base_color_input = bsdf_node.inputs.get('Base Color') or bsdf_node.inputs.get('Color')
if base_color_input:
mmd_material.diffuse_color = base_color_input.default_value[:3]
# ambient should be half the diffuse
mmd_material.ambient_color = [x * 0.5 for x in mmd_material.diffuse_color]
shadow_method = getattr(m, "shadow_method", None)
if mmd_material.diffuse_color is None:
mmd_material.diffuse_color = m.diffuse_color[:3]
if hasattr(m, "alpha"):
mmd_material.alpha = m.alpha
elif len(m.diffuse_color) > 3:
mmd_material.alpha = m.diffuse_color[3]
mmd_material.specular_color = m.specular_color
if hasattr(m, "specular_hardness"):
mmd_material.shininess = m.specular_hardness
else:
mmd_material.shininess = pow(1 / max(m.roughness, 0.099), 1 / 0.37)
if hasattr(m, "game_settings"):
mmd_material.is_double_sided = not m.game_settings.use_backface_culling
elif hasattr(m, "use_backface_culling"):
mmd_material.is_double_sided = not m.use_backface_culling
if shadow_method:
mmd_material.enabled_self_shadow_map = (shadow_method != "NONE") and mmd_material.alpha > 1e-3
mmd_material.enabled_self_shadow = shadow_method != "NONE"
# delete bsdf node if it's there
if m.use_nodes:
nodes_to_remove = [n for n in m.node_tree.nodes if n.type == 'BSDF_PRINCIPLED' or n.type.startswith('BSDF_')]
for n in nodes_to_remove:
m.node_tree.nodes.remove(n)
def __update_shader_input(self, name, val):
mat = self.material
if mat.name.startswith("mmd_"): # skip mmd_edge.*
return
self.__update_shader_nodes()
shader = mat.node_tree.nodes.get("mmd_shader", None)
if shader and name in shader.inputs:
interface_socket = shader.node_tree.interface.items_tree[name]
if hasattr(interface_socket, "min_value"):
val = min(max(val, interface_socket.min_value), interface_socket.max_value)
shader.inputs[name].default_value = val
def __update_shader_nodes(self):
mat = self.material
if mat.node_tree is None:
mat.use_nodes = True
mat.node_tree.nodes.clear()
nodes, links = mat.node_tree.nodes, mat.node_tree.links
class _Dummy:
default_value, is_linked = None, True
node_shader = nodes.get("mmd_shader", None)
if node_shader is None:
node_shader: bpy.types.ShaderNodeGroup = nodes.new("ShaderNodeGroup")
node_shader.name = "mmd_shader"
node_shader.location = (0, 1500)
node_shader.width = 200
node_shader.node_tree = self.__get_shader()
mmd_mat: MMDMaterial = mat.mmd_material
node_shader.inputs.get("Ambient Color", _Dummy).default_value = mmd_mat.ambient_color[:] + (1,)
node_shader.inputs.get("Diffuse Color", _Dummy).default_value = mmd_mat.diffuse_color[:] + (1,)
node_shader.inputs.get("Specular Color", _Dummy).default_value = mmd_mat.specular_color[:] + (1,)
node_shader.inputs.get("Reflect", _Dummy).default_value = mmd_mat.shininess
node_shader.inputs.get("Alpha", _Dummy).default_value = mmd_mat.alpha
node_shader.inputs.get("Double Sided", _Dummy).default_value = mmd_mat.is_double_sided
node_shader.inputs.get("Self Shadow", _Dummy).default_value = mmd_mat.enabled_self_shadow
self.update_sphere_texture_type()
node_uv = nodes.get("mmd_tex_uv", None)
if node_uv is None:
node_uv: bpy.types.ShaderNodeGroup = nodes.new("ShaderNodeGroup")
node_uv.name = "mmd_tex_uv"
node_uv.location = node_shader.location + Vector((-5 * 210, -2.5 * 220))
node_uv.node_tree = self.__get_shader_uv()
if not (node_shader.outputs["Shader"].is_linked or node_shader.outputs["Color"].is_linked or node_shader.outputs["Alpha"].is_linked):
node_output = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeOutputMaterial) and n.is_active_output), None)
if node_output is None:
node_output: bpy.types.ShaderNodeOutputMaterial = nodes.new("ShaderNodeOutputMaterial")
node_output.is_active_output = True
node_output.location = node_shader.location + Vector((400, 0))
links.new(node_shader.outputs["Shader"], node_output.inputs["Surface"])
for name_id in ("Base", "Toon", "Sphere"):
texture = self.__get_texture_node("mmd_%s_tex" % name_id.lower())
if texture:
name_tex_in, name_alpha_in, name_uv_out = (name_id + x for x in (" Tex", " Alpha", " UV"))
if not node_shader.inputs.get(name_tex_in, _Dummy).is_linked:
links.new(texture.outputs["Color"], node_shader.inputs[name_tex_in])
if not node_shader.inputs.get(name_alpha_in, _Dummy).is_linked:
links.new(texture.outputs["Alpha"], node_shader.inputs[name_alpha_in])
if not texture.inputs["Vector"].is_linked:
links.new(node_uv.outputs[name_uv_out], texture.inputs["Vector"])
def __get_shader_uv(self):
group_name = "MMDTexUV"
shader: bpy.types.ShaderNodeTree = bpy.data.node_groups.get(group_name, None) or bpy.data.node_groups.new(name=group_name, type="ShaderNodeTree")
if len(shader.nodes):
return shader
ng = _NodeGroupUtils(shader)
############################################################################
_node_output: bpy.types.NodeGroupOutput = ng.new_node("NodeGroupOutput", (6, 0))
tex_coord: bpy.types.ShaderNodeTexCoord = ng.new_node("ShaderNodeTexCoord", (0, 0))
tex_coord1: bpy.types.ShaderNodeUVMap = ng.new_node("ShaderNodeUVMap", (4, -2))
tex_coord1.uv_map = "UV1"
vec_trans: bpy.types.ShaderNodeVectorTransform = ng.new_node("ShaderNodeVectorTransform", (1, -1))
vec_trans.vector_type = "NORMAL"
vec_trans.convert_from = "OBJECT"
vec_trans.convert_to = "CAMERA"
node_vector: bpy.types.ShaderNodeMapping = ng.new_node("ShaderNodeMapping", (2, -1))
node_vector.vector_type = "POINT"
node_vector.inputs["Location"].default_value = (0.5, 0.5, 0.0)
node_vector.inputs["Scale"].default_value = (0.5, 0.5, 1.0)
links = ng.links
links.new(tex_coord.outputs["Normal"], vec_trans.inputs["Vector"])
links.new(vec_trans.outputs["Vector"], node_vector.inputs["Vector"])
ng.new_output_socket("Base UV", tex_coord.outputs["UV"])
ng.new_output_socket("Toon UV", node_vector.outputs["Vector"])
ng.new_output_socket("Sphere UV", node_vector.outputs["Vector"])
ng.new_output_socket("SubTex UV", tex_coord1.outputs["UV"])
return shader
def __get_shader(self):
group_name = "MMDShaderDev"
shader: bpy.types.ShaderNodeTree = bpy.data.node_groups.get(group_name, None) or bpy.data.node_groups.new(name=group_name, type="ShaderNodeTree")
if len(shader.nodes):
return shader
ng = _NodeGroupUtils(shader)
############################################################################
node_input: bpy.types.NodeGroupInput = ng.new_node("NodeGroupInput", (-5, -1))
_node_output: bpy.types.NodeGroupOutput = ng.new_node("NodeGroupOutput", (11, 1))
node_diffuse: bpy.types.ShaderNodeMath = ng.new_mix_node("ADD", (-3, 4), fac=0.6)
node_diffuse.use_clamp = True
node_tex: bpy.types.ShaderNodeMath = ng.new_mix_node("MULTIPLY", (-2, 3.5))
node_toon: bpy.types.ShaderNodeMath = ng.new_mix_node("MULTIPLY", (-1, 3))
node_sph: bpy.types.ShaderNodeMath = ng.new_mix_node("MULTIPLY", (0, 2.5))
node_spa: bpy.types.ShaderNodeMath = ng.new_mix_node("ADD", (0, 1.5))
node_sphere: bpy.types.ShaderNodeMath = ng.new_mix_node("MIX", (1, 1))
node_geo: bpy.types.ShaderNodeNewGeometry = ng.new_node("ShaderNodeNewGeometry", (6, 3.5))
node_invert: bpy.types.ShaderNodeMath = ng.new_math_node("LESS_THAN", (7, 3))
node_cull: bpy.types.ShaderNodeMath = ng.new_math_node("MAXIMUM", (8, 2.5))
node_alpha: bpy.types.ShaderNodeMath = ng.new_math_node("MINIMUM", (9, 2))
node_alpha.use_clamp = True
node_alpha_tex: bpy.types.ShaderNodeMath = ng.new_math_node("MULTIPLY", (-1, -2))
node_alpha_toon: bpy.types.ShaderNodeMath = ng.new_math_node("MULTIPLY", (0, -2.5))
node_alpha_sph: bpy.types.ShaderNodeMath = ng.new_math_node("MULTIPLY", (1, -3))
node_reflect: bpy.types.ShaderNodeMath = ng.new_math_node("DIVIDE", (7, -1.5), value1=1)
node_reflect.use_clamp = True
shader_diffuse: bpy.types.ShaderNodeBsdfDiffuse = ng.new_node("ShaderNodeBsdfDiffuse", (8, 0))
shader_glossy: bpy.types.ShaderNodeBsdfAnisotropic = ng.new_node("ShaderNodeBsdfAnisotropic", (8, -1))
shader_base_mix: bpy.types.ShaderNodeMixShader = ng.new_node("ShaderNodeMixShader", (9, 0))
shader_base_mix.inputs["Fac"].default_value = 0.02
shader_trans: bpy.types.ShaderNodeBsdfTransparent = ng.new_node("ShaderNodeBsdfTransparent", (9, 1))
shader_alpha_mix: bpy.types.ShaderNodeMixShader = ng.new_node("ShaderNodeMixShader", (10, 1))
links = ng.links
links.new(node_reflect.outputs["Value"], shader_glossy.inputs["Roughness"])
links.new(shader_diffuse.outputs["BSDF"], shader_base_mix.inputs[1])
links.new(shader_glossy.outputs["BSDF"], shader_base_mix.inputs[2])
links.new(node_diffuse.outputs["Color"], node_tex.inputs["Color1"])
links.new(node_tex.outputs["Color"], node_toon.inputs["Color1"])
links.new(node_toon.outputs["Color"], node_sph.inputs["Color1"])
links.new(node_toon.outputs["Color"], node_spa.inputs["Color1"])
links.new(node_sph.outputs["Color"], node_sphere.inputs["Color1"])
links.new(node_spa.outputs["Color"], node_sphere.inputs["Color2"])
links.new(node_sphere.outputs["Color"], shader_diffuse.inputs["Color"])
links.new(node_geo.outputs["Backfacing"], node_invert.inputs[0])
links.new(node_invert.outputs["Value"], node_cull.inputs[0])
links.new(node_cull.outputs["Value"], node_alpha.inputs[0])
links.new(node_alpha_tex.outputs["Value"], node_alpha_toon.inputs[0])
links.new(node_alpha_toon.outputs["Value"], node_alpha_sph.inputs[0])
links.new(node_alpha_sph.outputs["Value"], node_alpha.inputs[1])
links.new(node_alpha.outputs["Value"], shader_alpha_mix.inputs["Fac"])
links.new(shader_trans.outputs["BSDF"], shader_alpha_mix.inputs[1])
links.new(shader_base_mix.outputs["Shader"], shader_alpha_mix.inputs[2])
############################################################################
ng.new_input_socket("Ambient Color", node_diffuse.inputs["Color1"], (0.4, 0.4, 0.4, 1))
ng.new_input_socket("Diffuse Color", node_diffuse.inputs["Color2"], (0.8, 0.8, 0.8, 1))
# ↓ specular should be disabled by default
ng.new_input_socket("Specular Color", shader_glossy.inputs["Color"], (0.0, 0.0, 0.0, 1))
ng.new_input_socket("Reflect", node_reflect.inputs[1], 50, min_max=(1, 512))
ng.new_input_socket("Base Tex Fac", node_tex.inputs["Fac"], 1)
ng.new_input_socket("Base Tex", node_tex.inputs["Color2"], (1, 1, 1, 1))
ng.new_input_socket("Toon Tex Fac", node_toon.inputs["Fac"], 1)
ng.new_input_socket("Toon Tex", node_toon.inputs["Color2"], (1, 1, 1, 1))
ng.new_input_socket("Sphere Tex Fac", node_sph.inputs["Fac"], 1)
ng.new_input_socket("Sphere Tex", node_sph.inputs["Color2"], (1, 1, 1, 1))
ng.new_input_socket("Sphere Mul/Add", node_sphere.inputs["Fac"], 0)
ng.new_input_socket("Double Sided", node_cull.inputs[1], 0, min_max=(0, 1))
ng.new_input_socket("Alpha", node_alpha_tex.inputs[0], 1, min_max=(0, 1))
ng.new_input_socket("Base Alpha", node_alpha_tex.inputs[1], 1, min_max=(0, 1))
ng.new_input_socket("Toon Alpha", node_alpha_toon.inputs[1], 1, min_max=(0, 1))
ng.new_input_socket("Sphere Alpha", node_alpha_sph.inputs[1], 1, min_max=(0, 1))
links.new(node_input.outputs["Sphere Tex Fac"], node_spa.inputs["Fac"])
links.new(node_input.outputs["Sphere Tex"], node_spa.inputs["Color2"])
ng.new_output_socket("Shader", shader_alpha_mix.outputs["Shader"])
ng.new_output_socket("Color", node_sphere.outputs["Color"])
ng.new_output_socket("Alpha", node_alpha.outputs["Value"])
return shader
class MigrationFnMaterial:
@staticmethod
def update_mmd_shader():
mmd_shader_node_tree: Optional[bpy.types.NodeTree] = bpy.data.node_groups.get("MMDShaderDev")
if mmd_shader_node_tree is None:
return
ng = _NodeGroupUtils(mmd_shader_node_tree)
if "Color" in ng.node_output.inputs:
return
shader_diffuse: bpy.types.ShaderNodeBsdfDiffuse = [n for n in mmd_shader_node_tree.nodes if n.type == "BSDF_DIFFUSE"][0]
node_sphere: bpy.types.ShaderNodeMixRGB = shader_diffuse.inputs["Color"].links[0].from_node
node_output: bpy.types.NodeGroupOutput = ng.node_output
shader_alpha_mix: bpy.types.ShaderNodeMixShader = node_output.inputs["Shader"].links[0].from_node
node_alpha: bpy.types.ShaderNodeMath = shader_alpha_mix.inputs["Fac"].links[0].from_node
ng.new_output_socket("Color", node_sphere.outputs["Color"])
ng.new_output_socket("Alpha", node_alpha.outputs["Value"])
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import logging
import re
from typing import TYPE_CHECKING, Tuple, cast
import bpy
from .. import bpyutils, utils
from ..bpyutils import FnContext, FnObject, TransformConstraintOp
if TYPE_CHECKING:
from .model import Model
class FnMorph:
def __init__(self, morph, model: "Model"):
self.__morph = morph
self.__rig = model
@classmethod
def storeShapeKeyOrder(cls, obj, shape_key_names):
if len(shape_key_names) < 1:
return
assert FnContext.get_active_object(FnContext.ensure_context()) == obj
if obj.data.shape_keys is None:
bpy.ops.object.shape_key_add()
def __move_to_bottom(key_blocks, name):
obj.active_shape_key_index = key_blocks.find(name)
bpy.ops.object.shape_key_move(type="BOTTOM")
key_blocks = obj.data.shape_keys.key_blocks
for name in shape_key_names:
if name not in key_blocks:
obj.shape_key_add(name=name, from_mix=False)
elif len(key_blocks) > 1:
__move_to_bottom(key_blocks, name)
@classmethod
def fixShapeKeyOrder(cls, obj, shape_key_names):
if len(shape_key_names) < 1:
return
assert FnContext.get_active_object(FnContext.ensure_context()) == obj
key_blocks = getattr(obj.data.shape_keys, "key_blocks", None)
if key_blocks is None:
return
for name in shape_key_names:
idx = key_blocks.find(name)
if idx < 0:
continue
obj.active_shape_key_index = idx
bpy.ops.object.shape_key_move(type="BOTTOM")
@staticmethod
def get_morph_slider(rig):
return _MorphSlider(rig)
@staticmethod
def category_guess(morph):
name_lower = morph.name.lower()
if "mouth" in name_lower:
morph.category = "MOUTH"
elif "eye" in name_lower:
if "brow" in name_lower:
morph.category = "EYEBROW"
else:
morph.category = "EYE"
@classmethod
def load_morphs(cls, rig):
mmd_root = rig.rootObject().mmd_root
vertex_morphs = mmd_root.vertex_morphs
uv_morphs = mmd_root.uv_morphs
for obj in rig.meshes():
for kb in getattr(obj.data.shape_keys, "key_blocks", ())[1:]:
if not kb.name.startswith("mmd_") and kb.name not in vertex_morphs:
item = vertex_morphs.add()
item.name = kb.name
item.name_e = kb.name
cls.category_guess(item)
for g, name, x in FnMorph.get_uv_morph_vertex_groups(obj):
if name not in uv_morphs:
item = uv_morphs.add()
item.name = item.name_e = name
item.data_type = "VERTEX_GROUP"
cls.category_guess(item)
@staticmethod
def remove_shape_key(mesh_object: bpy.types.Object, shape_key_name: str):
assert isinstance(mesh_object.data, bpy.types.Mesh)
shape_keys = mesh_object.data.shape_keys
if shape_keys is None:
return
key_blocks = shape_keys.key_blocks
if key_blocks and shape_key_name in key_blocks:
FnObject.mesh_remove_shape_key(mesh_object, key_blocks[shape_key_name])
@staticmethod
def copy_shape_key(mesh_object: bpy.types.Object, src_name: str, dest_name: str):
assert isinstance(mesh_object.data, bpy.types.Mesh)
shape_keys = mesh_object.data.shape_keys
if shape_keys is None:
return
key_blocks = shape_keys.key_blocks
if src_name not in key_blocks:
return
if dest_name in key_blocks:
FnObject.mesh_remove_shape_key(mesh_object, key_blocks[dest_name])
mesh_object.active_shape_key_index = key_blocks.find(src_name)
mesh_object.show_only_shape_key, last = True, mesh_object.show_only_shape_key
mesh_object.shape_key_add(name=dest_name, from_mix=True)
mesh_object.show_only_shape_key = last
mesh_object.active_shape_key_index = key_blocks.find(dest_name)
@staticmethod
def get_uv_morph_vertex_groups(obj, morph_name=None, offset_axes="XYZW"):
pattern = "UV_%s[+-][%s]$" % (morph_name or ".{1,}", offset_axes or "XYZW")
# yield (vertex_group, morph_name, axis),...
return ((g, g.name[3:-2], g.name[-2:]) for g in obj.vertex_groups if re.match(pattern, g.name))
@staticmethod
def copy_uv_morph_vertex_groups(obj, src_name, dest_name):
for vg, n, x in FnMorph.get_uv_morph_vertex_groups(obj, dest_name):
obj.vertex_groups.remove(vg)
for vg_name in tuple(i[0].name for i in FnMorph.get_uv_morph_vertex_groups(obj, src_name)):
obj.vertex_groups.active = obj.vertex_groups[vg_name]
with bpy.context.temp_override(object=obj, window=bpy.context.window, region=bpy.context.region):
bpy.ops.object.vertex_group_copy()
obj.vertex_groups.active.name = vg_name.replace(src_name, dest_name)
@staticmethod
def overwrite_bone_morphs_from_action_pose(armature_object):
armature = armature_object.id_data
# Use animation_data and action instead of action_pose
if armature.animation_data is None or armature.animation_data.action is None:
logging.warning('[WARNING] armature "%s" has no animation data or action', armature_object.name)
return
action = armature.animation_data.action
pose_markers = action.pose_markers
if not pose_markers:
return
root = armature_object.parent
mmd_root = root.mmd_root
bone_morphs = mmd_root.bone_morphs
utils.selectAObject(armature_object)
original_mode = bpy.context.object.mode
bpy.ops.object.mode_set(mode="POSE")
try:
for index, pose_marker in enumerate(pose_markers):
bone_morph = next(iter([m for m in bone_morphs if m.name == pose_marker.name]), None)
if bone_morph is None:
bone_morph = bone_morphs.add()
bone_morph.name = pose_marker.name
bpy.ops.pose.select_all(action="SELECT")
bpy.ops.pose.transforms_clear()
frame = pose_marker.frame
bpy.context.scene.frame_set(int(frame))
mmd_root.active_morph = bone_morphs.find(bone_morph.name)
bpy.ops.mmd_tools.apply_bone_morph()
bpy.ops.pose.transforms_clear()
finally:
bpy.ops.object.mode_set(mode=original_mode)
utils.selectAObject(root)
@staticmethod
def clean_uv_morph_vertex_groups(obj):
# remove empty vertex groups of uv morphs
vg_indices = {g.index for g, n, x in FnMorph.get_uv_morph_vertex_groups(obj)}
vertex_groups = obj.vertex_groups
for v in obj.data.vertices:
for x in v.groups:
if x.group in vg_indices and x.weight > 0:
vg_indices.remove(x.group)
for i in sorted(vg_indices, reverse=True):
vg = vertex_groups[i]
m = obj.modifiers.get("mmd_bind%s" % hash(vg.name), None)
if m:
obj.modifiers.remove(m)
vertex_groups.remove(vg)
@staticmethod
def get_uv_morph_offset_map(obj, morph):
offset_map = {} # offset_map[vertex_index] = offset_xyzw
if morph.data_type == "VERTEX_GROUP":
scale = morph.vertex_group_scale
axis_map = {g.index: x for g, n, x in FnMorph.get_uv_morph_vertex_groups(obj, morph.name)}
for v in obj.data.vertices:
i = v.index
for x in v.groups:
if x.group in axis_map and x.weight > 0:
axis, weight = axis_map[x.group], x.weight
d = offset_map.setdefault(i, [0, 0, 0, 0])
d["XYZW".index(axis[1])] += -weight * scale if axis[0] == "-" else weight * scale
else:
for val in morph.data:
i = val.index
if i in offset_map:
offset_map[i] = [a + b for a, b in zip(offset_map[i], val.offset)]
else:
offset_map[i] = val.offset
return offset_map
@staticmethod
def store_uv_morph_data(obj, morph, offsets=None, offset_axes="XYZW"):
vertex_groups = obj.vertex_groups
morph_name = getattr(morph, "name", None)
if offset_axes:
for vg, n, x in FnMorph.get_uv_morph_vertex_groups(obj, morph_name, offset_axes):
vertex_groups.remove(vg)
if not morph_name or not offsets:
return
axis_indices = tuple("XYZW".index(x) for x in offset_axes) or tuple(range(4))
offset_map = FnMorph.get_uv_morph_offset_map(obj, morph) if offset_axes else {}
for data in offsets:
idx, offset = data.index, data.offset
for i in axis_indices:
offset_map.setdefault(idx, [0, 0, 0, 0])[i] += round(offset[i], 5)
max_value = max(max(abs(x) for x in v) for v in offset_map.values() or ([0],))
scale = morph.vertex_group_scale = max(abs(morph.vertex_group_scale), max_value)
for idx, offset in offset_map.items():
for val, axis in zip(offset, "XYZW"):
if abs(val) > 1e-4:
vg_name = "UV_{0}{1}{2}".format(morph_name, "-" if val < 0 else "+", axis)
vg = vertex_groups.get(vg_name, None) or vertex_groups.new(name=vg_name)
vg.add(index=[idx], weight=abs(val) / scale, type="REPLACE")
def update_mat_related_mesh(self, new_mesh=None):
for offset in self.__morph.data:
# Use the new_mesh if provided
meshObj = new_mesh
if new_mesh is None:
# Try to find the mesh by material name
meshObj = self.__rig.findMesh(offset.material)
if meshObj is None:
# Given this point we need to loop through all the meshes
for mesh in self.__rig.meshes():
if mesh.data.materials.find(offset.material) >= 0:
meshObj = mesh
break
# Finally update the reference
if meshObj is not None:
offset.related_mesh = meshObj.data.name
@staticmethod
def clean_duplicated_material_morphs(mmd_root_object: bpy.types.Object):
"""Clean duplicated material_morphs and data from mmd_root_object.mmd_root.material_morphs[].data[]"""
mmd_root = mmd_root_object.mmd_root
def morph_data_equals(l, r) -> bool:
return (
l.related_mesh_data == r.related_mesh_data
and l.offset_type == r.offset_type
and l.material == r.material
and all(a == b for a, b in zip(l.diffuse_color, r.diffuse_color))
and all(a == b for a, b in zip(l.specular_color, r.specular_color))
and l.shininess == r.shininess
and all(a == b for a, b in zip(l.ambient_color, r.ambient_color))
and all(a == b for a, b in zip(l.edge_color, r.edge_color))
and l.edge_weight == r.edge_weight
and all(a == b for a, b in zip(l.texture_factor, r.texture_factor))
and all(a == b for a, b in zip(l.sphere_texture_factor, r.sphere_texture_factor))
and all(a == b for a, b in zip(l.toon_texture_factor, r.toon_texture_factor))
)
def morph_equals(l, r) -> bool:
return len(l.data) == len(r.data) and all(morph_data_equals(a, b) for a, b in zip(l.data, r.data))
# Remove duplicated mmd_root.material_morphs.data[]
for material_morph in mmd_root.material_morphs:
save_materil_morph_datas = []
remove_material_morph_data_indices = []
for index, material_morph_data in enumerate(material_morph.data):
if any(morph_data_equals(material_morph_data, saved_material_morph_data) for saved_material_morph_data in save_materil_morph_datas):
remove_material_morph_data_indices.append(index)
continue
save_materil_morph_datas.append(material_morph_data)
for index in reversed(remove_material_morph_data_indices):
material_morph.data.remove(index)
# Mark duplicated mmd_root.material_morphs[]
save_material_morphs = []
remove_material_morph_names = []
for material_morph in sorted(mmd_root.material_morphs, key=lambda m: m.name):
if any(morph_equals(material_morph, saved_material_morph) for saved_material_morph in save_material_morphs):
remove_material_morph_names.append(material_morph.name)
continue
save_material_morphs.append(material_morph)
# Remove marked mmd_root.material_morphs[]
for material_morph_name in remove_material_morph_names:
mmd_root.material_morphs.remove(mmd_root.material_morphs.find(material_morph_name))
class _MorphSlider:
def __init__(self, model: "Model"):
self.__rig = model
def placeholder(self, create=False, binded=False):
rig = self.__rig
root = rig.rootObject()
obj = next((x for x in root.children if x.mmd_type == "PLACEHOLDER" and x.type == "MESH"), None)
if create and obj is None:
obj = bpy.data.objects.new(name=".placeholder", object_data=bpy.data.meshes.new(".placeholder"))
obj.mmd_type = "PLACEHOLDER"
obj.parent = root
FnContext.link_object(FnContext.ensure_context(), obj)
if obj and obj.data.shape_keys is None:
key = obj.shape_key_add(name="--- morph sliders ---")
key.mute = True
obj.active_shape_key_index = 0
if binded and obj and obj.data.shape_keys.key_blocks[0].mute:
return None
return obj
@property
def dummy_armature(self):
obj = self.placeholder()
return self.__dummy_armature(obj) if obj else None
def __dummy_armature(self, obj, create=False):
arm = next((x for x in obj.children if x.mmd_type == "PLACEHOLDER" and x.type == "ARMATURE"), None)
if create and arm is None:
arm = bpy.data.objects.new(name=".dummy_armature", object_data=bpy.data.armatures.new(name=".dummy_armature"))
arm.mmd_type = "PLACEHOLDER"
arm.parent = obj
FnContext.link_object(FnContext.ensure_context(), arm)
from .bone import FnBone
FnBone.setup_special_bone_collections(arm)
return arm
def get(self, morph_name):
obj = self.placeholder()
if obj is None:
return None
key_blocks = obj.data.shape_keys.key_blocks
if key_blocks[0].mute:
return None
return key_blocks.get(morph_name, None)
def create(self):
self.__rig.loadMorphs()
obj = self.placeholder(create=True)
self.__load(obj, self.__rig.rootObject().mmd_root)
return obj
def __load(self, obj, mmd_root):
attr_list = ("group", "vertex", "bone", "uv", "material")
morph_sliders = obj.data.shape_keys.key_blocks
for m in (x for attr in attr_list for x in getattr(mmd_root, attr + "_morphs", ())):
name = m.name
# if name[-1] == '\\': # fix driver's bug???
# m.name = name = name + ' '
if name and name not in morph_sliders:
obj.shape_key_add(name=name, from_mix=False)
@staticmethod
def __driver_variables(id_data, path, index=-1):
d = id_data.driver_add(path, index)
variables = d.driver.variables
for x in variables:
variables.remove(x)
return d.driver, variables
@staticmethod
def __add_single_prop(variables, id_obj, data_path, prefix):
var = variables.new()
var.name = f"{prefix}{len(variables)}"
var.type = "SINGLE_PROP"
target = var.targets[0]
target.id_type = "OBJECT"
target.id = id_obj
target.data_path = data_path
return var
@staticmethod
def __shape_key_driver_check(key_block, resolve_path=False):
if resolve_path:
try:
key_block.id_data.path_resolve(key_block.path_from_id())
except ValueError:
return False
if not key_block.id_data.animation_data:
return True
d = key_block.id_data.animation_data.drivers.find(key_block.path_from_id("value"))
if isinstance(d, int): # for Blender 2.76 or older
data_path = key_block.path_from_id("value")
d = next((i for i in key_block.id_data.animation_data.drivers if i.data_path == data_path), None)
return not d or d.driver.expression == "".join(("*w", "+g", "v")[-1 if i < 1 else i % 2] + str(i + 1) for i in range(len(d.driver.variables)))
def __cleanup(self, names_in_use=None):
from math import ceil, floor
names_in_use = names_in_use or {}
rig = self.__rig
morph_sliders = self.placeholder()
morph_sliders = morph_sliders.data.shape_keys.key_blocks if morph_sliders else {}
for mesh_object in rig.meshes():
for kb in getattr(mesh_object.data.shape_keys, "key_blocks", cast(Tuple[bpy.types.ShapeKey], ())):
if kb.name in names_in_use:
continue
if kb.name.startswith("mmd_bind"):
kb.driver_remove("value")
ms = morph_sliders[kb.relative_key.name]
kb.relative_key.slider_min, kb.relative_key.slider_max = min(ms.slider_min, floor(ms.value)), max(ms.slider_max, ceil(ms.value))
kb.relative_key.value = ms.value
kb.relative_key.mute = False
FnObject.mesh_remove_shape_key(mesh_object, kb)
elif kb.name in morph_sliders and self.__shape_key_driver_check(kb):
ms = morph_sliders[kb.name]
kb.driver_remove("value")
kb.slider_min, kb.slider_max = min(ms.slider_min, floor(kb.value)), max(ms.slider_max, ceil(kb.value))
for m in mesh_object.modifiers: # uv morph
if m.name.startswith("mmd_bind") and m.name not in names_in_use:
mesh_object.modifiers.remove(m)
from .shader import _MaterialMorph
for m in rig.materials():
if m and m.node_tree:
for n in sorted((x for x in m.node_tree.nodes if x.name.startswith("mmd_bind")), key=lambda x: -x.location[0]):
_MaterialMorph.reset_morph_links(n)
m.node_tree.nodes.remove(n)
attributes = set(TransformConstraintOp.min_max_attributes("LOCATION", "to"))
attributes |= set(TransformConstraintOp.min_max_attributes("ROTATION", "to"))
for b in rig.armature().pose.bones:
for c in b.constraints:
if c.name.startswith("mmd_bind") and c.name[:-4] not in names_in_use:
for attr in attributes:
c.driver_remove(attr)
b.constraints.remove(c)
def unbind(self):
mmd_root = self.__rig.rootObject().mmd_root
# after unbind, the weird lag problem will disappear.
mmd_root.morph_panel_show_settings = True
for m in mmd_root.bone_morphs:
for d in m.data:
d.name = ""
for m in mmd_root.material_morphs:
for d in m.data:
d.name = ""
obj = self.placeholder()
if obj:
obj.data.shape_keys.key_blocks[0].mute = True
arm = self.__dummy_armature(obj)
if arm:
for b in arm.pose.bones:
if b.name.startswith("mmd_bind"):
b.driver_remove("location")
b.driver_remove("rotation_quaternion")
self.__cleanup()
def bind(self):
rig = self.__rig
root = rig.rootObject()
armObj = rig.armature()
mmd_root = root.mmd_root
# hide detail to avoid weird lag problem
mmd_root.morph_panel_show_settings = False
obj = self.create()
arm = self.__dummy_armature(obj, create=True)
morph_sliders = obj.data.shape_keys.key_blocks
# data gathering
group_map = {}
shape_key_map = {}
uv_morph_map = {}
for mesh_object in rig.meshes():
mesh_object.show_only_shape_key = False
key_blocks = getattr(mesh_object.data.shape_keys, "key_blocks", ())
for kb in key_blocks:
kb_name = kb.name
if kb_name not in morph_sliders:
continue
if self.__shape_key_driver_check(kb, resolve_path=True):
name_bind, kb_bind = kb_name, kb
else:
name_bind = "mmd_bind%s" % hash(morph_sliders[kb_name])
if name_bind not in key_blocks:
mesh_object.shape_key_add(name=name_bind, from_mix=False)
kb_bind = key_blocks[name_bind]
kb_bind.relative_key = kb
kb_bind.slider_min = -10
kb_bind.slider_max = 10
data_path = 'data.shape_keys.key_blocks["%s"].value' % kb_name.replace('"', '\\"')
groups = []
shape_key_map.setdefault(name_bind, []).append((kb_bind, data_path, groups))
group_map.setdefault(("vertex_morphs", kb_name), []).append(groups)
uv_layers = [l.name for l in mesh_object.data.uv_layers if not l.name.startswith("_")]
uv_layers += [""] * (5 - len(uv_layers))
for vg, morph_name, axis in FnMorph.get_uv_morph_vertex_groups(mesh_object):
morph = mmd_root.uv_morphs.get(morph_name, None)
if morph is None or morph.data_type != "VERTEX_GROUP":
continue
uv_layer = "_" + uv_layers[morph.uv_index] if axis[1] in "ZW" else uv_layers[morph.uv_index]
if uv_layer not in mesh_object.data.uv_layers:
continue
name_bind = "mmd_bind%s" % hash(vg.name)
uv_morph_map.setdefault(name_bind, ())
mod = mesh_object.modifiers.get(name_bind, None) or mesh_object.modifiers.new(name=name_bind, type="UV_WARP")
mod.show_expanded = False
mod.vertex_group = vg.name
mod.axis_u, mod.axis_v = ("Y", "X") if axis[1] in "YW" else ("X", "Y")
mod.uv_layer = uv_layer
name_bind = "mmd_bind%s" % hash(morph_name)
mod.object_from = mod.object_to = arm
if axis[0] == "-":
mod.bone_from, mod.bone_to = "mmd_bind_ctrl_base", name_bind
else:
mod.bone_from, mod.bone_to = name_bind, "mmd_bind_ctrl_base"
bone_offset_map = {}
with bpyutils.edit_object(arm) as data:
from .bone import FnBone
edit_bones = data.edit_bones
def __get_bone(name, parent):
b = edit_bones.get(name, None) or edit_bones.new(name=name)
b.head = (0, 0, 0)
b.tail = (0, 0, 1)
b.use_deform = False
b.parent = parent
return b
for m in mmd_root.bone_morphs:
morph_name = m.name.replace('"', '\\"')
data_path = f'data.shape_keys.key_blocks["{morph_name}"].value'
for d in m.data:
if not d.bone:
d.name = ""
continue
d.name = name_bind = f"mmd_bind{hash(d)}"
b = FnBone.set_edit_bone_to_shadow(__get_bone(name_bind, None))
groups = []
bone_offset_map[name_bind] = (m.name, d, b.name, data_path, groups)
group_map.setdefault(("bone_morphs", m.name), []).append(groups)
ctrl_base = FnBone.set_edit_bone_to_dummy(__get_bone("mmd_bind_ctrl_base", None))
for m in mmd_root.uv_morphs:
morph_name = m.name.replace('"', '\\"')
data_path = f'data.shape_keys.key_blocks["{morph_name}"].value'
scale_path = f'mmd_root.uv_morphs["{morph_name}"].vertex_group_scale'
name_bind = f"mmd_bind{hash(m.name)}"
b = FnBone.set_edit_bone_to_dummy(__get_bone(name_bind, ctrl_base))
groups = []
uv_morph_map.setdefault(name_bind, []).append((b.name, data_path, scale_path, groups))
group_map.setdefault(("uv_morphs", m.name), []).append(groups)
used_bone_names = bone_offset_map.keys() | uv_morph_map.keys()
used_bone_names.add(ctrl_base.name)
for b in edit_bones: # cleanup
if b.name.startswith("mmd_bind") and b.name not in used_bone_names:
edit_bones.remove(b)
material_offset_map = {}
for m in mmd_root.material_morphs:
morph_name = m.name.replace('"', '\\"')
data_path = f'data.shape_keys.key_blocks["{morph_name}"].value'
groups = []
group_map.setdefault(("material_morphs", m.name), []).append(groups)
material_offset_map.setdefault("group_dict", {})[m.name] = (data_path, groups)
for d in m.data:
d.name = name_bind = f"mmd_bind{hash(d)}"
# add '#' before material name to avoid conflict with group_dict
table = material_offset_map.setdefault("#" + d.material, ([], []))
table[1 if d.offset_type == "ADD" else 0].append((m.name, d, name_bind))
for m in mmd_root.group_morphs:
if len(m.data) != len(set(m.data.keys())):
logging.warning(' * Found duplicated morph data in Group Morph "%s"', m.name)
morph_name = m.name.replace('"', '\\"')
morph_path = f'data.shape_keys.key_blocks["{morph_name}"].value'
for d in m.data:
data_name = d.name.replace('"', '\\"')
factor_path = f'mmd_root.group_morphs["{morph_name}"].data["{data_name}"].factor'
for groups in group_map.get((d.morph_type, d.name), ()):
groups.append((m.name, morph_path, factor_path))
self.__cleanup(shape_key_map.keys() | bone_offset_map.keys() | uv_morph_map.keys())
def __config_groups(variables, expression, groups):
for g_name, morph_path, factor_path in groups:
var = self.__add_single_prop(variables, obj, morph_path, "g")
fvar = self.__add_single_prop(variables, root, factor_path, "w")
expression = f"{expression}+{var.name}*{fvar.name}"
return expression
# vertex morphs
for kb_bind, morph_data_path, groups in (i for l in shape_key_map.values() for i in l):
driver, variables = self.__driver_variables(kb_bind, "value")
var = self.__add_single_prop(variables, obj, morph_data_path, "v")
if kb_bind.name.startswith("mmd_bind"):
driver.expression = f"-({__config_groups(variables, var.name, groups)})"
kb_bind.relative_key.mute = True
else:
driver.expression = __config_groups(variables, var.name, groups)
kb_bind.mute = False
# bone morphs
def __config_bone_morph(constraints, map_type, attributes, val, val_str):
c_name = f"mmd_bind{hash(data)}.{map_type[:3]}"
c = TransformConstraintOp.create(constraints, c_name, map_type)
TransformConstraintOp.update_min_max(c, val, None)
c.show_expanded = False
c.target = arm
c.subtarget = bname
for attr in attributes:
driver, variables = self.__driver_variables(armObj, c.path_from_id(attr))
var = self.__add_single_prop(variables, obj, morph_data_path, "b")
expression = __config_groups(variables, var.name, groups)
sign = "-" if attr.startswith("to_min") else ""
driver.expression = f"{sign}{val_str}*({expression})"
from math import pi
attributes_rot = TransformConstraintOp.min_max_attributes("ROTATION", "to")
attributes_loc = TransformConstraintOp.min_max_attributes("LOCATION", "to")
for morph_name, data, bname, morph_data_path, groups in bone_offset_map.values():
b = arm.pose.bones[bname]
b.location = data.location
b.rotation_quaternion = data.rotation.__class__(*data.rotation.to_axis_angle()) # Fix for consistency
b.is_mmd_shadow_bone = True
b.mmd_shadow_bone_type = "BIND"
pb = armObj.pose.bones[data.bone]
__config_bone_morph(pb.constraints, "ROTATION", attributes_rot, pi, "pi")
__config_bone_morph(pb.constraints, "LOCATION", attributes_loc, 100, "100")
# uv morphs
# HACK: workaround for Blender 2.80+, data_path can't be properly detected (Save & Reopen file also works)
root.parent, root.parent, root.matrix_parent_inverse = arm, root.parent, root.matrix_parent_inverse.copy()
b = arm.pose.bones["mmd_bind_ctrl_base"]
b.is_mmd_shadow_bone = True
b.mmd_shadow_bone_type = "BIND"
for bname, data_path, scale_path, groups in (i for l in uv_morph_map.values() for i in l):
b = arm.pose.bones[bname]
b.is_mmd_shadow_bone = True
b.mmd_shadow_bone_type = "BIND"
driver, variables = self.__driver_variables(b, "location", index=0)
var = self.__add_single_prop(variables, obj, data_path, "u")
fvar = self.__add_single_prop(variables, root, scale_path, "s")
driver.expression = f"({__config_groups(variables, var.name, groups)})*{fvar.name}"
# material morphs
from .shader import _MaterialMorph
group_dict = material_offset_map.get("group_dict", {})
def __config_material_morph(mat, morph_list):
nodes = _MaterialMorph.setup_morph_nodes(mat, tuple(x[1] for x in morph_list))
for (morph_name, data, name_bind), node in zip(morph_list, nodes):
node.label, node.name = morph_name, name_bind
data_path, groups = group_dict[morph_name]
driver, variables = self.__driver_variables(mat.node_tree, node.inputs[0].path_from_id("default_value"))
var = self.__add_single_prop(variables, obj, data_path, "m")
driver.expression = "%s" % __config_groups(variables, var.name, groups)
for mat in (m for m in rig.materials() if m and m.use_nodes and not m.name.startswith("mmd_")):
mul_all, add_all = material_offset_map.get("#", ([], []))
if mat.name == "":
logging.warning("Oh no. The material name should never empty.")
mul_list, add_list = [], []
else:
mat_name = "#" + mat.name
mul_list, add_list = material_offset_map.get(mat_name, ([], []))
morph_list = tuple(mul_all + mul_list + add_all + add_list)
__config_material_morph(mat, morph_list)
mat_edge = bpy.data.materials.get("mmd_edge." + mat.name, None)
if mat_edge:
__config_material_morph(mat_edge, morph_list)
morph_sliders[0].mute = False
class MigrationFnMorph:
@staticmethod
def update_mmd_morph():
from .material import FnMaterial
for root in bpy.data.objects:
if root.mmd_type != "ROOT":
continue
for mat_morph in root.mmd_root.material_morphs:
for morph_data in mat_morph.data:
if morph_data.material_data is not None:
# SUPPORT_UNTIL: 5 LTS
# The material_id is also no longer used, but for compatibility with older version mmd_tools, keep it.
if "material_id" not in morph_data.material_data.mmd_material or "material_id" not in morph_data or morph_data.material_data.mmd_material["material_id"] == morph_data["material_id"]:
# In the new version, the related_mesh property is no longer used.
# Explicitly remove this property to avoid misuse.
if "related_mesh" in morph_data:
del morph_data["related_mesh"]
continue
else:
# Compat case. The new version mmd_tools saved. And old version mmd_tools edit. Then new version mmd_tools load again.
# Go update path.
pass
morph_data.material_data = None
if "material_id" in morph_data:
mat_id = morph_data["material_id"]
if mat_id != -1:
fnMat = FnMaterial.from_material_id(mat_id)
if fnMat:
morph_data.material_data = fnMat.material
else:
morph_data["material_id"] = -1
morph_data.related_mesh_data = None
if "related_mesh" in morph_data:
related_mesh = morph_data["related_mesh"]
del morph_data["related_mesh"]
if related_mesh != "" and related_mesh in bpy.data.meshes:
morph_data.related_mesh_data = bpy.data.meshes[related_mesh]
@staticmethod
def ensure_material_id_not_conflict():
mat_ids_set = set()
# The reference library properties cannot be modified and bypassed in advance.
need_update_mat = []
for mat in bpy.data.materials:
if mat.mmd_material.material_id < 0:
continue
if mat.library is not None:
mat_ids_set.add(mat.mmd_material.material_id)
else:
need_update_mat.append(mat)
for mat in need_update_mat:
if mat.mmd_material.material_id in mat_ids_set:
mat.mmd_material.material_id = max(mat_ids_set) + 1
mat_ids_set.add(mat.mmd_material.material_id)
@staticmethod
def compatible_with_old_version_mmd_tools():
MigrationFnMorph.ensure_material_id_not_conflict()
for root in bpy.data.objects:
if root.mmd_type != "ROOT":
continue
for mat_morph in root.mmd_root.material_morphs:
for morph_data in mat_morph.data:
morph_data["related_mesh"] = morph_data.related_mesh
if morph_data.material_data is None:
morph_data.material_id = -1
else:
morph_data.material_id = morph_data.material_data.mmd_material.material_id
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
from typing import List, Optional
import bpy
from mathutils import Euler, Vector
from ..bpyutils import FnContext, Props
SHAPE_SPHERE = 0
SHAPE_BOX = 1
SHAPE_CAPSULE = 2
MODE_STATIC = 0
MODE_DYNAMIC = 1
MODE_DYNAMIC_BONE = 2
def shapeType(collision_shape):
return ("SPHERE", "BOX", "CAPSULE").index(collision_shape)
def collisionShape(shape_type):
return ("SPHERE", "BOX", "CAPSULE")[shape_type]
def setRigidBodyWorldEnabled(enable):
if bpy.ops.rigidbody.world_add.poll():
bpy.ops.rigidbody.world_add()
rigidbody_world = bpy.context.scene.rigidbody_world
enabled = rigidbody_world.enabled
rigidbody_world.enabled = enable
return enabled
class RigidBodyMaterial:
COLORS = [
0x7FDDD4,
0xF0E68C,
0xEE82EE,
0xFFE4E1,
0x8FEEEE,
0xADFF2F,
0xFA8072,
0x9370DB,
0x40E0D0,
0x96514D,
0x5A964E,
0xE6BFAB,
0xD3381C,
0x165E83,
0x701682,
0x828216,
]
@classmethod
def getMaterial(cls, number):
number = int(number)
material_name = "mmd_tools_rigid_%d" % (number)
if material_name not in bpy.data.materials:
mat = bpy.data.materials.new(material_name)
color = cls.COLORS[number]
mat.diffuse_color[:3] = [((0xFF0000 & color) >> 16) / float(255), ((0x00FF00 & color) >> 8) / float(255), (0x0000FF & color) / float(255)]
mat.specular_intensity = 0
if len(mat.diffuse_color) > 3:
mat.diffuse_color[3] = 0.5
mat.blend_method = "BLEND"
if hasattr(mat, "shadow_method"):
mat.shadow_method = "NONE"
mat.use_backface_culling = True
mat.show_transparent_back = False
mat.use_nodes = True
nodes, links = mat.node_tree.nodes, mat.node_tree.links
nodes.clear()
node_color = nodes.new("ShaderNodeBackground")
node_color.inputs["Color"].default_value = mat.diffuse_color
node_output = nodes.new("ShaderNodeOutputMaterial")
links.new(node_color.outputs[0], node_output.inputs["Surface"])
else:
mat = bpy.data.materials[material_name]
return mat
class FnRigidBody:
@staticmethod
def new_rigid_body_objects(context: bpy.types.Context, parent_object: bpy.types.Object, count: int) -> List[bpy.types.Object]:
if count < 1:
return []
obj = FnRigidBody.new_rigid_body_object(context, parent_object)
if count == 1:
return [obj]
return FnContext.duplicate_object(context, obj, count)
@staticmethod
def new_rigid_body_object(context: bpy.types.Context, parent_object: bpy.types.Object) -> bpy.types.Object:
obj = FnContext.new_and_link_object(context, name="Rigidbody", object_data=bpy.data.meshes.new(name="Rigidbody"))
obj.parent = parent_object
obj.mmd_type = "RIGID_BODY"
obj.rotation_mode = "YXZ"
setattr(obj, Props.display_type, "SOLID")
obj.show_transparent = True
obj.hide_render = True
obj.display.show_shadows = False
with context.temp_override(object=obj):
bpy.ops.rigidbody.object_add(type="ACTIVE")
return obj
@staticmethod
def setup_rigid_body_object(
obj: bpy.types.Object,
shape_type: str,
location: Vector,
rotation: Euler,
size: Vector,
dynamics_type: str,
collision_group_number: Optional[int] = None,
collision_group_mask: Optional[List[bool]] = None,
name: Optional[str] = None,
name_e: Optional[str] = None,
bone: Optional[str] = None,
friction: Optional[float] = None,
mass: Optional[float] = None,
angular_damping: Optional[float] = None,
linear_damping: Optional[float] = None,
bounce: Optional[float] = None,
) -> bpy.types.Object:
obj.location = location
obj.rotation_euler = rotation
obj.mmd_rigid.shape = collisionShape(shape_type)
obj.mmd_rigid.size = size
obj.mmd_rigid.type = str(dynamics_type) if dynamics_type in range(3) else "1"
if collision_group_number is not None:
obj.mmd_rigid.collision_group_number = collision_group_number
if collision_group_mask is not None:
obj.mmd_rigid.collision_group_mask = collision_group_mask
if name is not None:
obj.name = name
obj.mmd_rigid.name_j = name
obj.data.name = name
if name_e is not None:
obj.mmd_rigid.name_e = name_e
if bone is not None:
obj.mmd_rigid.bone = bone
else:
obj.mmd_rigid.bone = ""
rb = obj.rigid_body
if friction is not None:
rb.friction = friction
if mass is not None:
rb.mass = mass
if angular_damping is not None:
rb.angular_damping = angular_damping
if linear_damping is not None:
rb.linear_damping = linear_damping
if bounce is not None:
rb.restitution = bounce
return obj
@staticmethod
def get_rigid_body_size(obj: bpy.types.Object):
assert obj.mmd_type == "RIGID_BODY"
x0, y0, z0 = obj.bound_box[0]
x1, y1, z1 = obj.bound_box[6]
assert x1 >= x0 and y1 >= y0 and z1 >= z0
shape = obj.mmd_rigid.shape
if shape == "SPHERE":
radius = (z1 - z0) / 2
return (radius, 0.0, 0.0)
elif shape == "BOX":
x, y, z = (x1 - x0) / 2, (y1 - y0) / 2, (z1 - z0) / 2
return (x, y, z)
elif shape == "CAPSULE":
diameter = x1 - x0
radius = diameter / 2
height = abs((z1 - z0) - diameter)
return (radius, height, 0.0)
else:
raise ValueError(f"Invalid shape type: {shape}")
@staticmethod
def new_joint_object(context: bpy.types.Context, parent_object: bpy.types.Object, empty_display_size: float) -> bpy.types.Object:
obj = FnContext.new_and_link_object(context, name="Joint", object_data=None)
obj.parent = parent_object
obj.mmd_type = "JOINT"
obj.rotation_mode = "YXZ"
setattr(obj, Props.empty_display_type, "ARROWS")
setattr(obj, Props.empty_display_size, 0.1 * empty_display_size)
obj.hide_render = True
with context.temp_override():
context.view_layer.objects.active = obj
bpy.ops.rigidbody.constraint_add(type="GENERIC_SPRING")
rigid_body_constraint = obj.rigid_body_constraint
rigid_body_constraint.disable_collisions = False
rigid_body_constraint.use_limit_ang_x = True
rigid_body_constraint.use_limit_ang_y = True
rigid_body_constraint.use_limit_ang_z = True
rigid_body_constraint.use_limit_lin_x = True
rigid_body_constraint.use_limit_lin_y = True
rigid_body_constraint.use_limit_lin_z = True
rigid_body_constraint.use_spring_x = True
rigid_body_constraint.use_spring_y = True
rigid_body_constraint.use_spring_z = True
rigid_body_constraint.use_spring_ang_x = True
rigid_body_constraint.use_spring_ang_y = True
rigid_body_constraint.use_spring_ang_z = True
return obj
@staticmethod
def new_joint_objects(context: bpy.types.Context, parent_object: bpy.types.Object, count: int, empty_display_size: float) -> List[bpy.types.Object]:
if count < 1:
return []
obj = FnRigidBody.new_joint_object(context, parent_object, empty_display_size)
if count == 1:
return [obj]
return FnContext.duplicate_object(context, obj, count)
@staticmethod
def setup_joint_object(
obj: bpy.types.Object,
location: Vector,
rotation: Euler,
rigid_a: bpy.types.Object,
rigid_b: bpy.types.Object,
maximum_location: Vector,
minimum_location: Vector,
maximum_rotation: Euler,
minimum_rotation: Euler,
spring_angular: Vector,
spring_linear: Vector,
name: str,
name_e: Optional[str] = None,
) -> bpy.types.Object:
obj.name = f"J.{name}"
obj.location = location
obj.rotation_euler = rotation
rigid_body_constraint = obj.rigid_body_constraint
rigid_body_constraint.object1 = rigid_a
rigid_body_constraint.object2 = rigid_b
rigid_body_constraint.limit_lin_x_upper = maximum_location.x
rigid_body_constraint.limit_lin_y_upper = maximum_location.y
rigid_body_constraint.limit_lin_z_upper = maximum_location.z
rigid_body_constraint.limit_lin_x_lower = minimum_location.x
rigid_body_constraint.limit_lin_y_lower = minimum_location.y
rigid_body_constraint.limit_lin_z_lower = minimum_location.z
rigid_body_constraint.limit_ang_x_upper = maximum_rotation.x
rigid_body_constraint.limit_ang_y_upper = maximum_rotation.y
rigid_body_constraint.limit_ang_z_upper = maximum_rotation.z
rigid_body_constraint.limit_ang_x_lower = minimum_rotation.x
rigid_body_constraint.limit_ang_y_lower = minimum_rotation.y
rigid_body_constraint.limit_ang_z_lower = minimum_rotation.z
obj.mmd_joint.name_j = name
if name_e is not None:
obj.mmd_joint.name_e = name_e
obj.mmd_joint.spring_linear = spring_linear
obj.mmd_joint.spring_angular = spring_angular
return obj
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import logging
import time
import bpy
from mathutils import Matrix, Vector
from ..bpyutils import FnObject
def _hash(v):
if isinstance(v, (bpy.types.Object, bpy.types.PoseBone)):
return hash(type(v).__name__ + v.name)
elif isinstance(v, bpy.types.Pose):
return hash(type(v).__name__ + v.id_data.name)
else:
raise NotImplementedError("hash")
class FnSDEF:
g_verts = {} # global cache
g_shapekey_data = {}
g_bone_check = {}
__g_armature_check = {}
SHAPEKEY_NAME = "mmd_sdef_skinning"
MASK_NAME = "mmd_sdef_mask"
def __init__(self):
raise NotImplementedError("not allowed")
@classmethod
def __init_cache(cls, obj, shapekey):
key = _hash(obj)
obj = getattr(obj, "original", obj)
mod = obj.modifiers.get("mmd_bone_order_override")
key_armature = _hash(mod.object.pose) if mod and mod.type == "ARMATURE" and mod.object else None
if key not in cls.g_verts or cls.__g_armature_check.get(key) != key_armature:
cls.g_verts[key] = cls.__find_vertices(obj)
cls.g_bone_check[key] = {}
cls.__g_armature_check[key] = key_armature
cls.g_shapekey_data[key] = None
return True
return False
@classmethod
def __check_bone_update(cls, obj, bone0, bone1):
check = cls.g_bone_check[_hash(obj)]
key = (_hash(bone0), _hash(bone1))
if key not in check or (bone0.matrix, bone1.matrix) != check[key]:
check[key] = (bone0.matrix.copy(), bone1.matrix.copy())
return True
return False
@classmethod
def mute_sdef_set(cls, obj, mute):
key_blocks = getattr(obj.data.shape_keys, "key_blocks", ())
if cls.SHAPEKEY_NAME in key_blocks:
shapekey = key_blocks[cls.SHAPEKEY_NAME]
shapekey.mute = mute
if cls.has_sdef_data(obj):
cls.__init_cache(obj, shapekey)
cls.__sdef_muted(obj, shapekey)
@classmethod
def __sdef_muted(cls, obj, shapekey):
mute = shapekey.mute
if mute != cls.g_bone_check[_hash(obj)].get("sdef_mute"):
mod = obj.modifiers.get("mmd_bone_order_override")
if mod and mod.type == "ARMATURE":
if not mute and cls.MASK_NAME not in obj.vertex_groups and obj.mode != "EDIT":
mask = tuple(i for v in cls.g_verts[_hash(obj)].values() for i in v[3])
obj.vertex_groups.new(name=cls.MASK_NAME).add(mask, 1, "REPLACE")
mod.vertex_group = "" if mute else cls.MASK_NAME
mod.invert_vertex_group = True
shapekey.vertex_group = cls.MASK_NAME
cls.g_bone_check[_hash(obj)]["sdef_mute"] = mute
return mute
@staticmethod
def has_sdef_data(obj):
mod = obj.modifiers.get("mmd_bone_order_override")
if mod and mod.type == "ARMATURE" and mod.object:
kb = getattr(obj.data.shape_keys, "key_blocks", None)
return kb and "mmd_sdef_c" in kb and "mmd_sdef_r0" in kb and "mmd_sdef_r1" in kb
return False
@classmethod
def __find_vertices(cls, obj):
if not cls.has_sdef_data(obj):
return {}
vertices = {}
pose_bones = obj.modifiers.get("mmd_bone_order_override").object.pose.bones
bone_map = {g.index: pose_bones[g.name] for g in obj.vertex_groups if g.name in pose_bones}
sdef_c = obj.data.shape_keys.key_blocks["mmd_sdef_c"].data
sdef_r0 = obj.data.shape_keys.key_blocks["mmd_sdef_r0"].data
sdef_r1 = obj.data.shape_keys.key_blocks["mmd_sdef_r1"].data
vd = obj.data.vertices
for i in range(len(sdef_c)):
if vd[i].co != sdef_c[i].co:
bgs = [g for g in vd[i].groups if g.group in bone_map and g.weight] # bone groups
if len(bgs) >= 2:
bgs.sort(key=lambda x: x.group)
# preprocessing
w0, w1 = bgs[0].weight, bgs[1].weight
# w0 + w1 == 1
w0 = w0 / (w0 + w1)
w1 = 1 - w0
c, r0, r1 = sdef_c[i].co, sdef_r0[i].co, sdef_r1[i].co
rw = r0 * w0 + r1 * w1
r0 = c + r0 - rw
r1 = c + r1 - rw
key = (bgs[0].group, bgs[1].group)
if key not in vertices:
# TODO basically we can not cache any bone reference
vertices[key] = (bone_map[bgs[0].group], bone_map[bgs[1].group], [], [])
vertices[key][2].append((i, w0, w1, vd[i].co - c, (c + r0) / 2, (c + r1) / 2))
vertices[key][3].append(i)
return vertices
@classmethod
def driver_function_wrap(cls, obj_name, bulk_update, use_skip, use_scale):
obj = bpy.data.objects[obj_name]
shapekey = obj.data.shape_keys.key_blocks[cls.SHAPEKEY_NAME]
return cls.driver_function(shapekey, obj_name, bulk_update, use_skip, use_scale)
@classmethod
def driver_function(cls, shapekey, obj_name, bulk_update, use_skip, use_scale):
obj = bpy.data.objects[obj_name]
if getattr(shapekey.id_data, "is_evaluated", False):
# For Blender 2.8x, we should use evaluated object, and the only reference is the "obj" variable of SDEF driver
# cls.driver_function(shapekey.id_data.original.key_blocks[shapekey.name], obj_name, bulk_update, use_skip, use_scale) # update original data
data_path = shapekey.path_from_id("value")
obj = next(i for i in shapekey.id_data.animation_data.drivers if i.data_path == data_path).driver.variables["obj"].targets[0].id
cls.__init_cache(obj, shapekey)
if cls.__sdef_muted(obj, shapekey):
return 0.0
pose_bones = obj.modifiers.get("mmd_bone_order_override").object.pose.bones
if not bulk_update:
shapekey_data = shapekey.data
if use_scale:
# with scale
key_blocks = tuple(k for k in shapekey.id_data.key_blocks[1:] if not k.mute and k.value and k.name != cls.SHAPEKEY_NAME)
for bone0, bone1, sdef_data, vids in cls.g_verts[_hash(obj)].values():
bone0, bone1 = pose_bones[bone0.name], pose_bones[bone1.name]
# if use_skip and not cls.__check_bone_update(obj, bone0, bone1):
# continue
mat0 = bone0.matrix @ bone0.bone.matrix_local.inverted()
mat1 = bone1.matrix @ bone1.bone.matrix_local.inverted()
rot0 = mat0.to_euler("YXZ").to_quaternion()
rot1 = mat1.to_euler("YXZ").to_quaternion()
if rot1.dot(rot0) < 0:
rot1 = -rot1
s0, s1 = mat0.to_scale(), mat1.to_scale()
for vid, w0, w1, pos_c, cr0, cr1 in sdef_data:
s = s0 * w0 + s1 * w1
mat_rot = (rot0 * w0 + rot1 * w1).normalized().to_matrix() @ Matrix([(s[0], 0, 0), (0, s[1], 0), (0, 0, s[2])])
delta = sum(((key.data[vid].co - key.relative_key.data[vid].co) * key.value for key in key_blocks), Vector()) # assuming key.vertex_group = ''
shapekey_data[vid].co = (mat_rot @ (pos_c + delta)) - delta + (mat0 @ cr0) * w0 + (mat1 @ cr1) * w1
else:
# default
for bone0, bone1, sdef_data, vids in cls.g_verts[_hash(obj)].values():
bone0, bone1 = pose_bones[bone0.name], pose_bones[bone1.name]
if use_skip and not cls.__check_bone_update(obj, bone0, bone1):
continue
mat0 = bone0.matrix @ bone0.bone.matrix_local.inverted()
mat1 = bone1.matrix @ bone1.bone.matrix_local.inverted()
# workaround some weird result of matrix.to_quaternion() using to_euler(), but still minor issues
rot0 = mat0.to_euler("YXZ").to_quaternion()
rot1 = mat1.to_euler("YXZ").to_quaternion()
if rot1.dot(rot0) < 0:
rot1 = -rot1
for vid, w0, w1, pos_c, cr0, cr1 in sdef_data:
mat_rot = (rot0 * w0 + rot1 * w1).normalized().to_matrix()
shapekey_data[vid].co = (mat_rot @ pos_c) + (mat0 @ cr0) * w0 + (mat1 @ cr1) * w1
else: # bulk update
shapekey_data = cls.g_shapekey_data[_hash(obj)]
if shapekey_data is None:
import numpy as np
shapekey_data = np.zeros(len(shapekey.data) * 3, dtype=np.float32)
shapekey.data.foreach_get("co", shapekey_data)
shapekey_data = cls.g_shapekey_data[_hash(obj)] = shapekey_data.reshape(len(shapekey.data), 3)
if use_scale:
# scale & bulk update
key_blocks = tuple(k for k in shapekey.id_data.key_blocks[1:] if not k.mute and k.value and k.name != cls.SHAPEKEY_NAME)
for bone0, bone1, sdef_data, vids in cls.g_verts[_hash(obj)].values():
bone0, bone1 = pose_bones[bone0.name], pose_bones[bone1.name]
# if use_skip and not cls.__check_bone_update(obj, bone0, bone1):
# continue
mat0 = bone0.matrix @ bone0.bone.matrix_local.inverted()
mat1 = bone1.matrix @ bone1.bone.matrix_local.inverted()
rot0 = mat0.to_euler("YXZ").to_quaternion()
rot1 = mat1.to_euler("YXZ").to_quaternion()
if rot1.dot(rot0) < 0:
rot1 = -rot1
s0, s1 = mat0.to_scale(), mat1.to_scale()
def scale(mat_rot, w0, w1):
s = s0 * w0 + s1 * w1
return mat_rot @ Matrix([(s[0], 0, 0), (0, s[1], 0), (0, 0, s[2])])
def offset(mat_rot, pos_c, vid):
delta = sum(((key.data[vid].co - key.relative_key.data[vid].co) * key.value for key in key_blocks), Vector()) # assuming key.vertex_group = ''
return (mat_rot @ (pos_c + delta)) - delta
shapekey_data[vids] = [offset(scale((rot0 * w0 + rot1 * w1).normalized().to_matrix(), w0, w1), pos_c, vid) + (mat0 @ cr0) * w0 + (mat1 @ cr1) * w1 for vid, w0, w1, pos_c, cr0, cr1 in sdef_data]
else:
# bulk update
for bone0, bone1, sdef_data, vids in cls.g_verts[_hash(obj)].values():
bone0, bone1 = pose_bones[bone0.name], pose_bones[bone1.name]
if use_skip and not cls.__check_bone_update(obj, bone0, bone1):
continue
mat0 = bone0.matrix @ bone0.bone.matrix_local.inverted()
mat1 = bone1.matrix @ bone1.bone.matrix_local.inverted()
rot0 = mat0.to_euler("YXZ").to_quaternion()
rot1 = mat1.to_euler("YXZ").to_quaternion()
if rot1.dot(rot0) < 0:
rot1 = -rot1
shapekey_data[vids] = [((rot0 * w0 + rot1 * w1).normalized().to_matrix() @ pos_c) + (mat0 @ cr0) * w0 + (mat1 @ cr1) * w1 for vid, w0, w1, pos_c, cr0, cr1 in sdef_data]
shapekey.data.foreach_set("co", shapekey_data.reshape(3 * len(shapekey.data)))
return 1.0 # shapkey value
@classmethod
def register_driver_function(cls):
if "mmd_sdef_driver" not in bpy.app.driver_namespace:
bpy.app.driver_namespace["mmd_sdef_driver"] = cls.driver_function
if "mmd_sdef_driver_wrap" not in bpy.app.driver_namespace:
bpy.app.driver_namespace["mmd_sdef_driver_wrap"] = cls.driver_function_wrap
BENCH_LOOP = 10
@classmethod
def __get_benchmark_result(cls, obj, shapkey, use_scale, use_skip):
# warmed up
cls.driver_function(shapkey, obj.name, bulk_update=True, use_skip=False, use_scale=use_scale)
cls.driver_function(shapkey, obj.name, bulk_update=False, use_skip=False, use_scale=use_scale)
# benchmark
t = time.time()
for i in range(cls.BENCH_LOOP):
cls.driver_function(shapkey, obj.name, bulk_update=False, use_skip=False, use_scale=use_scale)
default_time = time.time() - t
t = time.time()
for i in range(cls.BENCH_LOOP):
cls.driver_function(shapkey, obj.name, bulk_update=True, use_skip=False, use_scale=use_scale)
bulk_time = time.time() - t
result = default_time > bulk_time
logging.info("FnSDEF:benchmark: default %.4f vs bulk_update %.4f => bulk_update=%s", default_time, bulk_time, result)
return result
@classmethod
def bind(cls, obj, bulk_update=None, use_skip=True, use_scale=False):
# Unbind first
cls.unbind(obj)
if not cls.has_sdef_data(obj):
return False
# Create the shapekey for the driver
shapekey = obj.shape_key_add(name=cls.SHAPEKEY_NAME, from_mix=False)
cls.__init_cache(obj, shapekey)
cls.__sdef_muted(obj, shapekey)
cls.register_driver_function()
if bulk_update is None:
bulk_update = cls.__get_benchmark_result(obj, shapekey, use_scale, use_skip)
# Add the driver to the shapekey
f = obj.data.shape_keys.driver_add('key_blocks["' + cls.SHAPEKEY_NAME + '"].value', -1)
if hasattr(f.driver, "show_debug_info"):
f.driver.show_debug_info = False
f.driver.type = "SCRIPTED"
ov = f.driver.variables.new()
ov.name = "obj"
ov.type = "SINGLE_PROP"
ov.targets[0].id = obj
ov.targets[0].data_path = "name"
if not bulk_update and use_skip: # FIXME: force disable use_skip=True for bulk_update=False on 2.8
use_skip = False
mod = obj.modifiers.get("mmd_bone_order_override")
variables = f.driver.variables
for name in set(data[i].name for data in cls.g_verts[_hash(obj)].values() for i in range(2)): # add required bones for dependency graph
var = variables.new()
var.type = "TRANSFORMS"
var.targets[0].id = mod.object
var.targets[0].bone_target = name
f.driver.use_self = True
param = (bulk_update, use_skip, use_scale)
f.driver.expression = "mmd_sdef_driver(self, obj, bulk_update={}, use_skip={}, use_scale={})".format(*param)
return True
@classmethod
def unbind(cls, obj):
if obj.data.shape_keys:
if cls.SHAPEKEY_NAME in obj.data.shape_keys.key_blocks:
FnObject.mesh_remove_shape_key(obj, obj.data.shape_keys.key_blocks[cls.SHAPEKEY_NAME])
for mod in obj.modifiers:
if mod.type == "ARMATURE" and mod.vertex_group == cls.MASK_NAME:
mod.vertex_group = ""
mod.invert_vertex_group = False
break
if cls.MASK_NAME in obj.vertex_groups:
obj.vertex_groups.remove(obj.vertex_groups[cls.MASK_NAME])
cls.clear_cache(obj)
@classmethod
def clear_cache(cls, obj=None, unused_only=False):
if unused_only:
valid_keys = set(_hash(i) for i in bpy.data.objects if i.type == "MESH" and i != obj)
for key in cls.g_verts.keys() - valid_keys:
del cls.g_verts[key]
for key in cls.g_shapekey_data.keys() - cls.g_verts.keys():
del cls.g_shapekey_data[key]
for key in cls.g_bone_check.keys() - cls.g_verts.keys():
del cls.g_bone_check[key]
elif obj:
key = _hash(obj)
if key in cls.g_verts:
del cls.g_verts[key]
if key in cls.g_shapekey_data:
del cls.g_shapekey_data[key]
if key in cls.g_bone_check:
del cls.g_bone_check[key]
else:
cls.g_verts = {}
cls.g_bone_check = {}
cls.g_shapekey_data = {}
+346
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
from typing import Optional, Tuple, cast
import bpy
class _NodeTreeUtils:
def __init__(self, shader: bpy.types.ShaderNodeTree):
self.shader = shader
self.nodes: bpy.types.bpy_prop_collection[bpy.types.ShaderNode] = shader.nodes # type: ignore
self.links = shader.links
def _find_node(self, node_type: str) -> Optional[bpy.types.ShaderNode]:
return next((n for n in self.nodes if n.bl_idname == node_type), None)
def new_node(self, idname: str, pos: Tuple[int, int]) -> bpy.types.ShaderNode:
node: bpy.types.ShaderNode = self.nodes.new(idname)
node.location = (pos[0] * 210, pos[1] * 220)
return node
def new_math_node(self, operation, pos, value1=None, value2=None):
node = self.new_node("ShaderNodeMath", pos)
node.operation = operation
if value1 is not None:
node.inputs[0].default_value = value1
if value2 is not None:
node.inputs[1].default_value = value2
return node
def new_vector_math_node(self, operation, pos, vector1=None, vector2=None):
node = self.new_node("ShaderNodeVectorMath", pos)
node.operation = operation
if vector1 is not None:
node.inputs[0].default_value = vector1
if vector2 is not None:
node.inputs[1].default_value = vector2
return node
def new_mix_node(self, blend_type, pos, fac=None, color1=None, color2=None):
node = self.new_node("ShaderNodeMixRGB", pos)
node.blend_type = blend_type
if fac is not None:
node.inputs["Fac"].default_value = fac
if color1 is not None:
node.inputs["Color1"].default_value = color1
if color2 is not None:
node.inputs["Color2"].default_value = color2
return node
SOCKET_TYPE_MAPPING = {"NodeSocketFloatFactor": "NodeSocketFloat"}
SOCKET_SUBTYPE_MAPPING = {"NodeSocketFloatFactor": "FACTOR"}
class _NodeGroupUtils(_NodeTreeUtils):
def __init__(self, shader: bpy.types.ShaderNodeTree):
super().__init__(shader)
self.__node_input: Optional[bpy.types.NodeGroupInput] = None
self.__node_output: Optional[bpy.types.NodeGroupOutput] = None
@property
def node_input(self) -> bpy.types.NodeGroupInput:
if not self.__node_input:
self.__node_input = cast(bpy.types.NodeGroupInput, self._find_node("NodeGroupInput") or self.new_node("NodeGroupInput", (-2, 0)))
return self.__node_input
@property
def node_output(self) -> bpy.types.NodeGroupOutput:
if not self.__node_output:
self.__node_output = cast(bpy.types.NodeGroupOutput, self._find_node("NodeGroupOutput") or self.new_node("NodeGroupOutput", (2, 0)))
return self.__node_output
def hide_nodes(self, hide_sockets=True):
skip_nodes = {self.__node_input, self.__node_output}
for n in (x for x in self.nodes if x not in skip_nodes):
n.hide = True
if not hide_sockets:
continue
for s in n.inputs:
s.hide = not s.is_linked
for s in n.outputs:
s.hide = not s.is_linked
def new_input_socket(self, io_name, socket, default_val=None, min_max=None, socket_type=None):
self.__new_io("INPUT", self.node_input.outputs, io_name, socket, default_val, min_max, socket_type)
def new_output_socket(self, io_name, socket, default_val=None, min_max=None, socket_type=None):
self.__new_io("OUTPUT", self.node_output.inputs, io_name, socket, default_val, min_max, socket_type)
def __new_io(self, in_out, io_sockets, io_name, socket, default_val=None, min_max=None, socket_type=None):
if io_name not in io_sockets:
idname = socket_type or socket.bl_idname
interface_socket = self.shader.interface.new_socket(name=io_name, in_out=in_out, socket_type=SOCKET_TYPE_MAPPING.get(idname, idname))
if idname in SOCKET_SUBTYPE_MAPPING:
interface_socket.subtype = SOCKET_SUBTYPE_MAPPING.get(idname, "")
if not min_max:
if idname.endswith("Factor") or io_name.endswith("Alpha"):
interface_socket.min_value, interface_socket.max_value = 0, 1
elif idname.endswith("Float") or idname.endswith("Vector"):
interface_socket.min_value, interface_socket.max_value = -10, 10
if socket is not None:
self.links.new(io_sockets[io_name], socket)
if default_val is not None:
interface_socket.default_value = default_val
if min_max is not None:
interface_socket.min_value, interface_socket.max_value = min_max
class _MaterialMorph:
@classmethod
def update_morph_inputs(cls, material, morph):
if material and material.node_tree and morph.name in material.node_tree.nodes:
cls.__update_node_inputs(material.node_tree.nodes[morph.name], morph)
cls.update_morph_inputs(bpy.data.materials.get("mmd_edge." + material.name, None), morph)
@classmethod
def setup_morph_nodes(cls, material, morphs):
node, nodes = None, []
for m in morphs:
node = cls.__morph_node_add(material, m, node)
nodes.append(node)
if node:
node = cls.__morph_node_add(material, None, node) or node
for n in reversed(nodes):
n.location += node.location
if n.node_tree.name != node.node_tree.name:
n.location.x -= 100
if node.name.startswith("mmd_"):
n.location.y += 1500
node = n
return nodes
@classmethod
def reset_morph_links(cls, node):
cls.__update_morph_links(node, reset=True)
@classmethod
def __update_morph_links(cls, node, reset=False):
nodes, links = node.id_data.nodes, node.id_data.links
if reset:
if any(l.from_node.name.startswith("mmd_bind") for i in node.inputs for l in i.links):
return
def __init_link(socket_morph, socket_shader):
if socket_shader and socket_morph.is_linked:
links.new(socket_morph.links[0].from_socket, socket_shader)
else:
def __init_link(socket_morph, socket_shader):
if socket_shader:
if socket_shader.is_linked:
links.new(socket_shader.links[0].from_socket, socket_morph)
if socket_morph.type == "VALUE":
socket_morph.default_value = socket_shader.default_value
else:
socket_morph.default_value[:3] = socket_shader.default_value[:3]
shader = nodes.get("mmd_shader", None)
if shader:
__init_link(node.inputs["Ambient1"], shader.inputs.get("Ambient Color"))
__init_link(node.inputs["Diffuse1"], shader.inputs.get("Diffuse Color"))
__init_link(node.inputs["Specular1"], shader.inputs.get("Specular Color"))
__init_link(node.inputs["Reflect1"], shader.inputs.get("Reflect"))
__init_link(node.inputs["Alpha1"], shader.inputs.get("Alpha"))
__init_link(node.inputs["Base1 RGB"], shader.inputs.get("Base Tex"))
__init_link(node.inputs["Toon1 RGB"], shader.inputs.get("Toon Tex")) # FIXME toon only affect shadow color
__init_link(node.inputs["Sphere1 RGB"], shader.inputs.get("Sphere Tex"))
elif "mmd_edge_preview" in nodes:
shader = nodes["mmd_edge_preview"]
__init_link(node.inputs["Edge1 RGB"], shader.inputs["Color"])
__init_link(node.inputs["Edge1 A"], shader.inputs["Alpha"])
@classmethod
def __update_node_inputs(cls, node, morph):
node.inputs["Ambient2"].default_value[:3] = morph.ambient_color[:3]
node.inputs["Diffuse2"].default_value[:3] = morph.diffuse_color[:3]
node.inputs["Specular2"].default_value[:3] = morph.specular_color[:3]
node.inputs["Reflect2"].default_value = morph.shininess
node.inputs["Alpha2"].default_value = morph.diffuse_color[3]
node.inputs["Edge2 RGB"].default_value[:3] = morph.edge_color[:3]
node.inputs["Edge2 A"].default_value = morph.edge_color[3]
node.inputs["Base2 RGB"].default_value[:3] = morph.texture_factor[:3]
node.inputs["Base2 A"].default_value = morph.texture_factor[3]
node.inputs["Toon2 RGB"].default_value[:3] = morph.toon_texture_factor[:3]
node.inputs["Toon2 A"].default_value = morph.toon_texture_factor[3]
node.inputs["Sphere2 RGB"].default_value[:3] = morph.sphere_texture_factor[:3]
node.inputs["Sphere2 A"].default_value = morph.sphere_texture_factor[3]
@classmethod
def __morph_node_add(cls, material, morph, prev_node):
nodes, links = material.node_tree.nodes, material.node_tree.links
shader = nodes.get("mmd_shader", None)
if morph:
node = nodes.new("ShaderNodeGroup")
node.parent = getattr(shader, "parent", None)
node.location = (-250, 0)
node.node_tree = cls.__get_shader("Add" if morph.offset_type == "ADD" else "Mul")
cls.__update_node_inputs(node, morph)
if prev_node:
for id_name in ("Ambient", "Diffuse", "Specular", "Reflect", "Alpha"):
links.new(prev_node.outputs[id_name], node.inputs[id_name + "1"])
for id_name in ("Edge", "Base", "Toon", "Sphere"):
links.new(prev_node.outputs[id_name + " RGB"], node.inputs[id_name + "1 RGB"])
links.new(prev_node.outputs[id_name + " A"], node.inputs[id_name + "1 A"])
else: # initial first node
if node.node_tree.name.endswith("Add"):
node.inputs["Base1 A"].default_value = 1
node.inputs["Toon1 A"].default_value = 1
node.inputs["Sphere1 A"].default_value = 1
cls.__update_morph_links(node)
return node
# connect last node to shader
if shader:
def __soft_link(socket_out, socket_in):
if socket_out and socket_in:
links.new(socket_out, socket_in)
__soft_link(prev_node.outputs["Ambient"], shader.inputs.get("Ambient Color"))
__soft_link(prev_node.outputs["Diffuse"], shader.inputs.get("Diffuse Color"))
__soft_link(prev_node.outputs["Specular"], shader.inputs.get("Specular Color"))
__soft_link(prev_node.outputs["Reflect"], shader.inputs.get("Reflect"))
__soft_link(prev_node.outputs["Alpha"], shader.inputs.get("Alpha"))
__soft_link(prev_node.outputs["Base Tex"], shader.inputs.get("Base Tex"))
__soft_link(prev_node.outputs["Toon Tex"], shader.inputs.get("Toon Tex"))
if int(material.mmd_material.sphere_texture_type) != 2: # shader.inputs['Sphere Mul/Add'].default_value < 0.5
__soft_link(prev_node.outputs["Sphere Tex"], shader.inputs.get("Sphere Tex"))
else:
__soft_link(prev_node.outputs["Sphere Tex Add"], shader.inputs.get("Sphere Tex"))
elif "mmd_edge_preview" in nodes:
shader = nodes["mmd_edge_preview"]
links.new(prev_node.outputs["Edge RGB"], shader.inputs["Color"])
links.new(prev_node.outputs["Edge A"], shader.inputs["Alpha"])
return shader
@classmethod
def __get_shader(cls, morph_type):
group_name = "MMDMorph" + morph_type
shader = bpy.data.node_groups.get(group_name, None) or bpy.data.node_groups.new(name=group_name, type="ShaderNodeTree")
if len(shader.nodes):
return shader
ng = _NodeGroupUtils(shader)
links = ng.links
use_mul = morph_type == "Mul"
############################################################################
node_input = ng.new_node("NodeGroupInput", (-3, 0))
ng.new_input_socket("Fac", None, 0, socket_type="NodeSocketFloat")
ng.new_node("NodeGroupOutput", (3, 0))
def __blend_color_add(id_name, pos, tag=""):
# MA_RAMP_MULT: ColorMul = Color1 * (Fac * Color2 + (1 - Fac))
# MA_RAMP_ADD: ColorAdd = Color1 + Fac * Color2
# https://github.com/blender/blender/blob/594f47ecd2d5367ca936cf6fc6ec8168c2b360d0/source/blender/blenkernel/intern/material.c#L1400
node_mix = ng.new_mix_node("MULTIPLY" if use_mul else "ADD", (pos[0] + 1, pos[1]))
links.new(node_input.outputs["Fac"], node_mix.inputs["Fac"])
ng.new_input_socket("%s1" % id_name + tag, node_mix.inputs["Color1"])
ng.new_input_socket("%s2" % id_name + tag, node_mix.inputs["Color2"], socket_type="NodeSocketVector")
ng.new_output_socket(id_name + tag, node_mix.outputs["Color"])
return node_mix
def __blend_tex_color(id_name, pos, node_tex_rgb, node_tex_a_output):
# Tex Color = tex_rgb * tex_a + (1 - tex_a)
# : tex_rgb = TexRGB * ColorMul + ColorAdd
# : tex_a = TexA * ValueMul + ValueAdd
if id_name != "Sphere":
node_mix = ng.new_mix_node("MULTIPLY", pos, color1=(1, 1, 1, 1))
links.new(node_tex_a_output, node_mix.inputs[0])
links.new(node_tex_rgb.outputs["Color"], node_mix.inputs[2])
ng.new_output_socket(id_name + " Tex", node_mix.outputs[0])
else:
node_inv = ng.new_math_node("SUBTRACT", (pos[0], pos[1] - 0.25), value1=1.0)
node_scale = ng.new_vector_math_node("SCALE", (pos[0], pos[1]))
node_add = ng.new_vector_math_node("ADD", (pos[0] + 1, pos[1]))
links.new(node_tex_a_output, node_inv.inputs[1])
links.new(node_tex_rgb.outputs["Color"], node_scale.inputs[0])
links.new(node_tex_a_output, node_scale.inputs["Scale"])
links.new(node_scale.outputs[0], node_add.inputs[0])
links.new(node_inv.outputs[0], node_add.inputs[1])
ng.new_output_socket(id_name + " Tex", node_add.outputs[0], socket_type="NodeSocketColor")
ng.new_output_socket(id_name + " Tex Add", node_scale.outputs[0], socket_type="NodeSocketColor")
def __add_sockets(id_name, input1, input2, output, tag=""):
ng.new_input_socket(f"{id_name}1{tag}", input1, use_mul)
ng.new_input_socket(f"{id_name}2{tag}", input2, use_mul)
ng.new_output_socket(f"{id_name}{tag}", output)
pos_x = -2
__blend_color_add("Ambient", (pos_x, +0.5))
__blend_color_add("Diffuse", (pos_x, +0.0))
__blend_color_add("Specular", (pos_x, -0.5))
combine_reflect1_alpha1_edge1 = ng.new_node("ShaderNodeCombineRGB", (-2, -1.5))
combine_reflect2_alpha2_edge2 = ng.new_node("ShaderNodeCombineRGB", (-2, -1.75))
separate_reflect_alpha_edge = ng.new_node("ShaderNodeSeparateRGB", (pos_x + 2, -1.5))
__add_sockets("Reflect", combine_reflect1_alpha1_edge1.inputs[0], combine_reflect2_alpha2_edge2.inputs[0], separate_reflect_alpha_edge.outputs[0])
__add_sockets("Alpha", combine_reflect1_alpha1_edge1.inputs[1], combine_reflect2_alpha2_edge2.inputs[1], separate_reflect_alpha_edge.outputs[1])
__blend_color_add("Edge", (pos_x, -1.0), " RGB")
__add_sockets("Edge", combine_reflect1_alpha1_edge1.inputs[2], combine_reflect2_alpha2_edge2.inputs[2], separate_reflect_alpha_edge.outputs[2], tag=" A")
node_mix = ng.new_mix_node("MULTIPLY" if use_mul else "ADD", (pos_x + 1, -1.5))
links.new(node_input.outputs["Fac"], node_mix.inputs[0])
links.new(combine_reflect1_alpha1_edge1.outputs[0], node_mix.inputs[1])
links.new(combine_reflect2_alpha2_edge2.outputs[0], node_mix.inputs[2])
links.new(node_mix.outputs[0], separate_reflect_alpha_edge.inputs[0])
combine_base1a_toon1a_sphere1a = ng.new_node("ShaderNodeCombineRGB", (-2, -2.0))
combine_base2a_toon2a_sphere2a = ng.new_node("ShaderNodeCombineRGB", (-2, -2.25))
separate_basea_toona_spherea = ng.new_node("ShaderNodeSeparateRGB", (pos_x + 2, -2.0))
node_mix = ng.new_mix_node("MULTIPLY" if use_mul else "ADD", (pos_x + 1, -2.0))
links.new(node_input.outputs["Fac"], node_mix.inputs[0])
links.new(combine_base1a_toon1a_sphere1a.outputs[0], node_mix.inputs[1])
links.new(combine_base2a_toon2a_sphere2a.outputs[0], node_mix.inputs[2])
links.new(node_mix.outputs[0], separate_basea_toona_spherea.inputs[0])
base_rgb = __blend_color_add("Base", (pos_x, -2.5), " RGB")
__add_sockets("Base", combine_base1a_toon1a_sphere1a.inputs[0], combine_base2a_toon2a_sphere2a.inputs[0], separate_basea_toona_spherea.outputs[0], tag=" A")
__blend_tex_color("Base", (pos_x + 3, -2.5), base_rgb, separate_basea_toona_spherea.outputs[0])
toon_rgb = __blend_color_add("Toon", (pos_x, -3.0), " RGB")
__add_sockets("Toon", combine_base1a_toon1a_sphere1a.inputs[1], combine_base2a_toon2a_sphere2a.inputs[1], separate_basea_toona_spherea.outputs[1], tag=" A")
__blend_tex_color("Toon", (pos_x + 3, -3.0), toon_rgb, separate_basea_toona_spherea.outputs[1])
sphere_rgb = __blend_color_add("Sphere", (pos_x, -3.5), " RGB")
__add_sockets("Sphere", combine_base1a_toon1a_sphere1a.inputs[2], combine_base2a_toon2a_sphere2a.inputs[2], separate_basea_toona_spherea.outputs[2], tag=" A")
__blend_tex_color("Sphere", (pos_x + 3, -3.5), sphere_rgb, separate_basea_toona_spherea.outputs[2])
ng.hide_nodes()
return ng.shader
+738
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@@ -0,0 +1,738 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import itertools
import re
from abc import ABC, abstractmethod
from enum import Enum
from typing import TYPE_CHECKING, Callable, Dict, Optional, Set, Tuple
import bpy
from ..translations import DictionaryEnum
from ..utils import convertLRToName, convertNameToLR
from .model import FnModel, Model
if TYPE_CHECKING:
from ..properties.morph import _MorphBase
from ..properties.root import MMDRoot
from ..properties.translations import MMDTranslation, MMDTranslationElement, MMDTranslationElementIndex
class MMDTranslationElementType(Enum):
BONE = "Bones"
MORPH = "Morphs"
MATERIAL = "Materials"
DISPLAY = "Display"
PHYSICS = "Physics"
INFO = "Information"
class MMDDataHandlerABC(ABC):
@classmethod
@property
@abstractmethod
def type_name(cls) -> str:
pass
@classmethod
@abstractmethod
def draw_item(cls, layout: bpy.types.UILayout, mmd_translation_element: "MMDTranslationElement", index: int):
pass
@classmethod
@abstractmethod
def collect_data(cls, mmd_translation: "MMDTranslation"):
pass
@classmethod
@abstractmethod
def update_index(cls, mmd_translation_element: "MMDTranslationElement"):
pass
@classmethod
@abstractmethod
def update_query(cls, mmd_translation: "MMDTranslation", filter_selected: bool, filter_visible: bool, check_blank_name: Callable[[str, str], bool]):
pass
@classmethod
@abstractmethod
def set_names(cls, mmd_translation_element: "MMDTranslationElement", name: Optional[str], name_j: Optional[str], name_e: Optional[str]):
pass
@classmethod
@abstractmethod
def get_names(cls, mmd_translation_element: "MMDTranslationElement") -> Tuple[str, str, str]:
"""Returns (name, name_j, name_e)"""
@classmethod
def is_restorable(cls, mmd_translation_element: "MMDTranslationElement") -> bool:
return (mmd_translation_element.name, mmd_translation_element.name_j, mmd_translation_element.name_e) != cls.get_names(mmd_translation_element)
@classmethod
def check_data_visible(cls, filter_selected: bool, filter_visible: bool, select: bool, hide: bool) -> bool:
return filter_selected and not select or filter_visible and hide
@classmethod
def prop_restorable(cls, layout: bpy.types.UILayout, mmd_translation_element: "MMDTranslationElement", prop_name: str, original_value: str, index: int):
row = layout.row(align=True)
row.prop(mmd_translation_element, prop_name, text="")
if getattr(mmd_translation_element, prop_name) == original_value:
row.label(text="", icon="BLANK1")
return
op = row.operator("mmd_tools.restore_mmd_translation_element_name", text="", icon="FILE_REFRESH")
op.index = index
op.prop_name = prop_name
op.restore_value = original_value
@classmethod
def prop_disabled(cls, layout: bpy.types.UILayout, mmd_translation_element: "MMDTranslationElement", prop_name: str):
row = layout.row(align=True)
row.enabled = False
row.prop(mmd_translation_element, prop_name, text="")
row.label(text="", icon="BLANK1")
class MMDBoneHandler(MMDDataHandlerABC):
@classmethod
@property
def type_name(cls) -> str:
return MMDTranslationElementType.BONE.name
@classmethod
def draw_item(cls, layout: bpy.types.UILayout, mmd_translation_element: "MMDTranslationElement", index: int):
pose_bone: bpy.types.PoseBone = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
row = layout.row(align=True)
row.label(text="", icon="BONE_DATA")
prop_row = row.row()
cls.prop_restorable(prop_row, mmd_translation_element, "name", pose_bone.name, index)
cls.prop_restorable(prop_row, mmd_translation_element, "name_j", pose_bone.mmd_bone.name_j, index)
cls.prop_restorable(prop_row, mmd_translation_element, "name_e", pose_bone.mmd_bone.name_e, index)
row.prop(pose_bone.bone, "select", text="", emboss=False, icon_only=True, icon="RESTRICT_SELECT_OFF" if pose_bone.bone.select else "RESTRICT_SELECT_ON")
row.prop(pose_bone.bone, "hide", text="", emboss=False, icon_only=True, icon="HIDE_ON" if pose_bone.bone.hide else "HIDE_OFF")
@classmethod
def collect_data(cls, mmd_translation: "MMDTranslation"):
armature_object: bpy.types.Object = FnModel.find_armature_object(mmd_translation.id_data)
pose_bone: bpy.types.PoseBone
for index, pose_bone in enumerate(armature_object.pose.bones):
if not any(c.is_visible for c in pose_bone.bone.collections):
continue
mmd_translation_element: "MMDTranslationElement" = mmd_translation.translation_elements.add()
mmd_translation_element.type = MMDTranslationElementType.BONE.name
mmd_translation_element.object = armature_object
mmd_translation_element.data_path = f"pose.bones[{index}]"
mmd_translation_element.name = pose_bone.name
mmd_translation_element.name_j = pose_bone.mmd_bone.name_j
mmd_translation_element.name_e = pose_bone.mmd_bone.name_e
@classmethod
def update_index(cls, mmd_translation_element: "MMDTranslationElement"):
bpy.context.view_layer.objects.active = mmd_translation_element.object
mmd_translation_element.object.id_data.data.bones.active = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path).bone
@classmethod
def update_query(cls, mmd_translation: "MMDTranslation", filter_selected: bool, filter_visible: bool, check_blank_name: Callable[[str, str], bool]):
mmd_translation_element: "MMDTranslationElement"
for index, mmd_translation_element in enumerate(mmd_translation.translation_elements):
if mmd_translation_element.type != MMDTranslationElementType.BONE.name:
continue
pose_bone: bpy.types.PoseBone = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
if cls.check_data_visible(filter_selected, filter_visible, pose_bone.bone.select, pose_bone.bone.hide):
continue
if check_blank_name(mmd_translation_element.name_j, mmd_translation_element.name_e):
continue
if mmd_translation.filter_restorable and not cls.is_restorable(mmd_translation_element):
continue
mmd_translation_element_index: "MMDTranslationElementIndex" = mmd_translation.filtered_translation_element_indices.add()
mmd_translation_element_index.value = index
@classmethod
def set_names(cls, mmd_translation_element: "MMDTranslationElement", name: Optional[str], name_j: Optional[str], name_e: Optional[str]):
pose_bone: bpy.types.PoseBone = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
if name is not None:
pose_bone.name = name
if name_j is not None:
pose_bone.mmd_bone.name_j = name_j
if name_e is not None:
pose_bone.mmd_bone.name_e = name_e
@classmethod
def get_names(cls, mmd_translation_element: "MMDTranslationElement") -> Tuple[str, str, str]:
pose_bone: bpy.types.PoseBone = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
return (pose_bone.name, pose_bone.mmd_bone.name_j, pose_bone.mmd_bone.name_e)
class MMDMorphHandler(MMDDataHandlerABC):
@classmethod
@property
def type_name(cls) -> str:
return MMDTranslationElementType.MORPH.name
@classmethod
def draw_item(cls, layout: bpy.types.UILayout, mmd_translation_element: "MMDTranslationElement", index: int):
morph: "_MorphBase" = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
row = layout.row(align=True)
row.label(text="", icon="SHAPEKEY_DATA")
prop_row = row.row()
cls.prop_disabled(prop_row, mmd_translation_element, "name")
cls.prop_restorable(prop_row, mmd_translation_element, "name", morph.name, index)
cls.prop_restorable(prop_row, mmd_translation_element, "name_e", morph.name_e, index)
row.label(text="", icon="BLANK1")
row.label(text="", icon="BLANK1")
MORPH_DATA_PATH_EXTRACT = re.compile(r"mmd_root\.(?P<morphs_name>[^\[]*)\[(?P<index>\d*)\]")
@classmethod
def collect_data(cls, mmd_translation: "MMDTranslation"):
root_object: bpy.types.Object = mmd_translation.id_data
mmd_root: "MMDRoot" = root_object.mmd_root
for morphs_name, morphs in {
"material_morphs": mmd_root.material_morphs,
"uv_morphs": mmd_root.uv_morphs,
"bone_morphs": mmd_root.bone_morphs,
"vertex_morphs": mmd_root.vertex_morphs,
"group_morphs": mmd_root.group_morphs,
}.items():
morph: "_MorphBase"
for index, morph in enumerate(morphs):
mmd_translation_element: "MMDTranslationElement" = mmd_translation.translation_elements.add()
mmd_translation_element.type = MMDTranslationElementType.MORPH.name
mmd_translation_element.object = root_object
mmd_translation_element.data_path = f"mmd_root.{morphs_name}[{index}]"
mmd_translation_element.name = morph.name
# mmd_translation_element.name_j = None
mmd_translation_element.name_e = morph.name_e
@classmethod
def update_index(cls, mmd_translation_element: "MMDTranslationElement"):
match = cls.MORPH_DATA_PATH_EXTRACT.match(mmd_translation_element.data_path)
if not match:
return
mmd_translation_element.object.mmd_root.active_morph_type = match["morphs_name"]
mmd_translation_element.object.mmd_root.active_morph = int(match["index"])
@classmethod
def update_query(cls, mmd_translation: "MMDTranslation", filter_selected: bool, filter_visible: bool, check_blank_name: Callable[[str, str], bool]):
mmd_translation_element: "MMDTranslationElement"
for index, mmd_translation_element in enumerate(mmd_translation.translation_elements):
if mmd_translation_element.type != MMDTranslationElementType.MORPH.name:
continue
morph: "_MorphBase" = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
if check_blank_name(morph.name, morph.name_e):
continue
if mmd_translation.filter_restorable and not cls.is_restorable(mmd_translation_element):
continue
mmd_translation_element_index: "MMDTranslationElementIndex" = mmd_translation.filtered_translation_element_indices.add()
mmd_translation_element_index.value = index
@classmethod
def set_names(cls, mmd_translation_element: "MMDTranslationElement", name: Optional[str], name_j: Optional[str], name_e: Optional[str]):
morph: "_MorphBase" = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
if name is not None:
morph.name = name
if name_e is not None:
morph.name_e = name_e
@classmethod
def get_names(cls, mmd_translation_element: "MMDTranslationElement") -> Tuple[str, str, str]:
morph: "_MorphBase" = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
return (morph.name, "", morph.name_e)
class MMDMaterialHandler(MMDDataHandlerABC):
@classmethod
@property
def type_name(cls) -> str:
return MMDTranslationElementType.MATERIAL.name
@classmethod
def draw_item(cls, layout: bpy.types.UILayout, mmd_translation_element: "MMDTranslationElement", index: int):
mesh_object: bpy.types.Object = mmd_translation_element.object
material: bpy.types.Material = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
row = layout.row(align=True)
row.label(text="", icon="MATERIAL_DATA")
prop_row = row.row()
cls.prop_restorable(prop_row, mmd_translation_element, "name", material.name, index)
cls.prop_restorable(prop_row, mmd_translation_element, "name_j", material.mmd_material.name_j, index)
cls.prop_restorable(prop_row, mmd_translation_element, "name_e", material.mmd_material.name_e, index)
row.prop(mesh_object, "select", text="", emboss=False, icon_only=True, icon="RESTRICT_SELECT_OFF" if mesh_object.select_get() else "RESTRICT_SELECT_ON")
row.prop(mesh_object, "hide", text="", emboss=False, icon_only=True, icon="HIDE_ON" if mesh_object.hide_get() else "HIDE_OFF")
MATERIAL_DATA_PATH_EXTRACT = re.compile(r"data\.materials\[(?P<index>\d*)\]")
@classmethod
def collect_data(cls, mmd_translation: "MMDTranslation"):
checked_materials: Set[bpy.types.Material] = set()
mesh_object: bpy.types.Object
for mesh_object in FnModel.iterate_mesh_objects(mmd_translation.id_data):
material: bpy.types.Material
for index, material in enumerate(mesh_object.data.materials):
if material in checked_materials:
continue
checked_materials.add(material)
if not hasattr(material, "mmd_material"):
continue
mmd_translation_element: "MMDTranslationElement" = mmd_translation.translation_elements.add()
mmd_translation_element.type = MMDTranslationElementType.MATERIAL.name
mmd_translation_element.object = mesh_object
mmd_translation_element.data_path = f"data.materials[{index}]"
mmd_translation_element.name = material.name
mmd_translation_element.name_j = material.mmd_material.name_j
mmd_translation_element.name_e = material.mmd_material.name_e
@classmethod
def update_index(cls, mmd_translation_element: "MMDTranslationElement"):
id_data: bpy.types.Object = mmd_translation_element.object
bpy.context.view_layer.objects.active = id_data
match = cls.MATERIAL_DATA_PATH_EXTRACT.match(mmd_translation_element.data_path)
if not match:
return
id_data.active_material_index = int(match["index"])
@classmethod
def update_query(cls, mmd_translation: "MMDTranslation", filter_selected: bool, filter_visible: bool, check_blank_name: Callable[[str, str], bool]):
mmd_translation_element: "MMDTranslationElement"
for index, mmd_translation_element in enumerate(mmd_translation.translation_elements):
if mmd_translation_element.type != MMDTranslationElementType.MATERIAL.name:
continue
mesh_object: bpy.types.Object = mmd_translation_element.object
if cls.check_data_visible(filter_selected, filter_visible, mesh_object.select_get(), mesh_object.hide_get()):
continue
material: bpy.types.Material = mesh_object.path_resolve(mmd_translation_element.data_path)
if check_blank_name(material.mmd_material.name_j, material.mmd_material.name_e):
continue
if mmd_translation.filter_restorable and not cls.is_restorable(mmd_translation_element):
continue
mmd_translation_element_index: "MMDTranslationElementIndex" = mmd_translation.filtered_translation_element_indices.add()
mmd_translation_element_index.value = index
@classmethod
def set_names(cls, mmd_translation_element: "MMDTranslationElement", name: Optional[str], name_j: Optional[str], name_e: Optional[str]):
material: bpy.types.Material = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
if name is not None:
material.name = name
if name_j is not None:
material.mmd_material.name_j = name_j
if name_e is not None:
material.mmd_material.name_e = name_e
@classmethod
def get_names(cls, mmd_translation_element: "MMDTranslationElement") -> Tuple[str, str, str]:
material: bpy.types.Material = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
return (material.name, material.mmd_material.name_j, material.mmd_material.name_e)
class MMDDisplayHandler(MMDDataHandlerABC):
@classmethod
@property
def type_name(cls) -> str:
return MMDTranslationElementType.DISPLAY.name
@classmethod
def draw_item(cls, layout: bpy.types.UILayout, mmd_translation_element: "MMDTranslationElement", index: int):
bone_collection: bpy.types.BoneCollection = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
row = layout.row(align=True)
row.label(text="", icon="GROUP_BONE")
prop_row = row.row()
cls.prop_restorable(prop_row, mmd_translation_element, "name", bone_collection.name, index)
cls.prop_disabled(prop_row, mmd_translation_element, "name")
cls.prop_disabled(prop_row, mmd_translation_element, "name_e")
row.prop(mmd_translation_element.object, "select", text="", emboss=False, icon_only=True, icon="RESTRICT_SELECT_OFF" if mmd_translation_element.object.select_get() else "RESTRICT_SELECT_ON")
row.prop(mmd_translation_element.object, "hide", text="", emboss=False, icon_only=True, icon="HIDE_ON" if mmd_translation_element.object.hide_get() else "HIDE_OFF")
DISPLAY_DATA_PATH_EXTRACT = re.compile(r"data\.collections\[(?P<index>\d*)\]")
@classmethod
def collect_data(cls, mmd_translation: "MMDTranslation"):
armature_object: bpy.types.Object = FnModel.find_armature_object(mmd_translation.id_data)
bone_collection: bpy.types.BoneCollection
for index, bone_collection in enumerate(armature_object.data.collections):
mmd_translation_element: "MMDTranslationElement" = mmd_translation.translation_elements.add()
mmd_translation_element.type = MMDTranslationElementType.DISPLAY.name
mmd_translation_element.object = armature_object
mmd_translation_element.data_path = f"data.collections[{index}]"
mmd_translation_element.name = bone_collection.name
# mmd_translation_element.name_j = None
# mmd_translation_element.name_e = None
@classmethod
def update_index(cls, mmd_translation_element: "MMDTranslationElement"):
id_data: bpy.types.Object = mmd_translation_element.object
bpy.context.view_layer.objects.active = id_data
match = cls.DISPLAY_DATA_PATH_EXTRACT.match(mmd_translation_element.data_path)
if not match:
return
id_data.data.collections.active_index = int(match["index"])
@classmethod
def update_query(cls, mmd_translation: "MMDTranslation", filter_selected: bool, filter_visible: bool, check_blank_name: Callable[[str, str], bool]):
mmd_translation_element: "MMDTranslationElement"
for index, mmd_translation_element in enumerate(mmd_translation.translation_elements):
if mmd_translation_element.type != MMDTranslationElementType.DISPLAY.name:
continue
obj: bpy.types.Object = mmd_translation_element.object
if cls.check_data_visible(filter_selected, filter_visible, obj.select_get(), obj.hide_get()):
continue
bone_collection: bpy.types.BoneCollection = obj.path_resolve(mmd_translation_element.data_path)
if check_blank_name(bone_collection.name, ""):
continue
if mmd_translation.filter_restorable and not cls.is_restorable(mmd_translation_element):
continue
mmd_translation_element_index: "MMDTranslationElementIndex" = mmd_translation.filtered_translation_element_indices.add()
mmd_translation_element_index.value = index
@classmethod
def set_names(cls, mmd_translation_element: "MMDTranslationElement", name: Optional[str], name_j: Optional[str], name_e: Optional[str]):
bone_collection: bpy.types.BoneCollection = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
if name is not None:
bone_collection.name = name
@classmethod
def get_names(cls, mmd_translation_element: "MMDTranslationElement") -> Tuple[str, str, str]:
bone_collection: bpy.types.BoneCollection = mmd_translation_element.object.path_resolve(mmd_translation_element.data_path)
return (bone_collection.name, "", "")
class MMDPhysicsHandler(MMDDataHandlerABC):
@classmethod
@property
def type_name(cls) -> str:
return MMDTranslationElementType.PHYSICS.name
@classmethod
def draw_item(cls, layout: bpy.types.UILayout, mmd_translation_element: "MMDTranslationElement", index: int):
obj: bpy.types.Object = mmd_translation_element.object
if FnModel.is_rigid_body_object(obj):
icon = "MESH_ICOSPHERE"
mmd_object = obj.mmd_rigid
elif FnModel.is_joint_object(obj):
icon = "CONSTRAINT"
mmd_object = obj.mmd_joint
row = layout.row(align=True)
row.label(text="", icon=icon)
prop_row = row.row()
cls.prop_restorable(prop_row, mmd_translation_element, "name", obj.name, index)
cls.prop_restorable(prop_row, mmd_translation_element, "name_j", mmd_object.name_j, index)
cls.prop_restorable(prop_row, mmd_translation_element, "name_e", mmd_object.name_e, index)
row.prop(obj, "select", text="", emboss=False, icon_only=True, icon="RESTRICT_SELECT_OFF" if obj.select_get() else "RESTRICT_SELECT_ON")
row.prop(obj, "hide", text="", emboss=False, icon_only=True, icon="HIDE_ON" if obj.hide_get() else "HIDE_OFF")
@classmethod
def collect_data(cls, mmd_translation: "MMDTranslation"):
root_object: bpy.types.Object = mmd_translation.id_data
model = Model(root_object)
obj: bpy.types.Object
for obj in model.rigidBodies():
mmd_translation_element: "MMDTranslationElement" = mmd_translation.translation_elements.add()
mmd_translation_element.type = MMDTranslationElementType.PHYSICS.name
mmd_translation_element.object = obj
mmd_translation_element.data_path = "mmd_rigid"
mmd_translation_element.name = obj.name
mmd_translation_element.name_j = obj.mmd_rigid.name_j
mmd_translation_element.name_e = obj.mmd_rigid.name_e
obj: bpy.types.Object
for obj in model.joints():
mmd_translation_element: "MMDTranslationElement" = mmd_translation.translation_elements.add()
mmd_translation_element.type = MMDTranslationElementType.PHYSICS.name
mmd_translation_element.object = obj
mmd_translation_element.data_path = "mmd_joint"
mmd_translation_element.name = obj.name
mmd_translation_element.name_j = obj.mmd_joint.name_j
mmd_translation_element.name_e = obj.mmd_joint.name_e
@classmethod
def update_index(cls, mmd_translation_element: "MMDTranslationElement"):
bpy.context.view_layer.objects.active = mmd_translation_element.object
@classmethod
def update_query(cls, mmd_translation: "MMDTranslation", filter_selected: bool, filter_visible: bool, check_blank_name: Callable[[str, str], bool]):
mmd_translation_element: "MMDTranslationElement"
for index, mmd_translation_element in enumerate(mmd_translation.translation_elements):
if mmd_translation_element.type != MMDTranslationElementType.PHYSICS.name:
continue
obj: bpy.types.Object = mmd_translation_element.object
if cls.check_data_visible(filter_selected, filter_visible, obj.select_get(), obj.hide_get()):
continue
if FnModel.is_rigid_body_object(obj):
mmd_object = obj.mmd_rigid
elif FnModel.is_joint_object(obj):
mmd_object = obj.mmd_joint
if check_blank_name(mmd_object.name_j, mmd_object.name_e):
continue
if mmd_translation.filter_restorable and not cls.is_restorable(mmd_translation_element):
continue
mmd_translation_element_index: "MMDTranslationElementIndex" = mmd_translation.filtered_translation_element_indices.add()
mmd_translation_element_index.value = index
@classmethod
def set_names(cls, mmd_translation_element: "MMDTranslationElement", name: Optional[str], name_j: Optional[str], name_e: Optional[str]):
obj: bpy.types.Object = mmd_translation_element.object
if FnModel.is_rigid_body_object(obj):
mmd_object = obj.mmd_rigid
elif FnModel.is_joint_object(obj):
mmd_object = obj.mmd_joint
if name is not None:
obj.name = name
if name_j is not None:
mmd_object.name_j = name_j
if name_e is not None:
mmd_object.name_e = name_e
@classmethod
def get_names(cls, mmd_translation_element: "MMDTranslationElement") -> Tuple[str, str, str]:
obj: bpy.types.Object = mmd_translation_element.object
if FnModel.is_rigid_body_object(obj):
mmd_object = obj.mmd_rigid
elif FnModel.is_joint_object(obj):
mmd_object = obj.mmd_joint
return (obj.name, mmd_object.name_j, mmd_object.name_e)
class MMDInfoHandler(MMDDataHandlerABC):
@classmethod
@property
def type_name(cls) -> str:
return MMDTranslationElementType.INFO.name
TYPE_TO_ICONS = {
"EMPTY": "EMPTY_DATA",
"ARMATURE": "ARMATURE_DATA",
"MESH": "MESH_DATA",
}
@classmethod
def draw_item(cls, layout: bpy.types.UILayout, mmd_translation_element: "MMDTranslationElement", index: int):
info_object: bpy.types.Object = mmd_translation_element.object
row = layout.row(align=True)
row.label(text="", icon=MMDInfoHandler.TYPE_TO_ICONS.get(info_object.type, "OBJECT_DATA"))
prop_row = row.row()
cls.prop_restorable(prop_row, mmd_translation_element, "name", info_object.name, index)
cls.prop_disabled(prop_row, mmd_translation_element, "name")
cls.prop_disabled(prop_row, mmd_translation_element, "name_e")
row.prop(info_object, "select", text="", emboss=False, icon_only=True, icon="RESTRICT_SELECT_OFF" if info_object.select_get() else "RESTRICT_SELECT_ON")
row.prop(info_object, "hide", text="", emboss=False, icon_only=True, icon="HIDE_ON" if info_object.hide_get() else "HIDE_OFF")
@classmethod
def collect_data(cls, mmd_translation: "MMDTranslation"):
root_object: bpy.types.Object = mmd_translation.id_data
info_objects = [root_object]
armature_object = FnModel.find_armature_object(root_object)
if armature_object is not None:
info_objects.append(armature_object)
for info_object in itertools.chain(info_objects, FnModel.iterate_mesh_objects(root_object)):
mmd_translation_element: "MMDTranslationElement" = mmd_translation.translation_elements.add()
mmd_translation_element.type = MMDTranslationElementType.INFO.name
mmd_translation_element.object = info_object
mmd_translation_element.data_path = ""
mmd_translation_element.name = info_object.name
# mmd_translation_element.name_j = None
# mmd_translation_element.name_e = None
@classmethod
def update_index(cls, mmd_translation_element: "MMDTranslationElement"):
bpy.context.view_layer.objects.active = mmd_translation_element.object
@classmethod
def update_query(cls, mmd_translation: "MMDTranslation", filter_selected: bool, filter_visible: bool, check_blank_name: Callable[[str, str], bool]):
mmd_translation_element: "MMDTranslationElement"
for index, mmd_translation_element in enumerate(mmd_translation.translation_elements):
if mmd_translation_element.type != MMDTranslationElementType.INFO.name:
continue
info_object: bpy.types.Object = mmd_translation_element.object
if cls.check_data_visible(filter_selected, filter_visible, info_object.select_get(), info_object.hide_get()):
continue
if check_blank_name(info_object.name, ""):
continue
if mmd_translation.filter_restorable and not cls.is_restorable(mmd_translation_element):
continue
mmd_translation_element_index: "MMDTranslationElementIndex" = mmd_translation.filtered_translation_element_indices.add()
mmd_translation_element_index.value = index
@classmethod
def set_names(cls, mmd_translation_element: "MMDTranslationElement", name: Optional[str], name_j: Optional[str], name_e: Optional[str]):
info_object: bpy.types.Object = mmd_translation_element.object
if name is not None:
info_object.name = name
@classmethod
def get_names(cls, mmd_translation_element: "MMDTranslationElement") -> Tuple[str, str, str]:
info_object: bpy.types.Object = mmd_translation_element.object
return (info_object.name, "", "")
MMD_DATA_HANDLERS: Set[MMDDataHandlerABC] = {
MMDBoneHandler,
MMDMorphHandler,
MMDMaterialHandler,
MMDDisplayHandler,
MMDPhysicsHandler,
MMDInfoHandler,
}
MMD_DATA_TYPE_TO_HANDLERS: Dict[str, MMDDataHandlerABC] = {h.type_name: h for h in MMD_DATA_HANDLERS}
class FnTranslations:
@staticmethod
def apply_translations(root_object: bpy.types.Object):
mmd_translation: "MMDTranslation" = root_object.mmd_root.translation
mmd_translation_element_index: "MMDTranslationElementIndex"
for mmd_translation_element_index in mmd_translation.filtered_translation_element_indices:
mmd_translation_element: "MMDTranslationElement" = mmd_translation.translation_elements[mmd_translation_element_index.value]
handler: MMDDataHandlerABC = MMD_DATA_TYPE_TO_HANDLERS[mmd_translation_element.type]
name, name_j, name_e = handler.get_names(mmd_translation_element)
handler.set_names(
mmd_translation_element,
mmd_translation_element.name if mmd_translation_element.name != name else None,
mmd_translation_element.name_j if mmd_translation_element.name_j != name_j else None,
mmd_translation_element.name_e if mmd_translation_element.name_e != name_e else None,
)
@staticmethod
def execute_translation_batch(root_object: bpy.types.Object) -> Tuple[Dict[str, str], Optional[bpy.types.Text]]:
mmd_translation: "MMDTranslation" = root_object.mmd_root.translation
batch_operation_script = mmd_translation.batch_operation_script
if not batch_operation_script:
return ({}, None)
translator = DictionaryEnum.get_translator(mmd_translation.dictionary)
def translate(name: str) -> str:
if translator:
return translator.translate(name, name)
return name
batch_operation_script_ast = compile(mmd_translation.batch_operation_script, "<string>", "eval")
batch_operation_target: str = mmd_translation.batch_operation_target
mmd_translation_element_index: "MMDTranslationElementIndex"
for mmd_translation_element_index in mmd_translation.filtered_translation_element_indices:
mmd_translation_element: "MMDTranslationElement" = mmd_translation.translation_elements[mmd_translation_element_index.value]
handler: MMDDataHandlerABC = MMD_DATA_TYPE_TO_HANDLERS[mmd_translation_element.type]
name = mmd_translation_element.name
name_j = mmd_translation_element.name_j
name_e = mmd_translation_element.name_e
org_name, org_name_j, org_name_e = handler.get_names(mmd_translation_element)
# pylint: disable=eval-used
result_name = str(
eval(
batch_operation_script_ast,
{"__builtins__": {}},
{
"to_english": translate,
"to_mmd_lr": convertLRToName,
"to_blender_lr": convertNameToLR,
"name": name,
"name_j": name_j if name_j != "" else name,
"name_e": name_e if name_e != "" else name,
"org_name": org_name,
"org_name_j": org_name_j,
"org_name_e": org_name_e,
},
)
)
if batch_operation_target == "BLENDER":
mmd_translation_element.name = result_name
elif batch_operation_target == "JAPANESE":
mmd_translation_element.name_j = result_name
elif batch_operation_target == "ENGLISH":
mmd_translation_element.name_e = result_name
return (translator.fails, translator.save_fails())
@staticmethod
def update_index(mmd_translation: "MMDTranslation"):
if mmd_translation.filtered_translation_element_indices_active_index < 0:
return
mmd_translation_element_index: "MMDTranslationElementIndex" = mmd_translation.filtered_translation_element_indices[mmd_translation.filtered_translation_element_indices_active_index]
mmd_translation_element: "MMDTranslationElement" = mmd_translation.translation_elements[mmd_translation_element_index.value]
MMD_DATA_TYPE_TO_HANDLERS[mmd_translation_element.type].update_index(mmd_translation_element)
@staticmethod
def collect_data(mmd_translation: "MMDTranslation"):
mmd_translation.translation_elements.clear()
for handler in MMD_DATA_HANDLERS:
handler.collect_data(mmd_translation)
@staticmethod
def update_query(mmd_translation: "MMDTranslation"):
mmd_translation.filtered_translation_element_indices.clear()
mmd_translation.filtered_translation_element_indices_active_index = -1
filter_japanese_blank: bool = mmd_translation.filter_japanese_blank
filter_english_blank: bool = mmd_translation.filter_english_blank
filter_selected: bool = mmd_translation.filter_selected
filter_visible: bool = mmd_translation.filter_visible
def check_blank_name(name_j: str, name_e: str) -> bool:
return filter_japanese_blank and name_j or filter_english_blank and name_e
for handler in MMD_DATA_HANDLERS:
if handler.type_name in mmd_translation.filter_types:
handler.update_query(mmd_translation, filter_selected, filter_visible, check_blank_name)
@staticmethod
def clear_data(mmd_translation: "MMDTranslation"):
mmd_translation.translation_elements.clear()
mmd_translation.filtered_translation_element_indices.clear()
mmd_translation.filtered_translation_element_indices_active_index = -1
mmd_translation.filter_restorable = False
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@@ -1,296 +0,0 @@
# -*- coding: utf-8 -*-
# Copyright 2013 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
import logging
import os
import re
from typing import Callable, Optional, Set, List, Dict, Any
import bpy
from bpy.types import Object, Context, Bone, PoseBone
from ...logging_setup import logger
from .bpyutils import FnContext
def selectAObject(obj: Object) -> None:
"""Select a single object and make it active"""
try:
bpy.ops.object.mode_set(mode="OBJECT")
except Exception:
logger.debug(f"Failed to set object mode for {obj.name}")
bpy.ops.object.select_all(action="DESELECT")
FnContext.select_object(FnContext.ensure_context(), obj)
FnContext.set_active_object(FnContext.ensure_context(), obj)
def enterEditMode(obj: Object) -> None:
"""Enter edit mode for the specified object"""
selectAObject(obj)
if obj.mode != "EDIT":
bpy.ops.object.mode_set(mode="EDIT")
def setParentToBone(obj: Object, parent: Object, bone_name: str) -> None:
"""Set an object's parent to a specific bone"""
selectAObject(obj)
FnContext.set_active_object(FnContext.ensure_context(), parent)
bpy.ops.object.mode_set(mode="POSE")
parent.data.bones.active = parent.data.bones[bone_name]
bpy.ops.object.parent_set(type="BONE", keep_transform=False)
bpy.ops.object.mode_set(mode="OBJECT")
def selectSingleBone(context: Context, armature: Object, bone_name: str, reset_pose: bool = False) -> None:
"""Select a single bone in an armature"""
try:
bpy.ops.object.mode_set(mode="OBJECT")
except Exception:
logger.debug(f"Failed to set object mode for bone selection: {bone_name}")
for i in context.selected_objects:
i.select_set(False)
FnContext.set_active_object(context, armature)
bpy.ops.object.mode_set(mode="POSE")
if reset_pose:
for p_bone in armature.pose.bones:
p_bone.matrix_basis.identity()
armature_bones = armature.data.bones
for bone in armature_bones:
bone.select = bone.name == bone_name
bone.select_head = bone.select_tail = bone.select
if bone.select:
armature_bones.active = bone
bone.hide = False
# Regular expressions for name conversion
__CONVERT_NAME_TO_L_REGEXP = re.compile("^(.*)左(.*)$")
__CONVERT_NAME_TO_R_REGEXP = re.compile("^(.*)右(.*)$")
def convertNameToLR(name: str, use_underscore: bool = False) -> str:
"""Convert Japanese left/right naming to Blender's L/R convention"""
m = __CONVERT_NAME_TO_L_REGEXP.match(name)
delimiter = "_" if use_underscore else "."
if m:
name = m.group(1) + m.group(2) + delimiter + "L"
m = __CONVERT_NAME_TO_R_REGEXP.match(name)
if m:
name = m.group(1) + m.group(2) + delimiter + "R"
return name
__CONVERT_L_TO_NAME_REGEXP = re.compile(r"(?P<lr>(?P<separator>[._])[lL])(?P<after>($|(?P=separator)))")
__CONVERT_R_TO_NAME_REGEXP = re.compile(r"(?P<lr>(?P<separator>[._])[rR])(?P<after>($|(?P=separator)))")
def convertLRToName(name: str) -> str:
"""Convert Blender's L/R convention to Japanese left/right naming"""
match = __CONVERT_L_TO_NAME_REGEXP.search(name)
if match:
return f"{name[0:match.start()]}{match['after']}{name[match.end():]}"
match = __CONVERT_R_TO_NAME_REGEXP.search(name)
if match:
return f"{name[0:match.start()]}{match['after']}{name[match.end():]}"
return name
def mergeVertexGroup(meshObj: Object, src_vertex_group_name: str, dest_vertex_group_name: str) -> None:
"""Merge weights from source vertex group to destination vertex group"""
mesh = meshObj.data
src_vertex_group = meshObj.vertex_groups[src_vertex_group_name]
dest_vertex_group = meshObj.vertex_groups[dest_vertex_group_name]
vtxIndex = src_vertex_group.index
for v in mesh.vertices:
try:
gi = [i.group for i in v.groups].index(vtxIndex)
dest_vertex_group.add([v.index], v.groups[gi].weight, "ADD")
except ValueError:
pass
def separateByMaterials(meshObj: Object) -> None:
"""Separate a mesh object by materials"""
if len(meshObj.data.materials) < 2:
selectAObject(meshObj)
return
matrix_parent_inverse = meshObj.matrix_parent_inverse.copy()
prev_parent = meshObj.parent
dummy_parent = bpy.data.objects.new(name="tmp", object_data=None)
bpy.context.collection.objects.link(dummy_parent)
meshObj.parent = dummy_parent
meshObj.active_shape_key_index = 0
try:
enterEditMode(meshObj)
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.mesh.separate(type="MATERIAL")
finally:
bpy.ops.object.mode_set(mode="OBJECT")
for i in dummy_parent.children:
materials = i.data.materials
i.name = getattr(materials[0], "name", "None") if len(materials) else "None"
i.parent = prev_parent
i.matrix_parent_inverse = matrix_parent_inverse
bpy.data.objects.remove(dummy_parent)
def clearUnusedMeshes() -> None:
"""Remove unused mesh data blocks"""
meshes_to_delete = []
for mesh in bpy.data.meshes:
if mesh.users == 0:
meshes_to_delete.append(mesh)
for mesh in meshes_to_delete:
bpy.data.meshes.remove(mesh)
def makePmxBoneMap(armObj: Object) -> Dict[str, PoseBone]:
"""Create a mapping from bone names to pose bones"""
return {(i.mmd_bone.name_j or i.name): i for i in armObj.pose.bones}
__REMOVE_PREFIX_DIGITS_REGEXP = re.compile(r"\.\d{1,}$")
def unique_name(name: str, used_names: Set[str]) -> str:
"""Create a unique name that doesn't exist in the used_names set
Args:
name (str): The name to make unique
used_names (Set[str]): A set of names that are already used
Returns:
str: The unique name, formatted as "{name}.{number:03d}"
"""
if name not in used_names:
return name
count = 1
new_name = orig_name = __REMOVE_PREFIX_DIGITS_REGEXP.sub("", name)
while new_name in used_names:
new_name = f"{orig_name}.{count:03d}"
count += 1
return new_name
def saferelpath(path: str, start: str, strategy: str = "inside") -> str:
"""Safely get a relative path, handling different drive issues on Windows
Strategies:
- inside: returns the basename of the path
- outside: prepends '..' to the basename if on different drive
- absolute: returns the absolute path
"""
if strategy == "inside":
return os.path.basename(path)
if strategy == "absolute":
return os.path.abspath(path)
if strategy == "outside" and os.name == "nt":
d1, _ = os.path.splitdrive(path)
d2, _ = os.path.splitdrive(start)
if d1 != d2:
return ".." + os.sep + os.path.basename(path)
return os.path.relpath(path, start)
class ItemOp:
"""Operations for managing collections of items"""
@staticmethod
def get_by_index(items: List[Any], index: int) -> Optional[Any]:
"""Get an item by index with bounds checking"""
if 0 <= index < len(items):
return items[index]
return None
@staticmethod
def resize(items: bpy.types.bpy_prop_collection, length: int) -> None:
"""Resize a collection to the specified length"""
count = length - len(items)
if count > 0:
for i in range(count):
items.add()
elif count < 0:
for i in range(-count):
items.remove(length)
@staticmethod
def add_after(items: bpy.types.bpy_prop_collection, index: int) -> tuple:
"""Add a new item after the specified index"""
index_end = len(items)
index = max(0, min(index_end, index + 1))
items.add()
items.move(index_end, index)
return items[index], index
class ItemMoveOp:
"""Operations for moving items in collections"""
@staticmethod
def move(items: bpy.types.bpy_prop_collection, index: int, move_type: str,
index_min: int = 0, index_max: Optional[int] = None) -> int:
"""Move an item in a collection
Args:
items: The collection to modify
index: Current index of the item
move_type: Type of move ('UP', 'DOWN', 'TOP', 'BOTTOM')
index_min: Minimum allowed index
index_max: Maximum allowed index
Returns:
int: The new index after moving
"""
if index_max is None:
index_max = len(items) - 1
else:
index_max = min(index_max, len(items) - 1)
index_min = min(index_min, index_max)
if index < index_min:
items.move(index, index_min)
return index_min
elif index > index_max:
items.move(index, index_max)
return index_max
index_new = index
if move_type == "UP":
index_new = max(index_min, index - 1)
elif move_type == "DOWN":
index_new = min(index + 1, index_max)
elif move_type == "TOP":
index_new = index_min
elif move_type == "BOTTOM":
index_new = index_max
if index_new != index:
items.move(index, index_new)
return index_new
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
+673
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import logging
import math
import os
from typing import Union
import bpy
from mathutils import Quaternion, Vector
from ... import utils
from .. import vmd
from ..camera import MMDCamera
from ..lamp import MMDLamp
class _MirrorMapper:
def __init__(self, data_map=None):
from ...operators.view import FlipPose
self.__data_map = data_map
self.__flip_name = FlipPose.flip_name
def get(self, name, default=None):
return self.__data_map.get(self.__flip_name(name), None) or self.__data_map.get(name, default)
@staticmethod
def get_location(location):
return (-location[0], location[1], location[2])
@staticmethod
def get_rotation(rotation_xyzw):
return (rotation_xyzw[0], -rotation_xyzw[1], -rotation_xyzw[2], rotation_xyzw[3])
@staticmethod
def get_rotation3(rotation_xyz):
return (rotation_xyz[0], -rotation_xyz[1], -rotation_xyz[2])
class RenamedBoneMapper:
def __init__(self, armObj=None, rename_LR_bones=True, use_underscore=False, translator=None):
self.__pose_bones = armObj.pose.bones if armObj else None
self.__rename_LR_bones = rename_LR_bones
self.__use_underscore = use_underscore
self.__translator = translator
def init(self, armObj):
self.__pose_bones = armObj.pose.bones
return self
def get(self, bone_name, default=None):
bl_bone_name = bone_name
if self.__rename_LR_bones:
bl_bone_name = utils.convertNameToLR(bl_bone_name, self.__use_underscore)
if self.__translator:
bl_bone_name = self.__translator.translate(bl_bone_name)
return self.__pose_bones.get(bl_bone_name, default)
class _InterpolationHelper:
def __init__(self, mat):
self.__indices = indices = [0, 1, 2]
l = sorted((-abs(mat[i][j]), i, j) for i in range(3) for j in range(3))
_, i, j = l[0]
if i != j:
indices[i], indices[j] = indices[j], indices[i]
_, i, j = next(k for k in l if k[1] != i and k[2] != j)
if indices[i] != j:
idx = indices.index(j)
indices[i], indices[idx] = indices[idx], indices[i]
def convert(self, interpolation_xyz):
return (interpolation_xyz[i] for i in self.__indices)
class BoneConverter:
def __init__(self, pose_bone, scale, invert=False):
mat = pose_bone.bone.matrix_local.to_3x3()
mat[1], mat[2] = mat[2].copy(), mat[1].copy()
self.__mat = mat.transposed()
self.__scale = scale
if invert:
self.__mat.invert()
self.convert_interpolation = _InterpolationHelper(self.__mat).convert
def convert_location(self, location):
return (self.__mat @ Vector(location)) * self.__scale
def convert_rotation(self, rotation_xyzw):
rot = Quaternion()
rot.x, rot.y, rot.z, rot.w = rotation_xyzw
return Quaternion((self.__mat @ rot.axis) * -1, rot.angle).normalized()
class BoneConverterPoseMode:
def __init__(self, pose_bone, scale, invert=False):
mat = pose_bone.matrix.to_3x3()
mat[1], mat[2] = mat[2].copy(), mat[1].copy()
self.__mat = mat.transposed()
self.__scale = scale
self.__mat_rot = pose_bone.matrix_basis.to_3x3()
self.__mat_loc = self.__mat_rot @ self.__mat
self.__offset = pose_bone.location.copy()
self.convert_location = self._convert_location
self.convert_rotation = self._convert_rotation
if invert:
self.__mat.invert()
self.__mat_rot.invert()
self.__mat_loc.invert()
self.convert_location = self._convert_location_inverted
self.convert_rotation = self._convert_rotation_inverted
self.convert_interpolation = _InterpolationHelper(self.__mat_loc).convert
def _convert_location(self, location):
return self.__offset + (self.__mat_loc @ Vector(location)) * self.__scale
def _convert_rotation(self, rotation_xyzw):
rot = Quaternion()
rot.x, rot.y, rot.z, rot.w = rotation_xyzw
rot = Quaternion((self.__mat @ rot.axis) * -1, rot.angle)
return (self.__mat_rot @ rot.to_matrix()).to_quaternion()
def _convert_location_inverted(self, location):
return (self.__mat_loc @ (Vector(location) - self.__offset)) * self.__scale
def _convert_rotation_inverted(self, rotation_xyzw):
rot = Quaternion()
rot.x, rot.y, rot.z, rot.w = rotation_xyzw
rot = (self.__mat_rot @ rot.to_matrix()).to_quaternion()
return Quaternion((self.__mat @ rot.axis) * -1, rot.angle).normalized()
class _FnBezier:
@classmethod
def from_fcurve(cls, kp0, kp1):
p0, p1, p2, p3 = kp0.co, kp0.handle_right, kp1.handle_left, kp1.co
if p1.x > p3.x:
t = (p3.x - p0.x) / (p1.x - p0.x)
p1 = (1 - t) * p0 + p1 * t
if p0.x > p2.x:
t = (p3.x - p0.x) / (p3.x - p2.x)
p2 = (1 - t) * p3 + p2 * t
return cls(p0, p1, p2, p3)
def __init__(self, p0, p1, p2, p3): # assuming VMD's bezier or F-Curve's bezier
# assert(p0.x <= p1.x <= p3.x and p0.x <= p2.x <= p3.x)
self._p0, self._p1, self._p2, self._p3 = p0, p1, p2, p3
@property
def points(self):
return self._p0, self._p1, self._p2, self._p3
def split(self, t):
p0, p1, p2, p3 = self._p0, self._p1, self._p2, self._p3
p01t = (1 - t) * p0 + t * p1
p12t = (1 - t) * p1 + t * p2
p23t = (1 - t) * p2 + t * p3
p012t = (1 - t) * p01t + t * p12t
p123t = (1 - t) * p12t + t * p23t
pt = (1 - t) * p012t + t * p123t
return _FnBezier(p0, p01t, p012t, pt), _FnBezier(pt, p123t, p23t, p3), pt
def evaluate(self, t):
p0, p1, p2, p3 = self._p0, self._p1, self._p2, self._p3
p01t = (1 - t) * p0 + t * p1
p12t = (1 - t) * p1 + t * p2
p23t = (1 - t) * p2 + t * p3
p012t = (1 - t) * p01t + t * p12t
p123t = (1 - t) * p12t + t * p23t
return (1 - t) * p012t + t * p123t
def split_by_x(self, x):
return self.split(self.axis_to_t(x))
def evaluate_by_x(self, x):
return self.evaluate(self.axis_to_t(x))
def axis_to_t(self, val, axis=0):
p0, p1, p2, p3 = self._p0[axis], self._p1[axis], self._p2[axis], self._p3[axis]
a = p3 - p0 + 3 * (p1 - p2)
b = 3 * (p0 - 2 * p1 + p2)
c = 3 * (p1 - p0)
d = p0 - val
return next(self.__find_roots(a, b, c, d))
def find_critical(self):
p0, p1, p2, p3 = self._p0.y, self._p1.y, self._p2.y, self._p3.y
p_min, p_max = (p0, p3) if p0 < p3 else (p3, p0)
if p1 > p_max or p1 < p_min or p2 > p_max or p2 < p_min:
a = 3 * (p3 - p0 + 3 * (p1 - p2))
b = 6 * (p0 - 2 * p1 + p2)
c = 3 * (p1 - p0)
yield from self.__find_roots(0, a, b, c)
@staticmethod
def __find_roots(a, b, c, d): # a*t*t*t + b*t*t + c*t + d = 0
# TODO fix precision errors (ex: t=0 and t=1) and improve performance
if a == 0:
if b == 0:
t = -d / c
if 0 <= t <= 1:
yield t
else:
D = c * c - 4 * b * d
if D < 0:
return
D = D**0.5
b2 = 2 * b
t = (-c + D) / b2
if 0 <= t <= 1:
yield t
t = (-c - D) / b2
if 0 <= t <= 1:
yield t
return
def _sqrt3(v):
return -((-v) ** (1 / 3)) if v < 0 else v ** (1 / 3)
A = b * c / (6 * a * a) - b * b * b / (27 * a * a * a) - d / (2 * a)
B = c / (3 * a) - b * b / (9 * a * a)
b_3a = -b / (3 * a)
D = A * A + B * B * B
if D > 0:
D = D**0.5
t = b_3a + _sqrt3(A + D) + _sqrt3(A - D)
if 0 <= t <= 1:
yield t
elif D == 0:
t = b_3a + _sqrt3(A) * 2
if 0 <= t <= 1:
yield t
t = b_3a - _sqrt3(A)
if 0 <= t <= 1:
yield t
else:
R = A / (-B * B * B) ** 0.5
t = b_3a + 2 * (-B) ** 0.5 * math.cos(math.acos(R) / 3)
if 0 <= t <= 1:
yield t
t = b_3a + 2 * (-B) ** 0.5 * math.cos((math.acos(R) + 2 * math.pi) / 3)
if 0 <= t <= 1:
yield t
t = b_3a + 2 * (-B) ** 0.5 * math.cos((math.acos(R) - 2 * math.pi) / 3)
if 0 <= t <= 1:
yield t
class HasAnimationData:
animation_data: bpy.types.AnimData
class VMDImporter:
def __init__(self, filepath, scale=1.0, bone_mapper=None, use_pose_mode=False, convert_mmd_camera=True, convert_mmd_lamp=True, frame_margin=5, use_mirror=False, use_NLA=False):
self.__vmdFile = vmd.File()
self.__vmdFile.load(filepath=filepath)
logging.debug(str(self.__vmdFile.header))
self.__scale = scale
self.__convert_mmd_camera = convert_mmd_camera
self.__convert_mmd_lamp = convert_mmd_lamp
self.__bone_mapper = bone_mapper
self.__bone_util_cls = BoneConverterPoseMode if use_pose_mode else BoneConverter
self.__frame_margin = frame_margin + 1
self.__mirror = use_mirror
self.__use_NLA = use_NLA
@staticmethod
def __minRotationDiff(prev_q, curr_q):
t1 = (prev_q.w - curr_q.w) ** 2 + (prev_q.x - curr_q.x) ** 2 + (prev_q.y - curr_q.y) ** 2 + (prev_q.z - curr_q.z) ** 2
t2 = (prev_q.w + curr_q.w) ** 2 + (prev_q.x + curr_q.x) ** 2 + (prev_q.y + curr_q.y) ** 2 + (prev_q.z + curr_q.z) ** 2
# t1 = prev_q.rotation_difference(curr_q).angle
# t2 = prev_q.rotation_difference(-curr_q).angle
return -curr_q if t2 < t1 else curr_q
@staticmethod
def __setInterpolation(bezier, kp0, kp1):
if bezier[0] == bezier[1] and bezier[2] == bezier[3]:
kp0.interpolation = "LINEAR"
else:
kp0.interpolation = "BEZIER"
kp0.handle_right_type = "FREE"
kp1.handle_left_type = "FREE"
d = (kp1.co - kp0.co) / 127.0
kp0.handle_right = kp0.co + Vector((d.x * bezier[0], d.y * bezier[1]))
kp1.handle_left = kp0.co + Vector((d.x * bezier[2], d.y * bezier[3]))
@staticmethod
def __fixFcurveHandles(fcurve):
kp0 = fcurve.keyframe_points[0]
kp0.handle_left_type = "FREE"
kp0.handle_left = kp0.co + Vector((-1, 0))
kp = fcurve.keyframe_points[-1]
kp.handle_right_type = "FREE"
kp.handle_right = kp.co + Vector((1, 0))
@staticmethod
def __keyframe_insert_inner(fcurves: bpy.types.ActionFCurves, path: str, index: int, frame: float, value: float):
fcurve = fcurves.find(path, index=index)
if fcurve is None:
fcurve = fcurves.new(path, index=index)
fcurve.keyframe_points.insert(frame, value, options={"FAST"})
@staticmethod
def __keyframe_insert(fcurves: bpy.types.ActionFCurves, path: str, frame: float, value: Union[int, float, Vector]):
if isinstance(value, (int, float)):
VMDImporter.__keyframe_insert_inner(fcurves, path, 0, frame, value)
elif isinstance(value, Vector):
VMDImporter.__keyframe_insert_inner(fcurves, path, 0, frame, value[0])
VMDImporter.__keyframe_insert_inner(fcurves, path, 1, frame, value[1])
VMDImporter.__keyframe_insert_inner(fcurves, path, 2, frame, value[2])
else:
raise TypeError("Unsupported type: {0}".format(type(value)))
def __getBoneConverter(self, bone):
converter = self.__bone_util_cls(bone, self.__scale)
mode = bone.rotation_mode
compatible_quaternion = self.__minRotationDiff
class _ConverterWrap:
convert_location = converter.convert_location
convert_interpolation = converter.convert_interpolation
if mode == "QUATERNION":
convert_rotation = converter.convert_rotation
compatible_rotation = compatible_quaternion
elif mode == "AXIS_ANGLE":
@staticmethod
def convert_rotation(rot):
(x, y, z), angle = converter.convert_rotation(rot).to_axis_angle()
return (angle, x, y, z)
@staticmethod
def compatible_rotation(prev, curr):
angle, x, y, z = curr
if prev[1] * x + prev[2] * y + prev[3] * z < 0:
angle, x, y, z = -angle, -x, -y, -z
angle_diff = prev[0] - angle
if abs(angle_diff) > math.pi:
pi_2 = math.pi * 2
bias = -0.5 if angle_diff < 0 else 0.5
angle += int(bias + angle_diff / pi_2) * pi_2
return (angle, x, y, z)
else:
convert_rotation = lambda rot: converter.convert_rotation(rot).to_euler(mode)
compatible_rotation = lambda prev, curr: curr.make_compatible(prev) or curr
return _ConverterWrap
def __assign_action(self, target: Union[bpy.types.ID, HasAnimationData], action: bpy.types.Action):
if target.animation_data is None:
target.animation_data_create()
if not self.__use_NLA:
target.animation_data.action = action
else:
frame_current = bpy.context.scene.frame_current
target_track: bpy.types.NlaTrack = target.animation_data.nla_tracks.new()
target_track.name = action.name
target_strip = target_track.strips.new(action.name, frame_current, action)
target_strip.blend_type = "COMBINE"
def __assignToArmature(self, armObj, action_name=None):
boneAnim = self.__vmdFile.boneAnimation
logging.info("---- bone animations:%5d target: %s", len(boneAnim), armObj.name)
if len(boneAnim) < 1:
return
action_name = action_name or armObj.name
action = bpy.data.actions.new(name=action_name)
extra_frame = 1 if self.__frame_margin > 1 else 0
pose_bones = armObj.pose.bones
if self.__bone_mapper:
pose_bones = self.__bone_mapper(armObj)
_loc = _rot = lambda i: i
if self.__mirror:
pose_bones = _MirrorMapper(pose_bones)
_loc, _rot = _MirrorMapper.get_location, _MirrorMapper.get_rotation
class _Dummy:
pass
dummy_keyframe_points = iter(lambda: _Dummy, None)
prop_rot_map = {"QUATERNION": "rotation_quaternion", "AXIS_ANGLE": "rotation_axis_angle"}
bone_name_table = {}
for name, keyFrames in boneAnim.items():
num_frame = len(keyFrames)
if num_frame < 1:
continue
bone = pose_bones.get(name, None)
if bone is None:
logging.warning("WARNING: not found bone %s (%d frames)", name, len(keyFrames))
continue
logging.info("(bone) frames:%5d name: %s", len(keyFrames), name)
assert bone_name_table.get(bone.name, name) == name
bone_name_table[bone.name] = name
fcurves = [dummy_keyframe_points] * 7 # x, y, z, r0, r1, r2, (r3)
data_path_rot = prop_rot_map.get(bone.rotation_mode, "rotation_euler")
bone_rotation = getattr(bone, data_path_rot)
default_values = list(bone.location) + list(bone_rotation)
data_path = 'pose.bones["%s"].location' % bone.name
for axis_i in range(3):
fcurves[axis_i] = action.fcurves.new(data_path=data_path, index=axis_i, action_group=bone.name)
data_path = 'pose.bones["%s"].%s' % (bone.name, data_path_rot)
for axis_i in range(len(bone_rotation)):
fcurves[3 + axis_i] = action.fcurves.new(data_path=data_path, index=axis_i, action_group=bone.name)
for i in range(len(default_values)):
c = fcurves[i]
c.keyframe_points.add(extra_frame + num_frame)
kp_iter = iter(c.keyframe_points)
if extra_frame:
kp = next(kp_iter)
kp.co = (1, default_values[i])
kp.interpolation = "LINEAR"
fcurves[i] = kp_iter
converter = self.__getBoneConverter(bone)
prev_rot = bone_rotation if extra_frame else None
prev_kps, indices = None, tuple(converter.convert_interpolation((0, 16, 32))) + (48,) * len(bone_rotation)
keyFrames.sort(key=lambda x: x.frame_number)
for k, x, y, z, r0, r1, r2, r3 in zip(keyFrames, *fcurves):
frame = k.frame_number + self.__frame_margin
loc = converter.convert_location(_loc(k.location))
curr_rot = converter.convert_rotation(_rot(k.rotation))
if prev_rot is not None:
curr_rot = converter.compatible_rotation(prev_rot, curr_rot)
# FIXME the rotation interpolation has slightly different result
# Blender: rot(x) = prev_rot*(1 - bezier(t)) + curr_rot*bezier(t)
# MMD: rot(x) = prev_rot.slerp(curr_rot, factor=bezier(t))
prev_rot = curr_rot
x.co = (frame, loc[0])
y.co = (frame, loc[1])
z.co = (frame, loc[2])
r0.co = (frame, curr_rot[0])
r1.co = (frame, curr_rot[1])
r2.co = (frame, curr_rot[2])
r3.co = (frame, curr_rot[-1])
curr_kps = (x, y, z, r0, r1, r2, r3)
if prev_kps is not None:
interp = k.interp
for idx, prev_kp, kp in zip(indices, prev_kps, curr_kps):
self.__setInterpolation(interp[idx : idx + 16 : 4], prev_kp, kp)
prev_kps = curr_kps
for c in action.fcurves:
self.__fixFcurveHandles(c)
# property animation
propertyAnim = self.__vmdFile.propertyAnimation
if len(propertyAnim) > 0:
logging.info("---- IK animations:%5d target: %s", len(propertyAnim), armObj.name)
for keyFrame in propertyAnim:
logging.debug("(IK) frame:%5d list: %s", keyFrame.frame_number, keyFrame.ik_states)
frame = keyFrame.frame_number + self.__frame_margin
for ikName, enable in keyFrame.ik_states:
bone = pose_bones.get(ikName, None)
if not bone:
continue
self.__keyframe_insert(action.fcurves, f'pose.bones["{bone.name}"].mmd_ik_toggle', frame, enable)
self.__assign_action(armObj, action)
# Ensure IK toggle state is set based on the first frame of VMD animation
if len(propertyAnim) > 0:
# Collect IK states from the first frame
first_frame_ik_states = {}
first_frame = float('inf')
for keyFrame in propertyAnim:
frame_num = keyFrame.frame_number
if frame_num < first_frame:
first_frame = frame_num
for ikName, enable in keyFrame.ik_states:
first_frame_ik_states[ikName] = enable
elif frame_num == first_frame:
for ikName, enable in keyFrame.ik_states:
if ikName not in first_frame_ik_states:
first_frame_ik_states[ikName] = enable
# Set the mmd_ik_toggle property for each bone based on the collected first frame IK states
for ikName, enable in first_frame_ik_states.items():
bone = pose_bones.get(ikName, None)
if bone and bone.mmd_ik_toggle != enable:
bone.mmd_ik_toggle = enable # This will trigger the _pose_bone_update_mmd_ik_toggle method
def __assignToMesh(self, meshObj, action_name=None):
shapeKeyAnim = self.__vmdFile.shapeKeyAnimation
logging.info("---- morph animations:%5d target: %s", len(shapeKeyAnim), meshObj.name)
if len(shapeKeyAnim) < 1:
return
action_name = action_name or meshObj.name
action = bpy.data.actions.new(name=action_name)
mirror_map = _MirrorMapper(meshObj.data.shape_keys.key_blocks) if self.__mirror else {}
shapeKeyDict = {k: mirror_map.get(k, v) for k, v in meshObj.data.shape_keys.key_blocks.items()}
from math import ceil, floor
for name, keyFrames in shapeKeyAnim.items():
if name not in shapeKeyDict:
logging.warning("WARNING: not found shape key %s (%d frames)", name, len(keyFrames))
continue
logging.info("(mesh) frames:%5d name: %s", len(keyFrames), name)
shapeKey = shapeKeyDict[name]
fcurve = action.fcurves.new(data_path='key_blocks["%s"].value' % shapeKey.name)
fcurve.keyframe_points.add(len(keyFrames))
keyFrames.sort(key=lambda x: x.frame_number)
for k, v in zip(keyFrames, fcurve.keyframe_points):
v.co = (k.frame_number + self.__frame_margin, k.weight)
v.interpolation = "LINEAR"
weights = tuple(i.weight for i in keyFrames)
shapeKey.slider_min = min(shapeKey.slider_min, floor(min(weights)))
shapeKey.slider_max = max(shapeKey.slider_max, ceil(max(weights)))
self.__assign_action(meshObj.data.shape_keys, action)
def __assignToRoot(self, rootObj, action_name=None):
propertyAnim = self.__vmdFile.propertyAnimation
logging.info("---- display animations:%5d target: %s", len(propertyAnim), rootObj.name)
if len(propertyAnim) < 1:
return
action_name = action_name or rootObj.name
action = bpy.data.actions.new(name=action_name)
logging.debug("(Display) list(frame, show): %s", [(keyFrame.frame_number, bool(keyFrame.visible)) for keyFrame in propertyAnim])
for keyFrame in propertyAnim:
self.__keyframe_insert(action.fcurves, "mmd_root.show_meshes", keyFrame.frame_number + self.__frame_margin, float(keyFrame.visible))
self.__assign_action(rootObj, action)
@staticmethod
def detectCameraChange(fcurve, threshold=10.0):
frames = list(fcurve.keyframe_points)
frameCount = len(frames)
frames.sort(key=lambda x: x.co[0])
for i, f in enumerate(frames):
if i + 1 < frameCount:
n = frames[i + 1]
if n.co[0] - f.co[0] <= 1.0 and abs(f.co[1] - n.co[1]) > threshold:
f.interpolation = "CONSTANT"
def __assignToCamera(self, cameraObj, action_name=None):
mmdCameraInstance = MMDCamera.convertToMMDCamera(cameraObj, self.__scale)
mmdCamera = mmdCameraInstance.object()
cameraObj = mmdCameraInstance.camera()
cameraAnim = self.__vmdFile.cameraAnimation
logging.info("(camera) frames:%5d name: %s", len(cameraAnim), mmdCamera.name)
if len(cameraAnim) < 1:
return
action_name = action_name or mmdCamera.name
parent_action = bpy.data.actions.new(name=action_name)
distance_action = bpy.data.actions.new(name=action_name + "_dis")
_loc = _rot = lambda i: i
if self.__mirror:
_loc, _rot = _MirrorMapper.get_location, _MirrorMapper.get_rotation3
fcurves = []
for i in range(3):
fcurves.append(parent_action.fcurves.new(data_path="location", index=i)) # x, y, z
for i in range(3):
fcurves.append(parent_action.fcurves.new(data_path="rotation_euler", index=i)) # rx, ry, rz
fcurves.append(parent_action.fcurves.new(data_path="mmd_camera.angle")) # fov
fcurves.append(parent_action.fcurves.new(data_path="mmd_camera.is_perspective")) # persp
fcurves.append(distance_action.fcurves.new(data_path="location", index=1)) # dis
for c in fcurves:
c.keyframe_points.add(len(cameraAnim))
prev_kps, indices = None, (0, 8, 4, 12, 12, 12, 16, 20) # x, z, y, rx, ry, rz, dis, fov
cameraAnim.sort(key=lambda x: x.frame_number)
for k, x, y, z, rx, ry, rz, fov, persp, dis in zip(cameraAnim, *(c.keyframe_points for c in fcurves)):
frame = k.frame_number + self.__frame_margin
x.co, z.co, y.co = ((frame, val * self.__scale) for val in _loc(k.location))
rx.co, rz.co, ry.co = ((frame, val) for val in _rot(k.rotation))
fov.co = (frame, math.radians(k.angle))
dis.co = (frame, k.distance * self.__scale)
persp.co = (frame, k.persp)
persp.interpolation = "CONSTANT"
curr_kps = (x, y, z, rx, ry, rz, dis, fov)
if prev_kps is not None:
interp = k.interp
for idx, prev_kp, kp in zip(indices, prev_kps, curr_kps):
self.__setInterpolation(interp[idx : idx + 4 : 2] + interp[idx + 1 : idx + 4 : 2], prev_kp, kp)
prev_kps = curr_kps
for fcurve in fcurves:
self.__fixFcurveHandles(fcurve)
if fcurve.data_path == "rotation_euler":
self.detectCameraChange(fcurve)
self.__assign_action(mmdCamera, parent_action)
self.__assign_action(cameraObj, distance_action)
@staticmethod
def detectLampChange(fcurve, threshold=0.1):
frames = list(fcurve.keyframe_points)
frameCount = len(frames)
frames.sort(key=lambda x: x.co[0])
for i, f in enumerate(frames):
f.interpolation = "LINEAR"
if i + 1 < frameCount:
n = frames[i + 1]
if n.co[0] - f.co[0] <= 1.0 and abs(f.co[1] - n.co[1]) > threshold:
f.interpolation = "CONSTANT"
def __assignToLamp(self, lampObj, action_name=None):
mmdLampInstance = MMDLamp.convertToMMDLamp(lampObj, self.__scale)
mmdLamp = mmdLampInstance.object()
lampObj = mmdLampInstance.lamp()
lampAnim = self.__vmdFile.lampAnimation
logging.info("(lamp) frames:%5d name: %s", len(lampAnim), mmdLamp.name)
if len(lampAnim) < 1:
return
action_name = action_name or mmdLamp.name
color_action = bpy.data.actions.new(name=action_name + "_color")
location_action = bpy.data.actions.new(name=action_name + "_loc")
_loc = _MirrorMapper.get_location if self.__mirror else lambda i: i
for keyFrame in lampAnim:
frame = keyFrame.frame_number + self.__frame_margin
self.__keyframe_insert(color_action.fcurves, "color", frame, Vector(keyFrame.color))
self.__keyframe_insert(location_action.fcurves, "location", frame, Vector(_loc(keyFrame.direction)).xzy * -1)
for fcurve in location_action.fcurves:
self.detectLampChange(fcurve)
self.__assign_action(lampObj.data, color_action)
self.__assign_action(lampObj, location_action)
def assign(self, obj, action_name=None):
if obj is None:
return
if action_name is None:
action_name = os.path.splitext(os.path.basename(self.__vmdFile.filepath))[0]
if MMDCamera.isMMDCamera(obj):
self.__assignToCamera(obj, action_name + "_camera")
elif MMDLamp.isMMDLamp(obj):
self.__assignToLamp(obj, action_name + "_lamp")
elif getattr(obj.data, "shape_keys", None):
self.__assignToMesh(obj, action_name + "_facial")
elif obj.type == "ARMATURE":
self.__assignToArmature(obj, action_name + "_bone")
elif obj.type == "CAMERA" and self.__convert_mmd_camera:
self.__assignToCamera(obj, action_name + "_camera")
elif obj.type == "LAMP" and self.__convert_mmd_lamp:
self.__assignToLamp(obj, action_name + "_lamp")
elif obj.mmd_type == "ROOT":
self.__assignToRoot(obj, action_name + "_display")
else:
pass