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.
import math
from typing import Dict, Optional, Tuple, cast
import bpy
from mathutils import Euler, Vector
from .. import utils
from ..bpyutils import FnContext, Props
from ..core import rigid_body
from ..core.model import FnModel, Model
from ..core.rigid_body import FnRigidBody
class SelectRigidBody(bpy.types.Operator):
bl_idname = "mmd_tools.rigid_body_select"
bl_label = "Select Rigid Body"
bl_description = "Select similar rigidbody objects which have the same property values with active rigidbody object"
bl_options = {"REGISTER", "UNDO"}
properties: bpy.props.EnumProperty(
name="Properties",
description="Select the properties to be compared",
options={"ENUM_FLAG"},
items=[
("collision_group_number", "Collision Group", "Collision group", 1),
("collision_group_mask", "Collision Group Mask", "Collision group mask", 2),
("type", "Rigid Type", "Rigid type", 4),
("shape", "Shape", "Collision shape", 8),
("bone", "Bone", "Target bone", 16),
],
default=set(),
)
hide_others: bpy.props.BoolProperty(
name="Hide Others",
description="Hide the rigidbody object which does not have the same property values with active rigidbody object",
default=False,
)
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
@classmethod
def poll(cls, context):
return FnModel.is_rigid_body_object(context.active_object)
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
if root is None:
self.report({"ERROR"}, "The model root can't be found")
return {"CANCELLED"}
selection = set(FnModel.iterate_rigid_body_objects(root))
for prop_name in self.properties:
prop_value = getattr(obj.mmd_rigid, prop_name)
if prop_name == "collision_group_mask":
prop_value = tuple(prop_value)
for i in selection.copy():
if tuple(i.mmd_rigid.collision_group_mask) != prop_value:
selection.remove(i)
if self.hide_others:
i.select_set(False)
i.hide_set(True)
else:
for i in selection.copy():
if getattr(i.mmd_rigid, prop_name) != prop_value:
selection.remove(i)
if self.hide_others:
i.select_set(False)
i.hide_set(True)
for i in selection:
i.hide_set(False)
i.select_set(True)
return {"FINISHED"}
class AddRigidBody(bpy.types.Operator):
bl_idname = "mmd_tools.rigid_body_add"
bl_label = "Add Rigid Body"
bl_description = "Add Rigid Bodies to selected bones"
bl_options = {"REGISTER", "UNDO", "PRESET", "INTERNAL"}
name_j: bpy.props.StringProperty(
name="Name",
description="The name of rigid body ($name_j means use the japanese name of target bone)",
default="$name_j",
)
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="The english name of rigid body ($name_e means use the english name of target bone)",
default="$name_e",
)
collision_group_number: bpy.props.IntProperty(
name="Collision Group",
description="The collision group of the object",
min=0,
max=15,
)
collision_group_mask: bpy.props.BoolVectorProperty(
name="Collision Group Mask",
description="The groups the object can not collide with",
size=16,
subtype="LAYER",
)
rigid_type: bpy.props.EnumProperty(
name="Rigid Type",
description="Select rigid type",
items=[
(str(rigid_body.MODE_STATIC), "Bone", "Rigid body's orientation completely determined by attached bone", 1),
(str(rigid_body.MODE_DYNAMIC), "Physics", "Attached bone's orientation completely determined by rigid body", 2),
(str(rigid_body.MODE_DYNAMIC_BONE), "Physics + Bone", "Bone determined by combination of parent and attached rigid body", 3),
],
)
rigid_shape: bpy.props.EnumProperty(
name="Shape",
description="Select the collision shape",
items=[
("SPHERE", "Sphere", "", 1),
("BOX", "Box", "", 2),
("CAPSULE", "Capsule", "", 3),
],
)
size: bpy.props.FloatVectorProperty(
name="Size",
description="Size of the object, the values will multiply the length of target bone",
subtype="XYZ",
size=3,
min=0,
default=[0.6, 0.6, 0.6],
)
mass: bpy.props.FloatProperty(
name="Mass",
description="How much the object 'weights' irrespective of gravity",
min=0.001,
default=1,
)
friction: bpy.props.FloatProperty(
name="Friction",
description="Resistance of object to movement",
min=0,
soft_max=1,
default=0.5,
)
bounce: bpy.props.FloatProperty(
name="Restitution",
description="Tendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)",
min=0,
soft_max=1,
)
linear_damping: bpy.props.FloatProperty(
name="Linear Damping",
description="Amount of linear velocity that is lost over time",
min=0,
max=1,
default=0.04,
)
angular_damping: bpy.props.FloatProperty(
name="Angular Damping",
description="Amount of angular velocity that is lost over time",
min=0,
max=1,
default=0.1,
)
def __add_rigid_body(self, context: bpy.types.Context, root_object: bpy.types.Object, pose_bone: Optional[bpy.types.PoseBone] = None):
name_j: str = self.name_j
name_e: str = self.name_e
size = self.size.copy()
loc = Vector((0.0, 0.0, 0.0))
rot = Euler((0.0, 0.0, 0.0))
bone_name: Optional[str] = None
if pose_bone is None:
size *= getattr(root_object, Props.empty_display_size)
else:
bone_name = pose_bone.name
mmd_bone = pose_bone.mmd_bone
name_j = name_j.replace("$name_j", mmd_bone.name_j or bone_name)
name_e = name_e.replace("$name_e", mmd_bone.name_e or bone_name)
target_bone = pose_bone.bone
loc = (target_bone.head_local + target_bone.tail_local) / 2
rot = target_bone.matrix_local.to_euler("YXZ")
rot.rotate_axis("X", math.pi / 2)
size *= target_bone.length
if 1:
pass # bypass resizing
elif self.rigid_shape == "SPHERE":
size.x *= 0.8
elif self.rigid_shape == "BOX":
size.x /= 3
size.y /= 3
size.z *= 0.8
elif self.rigid_shape == "CAPSULE":
size.x /= 3
return FnRigidBody.setup_rigid_body_object(
obj=FnRigidBody.new_rigid_body_object(context, FnModel.ensure_rigid_group_object(context, root_object)),
shape_type=rigid_body.shapeType(self.rigid_shape),
location=loc,
rotation=rot,
size=size,
dynamics_type=int(self.rigid_type),
name=name_j,
name_e=name_e,
collision_group_number=self.collision_group_number,
collision_group_mask=self.collision_group_mask,
mass=self.mass,
friction=self.friction,
bounce=self.bounce,
linear_damping=self.linear_damping,
angular_damping=self.angular_damping,
bone=bone_name,
)
@classmethod
def poll(cls, context):
root_object = FnModel.find_root_object(context.active_object)
if root_object is None:
return False
armature_object = FnModel.find_armature_object(root_object)
if armature_object is None:
return False
return True
def execute(self, context):
active_object = context.active_object
root_object = cast(bpy.types.Object, FnModel.find_root_object(active_object))
armature_object = cast(bpy.types.Object, FnModel.find_armature_object(root_object))
if active_object != armature_object:
FnContext.select_single_object(context, root_object).select_set(False)
elif armature_object.mode != "POSE":
bpy.ops.object.mode_set(mode="POSE")
selected_pose_bones = []
if context.selected_pose_bones:
selected_pose_bones = context.selected_pose_bones
armature_object.select_set(False)
if len(selected_pose_bones) > 0:
for pose_bone in selected_pose_bones:
rigid = self.__add_rigid_body(context, root_object, pose_bone)
rigid.select_set(True)
else:
rigid = self.__add_rigid_body(context, root_object)
rigid.select_set(True)
return {"FINISHED"}
def invoke(self, context, event):
no_bone = True
if context.selected_bones and len(context.selected_bones) > 0:
no_bone = False
elif context.selected_pose_bones and len(context.selected_pose_bones) > 0:
no_bone = False
if no_bone:
self.name_j = "Rigid"
self.name_e = "Rigid_e"
else:
if self.name_j == "Rigid":
self.name_j = "$name_j"
if self.name_e == "Rigid_e":
self.name_e = "$name_e"
vm = context.window_manager
return vm.invoke_props_dialog(self)
class RemoveRigidBody(bpy.types.Operator):
bl_idname = "mmd_tools.rigid_body_remove"
bl_label = "Remove Rigid Body"
bl_description = "Deletes the currently selected Rigid Body"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return FnModel.is_rigid_body_object(context.active_object)
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
utils.selectAObject(obj) # ensure this is the only one object select
bpy.ops.object.delete(use_global=True)
if root:
utils.selectAObject(root)
return {"FINISHED"}
class RigidBodyBake(bpy.types.Operator):
bl_idname = "mmd_tools.ptcache_rigid_body_bake"
bl_label = "Bake"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context: bpy.types.Context):
with context.temp_override(scene=context.scene, point_cache=context.scene.rigidbody_world.point_cache):
bpy.ops.ptcache.bake("INVOKE_DEFAULT", bake=True)
return {"FINISHED"}
class RigidBodyDeleteBake(bpy.types.Operator):
bl_idname = "mmd_tools.ptcache_rigid_body_delete_bake"
bl_label = "Delete Bake"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context: bpy.types.Context):
with context.temp_override(scene=context.scene, point_cache=context.scene.rigidbody_world.point_cache):
bpy.ops.ptcache.free_bake("INVOKE_DEFAULT")
return {"FINISHED"}
class AddJoint(bpy.types.Operator):
bl_idname = "mmd_tools.joint_add"
bl_label = "Add Joint"
bl_description = "Add Joint(s) to selected rigidbody objects"
bl_options = {"REGISTER", "UNDO", "PRESET", "INTERNAL"}
use_bone_rotation: bpy.props.BoolProperty(
name="Use Bone Rotation",
description="Match joint orientation to bone orientation if enabled",
default=True,
)
limit_linear_lower: bpy.props.FloatVectorProperty(
name="Limit Linear Lower",
description="Lower limit of translation",
subtype="XYZ",
size=3,
)
limit_linear_upper: bpy.props.FloatVectorProperty(
name="Limit Linear Upper",
description="Upper limit of translation",
subtype="XYZ",
size=3,
)
limit_angular_lower: bpy.props.FloatVectorProperty(
name="Limit Angular Lower",
description="Lower limit of rotation",
subtype="EULER",
size=3,
min=-math.pi * 2,
max=math.pi * 2,
default=[-math.pi / 4] * 3,
)
limit_angular_upper: bpy.props.FloatVectorProperty(
name="Limit Angular Upper",
description="Upper limit of rotation",
subtype="EULER",
size=3,
min=-math.pi * 2,
max=math.pi * 2,
default=[math.pi / 4] * 3,
)
spring_linear: bpy.props.FloatVectorProperty(
name="Spring(Linear)",
description="Spring constant of movement",
subtype="XYZ",
size=3,
min=0,
)
spring_angular: bpy.props.FloatVectorProperty(
name="Spring(Angular)",
description="Spring constant of rotation",
subtype="XYZ",
size=3,
min=0,
)
def __enumerate_rigid_pair(self, bone_map: Dict[bpy.types.Object, Optional[bpy.types.Bone]]):
obj_seq = tuple(bone_map.keys())
for rigid_a, bone_a in bone_map.items():
for rigid_b, bone_b in bone_map.items():
if bone_a and bone_b and bone_b.parent == bone_a:
obj_seq = ()
yield (rigid_a, rigid_b)
if len(obj_seq) == 2:
if obj_seq[1].mmd_rigid.type == str(rigid_body.MODE_STATIC):
yield (obj_seq[1], obj_seq[0])
else:
yield obj_seq
def __add_joint(self, context: bpy.types.Context, root_object: bpy.types.Object, rigid_pair: Tuple[bpy.types.Object, bpy.types.Object], bone_map):
loc: Optional[Vector] = None
rot = Euler((0.0, 0.0, 0.0))
rigid_a, rigid_b = rigid_pair
bone_a = bone_map[rigid_a]
bone_b = bone_map[rigid_b]
if bone_a and bone_b:
if bone_a.parent == bone_b:
rigid_b, rigid_a = rigid_a, rigid_b
bone_b, bone_a = bone_a, bone_b
if bone_b.parent == bone_a:
loc = bone_b.head_local
if self.use_bone_rotation:
rot = bone_b.matrix_local.to_euler("YXZ")
rot.rotate_axis("X", math.pi / 2)
if loc is None:
loc = (rigid_a.location + rigid_b.location) / 2
name_j = rigid_b.mmd_rigid.name_j or rigid_b.name
name_e = rigid_b.mmd_rigid.name_e or rigid_b.name
return FnRigidBody.setup_joint_object(
obj=FnRigidBody.new_joint_object(context, FnModel.ensure_joint_group_object(context, root_object), FnModel.get_empty_display_size(root_object)),
name=name_j,
name_e=name_e,
location=loc,
rotation=rot,
rigid_a=rigid_a,
rigid_b=rigid_b,
maximum_location=self.limit_linear_upper,
minimum_location=self.limit_linear_lower,
maximum_rotation=self.limit_angular_upper,
minimum_rotation=self.limit_angular_lower,
spring_linear=self.spring_linear,
spring_angular=self.spring_angular,
)
@classmethod
def poll(cls, context):
root_object = FnModel.find_root_object(context.active_object)
if root_object is None:
return False
armature_object = FnModel.find_armature_object(root_object)
if armature_object is None:
return False
return True
def execute(self, context):
active_object = context.active_object
root_object = cast(bpy.types.Object, FnModel.find_root_object(active_object))
armature_object = cast(bpy.types.Object, FnModel.find_armature_object(root_object))
bones = cast(bpy.types.Armature, armature_object.data).bones
bone_map: Dict[bpy.types.Object, Optional[bpy.types.Bone]] = {r: bones.get(r.mmd_rigid.bone, None) for r in FnModel.iterate_rigid_body_objects(root_object) if r.select_get()}
if len(bone_map) < 2:
self.report({"ERROR"}, "Please select two or more mmd rigid objects")
return {"CANCELLED"}
FnContext.select_single_object(context, root_object).select_set(False)
if context.scene.rigidbody_world is None:
bpy.ops.rigidbody.world_add()
for pair in self.__enumerate_rigid_pair(bone_map):
joint = self.__add_joint(context, root_object, pair, bone_map)
joint.select_set(True)
return {"FINISHED"}
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
class RemoveJoint(bpy.types.Operator):
bl_idname = "mmd_tools.joint_remove"
bl_label = "Remove Joint"
bl_description = "Deletes the currently selected Joint"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return FnModel.is_joint_object(context.active_object)
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
utils.selectAObject(obj) # ensure this is the only one object select
bpy.ops.object.delete(use_global=True)
if root:
utils.selectAObject(root)
return {"FINISHED"}
class UpdateRigidBodyWorld(bpy.types.Operator):
bl_idname = "mmd_tools.rigid_body_world_update"
bl_label = "Update Rigid Body World"
bl_description = "Update rigid body world and references of rigid body constraint according to current scene objects (experimental)"
bl_options = {"REGISTER", "UNDO"}
@staticmethod
def __get_rigid_body_world_objects():
rigid_body.setRigidBodyWorldEnabled(True)
rbw = bpy.context.scene.rigidbody_world
if not rbw.collection:
rbw.collection = bpy.data.collections.new("RigidBodyWorld")
rbw.collection.use_fake_user = True
if not rbw.constraints:
rbw.constraints = bpy.data.collections.new("RigidBodyConstraints")
rbw.constraints.use_fake_user = True
bpy.context.scene.rigidbody_world.substeps_per_frame = 6
bpy.context.scene.rigidbody_world.solver_iterations = 10
return rbw.collection.objects, rbw.constraints.objects
def execute(self, context):
scene = context.scene
scene_objs = set(scene.objects)
scene_objs.union(o for x in scene.objects if x.instance_type == "COLLECTION" and x.instance_collection for o in x.instance_collection.objects)
def _update_group(obj, group):
if obj in scene_objs:
if obj not in group.values():
group.link(obj)
return True
elif obj in group.values():
group.unlink(obj)
return False
def _references(obj):
yield obj
if getattr(obj, "proxy", None):
yield from _references(obj.proxy)
if getattr(obj, "override_library", None):
yield from _references(obj.override_library.reference)
need_rebuild_physics = scene.rigidbody_world is None or scene.rigidbody_world.collection is None or scene.rigidbody_world.constraints is None
rb_objs, rbc_objs = self.__get_rigid_body_world_objects()
objects = bpy.data.objects
table = {}
# Perhaps due to a bug in Blender,
# when bpy.ops.rigidbody.world_remove(),
# Object.rigid_body are removed,
# but Object.rigid_body_constraint are retained.
# Therefore, it must be checked with Object.mmd_type.
for i in (x for x in objects if x.mmd_type == "RIGID_BODY"):
if not _update_group(i, rb_objs):
continue
rb_map = table.setdefault(FnModel.find_root_object(i), {})
if i in rb_map: # means rb_map[i] will replace i
rb_objs.unlink(i)
continue
for r in _references(i):
rb_map[r] = i
# TODO Modify mmd_rigid to allow recovery of the remaining rigidbody parameters.
# mass, friction, restitution, linear_dumping, angular_dumping
for i in (x for x in objects if x.rigid_body_constraint):
if not _update_group(i, rbc_objs):
continue
rbc, root_object = i.rigid_body_constraint, FnModel.find_root_object(i)
rb_map = table.get(root_object, {})
rbc.object1 = rb_map.get(rbc.object1, rbc.object1)
rbc.object2 = rb_map.get(rbc.object2, rbc.object2)
if need_rebuild_physics:
for root_object in scene.objects:
if root_object.mmd_type != "ROOT":
continue
if not root_object.mmd_root.is_built:
continue
with FnContext.temp_override_active_layer_collection(context, root_object):
Model(root_object).build()
# After rebuild. First play. Will be crash!
# But saved it before. Reload after crash. The play can be work.
return {"FINISHED"}