Import Rigidbodies and Material Fixes

- Rigidbodies should now import
- Fixes in material import, we toon shader added.
- We now validate pmx data.
- Error messages improvements.
This commit is contained in:
Yusarina
2024-11-26 00:43:17 +00:00
parent e83bd31b4f
commit c1fa65ebdd
+222 -33
View File
@@ -69,6 +69,37 @@ class PMXMorph:
self.morph_type = morph_type
self.offsets = offsets
class PMXRigidBody:
def __init__(self, name, bone_index, group, shape_type, size, position, rotation, mass, linear_damping, angular_damping, restitution, friction, mode):
self.name = name
self.bone_index = bone_index
self.group = group
self.shape_type = shape_type
self.size = size
self.position = position
self.rotation = rotation
self.mass = mass
self.linear_damping = linear_damping
self.angular_damping = angular_damping
self.restitution = restitution
self.friction = friction
self.mode = mode
class PMXJoint:
def __init__(self, name, joint_type, rigid_body_a, rigid_body_b, position, rotation, linear_limit_min, linear_limit_max, angular_limit_min, angular_limit_max, spring_constant_translation, spring_constant_rotation):
self.name = name
self.joint_type = joint_type
self.rigid_body_a = rigid_body_a
self.rigid_body_b = rigid_body_b
self.position = position
self.rotation = rotation
self.linear_limit_min = linear_limit_min
self.linear_limit_max = linear_limit_max
self.angular_limit_min = angular_limit_min
self.angular_limit_max = angular_limit_max
self.spring_constant_translation = spring_constant_translation
self.spring_constant_rotation = spring_constant_rotation
def read_pmx_header(file: BufferedReader):
magic = file.read(4)
if magic != b'PMX ':
@@ -143,6 +174,24 @@ def read_morph(file: BufferedReader, vertex_struct, vertex_size):
except:
return PMXMorph("", "", 0, 0, [])
def validate_pmx_data(header_data, vertices, faces, materials, bones):
"""Validate PMX data integrity"""
if not vertices:
raise ValueError("No vertices found in PMX file")
if not faces:
raise ValueError("No faces found in PMX file")
if not materials:
raise ValueError("No materials found in PMX file")
if not bones:
raise ValueError("No bones found in PMX file")
return True
def handle_import_error(context, error_msg):
"""Handle import errors with user feedback"""
context.window_manager.progress_end()
bpy.ops.ui.popup_menu(message=error_msg)
return {'CANCELLED'}
def read_vertex(file: BufferedReader, string_build, byte_size, additional_uvs):
position = struct.unpack('<3f', file.read(12))
normal = struct.unpack('<3f', file.read(12))
@@ -218,7 +267,7 @@ def read_material(file: BufferedReader, string_build, byte_size):
texture_index, sphere_texture_index, sphere_mode,
toon_sharing_flag, toon_texture_index, comment, surface_count)
def create_material_nodes(material: bpy.types.Material, texture_path: str, diffuse_color, specular_color, specular_strength):
def create_material_nodes(material: bpy.types.Material, texture_path: str, diffuse_color, specular_color, specular_strength, toon_texture_path=None):
material.use_nodes = True
nodes = material.node_tree.nodes
links = material.node_tree.links
@@ -231,21 +280,32 @@ def create_material_nodes(material: bpy.types.Material, texture_path: str, diffu
principled.inputs["Specular IOR Level"].default_value = specular_strength
principled.inputs["Specular Tint"].default_value = (*specular_color, 1.0)
# Handle transparency
if diffuse_color[3] < 1.0:
material.blend_method = 'HASHED'
principled.inputs["Alpha"].default_value = diffuse_color[3]
output = nodes.new("ShaderNodeOutputMaterial")
output.location = (300, 0)
if texture_path:
# Main texture
if texture_path and os.path.exists(texture_path):
texture = nodes.new("ShaderNodeTexImage")
texture.location = (-300, 0)
texture.image = bpy.data.images.load(texture_path)
links.new(texture.outputs["Color"], principled.inputs["Base Color"])
links.new(texture.outputs["Alpha"], principled.inputs["Alpha"])
if os.path.exists(texture_path):
if texture_path in bpy.data.images:
texture.image = bpy.data.images[texture_path]
else:
texture.image = bpy.data.images.load(texture_path)
links.new(texture.outputs["Color"], principled.inputs["Base Color"])
links.new(texture.outputs["Alpha"], principled.inputs["Alpha"])
# Toon texture
if toon_texture_path and os.path.exists(toon_texture_path):
toon = nodes.new("ShaderNodeTexImage")
toon.location = (-300, -300)
toon.image = bpy.data.images.load(toon_texture_path)
mix = nodes.new("ShaderNodeMixRGB")
mix.location = (-50, -150)
mix.blend_type = 'MULTIPLY'
links.new(toon.outputs["Color"], mix.inputs[2])
links.new(mix.outputs["Color"], principled.inputs["Base Color"])
links.new(principled.outputs["BSDF"], output.inputs["Surface"])
@@ -384,7 +444,81 @@ def create_bone_constraints(armature_obj: bpy.types.Object, bones: list[PMXBone]
bpy.ops.object.mode_set(mode='OBJECT')
def setup_physics(obj: bpy.types.Object, armature_obj: bpy.types.Object, rigid_bodies: list[PMXRigidBody], joints: list[PMXJoint]):
"""Set up physics for PMX model"""
# Create rigid body collection if it doesn't exist
if 'RigidBodies' not in bpy.data.collections:
rigid_body_collection = bpy.data.collections.new('RigidBodies')
bpy.context.scene.collection.children.link(rigid_body_collection)
else:
rigid_body_collection = bpy.data.collections['RigidBodies']
# Create rigid bodies
for rb in rigid_bodies:
# Create mesh based on shape type
if rb.shape_type == 0: # Sphere
bpy.ops.mesh.primitive_uv_sphere_add(radius=rb.size[0])
elif rb.shape_type == 1: # Box
bpy.ops.mesh.primitive_cube_add()
bpy.context.active_object.scale = rb.size
elif rb.shape_type == 2: # Capsule
bpy.ops.mesh.primitive_cylinder_add(radius=rb.size[0], depth=rb.size[1])
rb_obj = bpy.context.active_object
rb_obj.name = f"RB_{rb.name}"
rb_obj.location = rb.position
rb_obj.rotation_euler = rb.rotation
# Set up rigid body physics
rb_obj.rigid_body.type = 'ACTIVE' if rb.mode == 0 else 'PASSIVE'
rb_obj.rigid_body.mass = rb.mass
rb_obj.rigid_body.linear_damping = rb.linear_damping
rb_obj.rigid_body.angular_damping = rb.angular_damping
rb_obj.rigid_body.restitution = rb.restitution
rb_obj.rigid_body.friction = rb.friction
# Parent to bone if specified
if rb.bone_index >= 0:
rb_obj.parent = armature_obj
rb_obj.parent_type = 'BONE'
rb_obj.parent_bone = bones[rb.bone_index].name
# Move to rigid body collection
rigid_body_collection.objects.link(rb_obj)
bpy.context.scene.collection.objects.unlink(rb_obj)
# Create joints
for joint in joints:
empty = bpy.data.objects.new(f"Joint_{joint.name}", None)
empty.empty_display_type = 'ARROWS'
empty.location = joint.position
empty.rotation_euler = joint.rotation
bpy.context.scene.collection.objects.link(empty)
# Set up constraint
constraint = empty.constraints.new('RIGID_BODY_JOINT')
constraint.target = rigid_bodies[joint.rigid_body_a]
constraint.child = rigid_bodies[joint.rigid_body_b]
constraint.use_limit_lin_x = True
constraint.use_limit_lin_y = True
constraint.use_limit_lin_z = True
constraint.use_limit_ang_x = True
constraint.use_limit_ang_y = True
constraint.use_limit_ang_z = True
# Set limits
constraint.limit_lin_x_lower = joint.linear_limit_min[0]
constraint.limit_lin_x_upper = joint.linear_limit_max[0]
constraint.limit_lin_y_lower = joint.linear_limit_min[1]
constraint.limit_lin_y_upper = joint.linear_limit_max[1]
constraint.limit_lin_z_lower = joint.linear_limit_min[2]
constraint.limit_lin_z_upper = joint.linear_limit_max[2]
constraint.limit_ang_x_lower = joint.angular_limit_min[0]
constraint.limit_ang_x_upper = joint.angular_limit_max[0]
constraint.limit_ang_y_lower = joint.angular_limit_min[1]
constraint.limit_ang_y_upper = joint.angular_limit_max[1]
constraint.limit_ang_z_lower = joint.angular_limit_min[2]
constraint.limit_ang_z_upper = joint.angular_limit_max[2]
def create_armature(model_name: str, bones: list[PMXBone]) -> bpy.types.Object:
armature = bpy.data.armatures.new(f"{model_name}_Armature")
@@ -542,26 +676,34 @@ def assign_materials(obj: bpy.types.Object, materials: list[PMXMaterial], textur
current_face_index += material.surface_count
def import_pmx(filepath: str):
wm = bpy.context.window_manager
wm.progress_begin(0, 100)
try:
with open(filepath, 'rb') as file:
# Read header
# Read header (5%)
wm.progress_update(5)
header_data = read_pmx_header(file)
version, encoding, additional_uvs, vertex_index_size, texture_index_size, \
material_index_size, bone_index_size, morph_index_size, rigid_body_index_size, \
model_name, model_english_name, model_comment, model_english_comment = header_data
# Set up index size formats
# Set up index size formats (10%)
wm.progress_update(10)
vertex_struct, vertex_size = read_index_size(vertex_index_size, 'BHi')
bone_struct, bone_size = read_index_size(bone_index_size, 'bhi')
texture_struct, texture_size = read_index_size(texture_index_size, 'bhi')
# Read vertices
# Read vertices (25%)
vertex_count = struct.unpack('<i', file.read(4))[0]
vertices = []
for _ in range(vertex_count):
for i in range(vertex_count):
vertices.append(read_vertex(file, bone_struct, bone_size, additional_uvs))
if i % 1000 == 0:
wm.progress_update(10 + (i/vertex_count * 15))
# Read faces
# Read faces (35%)
wm.progress_update(35)
face_count = struct.unpack('<i', file.read(4))[0] // 3
faces = []
for _ in range(face_count):
@@ -572,32 +714,69 @@ def import_pmx(filepath: str):
else:
faces.append(struct.unpack('<3i', file.read(12)))
# Read textures
# Read textures (45%)
wm.progress_update(45)
texture_count = struct.unpack('<i', file.read(4))[0]
textures = []
for _ in range(texture_count):
texture_path = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
textures.append(texture_path)
# Read materials
# Read materials (55%)
wm.progress_update(55)
material_count = struct.unpack('<i', file.read(4))[0]
materials = []
for _ in range(material_count):
materials.append(read_material(file, texture_struct, texture_size))
# Read bones
# Read bones (65%)
wm.progress_update(65)
bone_count = struct.unpack('<i', file.read(4))[0]
bones = []
for _ in range(bone_count):
bones.append(read_bone(file, bone_struct, bone_size))
# Read morphs
# Read morphs (75%)
wm.progress_update(75)
morph_count = struct.unpack('<i', file.read(4))[0]
morphs = []
for _ in range(morph_count):
morphs.append(read_morph(file, vertex_struct, vertex_size))
# Create mesh and object
# Read rigid bodies (85%)
wm.progress_update(85)
try:
rigid_body_count_bytes = file.read(4)
if len(rigid_body_count_bytes) == 4:
rigid_body_count = struct.unpack('<i', rigid_body_count_bytes)[0]
rigid_bodies = []
for _ in range(rigid_body_count):
rigid_bodies.append(read_rigid_body(file, bone_struct, bone_size))
else:
rigid_bodies = []
except:
rigid_bodies = []
# Read joints (90%)
wm.progress_update(90)
try:
joint_count_bytes = file.read(4)
if len(joint_count_bytes) == 4:
joint_count = struct.unpack('<i', joint_count_bytes)[0]
joints = []
for _ in range(joint_count):
joints.append(read_joint(file, rigid_body_struct, rigid_body_size))
else:
joints = []
except:
joints = []
# Validate data (92%)
wm.progress_update(92)
validate_pmx_data(header_data, vertices, faces, materials, bones)
# Create mesh and object (94%)
wm.progress_update(94)
mesh = bpy.data.meshes.new(model_name)
mesh.from_pydata([v.position for v in vertices], [], faces)
mesh.update()
@@ -605,16 +784,17 @@ def import_pmx(filepath: str):
obj = bpy.data.objects.new(model_name, mesh)
bpy.context.collection.objects.link(obj)
# Create and set up armature
# Create and set up armature (96%)
wm.progress_update(96)
armature_obj = create_armature(model_name, bones)
obj.parent = armature_obj
# Create shape keys
# Create shape keys (97%)
wm.progress_update(97)
for morph in morphs:
if morph.morph_type == 1: # Vertex morph
if morph.morph_type == 1:
if not obj.data.shape_keys:
obj.shape_key_add(name='Basis')
shape_key = obj.shape_key_add(name=morph.name)
for vertex_index, offset in morph.offsets:
shape_key.data[vertex_index].co = (
@@ -623,25 +803,31 @@ def import_pmx(filepath: str):
vertices[vertex_index].position[2] + offset[2]
)
# Add armature modifier
mod = obj.modifiers.new(name="Armature", type='ARMATURE')
mod.object = armature_obj
# Set up physics (98%)
wm.progress_update(98)
setup_physics(obj, armature_obj, rigid_bodies, joints)
# Assign materials and weights
# Final setup (99%)
wm.progress_update(99)
base_path = os.path.dirname(filepath)
assign_materials(obj, materials, textures, base_path)
assign_vertex_weights(obj, vertices, bones)
# Add armature modifier
mod = obj.modifiers.new(name="Armature", type='ARMATURE')
mod.object = armature_obj
# Set proper scale and orientation
armature_obj.scale = (0.08, 0.08, 0.08)
armature_obj.rotation_euler = (1.5708, 0, 0)
# Select both armature and mesh
# Select objects and set active
armature_obj.select_set(True)
obj.select_set(True)
bpy.context.view_layer.objects.active = armature_obj
armature_obj.data.use_mirror_x = False # Prevent automatic mirroring
# Disable automatic mirroring
armature_obj.data.use_mirror_x = False
# Add constraints
create_bone_constraints(armature_obj, bones)
@@ -649,12 +835,15 @@ def import_pmx(filepath: str):
# Apply transforms
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
# Ensure we end in object mode
# Ensure object mode
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='OBJECT')
wm.progress_end()
return {'FINISHED'}
except Exception as e:
print(f"Error importing PMX: {str(e)}")
traceback.print_exc()
wm.progress_end()
error_msg = f"PMX Import Error: {str(e)}\n{traceback.format_exc()}"
print(error_msg) # Console output for debugging
return {'CANCELLED'}