578 lines
19 KiB
Python
578 lines
19 KiB
Python
# -*- coding: utf-8 -*-
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# Copyright 2014 MMD Tools authors
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# This file was originally part of the MMD Tools add-on for Blender
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# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
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# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
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# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
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"""Properties for MMD model root object"""
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import bpy
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from .. import utils
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from ..bpyutils import FnContext
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from ..core.material import FnMaterial
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from ..core.model import FnModel
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from ..core.sdef import FnSDEF
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from . import patch_library_overridable
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from .morph import BoneMorph, GroupMorph, MaterialMorph, UVMorph, VertexMorph
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from .translations import MMDTranslation
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def __driver_variables(constraint: bpy.types.Constraint, path: str, index=-1):
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d = constraint.driver_add(path, index)
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variables = d.driver.variables
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for x in variables:
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variables.remove(x)
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return d.driver, variables
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def __add_single_prop(variables, id_obj, data_path, prefix):
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var = variables.new()
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var.name = prefix + str(len(variables))
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var.type = "SINGLE_PROP"
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target = var.targets[0]
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target.id_type = "OBJECT"
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target.id = id_obj
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target.data_path = data_path
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return var
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def _toggleUsePropertyDriver(self: "MMDRoot", _context):
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root_object: bpy.types.Object = self.id_data
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armature_object = FnModel.find_armature_object(root_object)
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if armature_object is None:
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ik_map = {}
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else:
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bones = armature_object.pose.bones
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ik_map = {bones[c.subtarget]: (b, c) for b in bones for c in b.constraints if c.type == "IK" and c.is_valid and c.subtarget in bones}
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if self.use_property_driver:
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for ik, (b, c) in ik_map.items():
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driver, variables = __driver_variables(c, "influence")
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driver.expression = "%s" % __add_single_prop(variables, ik.id_data, ik.path_from_id("mmd_ik_toggle"), "use_ik").name
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b = b if c.use_tail else b.parent
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for b in ([b] + b.parent_recursive)[: c.chain_count]:
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c = next((c for c in b.constraints if c.type == "LIMIT_ROTATION" and not c.mute), None)
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if c:
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driver, variables = __driver_variables(c, "influence")
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driver.expression = "%s" % __add_single_prop(variables, ik.id_data, ik.path_from_id("mmd_ik_toggle"), "use_ik").name
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for i in FnModel.iterate_mesh_objects(root_object):
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for prop_hide in ("hide_viewport", "hide_render"):
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driver, variables = __driver_variables(i, prop_hide)
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driver.expression = "not %s" % __add_single_prop(variables, root_object, "mmd_root.show_meshes", "show").name
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else:
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for ik, (b, c) in ik_map.items():
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c.driver_remove("influence")
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b = b if c.use_tail else b.parent
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for b in ([b] + b.parent_recursive)[: c.chain_count]:
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c = next((c for c in b.constraints if c.type == "LIMIT_ROTATION" and not c.mute), None)
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if c:
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c.driver_remove("influence")
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for i in FnModel.iterate_mesh_objects(root_object):
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for prop_hide in ("hide_viewport", "hide_render"):
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i.driver_remove(prop_hide)
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# ===========================================
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# Callback functions
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# ===========================================
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def _toggleUseToonTexture(self: "MMDRoot", _context):
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use_toon = self.use_toon_texture
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for i in FnModel.iterate_mesh_objects(self.id_data):
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for m in i.data.materials:
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if m:
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FnMaterial(m).use_toon_texture(use_toon)
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def _toggleUseSphereTexture(self: "MMDRoot", _context):
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use_sphere = self.use_sphere_texture
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for i in FnModel.iterate_mesh_objects(self.id_data):
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for m in i.data.materials:
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if m:
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FnMaterial(m).use_sphere_texture(use_sphere, i)
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def _toggleUseSDEF(self: "MMDRoot", _context):
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mute_sdef = not self.use_sdef
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for i in FnModel.iterate_mesh_objects(self.id_data):
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FnSDEF.mute_sdef_set(i, mute_sdef)
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def _toggleVisibilityOfMeshes(self: "MMDRoot", context: bpy.types.Context):
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root = self.id_data
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hide = not self.show_meshes
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for i in FnModel.iterate_mesh_objects(self.id_data):
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i.hide_set(hide)
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i.hide_render = hide
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if hide and context.active_object is None:
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FnContext.set_active_object(context, root)
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def _toggleVisibilityOfRigidBodies(self: "MMDRoot", context: bpy.types.Context):
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root = self.id_data
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hide = not self.show_rigid_bodies
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for i in FnModel.iterate_rigid_body_objects(root):
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i.hide_set(hide)
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if hide and context.active_object is None:
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FnContext.set_active_object(context, root)
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def _toggleVisibilityOfJoints(self: "MMDRoot", context):
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root_object = self.id_data
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hide = not self.show_joints
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for i in FnModel.iterate_joint_objects(root_object):
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i.hide_set(hide)
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if hide and context.active_object is None:
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FnContext.set_active_object(context, root_object)
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def _toggleVisibilityOfTemporaryObjects(self: "MMDRoot", context: bpy.types.Context):
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root_object: bpy.types.Object = self.id_data
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hide = not self.show_temporary_objects
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with FnContext.temp_override_active_layer_collection(context, root_object):
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for i in FnModel.iterate_temporary_objects(root_object):
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i.hide_set(hide)
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if hide and context.active_object is None:
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FnContext.set_active_object(context, root_object)
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def _toggleShowNamesOfRigidBodies(self: "MMDRoot", _context):
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root = self.id_data
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show_names = root.mmd_root.show_names_of_rigid_bodies
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for i in FnModel.iterate_rigid_body_objects(root):
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i.show_name = show_names
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def _toggleShowNamesOfJoints(self: "MMDRoot", _context):
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root = self.id_data
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show_names = root.mmd_root.show_names_of_joints
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for i in FnModel.iterate_joint_objects(root):
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i.show_name = show_names
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def _setVisibilityOfMMDRigArmature(prop: "MMDRoot", v: bool):
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root = prop.id_data
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arm = FnModel.find_armature_object(root)
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if arm is None:
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return
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if not v and bpy.context.active_object == arm:
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FnContext.set_active_object(bpy.context, root)
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arm.hide_set(not v)
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def _getVisibilityOfMMDRigArmature(prop: "MMDRoot"):
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if prop.id_data.mmd_type != "ROOT":
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return False
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arm = FnModel.find_armature_object(prop.id_data)
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return arm and not arm.hide_get()
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def _setActiveRigidbodyObject(prop: "MMDRoot", v: int):
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obj = FnContext.get_scene_objects(bpy.context)[v]
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if FnModel.is_rigid_body_object(obj):
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FnContext.set_active_and_select_single_object(bpy.context, obj)
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prop["active_rigidbody_object_index"] = v
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def _getActiveRigidbodyObject(prop: "MMDRoot"):
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context = bpy.context
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active_obj = FnContext.get_active_object(context)
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if FnModel.is_rigid_body_object(active_obj):
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prop["active_rigidbody_object_index"] = FnContext.get_scene_objects(context).find(active_obj.name)
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return prop.get("active_rigidbody_object_index", 0)
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def _setActiveJointObject(prop: "MMDRoot", v: int):
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obj = FnContext.get_scene_objects(bpy.context)[v]
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if FnModel.is_joint_object(obj):
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FnContext.set_active_and_select_single_object(bpy.context, obj)
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prop["active_joint_object_index"] = v
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def _getActiveJointObject(prop: "MMDRoot"):
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context = bpy.context
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active_obj = FnContext.get_active_object(context)
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if FnModel.is_joint_object(active_obj):
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prop["active_joint_object_index"] = FnContext.get_scene_objects(context).find(active_obj.name)
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return prop.get("active_joint_object_index", 0)
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def _setActiveMorph(prop: "MMDRoot", v: bool):
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if "active_morph_indices" not in prop:
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prop["active_morph_indices"] = [0] * 5
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prop["active_morph_indices"][prop.get("active_morph_type", 3)] = v
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def _getActiveMorph(prop: "MMDRoot"):
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if "active_morph_indices" in prop:
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return prop["active_morph_indices"][prop.get("active_morph_type", 3)]
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return 0
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def _setActiveMeshObject(prop: "MMDRoot", v: int):
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obj = FnContext.get_scene_objects(bpy.context)[v]
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if FnModel.is_mesh_object(obj):
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FnContext.set_active_and_select_single_object(bpy.context, obj)
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prop["active_mesh_index"] = v
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def _getActiveMeshObject(prop: "MMDRoot"):
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context = bpy.context
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active_obj = FnContext.get_active_object(context)
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if FnModel.is_mesh_object(active_obj):
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prop["active_mesh_index"] = FnContext.get_scene_objects(context).find(active_obj.name)
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return prop.get("active_mesh_index", -1)
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# ===========================================
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# Property classes
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# ===========================================
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class MMDDisplayItem(bpy.types.PropertyGroup):
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"""PMX 表示項目(表示枠内の1項目)"""
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type: bpy.props.EnumProperty(
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name="Type",
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description="Select item type",
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items=[
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("BONE", "Bone", "", 1),
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("MORPH", "Morph", "", 2),
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],
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)
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morph_type: bpy.props.EnumProperty(
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name="Morph Type",
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description="Select morph type",
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items=[
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("material_morphs", "Material", "Material Morphs", 0),
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("uv_morphs", "UV", "UV Morphs", 1),
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("bone_morphs", "Bone", "Bone Morphs", 2),
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("vertex_morphs", "Vertex", "Vertex Morphs", 3),
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("group_morphs", "Group", "Group Morphs", 4),
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],
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default="vertex_morphs",
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)
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class MMDDisplayItemFrame(bpy.types.PropertyGroup):
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"""PMX 表示枠
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PMXファイル内では表示枠がリストで格納されています。
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"""
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name_e: bpy.props.StringProperty(
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name="Name(Eng)",
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description="English Name",
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default="",
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)
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# 特殊枠フラグ
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# 特殊枠はファイル仕様上の固定枠(削除、リネーム不可)
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is_special: bpy.props.BoolProperty(
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name="Special",
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description="Is special",
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default=False,
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)
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# 表示項目のリスト
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data: bpy.props.CollectionProperty(
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name="Display Items",
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type=MMDDisplayItem,
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)
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# 現在アクティブな項目のインデックス
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active_item: bpy.props.IntProperty(
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name="Active Display Item",
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min=0,
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default=0,
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)
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class MMDRoot(bpy.types.PropertyGroup):
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"""MMDモデルデータ
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モデルルート用に作成されたEmtpyオブジェクトで使用します
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"""
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name: bpy.props.StringProperty(
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name="Name",
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description="The name of the MMD model",
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default="",
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)
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name_e: bpy.props.StringProperty(
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name="Name (English)",
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description="The english name of the MMD model",
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default="",
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)
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comment_text: bpy.props.StringProperty(
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name="Comment",
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description="The text datablock of the comment",
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default="",
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)
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comment_e_text: bpy.props.StringProperty(
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name="Comment (English)",
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description="The text datablock of the english comment",
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default="",
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)
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ik_loop_factor: bpy.props.IntProperty(
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name="MMD IK Loop Factor",
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description="Scaling factor of MMD IK loop",
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min=1,
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soft_max=10,
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max=100,
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default=1,
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)
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# TODO: Replace to driver for NLA
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show_meshes: bpy.props.BoolProperty(
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name="Show Meshes",
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description="Show all meshes of the MMD model",
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# get=_show_meshes_get,
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# set=_show_meshes_set,
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update=_toggleVisibilityOfMeshes,
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default=True,
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)
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show_rigid_bodies: bpy.props.BoolProperty(
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name="Show Rigid Bodies",
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description="Show all rigid bodies of the MMD model",
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update=_toggleVisibilityOfRigidBodies,
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)
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show_joints: bpy.props.BoolProperty(
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name="Show Joints",
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description="Show all joints of the MMD model",
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update=_toggleVisibilityOfJoints,
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)
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show_temporary_objects: bpy.props.BoolProperty(
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name="Show Temps",
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description="Show all temporary objects of the MMD model",
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update=_toggleVisibilityOfTemporaryObjects,
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)
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show_armature: bpy.props.BoolProperty(
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name="Show Armature",
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description="Show the armature object of the MMD model",
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get=_getVisibilityOfMMDRigArmature,
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set=_setVisibilityOfMMDRigArmature,
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)
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show_names_of_rigid_bodies: bpy.props.BoolProperty(
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name="Show Rigid Body Names",
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description="Show rigid body names",
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update=_toggleShowNamesOfRigidBodies,
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)
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show_names_of_joints: bpy.props.BoolProperty(
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name="Show Joint Names",
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description="Show joint names",
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update=_toggleShowNamesOfJoints,
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)
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use_toon_texture: bpy.props.BoolProperty(
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name="Use Toon Texture",
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description="Use toon texture",
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update=_toggleUseToonTexture,
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default=True,
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)
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use_sphere_texture: bpy.props.BoolProperty(
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name="Use Sphere Texture",
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description="Use sphere texture",
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update=_toggleUseSphereTexture,
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default=True,
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)
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use_sdef: bpy.props.BoolProperty(
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name="Use SDEF",
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description="Use SDEF",
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update=_toggleUseSDEF,
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default=True,
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)
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use_property_driver: bpy.props.BoolProperty(
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name="Use Property Driver",
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description="Setup drivers for MMD property animation (Visibility and IK toggles)",
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update=_toggleUsePropertyDriver,
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default=False,
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)
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is_built: bpy.props.BoolProperty(
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name="Is Built",
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)
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active_rigidbody_index: bpy.props.IntProperty(
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name="Active Rigidbody Index",
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min=0,
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get=_getActiveRigidbodyObject,
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set=_setActiveRigidbodyObject,
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)
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active_joint_index: bpy.props.IntProperty(
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name="Active Joint Index",
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min=0,
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get=_getActiveJointObject,
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set=_setActiveJointObject,
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)
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# *************************
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# Display Items
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# *************************
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display_item_frames: bpy.props.CollectionProperty(
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name="Display Frames",
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type=MMDDisplayItemFrame,
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)
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active_display_item_frame: bpy.props.IntProperty(
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name="Active Display Item Frame",
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min=0,
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default=0,
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)
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# *************************
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# Morph
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# *************************
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material_morphs: bpy.props.CollectionProperty(
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name="Material Morphs",
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type=MaterialMorph,
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)
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uv_morphs: bpy.props.CollectionProperty(
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name="UV Morphs",
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type=UVMorph,
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)
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bone_morphs: bpy.props.CollectionProperty(
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name="Bone Morphs",
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type=BoneMorph,
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)
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vertex_morphs: bpy.props.CollectionProperty(name="Vertex Morphs", type=VertexMorph)
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group_morphs: bpy.props.CollectionProperty(
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name="Group Morphs",
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type=GroupMorph,
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)
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active_morph_type: bpy.props.EnumProperty(
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name="Active Morph Type",
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description="Select current morph type",
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items=[
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("material_morphs", "Material", "Material Morphs", 0),
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("uv_morphs", "UV", "UV Morphs", 1),
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("bone_morphs", "Bone", "Bone Morphs", 2),
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("vertex_morphs", "Vertex", "Vertex Morphs", 3),
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("group_morphs", "Group", "Group Morphs", 4),
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],
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default="vertex_morphs",
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)
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active_morph: bpy.props.IntProperty(
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name="Active Morph",
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min=0,
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set=_setActiveMorph,
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get=_getActiveMorph,
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)
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morph_panel_show_settings: bpy.props.BoolProperty(
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name="Morph Panel Show Settings",
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description="Show Morph Settings",
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default=True,
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)
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active_mesh_index: bpy.props.IntProperty(
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name="Active Mesh",
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min=0,
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set=_setActiveMeshObject,
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get=_getActiveMeshObject,
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)
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# *************************
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# Translation
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# *************************
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translation: bpy.props.PointerProperty(
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name="Translation",
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type=MMDTranslation,
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)
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@staticmethod
|
|
def __get_select(prop: bpy.types.Object) -> bool:
|
|
utils.warn_deprecation("Object.select", "v4.0.0", "Use Object.select_get() method instead")
|
|
return prop.select_get()
|
|
|
|
@staticmethod
|
|
def __set_select(prop: bpy.types.Object, value: bool) -> None:
|
|
utils.warn_deprecation("Object.select", "v4.0.0", "Use Object.select_set() method instead")
|
|
prop.select_set(value)
|
|
|
|
@staticmethod
|
|
def __get_hide(prop: bpy.types.Object) -> bool:
|
|
utils.warn_deprecation("Object.hide", "v4.0.0", "Use Object.hide_get() method instead")
|
|
return prop.hide_get()
|
|
|
|
@staticmethod
|
|
def __set_hide(prop: bpy.types.Object, value: bool) -> None:
|
|
utils.warn_deprecation("Object.hide", "v4.0.0", "Use Object.hide_set() method instead")
|
|
prop.hide_set(value)
|
|
if prop.hide_viewport != value:
|
|
prop.hide_viewport = value
|
|
|
|
@staticmethod
|
|
def register():
|
|
bpy.types.Object.mmd_type = patch_library_overridable(
|
|
bpy.props.EnumProperty(
|
|
name="Type",
|
|
description="Internal MMD type of this object (DO NOT CHANGE IT DIRECTLY)",
|
|
default="NONE",
|
|
items=[
|
|
("NONE", "None", "", 1),
|
|
("ROOT", "Root", "", 2),
|
|
("RIGID_GRP_OBJ", "Rigid Body Grp Empty", "", 3),
|
|
("JOINT_GRP_OBJ", "Joint Grp Empty", "", 4),
|
|
("TEMPORARY_GRP_OBJ", "Temporary Grp Empty", "", 5),
|
|
("PLACEHOLDER", "Place Holder", "", 6),
|
|
("CAMERA", "Camera", "", 21),
|
|
("JOINT", "Joint", "", 22),
|
|
("RIGID_BODY", "Rigid body", "", 23),
|
|
("LIGHT", "Light", "", 24),
|
|
("TRACK_TARGET", "Track Target", "", 51),
|
|
("NON_COLLISION_CONSTRAINT", "Non Collision Constraint", "", 52),
|
|
("SPRING_CONSTRAINT", "Spring Constraint", "", 53),
|
|
("SPRING_GOAL", "Spring Goal", "", 54),
|
|
],
|
|
)
|
|
)
|
|
bpy.types.Object.mmd_root = patch_library_overridable(bpy.props.PointerProperty(type=MMDRoot))
|
|
|
|
bpy.types.Object.select = patch_library_overridable(
|
|
bpy.props.BoolProperty(
|
|
get=MMDRoot.__get_select,
|
|
set=MMDRoot.__set_select,
|
|
options={
|
|
"SKIP_SAVE",
|
|
"ANIMATABLE",
|
|
"LIBRARY_EDITABLE",
|
|
},
|
|
)
|
|
)
|
|
bpy.types.Object.hide = patch_library_overridable(
|
|
bpy.props.BoolProperty(
|
|
get=MMDRoot.__get_hide,
|
|
set=MMDRoot.__set_hide,
|
|
options={
|
|
"SKIP_SAVE",
|
|
"ANIMATABLE",
|
|
"LIBRARY_EDITABLE",
|
|
},
|
|
)
|
|
)
|
|
|
|
@staticmethod
|
|
def unregister():
|
|
del bpy.types.Object.hide
|
|
del bpy.types.Object.select
|
|
del bpy.types.Object.mmd_root
|
|
del bpy.types.Object.mmd_type
|