Welcome to mirror list, hosted at ThFree Co, Russian Federation.

export_bvh.py « io_anim_bvh - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: ed80ed599667c2cfaf3c3d7628236a96e44199e1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

# Script copyright (C) Campbell Barton
# fixes from Andrea Rugliancich

import bpy


def write_armature(context,
                   filepath,
                   frame_start,
                   frame_end,
                   global_scale=1.0,
                   rotate_mode='NATIVE',
                   root_transform_only=False,
                   ):

    def ensure_rot_order(rot_order_str):
        if set(rot_order_str) != {'X', 'Y', 'Z'}:
            rot_order_str = "XYZ"
        return rot_order_str

    from mathutils import Matrix, Euler
    from math import degrees

    file = open(filepath, "w", encoding="utf8", newline="\n")

    obj = context.object
    arm = obj.data

    # Build a dictionary of children.
    # None for parentless
    children = {None: []}

    # initialize with blank lists
    for bone in arm.bones:
        children[bone.name] = []

    # keep bone order from armature, no sorting, not esspential but means
    # we can maintain order from import -> export which secondlife incorrectly expects.
    for bone in arm.bones:
        children[getattr(bone.parent, "name", None)].append(bone.name)

    # bone name list in the order that the bones are written
    serialized_names = []

    node_locations = {}

    file.write("HIERARCHY\n")

    def write_recursive_nodes(bone_name, indent):
        my_children = children[bone_name]

        indent_str = "\t" * indent

        bone = arm.bones[bone_name]
        pose_bone = obj.pose.bones[bone_name]
        loc = bone.head_local
        node_locations[bone_name] = loc

        if rotate_mode == "NATIVE":
            rot_order_str = ensure_rot_order(pose_bone.rotation_mode)
        else:
            rot_order_str = rotate_mode

        # make relative if we can
        if bone.parent:
            loc = loc - node_locations[bone.parent.name]

        if indent:
            file.write("%sJOINT %s\n" % (indent_str, bone_name))
        else:
            file.write("%sROOT %s\n" % (indent_str, bone_name))

        file.write("%s{\n" % indent_str)
        file.write("%s\tOFFSET %.6f %.6f %.6f\n" % (indent_str, loc.x * global_scale, loc.y * global_scale, loc.z * global_scale))
        if (bone.use_connect or root_transform_only) and bone.parent:
            file.write("%s\tCHANNELS 3 %srotation %srotation %srotation\n" % (indent_str, rot_order_str[0], rot_order_str[1], rot_order_str[2]))
        else:
            file.write("%s\tCHANNELS 6 Xposition Yposition Zposition %srotation %srotation %srotation\n" % (indent_str, rot_order_str[0], rot_order_str[1], rot_order_str[2]))

        if my_children:
            # store the location for the children
            # to get their relative offset

            # Write children
            for child_bone in my_children:
                serialized_names.append(child_bone)
                write_recursive_nodes(child_bone, indent + 1)

        else:
            # Write the bone end.
            file.write("%s\tEnd Site\n" % indent_str)
            file.write("%s\t{\n" % indent_str)
            loc = bone.tail_local - node_locations[bone_name]
            file.write("%s\t\tOFFSET %.6f %.6f %.6f\n" % (indent_str, loc.x * global_scale, loc.y * global_scale, loc.z * global_scale))
            file.write("%s\t}\n" % indent_str)

        file.write("%s}\n" % indent_str)

    if len(children[None]) == 1:
        key = children[None][0]
        serialized_names.append(key)
        indent = 0

        write_recursive_nodes(key, indent)

    else:
        # Write a dummy parent node, with a dummy key name
        # Just be sure it's not used by another bone!
        i = 0
        key = "__%d" % i
        while key in children:
            i += 1
            key = "__%d" % i
        file.write("ROOT %s\n" % key)
        file.write("{\n")
        file.write("\tOFFSET 0.0 0.0 0.0\n")
        file.write("\tCHANNELS 0\n")  # Xposition Yposition Zposition Xrotation Yrotation Zrotation
        indent = 1

        # Write children
        for child_bone in children[None]:
            serialized_names.append(child_bone)
            write_recursive_nodes(child_bone, indent)

        file.write("}\n")

    # redefine bones as sorted by serialized_names
    # so we can write motion

    class DecoratedBone:
        __slots__ = (
            "name",  # bone name, used as key in many places
            "parent",  # decorated bone parent, set in a later loop
            "rest_bone",  # blender armature bone
            "pose_bone",  # blender pose bone
            "pose_mat",  # blender pose matrix
            "rest_arm_mat",  # blender rest matrix (armature space)
            "rest_local_mat",  # blender rest batrix (local space)
            "pose_imat",  # pose_mat inverted
            "rest_arm_imat",  # rest_arm_mat inverted
            "rest_local_imat",  # rest_local_mat inverted
            "prev_euler",  # last used euler to preserve euler compability in between keyframes
            "skip_position",  # is the bone disconnected to the parent bone?
            "rot_order",
            "rot_order_str",
            "rot_order_str_reverse",  # needed for the euler order when converting from a matrix
            )

        _eul_order_lookup = {
            'XYZ': (0, 1, 2),
            'XZY': (0, 2, 1),
            'YXZ': (1, 0, 2),
            'YZX': (1, 2, 0),
            'ZXY': (2, 0, 1),
            'ZYX': (2, 1, 0),
            }

        def __init__(self, bone_name):
            self.name = bone_name
            self.rest_bone = arm.bones[bone_name]
            self.pose_bone = obj.pose.bones[bone_name]

            if rotate_mode == "NATIVE":
                self.rot_order_str = ensure_rot_order(self.pose_bone.rotation_mode)
            else:
                self.rot_order_str = rotate_mode
            self.rot_order_str_reverse = self.rot_order_str[::-1]

            self.rot_order = DecoratedBone._eul_order_lookup[self.rot_order_str]

            self.pose_mat = self.pose_bone.matrix

            # mat = self.rest_bone.matrix  # UNUSED
            self.rest_arm_mat = self.rest_bone.matrix_local
            self.rest_local_mat = self.rest_bone.matrix

            # inverted mats
            self.pose_imat = self.pose_mat.inverted()
            self.rest_arm_imat = self.rest_arm_mat.inverted()
            self.rest_local_imat = self.rest_local_mat.inverted()

            self.parent = None
            self.prev_euler = Euler((0.0, 0.0, 0.0), self.rot_order_str_reverse)
            self.skip_position = ((self.rest_bone.use_connect or root_transform_only) and self.rest_bone.parent)

        def update_posedata(self):
            self.pose_mat = self.pose_bone.matrix
            self.pose_imat = self.pose_mat.inverted()

        def __repr__(self):
            if self.parent:
                return "[\"%s\" child on \"%s\"]\n" % (self.name, self.parent.name)
            else:
                return "[\"%s\" root bone]\n" % (self.name)

    bones_decorated = [DecoratedBone(bone_name) for bone_name in serialized_names]

    # Assign parents
    bones_decorated_dict = {}
    for dbone in bones_decorated:
        bones_decorated_dict[dbone.name] = dbone

    for dbone in bones_decorated:
        parent = dbone.rest_bone.parent
        if parent:
            dbone.parent = bones_decorated_dict[parent.name]
    del bones_decorated_dict
    # finish assigning parents

    scene = bpy.context.scene
    frame_current = scene.frame_current

    file.write("MOTION\n")
    file.write("Frames: %d\n" % (frame_end - frame_start + 1))
    file.write("Frame Time: %.6f\n" % (1.0 / (scene.render.fps / scene.render.fps_base)))

    for frame in range(frame_start, frame_end + 1):
        scene.frame_set(frame)

        for dbone in bones_decorated:
            dbone.update_posedata()

        for dbone in bones_decorated:
            trans = Matrix.Translation(dbone.rest_bone.head_local)
            itrans = Matrix.Translation(-dbone.rest_bone.head_local)

            if  dbone.parent:
                mat_final = dbone.parent.rest_arm_mat * dbone.parent.pose_imat * dbone.pose_mat * dbone.rest_arm_imat
                mat_final = itrans * mat_final * trans
                loc = mat_final.to_translation() + (dbone.rest_bone.head_local - dbone.parent.rest_bone.head_local)
            else:
                mat_final = dbone.pose_mat * dbone.rest_arm_imat
                mat_final = itrans * mat_final * trans
                loc = mat_final.to_translation() + dbone.rest_bone.head

            # keep eulers compatible, no jumping on interpolation.
            rot = mat_final.to_euler(dbone.rot_order_str_reverse, dbone.prev_euler)

            if not dbone.skip_position:
                file.write("%.6f %.6f %.6f " % (loc * global_scale)[:])

            file.write("%.6f %.6f %.6f " % (degrees(rot[dbone.rot_order[0]]), degrees(rot[dbone.rot_order[1]]), degrees(rot[dbone.rot_order[2]])))

            dbone.prev_euler = rot

        file.write("\n")

    file.close()

    scene.frame_set(frame_current)

    print("BVH Exported: %s frames:%d\n" % (filepath, frame_end - frame_start + 1))


def save(operator, context, filepath="",
          frame_start=-1,
          frame_end=-1,
          global_scale=1.0,
          rotate_mode="NATIVE",
          root_transform_only=False,
          ):

    write_armature(context, filepath,
           frame_start=frame_start,
           frame_end=frame_end,
           global_scale=global_scale,
           rotate_mode=rotate_mode,
           root_transform_only=root_transform_only,
           )

    return {'FINISHED'}