def test_reset_complement_03(self): # モーションの宣言 motion = VmdMotion() motion.frames["左手首"] = [] bf = VmdBoneFrame() bf.format_name = "左手首" bf.frame = 0 bf.read = True bf.key = True bf.complement = [ 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10 ] motion.frames["左手首"].append(bf) bf = VmdBoneFrame() bf.format_name = "左手首" bf.frame = 5 bf.read = True # 間に有効キーなし bf.key = False bf.complement = [ 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30 ] motion.frames["左手首"].append(bf) bf = VmdBoneFrame() bf.format_name = "左手首" bf.frame = 30 bf.read = True bf.key = True bf.complement = [ 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20 ] motion.frames["左手首"].append(bf) # 腕リストの宣言 arm_links = self.create_arm_links() # 処理実施 sub_arm_ik.reset_complement(motion, arm_links) for c in motion.frames["左手首"][0].complement: self.assertEqual(10, c) for c in motion.frames["左手首"][1].complement: self.assertEqual(30, c) for c in motion.frames["左手首"][2].complement: self.assertEqual(20, c)
def read_vmd_file(self, filepath): # VMDファイルをバイナリ読み込み self.buffer = open(filepath, "rb").read() # vmdバージョン signature = self.unpack(30, "30s") logger.debug("signature %s", signature) motion = VmdMotion() # モーションパス motion.path = filepath # モデル名 model_bname, model_name = self.read_text(20) logger.debug("model_bname %s, model_name: %s", model_bname, model_name) motion.model_name = model_name # モーション数 motion.motion_cnt = self.read_uint(4) logger.debug("motion.motion_cnt %s", motion.motion_cnt) # モーションのあるキーのINDEX motion_indexes = {} # 1F分のモーション情報 for n in range(motion.motion_cnt): frame = VmdBoneFrame() frame.key = True frame.read = True # ボーン ---------------------- # ボーン名 bone_bname, bone_name = self.read_text(15) frame.name = bone_bname frame.format_name = bone_name logger.debug("name: %s, format_name %s", bone_bname, bone_name) # フレームIDX frame.frame = self.read_uint(4) logger.debug("frame.frame %s", frame.frame) # 位置X,Y,Z frame.position = self.read_Vector3D() logger.debug("frame.position %s", frame.position) # オリジナルを保持 frame.org_position = copy.deepcopy(frame.position) # 回転X,Y,Z,scalar frame.rotation = self.read_Quaternion() logger.debug("frame.rotation %s", frame.rotation) logger.debug("frame.rotation.euler %s", frame.rotation.toEulerAngles()) # オリジナルを保持 frame.org_rotation = copy.deepcopy(frame.rotation) # 補間曲線 frame.complement = list(self.unpack(64, "64B", True)) logger.debug("complement %s", frame.complement) # オリジナルの補間曲線を保持しておく frame.org_complement = copy.deepcopy(frame.complement) logger.debug("org_complement %s", frame.org_complement) if bone_name not in motion.frames: # まだ辞書にない場合、配列追加 motion.frames[bone_name] = [] motion_indexes[bone_name] = {} is_not_existed = True if frame.frame in motion_indexes[bone_name]: is_not_existed = False # 辞書の該当部分にボーンフレームを追加 if is_not_existed == True: motion.frames[bone_name].append(frame) motion_indexes[bone_name][frame.frame] = frame.frame if frame.frame > motion.last_motion_frame: # 最終フレームを記録 motion.last_motion_frame = frame.frame if n % 10000 == 0: print("VMDモーション読み込み キー: %s" % n) # ソート for k, v in motion.frames.items(): motion.frames[k] = sorted(v, key=lambda u: u.frame) # モーフ数 motion.morph_cnt = self.read_uint(4) logger.debug("motion.morph_cnt %s", motion.morph_cnt) # モーションのあるキーのINDEX morph_indexes = {} # 1F分のモーフ情報 for n in range(motion.morph_cnt): morph = VmdMorphFrame() # ボーン ---------------------- # ボーン名 morph_bname, morph_name = self.read_text(15) morph.name = morph_bname morph.format_name = morph_name logger.debug("name: %s, format_name %s", morph_bname, morph_name) # フレームIDX morph.frame = self.read_uint(4) logger.debug("morph.frame %s", morph.frame) # 度数 morph.ratio = self.read_float(4) logger.debug("morph.ratio %s", morph.ratio) if morph_name not in motion.morphs: # まだ辞書にない場合、配列追加 motion.morphs[morph_name] = [] morph_indexes[morph_name] = {} is_not_existed = True if morph.frame in morph_indexes[morph_name]: is_not_existed = False if is_not_existed == True: # まだなければ辞書の該当部分にモーフフレームを追加 motion.morphs[morph_name].append(morph) morph_indexes[morph_name][morph.frame] = morph.frame if n % 1000 == 0: print("VMDモーション読み込み モーフ: %s" % n) # ソート for k, v in motion.morphs.items(): motion.morphs[k] = sorted(v, key=lambda u: u.frame) # カメラ数 motion.camera_cnt = self.read_uint(4) logger.debug("motion.camera_cnt %s", motion.camera_cnt) # 1F分のカメラ情報 for _ in range(motion.camera_cnt): camera = VmdCameraFrame() # フレームIDX camera.frame = self.read_uint(4) logger.debug("camera.frame %s", camera.frame) # 距離 camera.length = self.read_float(4) logger.debug("camera.length %s", camera.length) # 位置X,Y,Z camera.position = self.read_Vector3D() logger.debug("camera.position %s", camera.position) # 角度(オイラー角) camera.euler = self.read_Vector3D() logger.debug("camera.euler %s", camera.euler) # 補間曲線 camera.complement = self.unpack(24, "24B", True) logger.debug("camera.complement %s", camera.complement) # 視野角 camera.angle = self.read_uint(4) logger.debug("camera.angle %s", camera.angle) # パース有無 camera.perspective = self.unpack(1, "B") logger.debug("camera.perspective %s", camera.perspective) # カメラを追加 motion.cameras.append(camera) # ソート motion.cameras = sorted(motion.cameras, key=lambda u: u.frame) # 照明数 try: motion.light_cnt = self.read_uint(4) logger.debug("motion.light_cnt %s", motion.light_cnt) except Exception as e: # 情報がない場合、catchして握りつぶす motion.light_cnt = 0 # 1F分の照明情報 for _ in range(motion.light_cnt): light = VmdLightFrame() # フレームIDX light.frame = self.read_uint(4) logger.debug("light.frame %s", light.frame) # 照明色(RGBだが、下手に数値が変わるのも怖いのでV3D) light.color = self.read_Vector3D() logger.debug("light.color %s", light.color) # 照明位置 light.position = self.read_Vector3D() logger.debug("light.position %s", light.position) # 追加 motion.lights.append(light) # セルフシャドウ数 try: motion.shadow_cnt = self.read_uint(4) logger.debug("motion.shadow_cnt %s", motion.shadow_cnt) # 1F分のシャドウ情報 for _ in range(motion.shadow_cnt): shadow = VmdShadowFrame() # フレームIDX shadow.frame = self.read_uint(4) logger.debug("shadow.frame %s", shadow.frame) # シャドウ種別 shadow.type = self.read_uint(1) logger.debug("shadow.type %s", shadow.type) # 距離 shadow.distance = self.read_float() logger.debug("shadow.distance %s", shadow.distance) # 追加 motion.shadows.append(shadow) except Exception as e: # 情報がない場合、catchして握りつぶす motion.shadow_cnt = 0 # IK数 try: motion.ik_cnt = self.read_uint(4) logger.debug("motion.ik_cnt %s", motion.ik_cnt) # 1F分のIK情報 for _ in range(motion.ik_cnt): ik = VmdShowIkFrame() # フレームIDX ik.frame = self.read_uint(4) logger.debug("ik.frame %s", ik.frame) # モデル表示, 0:OFF, 1:ON ik.show = self.read_uint(1) logger.debug("ik.show %s", ik.show) # 記録するIKの数 ik.ik_count = self.read_uint(4) logger.debug("ik.ik_count %s", ik.ik_count) for _ in range(ik.ik_count): ik_info = VmdInfoIk() # IK名 ik_bname, ik_name = self.read_text(20) ik_info.name = ik_bname logger.debug("ik_info.name %s", ik_name) # モデル表示, 0:OFF, 1:ON ik_info.onoff = self.read_uint(1) logger.debug("ik_info.onoff %s", ik_info.onoff) ik.ik.append(ik_info) # 追加 motion.showiks.append(ik) except Exception as e: # 昔のMMD(MMDv7.39.x64以前)はIK情報がないため、catchして握りつぶす motion.ik_cnt = 0 # ハッシュを設定 motion.digest = self.hexdigest(filepath) logger.debug("motion: %s, hash: %s", motion.path, motion.digest) return motion
def read_vmd_file(self, filename): """Read VMD data to a file""" fin = open(filename, "rb").read() motion = VmdMotion() # vmdバージョン signature = struct.unpack_from("30s", fin, 0) # vmdバージョンは英語だけなので、とりあえずutf-8変換 motion.signature = byte_decode(signature[0], "utf-8") logger.debug("signature %s", motion.signature) # モデル名 model_name = struct.unpack_from("20s", fin, 30) # 文字コード encoding = get_encoding(model_name[0]) motion.model_name = byte_decode(model_name[0], encoding) logger.debug("model_name %s", motion.model_name) # モーション数 motion_cnt = struct.unpack_from("I", fin, 50) motion.motion_cnt = motion_cnt[0] logger.debug("motion_cnt %s", motion.motion_cnt) # 1F分の情報 for n in range(motion.motion_cnt): frame = VmdBoneFrame() # ボーン名 bone_bname = struct.unpack_from("15s", fin, 54 + (n * 111)) # ボーン名はそのまま追加 frame.name = bone_bname[0] # ボーン名を分かる形に変換(キー用) bone_name = byte_decode(bone_bname[0], encoding) logger.debug("frame.name %s", bone_name) # フレームIDX frame.frame = struct.unpack_from("I", fin, 69 + (n * 111))[0] logger.debug("frame.frame %s", frame.frame) # 位置X,Y,Z frame.position.setX(struct.unpack_from("f", fin, 73 + (n * 111))[0]) frame.position.setY(struct.unpack_from("f", fin, 77 + (n * 111))[0]) frame.position.setZ(struct.unpack_from("f", fin, 81 + (n * 111))[0]) logger.debug("frame.position %s", frame.position) # 回転X,Y,Z,scalar frame.rotation.setX(struct.unpack_from("f", fin, 85 + (n * 111))[0]) frame.rotation.setY(struct.unpack_from("f", fin, 89 + (n * 111))[0]) frame.rotation.setZ(struct.unpack_from("f", fin, 93 + (n * 111))[0]) frame.rotation.setScalar(struct.unpack_from("f", fin, 97 + (n * 111))[0]) logger.debug("frame.rotation %s", frame.rotation) logger.debug("frame.rotation.toEulerAngles() %s", frame.rotation.toEulerAngles()) # 補間曲線 frame.complement=['%x' % x for x in range(struct.unpack_from("64B", fin, 101 + (n * 111))[0]) ] logger.debug("frame.complement %s", frame.complement) if bone_name not in motion.frames: # まだ辞書にない場合、配列追加 motion.frames[bone_name] = [] # 辞書の該当部分にボーンフレームを追加 motion.frames[bone_name].append(frame) return motion
def main(csv_bone_path, csv_morph_path, csv_camera_path): try: bone_frames = [] morph_frames = [] camera_frames = [] if csv_bone_path: output_vmd_path = re.sub( r'\.csv$', "_{0:%Y%m%d_%H%M%S}.vmd".format(datetime.now()), csv_bone_path) # ボーンCSV読み込み with open(csv_bone_path, encoding='cp932', mode='r') as f: reader = csv.reader(f) next(reader) # ヘッダーを読み飛ばす for row in reader: bf = VmdBoneFrame() # ボーン名 bf.format_name = row[0] # ボーン名(バイト) bf.name = bf.format_name.encode('cp932').decode( 'shift_jis').encode('shift_jis') # フレーム bf.frame = int(row[1]) # 位置 bf.position = QVector3D(float(row[2]), float(row[3]), float(row[4])) # 回転 bf.rotation = QQuaternion.fromEulerAngles( float(row[5]), float(row[6]) * -1, float(row[7]) * -1) # 補間曲線 bf.complement = [ int(row[8]), int(row[9]), int(row[10]), int(row[11]), int(row[12]), int(row[13]), int(row[14]), int(row[15]), int(row[16]), int(row[17]), int(row[18]), int(row[19]), int(row[20]), int(row[21]), int(row[22]), int(row[23]), int(row[24]), int(row[25]), int(row[26]), int(row[27]), int(row[28]), int(row[29]), int(row[30]), int(row[31]), int(row[32]), int(row[33]), int(row[34]), int(row[35]), int(row[36]), int(row[37]), int(row[38]), int(row[39]), int(row[40]), int(row[41]), int(row[42]), int(row[43]), int(row[44]), int(row[45]), int(row[46]), int(row[47]), int(row[48]), int(row[49]), int(row[50]), int(row[51]), int(row[52]), int(row[53]), int(row[54]), int(row[55]), int(row[56]), int(row[57]), int(row[58]), int(row[59]), int(row[60]), int(row[61]), int(row[62]), int(row[63]), int(row[64]), int(row[65]), int(row[66]), int(row[67]), int(row[68]), int(row[69]), int(row[70]), int(row[71]) ] bone_frames.append(bf) # logger.debug("bf: %s %s", bf.name, bf) if csv_morph_path: output_vmd_path = re.sub( r'\.csv$', "_{0:%Y%m%d_%H%M%S}.vmd".format(datetime.now()), csv_morph_path) # モーフCSV読み込み with open(csv_morph_path, encoding='cp932', mode='r') as f: reader = csv.reader(f) next(reader) # ヘッダーを読み飛ばす for row in reader: mf = VmdMorphFrame() # ボーン名 mf.format_name = row[0] # ボーン名(バイト) mf.name = mf.format_name.encode('cp932').decode( 'shift_jis').encode('shift_jis') # フレーム mf.frame = int(row[1]) # 位置 mf.ratio = float(row[2]) morph_frames.append(mf) writer = VmdWriter() if len(morph_frames) > 0 or len(bone_frames) > 0: # ボーン・モーフモーション生成 writer.write_vmd_file(output_vmd_path, "CSV Convert Model", bone_frames, morph_frames, [], [], [], []) print("ボーン・モーフVMD出力成功: %s" % output_vmd_path) if csv_camera_path: # カメラCSV読み込み with open(csv_camera_path, encoding='cp932', mode='r') as f: reader = csv.reader(f) next(reader) # ヘッダーを読み飛ばす for row in reader: cf = VmdCameraFrame() # フレーム cf.frame = int(row[0]) # 位置 cf.position = QVector3D(float(row[1]), float(row[2]), float(row[3])) # 回転(オイラー角) cf.euler = QVector3D(float(row[4]), float(row[5]), float(row[6])) # 距離 cf.length = -(float(row[7])) # 視野角 cf.angle = int(row[8]) # パース cf.perspective = int(row[9]) # 補間曲線 cf.complement = [ int(row[10]), int(row[11]), int(row[12]), int(row[13]), int(row[14]), int(row[15]), int(row[16]), int(row[17]), int(row[18]), int(row[19]), int(row[20]), int(row[21]), int(row[22]), int(row[23]), int(row[24]), int(row[25]), int(row[26]), int(row[27]), int(row[28]), int(row[29]), int(row[30]), int(row[31]), int(row[32]), int(row[33]) ] camera_frames.append(cf) # logger.debug("bf: %s %s", bf.name, bf) if len(camera_frames) > 0: # カメラモーション生成 output_vmd_path = re.sub( r'\.csv$', "_{0:%Y%m%d_%H%M%S}.vmd".format(datetime.now()), csv_camera_path) writer.write_vmd_file(output_vmd_path, "CSV Convert Model", [], [], camera_frames, [], [], []) print("カメラVMD出力成功: %s" % output_vmd_path) except Exception: print("■■■■■■■■■■■■■■■■■") print("■ **ERROR** ") print("■ CSV解析処理が意図せぬエラーで終了しました。") print("■■■■■■■■■■■■■■■■■") print(traceback.format_exc())
def read_vmd_file(self, filename): # VMDファイルをバイナリ読み込み self.buffer = open(filename, "rb").read() # vmdバージョン signature = self.unpack(30, "30s") logger.debug("signature %s", signature) motion = VmdMotion() # モデル名 model_bname, model_name = self.read_text(20) logger.debug("model_bname %s", model_bname) motion.model_name = model_name # モーション数 motion.motion_cnt = self.read_uint(4) logger.debug("motion.motion_cnt %s", motion.motion_cnt) # 1F分のモーション情報 for _ in range(motion.motion_cnt): frame = VmdBoneFrame() # ボーン ---------------------- # ボーン名 bone_bname, bone_name = self.read_text(15) frame.name = bone_bname frame.format_name = bone_name logger.debug("name: %s, format_name %s", bone_bname, bone_name) # フレームIDX frame.frame = self.read_uint(4) logger.debug("frame.frame %s", frame.frame) # 位置X,Y,Z frame.position = self.read_Vector3D() logger.debug("frame.position %s", frame.position) # 回転X,Y,Z,scalar frame.rotation = self.read_Quaternion() logger.debug("frame.rotation %s", frame.rotation) logger.debug("frame.rotation.euler %s", frame.rotation.toEulerAngles()) # 補間曲線 frame.complement = self.unpack(64, "64B", True) logger.debug("complement %s", frame.complement) if bone_name not in motion.frames: # まだ辞書にない場合、配列追加 motion.frames[bone_name] = [] # 辞書の該当部分にボーンフレームを追加 motion.frames[bone_name].append(frame) if frame.frame > motion.last_motion_frame: # 最終フレームを記録 motion.last_motion_frame = frame.frame # ソート for k, v in motion.frames.items(): motion.frames[k] = sorted(v, key=lambda u: u.frame) # モーフ数 motion.morph_cnt = self.read_uint(4) logger.debug("motion.morph_cnt %s", motion.morph_cnt) # 1F分のモーフ情報 for _ in range(motion.morph_cnt): morph = VmdMorphFrame() # ボーン ---------------------- # ボーン名 morph_bname, morph_name = self.read_text(15) morph.name = morph_bname morph.format_name = morph_name logger.debug("name: %s, format_name %s", morph_bname, morph_name) # フレームIDX morph.frame = self.read_uint(4) logger.debug("morph.frame %s", morph.frame) # 度数 morph.ratio = self.read_float(4) logger.debug("morph.ratio %s", morph.ratio) if morph_name not in motion.morphs: # まだ辞書にない場合、配列追加 motion.morphs[morph_name] = [] # 辞書の該当部分にモーフフレームを追加 motion.morphs[morph_name].append(morph) # ソート for k, v in motion.morphs.items(): motion.morphs[k] = sorted(v, key=lambda u: u.frame) # カメラ数 motion.camera_cnt = self.read_uint(4) logger.debug("motion.camera_cnt %s", motion.camera_cnt) # 1F分のカメラ情報 for _ in range(motion.camera_cnt): camera = VmdCameraFrame() # フレームIDX camera.frame = self.read_uint(4) logger.debug("camera.frame %s", camera.frame) # 距離 camera.length = self.read_float(4) logger.debug("camera.length %s", camera.length) # 位置X,Y,Z camera.position = self.read_Vector3D() logger.debug("camera.position %s", camera.position) # 角度(オイラー角) camera.euler = self.read_Vector3D() logger.debug("camera.euler %s", camera.euler) # 補間曲線 camera.complement = self.unpack(24, "24B", True) logger.debug("camera.complement %s", camera.complement) # 視野角 camera.angle = self.read_uint(4) logger.debug("camera.angle %s", camera.angle) # パース有無 camera.perspective = self.unpack(1, "B") # カメラを追加 motion.cameras.append(camera) # ソート motion.cameras = sorted(motion.cameras, key=lambda u: u.frame) return motion