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 calc_bone_by_complement(frames, bone_name, frameno): fillbf = VmdBoneFrame() # ボーン登録がなければ初期値 if bone_name not in frames: return fillbf for bidx, bf in enumerate(frames[bone_name]): if bf.frame >= frameno: # 前のキーIDXを0に見立てて、その間の補間曲線を埋める fillbf.name = bf.name fillbf.frame = frameno # 実際に登録はしない fillbf.key = False # 指定されたフレーム以降 prev_bf = frames[bone_name][bidx - 1] if prev_bf.rotation != bf.rotation: # 回転補間曲線 rn = calc_interpolate_bezier(bf.complement[48], bf.complement[52], bf.complement[56], bf.complement[60], prev_bf.frame, bf.frame, fillbf.frame) fillbf.rotation = QQuaternion.nlerp(prev_bf.rotation, bf.rotation, rn) # logger.debug("key: %s, n: %s, rn: %s, r: %s ", k, prev_frame + n, rn, QQuaternion.nlerp(prev_bf.rotation, bf.rotation, rn) ) # logger.debug("rotation: prev: %s, fill: %s ", prev_bf.rotation.toEulerAngles(), fillbf.rotation.toEulerAngles() ) else: fillbf.rotation = copy.deepcopy(prev_bf.rotation) # 補間曲線を元に間を埋める if prev_bf.position != bf.position: # http://rantyen.blog.fc2.com/blog-entry-65.html # X移動補間曲線 xn = calc_interpolate_bezier(bf.complement[0], bf.complement[4], bf.complement[8], bf.complement[12], prev_bf.frame, bf.frame, fillbf.frame) # Y移動補間曲線 yn = calc_interpolate_bezier(bf.complement[16], bf.complement[20], bf.complement[24], bf.complement[28], prev_bf.frame, bf.frame, fillbf.frame) # Z移動補間曲線 zn = calc_interpolate_bezier(bf.complement[32], bf.complement[36], bf.complement[40], bf.complement[44], prev_bf.frame, bf.frame, fillbf.frame) fillbf.position.setX(prev_bf.position.x() + ( (bf.position.x() - prev_bf.position.x()) * xn)) fillbf.position.setY(prev_bf.position.y() + ( (bf.position.y() - prev_bf.position.y()) * yn)) fillbf.position.setZ(prev_bf.position.z() + ( (bf.position.z() - prev_bf.position.z()) * zn)) # logger.debug("key: %s, n: %s, xn: %s, yn: %s, zn: %s, xa: %s", k, prev_frame + n, xn, yn, zn, ( bf.position.x() - prev_bf.position.x()) * xn ) # logger.debug("position: prev: %s, fill: %s ", prev_bf.position, fillbf.position ) else: fillbf.position = copy.deepcopy(prev_bf.position) # logger.debug("position stop: %s,%s prev: %s, fill: %s ", prev_frame + n, k, prev_bf.position, bf.position ) return fillbf # 最後まで行っても見つからなければ、最終項目を返す return copy.deepcopy(frames[bone_name][-1])
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 test_reset_complement_06(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 for r in utils.R_x1_idxs: bf.complement[r] = 10 for r in utils.R_y1_idxs: bf.complement[r] = 10 for r in utils.R_x2_idxs: bf.complement[r] = 10 for r in utils.R_y2_idxs: bf.complement[r] = 10 motion.frames["左手首"].append(bf) bf = VmdBoneFrame() bf.format_name = "左手首" bf.frame = 5 bf.read = True # 間に有効キーあり bf.key = True for r in utils.R_x1_idxs: bf.complement[r] = 30 for r in utils.R_y1_idxs: bf.complement[r] = 30 for r in utils.R_x2_idxs: bf.complement[r] = 30 for r in utils.R_y2_idxs: bf.complement[r] = 30 motion.frames["左手首"].append(bf) bf = VmdBoneFrame() bf.format_name = "左手首" bf.frame = 10 bf.read = False # 有効キーの次に無効キー bf.key = False for r in utils.R_x1_idxs: bf.complement[r] = 30 for r in utils.R_y1_idxs: bf.complement[r] = 30 for r in utils.R_x2_idxs: bf.complement[r] = 30 for r in utils.R_y2_idxs: bf.complement[r] = 30 motion.frames["左手首"].append(bf) bf = VmdBoneFrame() bf.format_name = "左手首" bf.frame = 15 bf.read = False # 2つ目の有効キー bf.key = True for r in utils.R_x1_idxs: bf.complement[r] = 30 for r in utils.R_y1_idxs: bf.complement[r] = 30 for r in utils.R_x2_idxs: bf.complement[r] = 30 for r in utils.R_y2_idxs: bf.complement[r] = 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 for r in utils.R_x1_idxs: bf.complement[r] = 10 for r in utils.R_y1_idxs: bf.complement[r] = 10 for r in utils.R_x2_idxs: bf.complement[r] = 20 for r in utils.R_y2_idxs: bf.complement[r] = 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) # --------------------------------- # 前回の開始X for r in utils.R_x1_idxs: self.assertEqual(10, motion.frames["左手首"][0].complement[r]) # 前回の開始Y for r in utils.R_y1_idxs: self.assertEqual(10, motion.frames["左手首"][0].complement[r]) # 前回の終了X for r in utils.R_x2_idxs: self.assertEqual(10, motion.frames["左手首"][0].complement[r]) # 前回の終了Y for r in utils.R_y2_idxs: self.assertEqual(10, motion.frames["左手首"][0].complement[r]) # --------------------------------- # 今回の開始X for r in utils.R_x1_idxs: self.assertEqual(30, motion.frames["左手首"][1].complement[r]) # 今回の開始Y for r in utils.R_y1_idxs: self.assertEqual(30, motion.frames["左手首"][1].complement[r]) # 今回の終了X for r in utils.R_x2_idxs: self.assertEqual(30, motion.frames["左手首"][1].complement[r]) # 今回の終了Y for r in utils.R_y2_idxs: self.assertEqual(30, motion.frames["左手首"][1].complement[r]) # --------------------------------- # 無効次回の開始X for r in utils.R_x1_idxs: self.assertEqual(30, motion.frames["左手首"][2].complement[r]) # 無効次回の開始Y for r in utils.R_y1_idxs: self.assertEqual(30, motion.frames["左手首"][2].complement[r]) # 無効次回の終了X for r in utils.R_x2_idxs: self.assertEqual(30, motion.frames["左手首"][2].complement[r]) # 無効次回の終了Y for r in utils.R_y2_idxs: self.assertEqual(30, motion.frames["左手首"][2].complement[r]) # --------------------------------- # 有効次回の開始X for r in utils.R_x1_idxs: self.assertEqual(17, motion.frames["左手首"][3].complement[r]) # 有効次回の開始Y for r in utils.R_y1_idxs: self.assertEqual(17, motion.frames["左手首"][3].complement[r]) # 有効次回の終了X for r in utils.R_x2_idxs: self.assertEqual(34, motion.frames["左手首"][3].complement[r]) # 有効次回の終了Y for r in utils.R_y2_idxs: self.assertEqual(34, motion.frames["左手首"][3].complement[r]) # --------------------------------- # 次回の開始X for r in utils.R_x1_idxs: self.assertEqual(29, motion.frames["左手首"][4].complement[r]) # 次回の開始Y for r in utils.R_y1_idxs: self.assertEqual(29, motion.frames["左手首"][4].complement[r]) # 次回の終了X for r in utils.R_x2_idxs: self.assertEqual(70, motion.frames["左手首"][4].complement[r]) # 次回の終了Y for r in utils.R_y2_idxs: self.assertEqual(70, motion.frames["左手首"][4].complement[r])