1マテリアル、1オブジェクトで作成する。
"""
import os
+import bpy
from . import bl
from .pymeshio import pmx
from .pymeshio.pmx import reader
"""
return (pos.x, pos.z, pos.y)
+def VtoV(v):
+ return bl.createVector(v.x, v.y, v.z)
+
+# マテリアル毎にメッシュを作成する
+def get_object_name(fmt, index, name):
+ """
+ object名を作る。最大21バイト
+ """
+ len_list=[len(name[:i].encode('utf-8')) for i in range(1, len(name)+1, 1)]
+ letter_count=0
+ prefix=fmt.format(index)
+ max_length=21-len(prefix)
+ for str_len in len_list:
+ if str_len>max_length:
+ break
+ letter_count+=1
+ name=prefix+name[:letter_count]
+ print("%s(%d)" % (name, letter_count))
+ return name
+
+def __import_joints(joints, rigidbodies):
+ print("create joints")
+ container=bl.object.createEmpty('Joints')
+ layers=[
+ True, False, False, False, False, False, False, False, False, False,
+ False, False, False, False, False, False, False, False, False, False,
+ ]
+ material=bl.material.create('joint')
+ material.diffuse_color=(1, 0, 0)
+ constraintMeshes=[]
+ for i, c in enumerate(joints):
+ bpy.ops.mesh.primitive_uv_sphere_add(
+ segments=8,
+ ring_count=4,
+ size=0.1,
+ location=(c.position.x, c.position.z, c.position.y),
+ layers=layers
+ )
+ meshObject=bl.object.getActive()
+ constraintMeshes.append(meshObject)
+ mesh=bl.object.getData(meshObject)
+ bl.mesh.addMaterial(mesh, material)
+ meshObject.name=get_object_name("j{0:02}:", i, c.name)
+ #meshObject.draw_transparent=True
+ #meshObject.draw_wire=True
+ meshObject.draw_type='SOLID'
+ rot=c.rotation
+ meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
+
+ meshObject[bl.CONSTRAINT_NAME]=c.name
+ meshObject[bl.CONSTRAINT_A]=rigidbodies[c.rigidbody_index_a].name
+ meshObject[bl.CONSTRAINT_B]=rigidbodies[c.rigidbody_index_b].name
+ meshObject[bl.CONSTRAINT_POS_MIN]=VtoV(c.translation_limit_min)
+ meshObject[bl.CONSTRAINT_POS_MAX]=VtoV(c.translation_limit_max)
+ meshObject[bl.CONSTRAINT_ROT_MIN]=VtoV(c.rotation_limit_min)
+ meshObject[bl.CONSTRAINT_ROT_MAX]=VtoV(c.rotation_limit_max)
+ meshObject[bl.CONSTRAINT_SPRING_POS]=VtoV(c.spring_constant_translation)
+ meshObject[bl.CONSTRAINT_SPRING_ROT]=VtoV(c.spring_constant_rotation)
+
+ for meshObject in reversed(constraintMeshes):
+ bl.object.makeParent(container, meshObject)
+
+ return container
+
+def __importRigidBodies(rigidbodies, bones):
+ print("create rigid bodies")
+
+ container=bl.object.createEmpty('RigidBodies')
+ layers=[
+ True, False, False, False, False, False, False, False, False, False,
+ False, False, False, False, False, False, False, False, False, False,
+ ]
+ material=bl.material.create('rigidBody')
+ rigidMeshes=[]
+ for i, rigid in enumerate(rigidbodies):
+ if rigid.bone_index==-1:
+ # no reference bone
+ bone=bones[0]
+ else:
+ bone=bones[rigid.bone_index]
+ pos=rigid.shape_position
+ size=rigid.shape_size
+
+ if rigid.shape_type==0:
+ bpy.ops.mesh.primitive_ico_sphere_add(
+ location=(pos.x, pos.z, pos.y),
+ layers=layers
+ )
+ bpy.ops.transform.resize(
+ value=(size.x, size.x, size.x))
+ elif rigid.shape_type==1:
+ bpy.ops.mesh.primitive_cube_add(
+ location=(pos.x, pos.z, pos.y),
+ layers=layers
+ )
+ bpy.ops.transform.resize(
+ value=(size.x, size.z, size.y))
+ elif rigid.shape_type==2:
+ bpy.ops.mesh.primitive_cylinder_add(
+ location=(pos.x, pos.z, pos.y),
+ layers=layers
+ )
+ bpy.ops.transform.resize(
+ value=(size.x, size.x, size.y))
+ else:
+ assert(False)
+
+ meshObject=bl.object.getActive()
+ mesh=bl.object.getData(meshObject)
+ rigidMeshes.append(meshObject)
+ bl.mesh.addMaterial(mesh, material)
+ meshObject.name=get_object_name("r{0:02}:", i, rigid.name)
+ #meshObject.draw_transparent=True
+ #meshObject.draw_wire=True
+ meshObject.draw_type='WIRE'
+ rot=rigid.shape_rotation
+ meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
+
+ meshObject[bl.RIGID_NAME]=rigid.name
+ meshObject[bl.RIGID_SHAPE_TYPE]=rigid.shape_type
+ meshObject[bl.RIGID_PROCESS_TYPE]=rigid.mode
+ meshObject[bl.RIGID_BONE_NAME]=bone.name
+ meshObject[bl.RIGID_GROUP]=rigid.collision_group
+ meshObject[bl.RIGID_INTERSECTION_GROUP]=rigid.no_collision_group
+ meshObject[bl.RIGID_WEIGHT]=rigid.param.mass
+ meshObject[bl.RIGID_LINEAR_DAMPING]=rigid.param.linear_damping
+ meshObject[bl.RIGID_ANGULAR_DAMPING]=rigid.param.angular_damping
+ meshObject[bl.RIGID_RESTITUTION]=rigid.param.restitution
+ meshObject[bl.RIGID_FRICTION]=rigid.param.friction
+
+ for meshObject in reversed(rigidMeshes):
+ bl.object.makeParent(container, meshObject)
+
+ return container
+
def __create_a_material(m, name, textures_and_images):
"""
materialを作成する
material.preview_render_type='FLAT'
material.use_transparency=True
# texture
- texture_index=bl.material.addTexture(material, textures_and_images[m.texture_index][0])
+ if m.texture_index!=-1:
+ bl.material.addTexture(material, textures_and_images[m.texture_index][0])
return material
def __create_armature(bones, display_slots):
for b, bone in zip(bones, bl_bones):
assert(b.name==bone.name)
if b.parent_index!=-1:
- print("%s -> %s" % (bones[b.parent_index].name, b.name))
+ #print("%s -> %s" % (bones[b.parent_index].name, b.name))
parent_bone=bl_bones[b.parent_index]
bone.parent=parent_bone
if b.getConnectionFlag() and b.tail_index!=-1:
"""
importerr 本体
"""
- bl.progress_set('load %s' % filepath, 0.0)
print(filepath)
model=reader.read_from_file(filepath)
print("fail to load %s" % filepath)
return
print(model)
- bl.progress_set('loaded', 0.1)
# メッシュをまとめるエンプティオブジェクト
model_name=model.english_name
for t in model.textures]
print(textures_and_images)
- def get_name(name, fmt, *args):
- if len(name.encode("utf-8"))<16:
- return name
- else:
- return fmt.format(*args)
index_generator=(i for i in model.indices)
# 頂点配列。(Left handed y-up) to (Right handed z-up)
vertices=[convert_coord(pos)
for pos in (v.position for v in model.vertices)]
+
for i, m in enumerate(model.materials):
- # マテリアル毎にメッシュを作成する
- print(m.name)
- #material=__create_a_material(m, get_name(m.name, "material:{0:02}", i), textures_and_images)
+ ####################
+ # material
+ ####################
material=__create_a_material(m, m.name, textures_and_images)
- mesh, mesh_object=bl.mesh.create("object:{0:02}".format(i))
+
+ ####################
+ # mesh object
+ ####################
+ # object名はutf-8で21byteまで
+ mesh, mesh_object=bl.mesh.create(get_object_name("{0:02}:", i, m.name))
bl.mesh.addMaterial(mesh, material)
# activate object
bl.object.deselectAll()
bl.object.activate(mesh_object)
bl.object.makeParent(root_object, mesh_object)
+
+ ####################
# vertices & faces
+ ####################
indices=[next(index_generator)
for _ in range(m.vertex_count)]
+ used_indices=set(indices)
bl.mesh.addGeometry(mesh, vertices,
[(indices[i], indices[i+1], indices[i+2])
for i in range(0, len(indices), 3)])
assert(len(model.vertices), len(mesh.vertices))
- # set vertex attributes(normal, bone weights)
- bl.mesh.useVertexUV(mesh)
- for i, (v, mvert) in enumerate(zip(model.vertices, mesh.vertices)):
- bl.vertex.setNormal(mvert, convert_coord(v.normal))
- if isinstance(v.deform, pmx.Bdef1):
- bl.object.assignVertexGroup(mesh_object,
- model.bones[v.deform.index0].name, i, 1.0)
- elif isinstance(v.deform, pmx.Bdef2):
- bl.object.assignVertexGroup(mesh_object,
- model.bones[v.deform.index0].name, i, v.deform.weight0)
- bl.object.assignVertexGroup(mesh_object,
- model.bones[v.deform.index1].name, i, 1.0-v.deform.weight0)
- else:
- raise Exception("unknown deform: %s" % v.deform)
+ # assign material
+ bl.mesh.addUV(mesh)
+ hasTexture=bl.material.hasTexture(material)
+ if hasTexture:
+ index_gen=(i for i in indices)
+ image=(textures_and_images.get[m.texture_index]
+ if m.texture_index in textures_and_images
+ else None)
+ for i, face in enumerate(mesh.faces):
+ bl.face.setMaterial(face, 0)
+ if hasTexture:
+ uv0=model.vertices[next(index_gen)].uv
+ uv1=model.vertices[next(index_gen)].uv
+ uv2=model.vertices[next(index_gen)].uv
+ bl.mesh.setFaceUV(mesh, i, face, [# fix uv
+ (uv0.x, 1.0-uv0.y),
+ (uv1.x, 1.0-uv1.y),
+ (uv2.x, 1.0-uv2.y)
+ ],
+ image)
+ ####################
+ # armature
+ ####################
if armature_object:
# armature modifirer
bl.modifier.addArmature(mesh_object, armature_object)
+ # set vertex attributes(normal, bone weights)
+ bl.mesh.useVertexUV(mesh)
+ for i, (v, mvert) in enumerate(zip(model.vertices, mesh.vertices)):
+ bl.vertex.setNormal(mvert, convert_coord(v.normal))
+ if isinstance(v.deform, pmx.Bdef1):
+ bl.object.assignVertexGroup(mesh_object,
+ model.bones[v.deform.index0].name, i, 1.0)
+ elif isinstance(v.deform, pmx.Bdef2):
+ bl.object.assignVertexGroup(mesh_object,
+ model.bones[v.deform.index0].name, i, v.deform.weight0)
+ bl.object.assignVertexGroup(mesh_object,
+ model.bones[v.deform.index1].name, i, 1.0-v.deform.weight0)
+ else:
+ raise Exception("unknown deform: %s" % v.deform)
+
+ ####################
+ # shape keys
+ ####################
+ # set shape_key pin
+ bl.object.pinShape(mesh_object, True)
+ # create base key
+ baseShapeBlock=bl.object.addShapeKey(mesh_object, bl.BASE_SHAPE_NAME)
+ mesh.update()
+ for m in model.morphs:
+ new_shape_key=bl.object.addShapeKey(mesh_object, m.name)
+ for o in m.offsets:
+ if isinstance(o, pmx.VertexMorphOffset):
+ bl.shapekey.assign(new_shape_key,
+ o.vertex_index,
+ mesh.vertices[o.vertex_index].co+
+ bl.createVector(*convert_coord(o.position_offset)))
+ else:
+ raise Exception("unknown morph type: %s" % o)
+ # select base shape
+ bl.object.setActivateShapeKey(mesh_object, 0)
+
+ #############################
+ # clean up not used vertices
+ # in the material.
+ #############################
+ bl.mesh.vertsDelete(mesh, [i for i in range(len(mesh.vertices))
+ if i not in used_indices])
- # shape
+ # import rigid bodies
+ rigidbody_object=__importRigidBodies(model.rigidbodies, model.bones)
+ if rigidbody_object:
+ bl.object.makeParent(root_object, rigidbody_object)
+ # import joints
+ joint_object=__import_joints(model.joints, model.rigidbodies)
+ if joint_object:
+ bl.object.makeParent(root_object, joint_object)
return {'FINISHED'}