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implementing import_pmx...
[meshio/pymeshio.git] / blender26-meshio / import_pmx.py
index 453355b..c317315 100644 (file)
@@ -8,7 +8,24 @@ import os
 from . import bl
 
 
+def convert_coord(pos):
+    """
+    Left handed y-up to Right handed z-up
+    """
+    return (pos.x, pos.z, pos.y)
+
 def __create_a_material(m, name, textures_and_images):
+    """
+    materialを作成する
+
+    :Params:
+        m
+            pymeshio.pmx.Material
+        name
+            material name
+        textures_and_images
+            list of (texture, image)
+    """
     material = bl.material.create(name)
     # diffuse
     material.diffuse_shader='FRESNEL'
@@ -31,7 +48,54 @@ def __create_a_material(m, name, textures_and_images):
     texture_index=bl.material.addTexture(material, textures_and_images[m.texture_index][0])
     return material
 
+def __create_armature(bones):
+    """
+    armatureを作成する
+
+    :Params:
+        bones
+            list of pymeshio.pmx.Bone
+    """
+    armature, armature_object=bl.armature.create()
+
+    bl.armature.makeEditable(armature_object)
+    # create bones
+    def create_bone(b):
+        bone=bl.armature.createBone(armature, b.name)
+        # bone position
+        bone.head=bl.createVector(*convert_coord(b.position))
+        if not b.getConnectionFlag():
+            bone.tail=bl.createVector(*convert_coord(b.position))
+        elif not b.getVisibleFlag():
+            bone.tail=bone.head+bl.createVector(0, 1, 0)
+
+        return bone
+    bl_bones=[create_bone(b) for b in bones]
+
+    # build skeleton
+    for b, bone in zip(bones, bl_bones):
+        if b.parent_index!=-1:
+            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:
+                assert(b.tail_index!=0)
+                tail_bone=bl_bones[b.tail_index]
+                bone.tail=tail_bone.head
+                bl.bone.setConnected(tail_bone)
+        else:
+            print("no parent %s" % b.name)
+
+    # fix
+    bl.armature.update(armature)
+    bl.enterObjectMode()
+
+    return armature_object
+
 def _execute(filepath):
+    """
+    importerr 本体
+    """
     bl.progress_set('load %s' % filepath, 0.0)
     print(filepath)
 
@@ -47,14 +111,19 @@ def _execute(filepath):
     model_name=model.english_name
     if len(model_name)==0:
         model_name=os.path.basename(filepath)
-    root=bl.object.createEmpty(model_name)
-    root[bl.MMD_MB_NAME]=model.name
-    root[bl.MMD_MB_COMMENT]=model.comment
-    root[bl.MMD_COMMENT]=model.english_comment
+    root_object=bl.object.createEmpty(model_name)
+    root_object[bl.MMD_MB_NAME]=model.name
+    root_object[bl.MMD_MB_COMMENT]=model.comment
+    root_object[bl.MMD_COMMENT]=model.english_comment
+
+    # armatureを作る
+    armature_object=__create_armature(model.bones)
+    if armature_object:
+        bl.object.makeParent(root_object, armature_object)
 
     # テクスチャを作る
     texture_dir=os.path.dirname(filepath)
-    textures_and_images=[bl.texture.create(os.path.join(texture_dir, t)) 
+    textures_and_images=[bl.texture.create(os.path.join(texture_dir, t))
             for t in model.textures]
     print(textures_and_images)
 
@@ -65,7 +134,7 @@ def _execute(filepath):
             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=[(pos.x, pos.z, pos.y) 
+    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
@@ -77,12 +146,19 @@ def _execute(filepath):
         # activate object
         bl.object.deselectAll()
         bl.object.activate(mesh_object)
-        bl.object.makeParent(root, mesh_object)
-        indices=[next(index_generator) 
+        bl.object.makeParent(root_object, mesh_object)
+        # vertices & faces
+        indices=[next(index_generator)
                     for _ in range(m.vertex_count)]
-        bl.mesh.addGeometry(mesh, vertices, 
-                [(indices[i], indices[i+1], indices[i+2]) 
+        bl.mesh.addGeometry(mesh, vertices,
+                [(indices[i], indices[i+1], indices[i+2])
                     for i in range(0, len(indices), 3)])
+        if armature_object:
+            # armature modifirer
+            bl.modifier.addArmature(mesh_object, armature_object)
+
+        # shape
+
 
     return {'FINISHED'}