# coding: utf-8
+"""
+PMXモデルをインポートする。
-def load(operator, context, filepath, **kw):
+1マテリアル、1オブジェクトで作成する。
+"""
+import os
+from . import bl
+from .pymeshio import pmx
+from .pymeshio.pmx import reader
+
+
+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'
+ material.diffuse_color=[m.diffuse_color.r, m.diffuse_color.g, m.diffuse_color.b]
+ material.alpha=m.alpha
+ # specular
+ material.specular_shader='TOON'
+ material.specular_color=[m.specular_color.r, m.specular_color.g, m.specular_color.b]
+ material.specular_toon_size=int(m.specular_factor)
+ # ambient
+ material.mirror_color=[m.ambient_color.r, m.ambient_color.g, m.ambient_color.b]
+ # todo
+ # flag
+ # edge_color
+ # edge_size
+ # other
+ material.preview_render_type='FLAT'
+ material.use_transparency=True
+ # texture
+ if m.texture_index!=-1:
+ bl.material.addTexture(material, textures_and_images[m.texture_index][0])
+ return material
+
+def __create_armature(bones, display_slots):
+ """
+ armatureを作成する
+
+ :Params:
+ bones
+ list of pymeshio.pmx.Bone
+ """
+ armature, armature_object=bl.armature.create()
+
+ # create bones
+ bl.armature.makeEditable(armature_object)
+ 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):
+ assert(b.name==bone.name)
+ 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)
+ bl.armature.update(armature)
+
+ # create ik constraint
+ bl.enterObjectMode()
+ pose = bl.object.getPose(armature_object)
+ for b, bone in zip(bones, bl_bones):
+ if b.getIkFlag():
+ ik=b.ik
+ assert(len(ik.link)<16)
+ p_bone=pose.bones[bones[ik.target_index].name]
+ assert(p_bone)
+ constraint=bl.armature.createIkConstraint(
+ armature_object, p_bone, bone.name,
+ ik.link, ik.limit_radian, ik.loop)
+ bl.armature.makeEditable(armature_object)
+ bl.armature.update(armature)
+
+ # create bone group
+ bl.enterObjectMode()
+ pose = bl.object.getPose(armature_object)
+ for i, ds in enumerate(display_slots):
+ print(ds)
+ g=bl.object.createBoneGroup(armature_object, ds.name, "THEME%02d" % (i+1))
+ for t, index in ds.references:
+ if t==0:
+ name=bones[index].name
+ try:
+ pose.bones[name].bone_group=g
+ except KeyError as e:
+ print("pose %s is not found" % name)
+
+ bl.enterObjectMode()
+ return armature_object
+
+def _execute(filepath):
+ """
+ importerr 本体
+ """
+ bl.progress_set('load %s' % filepath, 0.0)
print(filepath)
- print(kw)
- from .pymeshio.pmx import reader
model=reader.read_from_file(filepath)
if not model:
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
+ if len(model_name)==0:
+ model_name=os.path.basename(filepath)
+ 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, model.display_slots)
+ 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))
+ for t in model.textures]
+ print(textures_and_images)
+
+ 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)]
+
+ # マテリアル毎にメッシュを作成する
+ for i, m in enumerate(model.materials):
+ print(m.name)
+ # material作成
+ material=__create_a_material(m, m.name, textures_and_images)
+ # object名はutf-8で21byteまで
+ mesh, mesh_object=bl.mesh.create("object:{0:02}".format(i))
+ 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)]
+ 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))
+
+ # 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)
+
+ 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)
return {'FINISHED'}