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implement vertex attributes and face attributes.
[meshio/pymeshio.git] / blender26-meshio / import_pmx.py
index 8d1b4cd..d04044d 100644 (file)
 # 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'}