+def VtoV(v):
+ return bl.createVector(v.x, v.y, v.z)
+
+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
+