+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
+
+
+def convert_coord(pos):
+ """
+ Left handed y-up to Right handed z-up
+ """
+ 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
+
+ :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
+ """