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integrate pmd_import for blender25.
[meshio/meshio.git] / swig / blender / bl25.py
index 92144c0..1415e41 100644 (file)
@@ -1,7 +1,10 @@
 # coding: utf-8
 import bpy
+import mathutils
+
 import os
 import time
+import functools
 
 ###############################################################################
 # ProgressBar
@@ -63,6 +66,19 @@ def createMqoMaterial(m):
     material.emit=1.0
     return material
 
+def createPmdMaterial(m):
+    material = bpy.data.materials.new("Material")
+    material.diffuse_shader='TOON'
+    material.specular_shader='TOON'
+    material.diffuse_color=([m.diffuse.r, m.diffuse.g, m.diffuse.b])
+    material.alpha=m.diffuse.a
+    material.specular_hardness=int(m.shinness)
+    material.specular_color=([m.specular.r, m.specular.g, m.specular.b])
+    material.mirror_color=([m.ambient.r, m.ambient.g, m.ambient.b])
+    material.subsurface_scattering.enabled=True if m.flag==1 else False
+    # temporary
+    material.emit=1.0
+    return material
 
 def createTexture(path):
     texture=bpy.data.textures.new(os.path.basename(path))
@@ -81,6 +97,10 @@ def materialAddTexture(material, texture):
     material.add_texture(texture, "UV", "COLOR")
 
 
+def meshAddMaterial(mesh, material):
+    mesh.add_material(material)
+
+
 def createMesh(scene, name):
     mesh=bpy.data.meshes.new("Mesh")
     mesh_object= bpy.data.objects.new(name, mesh)
@@ -206,6 +226,9 @@ def objectDuplicate(scene, obj):
     bpy.ops.object.location_apply()
     return dumy.data, dumy
 
+def objectDelete(scene, obj):
+    scene.objects.unlink(obj)
+
 def faceVertexCount(face):
     return len(face.verts)
 
@@ -255,10 +278,153 @@ def poseBoneLimit(n, b):
     if n.endswith("_t"):
         return
     if n.startswith("knee_"):
-        b.lock_rotation[1]=True
-        b.lock_rotation[2]=True
+        b.ik_dof_y=False
+        b.ik_dof_z=False
+        b.ik_dof_x=True
+        b.ik_limit_x=True
         b.ik_min_x=0
         b.ik_max_x=180
     elif n.startswith("ankle_"):
-        b.lock_rotation[1]=True
+        #b.ik_dof_y=False
+        pass
+
+def enterEditMode():
+    bpy.ops.object.mode_set(mode='EDIT', toggle=False)
+
+def exitEditMode():
+    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
+
+def objectDeselectAll():
+    bpy.ops.object.select_all(action='DESELECT')
+
+def objectActivate(scene, o):
+    o.selected=True 
+    scene.objects.active=o
+
+def meshAddVertexGroup(meshObject, name):
+    meshObject.add_vertex_group(name)
+
+def vertexSetNormal(mvert, normal):
+    mvert.normal=mathutils.Vector(normal)
+
+def meshUseVertexUv(mesh):
+    pass
+
+def vertexSetUv(mvert, uv):
+    pass
+
+def meshAssignVertexGroup(meshObject, name, index, weight):
+    meshObject.add_vertex_to_group(index, 
+                meshObject.vertex_groups[name], weight, 'ADD')
+
+def meshCreateVerteicesAndFaces(mesh, vertices, faces):
+    vertexCount=int(len(vertices)/3)
+    faceCount=int(len(faces)/4)
+    mesh.add_geometry(vertexCount, 0, faceCount)
+    mesh.verts.foreach_set("co", vertices)
+    mesh.faces.foreach_set("verts_raw", faces)
+    assert(len(mesh.verts)==vertexCount)
+
+def meshAddUV(mesh):
+    mesh.add_uv_texture()
+
+def meshVertsDelete(mesh, remove_vertices):
+    enterEditMode()
+    bpy.ops.mesh.select_all(action='DESELECT')
+    for i in remove_vertices:
+        mesh.verts[i].selected=True
+    bpy.ops.mesh.delete(type='VERT')
+    exitEditMode()
+
+def createArmature(scene):
+    armature = bpy.data.armatures.new('Armature')
+    armature_object=bpy.data.objects.new('Armature', armature)
+    scene.objects.link(armature_object)
+
+    armature_object.x_ray=True
+    armature.draw_names=True
+    armature.drawtype='OCTAHEDRAL'
+    armature.deform_envelope=False
+    armature.deform_vertexgroups=True
+    armature.x_axis_mirror=True
+
+    return armature, armature_object
+
+def armatureMakeEditable(scene, armature_object):
+    # select only armature object and set edit mode
+    scene.objects.active=armature_object
+    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
+    bpy.ops.object.mode_set(mode='EDIT', toggle=False)
+
+def createIkConstraint(armature_object, p_bone, effector_name, ik):
+    constraint = p_bone.constraints.new('IK')
+    constraint.chain_length=len(ik.children)
+    constraint.target=armature_object
+    constraint.subtarget=effector_name
+    constraint.use_tail=False
+    return constraint
+
+def createArmatureBone(armature, name):
+    return armature.edit_bones.new(name)
+
+def boneSetConnected(bone):
+    bone.connected=True
+
+def createVector(x, y, z):
+    return mathutils.Vector([x, y, z])
+
+def armatureUpdate(armature):
+    pass
+
+def boneLayerMask(bone, layers):
+    layer=[]
+    for i in range(32):
+        try:
+            layer.append(True if layers[i]!=0 else False)
+        except IndexError:
+            layer.append(False)
+    bone.layer=layer
+
+def objectPinShape(o):
+    o.shape_key_lock=True
+
+def objectAddShapeKey(o, name):
+    return o.add_shape_key(name)
+
+def objectActivateShapeKey(o, index):
+    o.active_shape_key_index=index
+
+def shapeKeyAssign(shapeKey, index, pos):
+    shapeKey.data[index].co=pos
+
+def objectIsVisible(obj):
+    return obj.restrict_view
+
+def meshVertexGroupNames(meshObject):
+    for g in meshObject.vertex_groups:
+        yield g.name
+
+def faceNormal(face):
+    return face.normal
+
+def meshFaceUv(mesh, i, face):
+    return mesh.uv_textures[0].data[i].uv
+
+def armatureModifierGetObject(m):
+    return m.object
+
+def objectHasShapeKey(o):
+    return o.data.shape_keys
+
+def objectShapeKeys(o):
+    return o.data.shape_keys.keys
+
+def meshVertexGroup(meshObject, name):
+    for i, v in enumerate(meshObject.data.verts):
+        for g in v.groups:
+            if meshObject.vertex_groups[g.group].name==name:
+                yield(i)
+
+def materialGet(scene, material_name):
+    return bpy.data.materials[material_name]