X-Git-Url: http://git.osdn.jp/view?a=blobdiff_plain;f=swig%2Fblender%2Fbl25.py;h=85284f3fe717621f82e3143bbbf2c747e57b0044;hb=e3663cdfa9eba5b3809390cbc46516f50cb244bc;hp=e66bac43b0c4d014ed09f5a4eacd347d048d4ed6;hpb=7e199499cf7fade0fec8de0ca26d693d37d06a6d;p=meshio%2Fmeshio.git diff --git a/swig/blender/bl25.py b/swig/blender/bl25.py index e66bac4..85284f3 100644 --- a/swig/blender/bl25.py +++ b/swig/blender/bl25.py @@ -1,7 +1,20 @@ # coding: utf-8 import bpy +import mathutils + import os +import sys import time +import functools + +# ファイルシステムの文字コード +# 改造版との共用のため +FS_ENCODING=sys.getfilesystemencoding() +if os.path.exists(os.path.dirname(sys.argv[0])+"/utf8"): + INTERNAL_ENCODING='utf-8' +else: + INTERNAL_ENCODING=FS_ENCODING + ############################################################################### # ProgressBar @@ -72,6 +85,7 @@ def createPmdMaterial(m): 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 @@ -222,6 +236,9 @@ 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) @@ -271,25 +288,196 @@ 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='OBJECT', toggle=False) + bpy.ops.object.mode_set(mode='EDIT', toggle=False) def exitEditMode(): bpy.ops.object.mode_set(mode='OBJECT', toggle=False) def objectDeselectAll(): - # 25 bpy.ops.object.select_all(action='DESELECT') def objectActivate(scene, o): - # 25 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') + exitEditMode() + + for i in remove_vertices: + mesh.verts[i].selected=True + + enterEditMode() + 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 + # not used. place folder when export. + constraint.weight=ik.weight + constraint.iterations=ik.iterations * 10 + 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): + indices=[] + for i, v in enumerate(meshObject.data.verts): + for g in v.groups: + if meshObject.vertex_groups[g.group].name==name: + indices.append(i) + return indices + +def materialGet(scene, material_name): + return bpy.data.materials[material_name] + +def modifierIsArmature(m): + return m.type=="ARMATURE" + +def boneHeadLocal(b): + return b.head_local[0:3] + +def boneTailLocal(b): + return b.tail_local[0:3] + +def boneIsConnected(b): + return b.connected + +def constraintIsIKSolver(c): + return c.type=='IK' + +def ikChainLen(c): + return c.chain_length + +def ikTarget(c): + return c.subtarget + +def ikItration(c): + return c.iterations + +def ikRotationWeight(c): + return c.weight + +def shapeKeyGet(b, index): + return b.data[index].co + +def shapeKeys(b): + for k in b.data: + yield k.co +