//DoWorkイベントハンドラ private void ProgressDialog_DoWork(object sender, DoWorkEventArgs e) { BackgroundWorker bw = (BackgroundWorker)sender; bw.ReportProgress(0, "ファイル読み込み中(バーは動きません (^-^;)"); using (FileFormat.MQOFile mqo = FileFormat.MQOFile.load(mqopath, true)) // 三角面化して読み込む { if (mqo == null) throw new Exception("読み込み失敗。おそらくmqoファイルの構文エラー。"); if (mqo.Object.Count == 0) throw new Exception("オブジェクトが空です。"); // pmx作成 bld = PEStaticBuilder.Pmx; pmx = bld.Pmx(); pmx.Clear(); // モデル名は最初のオブジェクト名を利用する pmx.ModelInfo.ModelName = mqo.Object[0].Name; // 材質 int mc = mqo.Material.Count; if (mc == 0) throw new Exception("材質がありません。少なくとも1つ材質が必要です。"); int cw = 100 / mc; int pc = 0; mqo.Material.ForEach(m => { bw.ReportProgress(cw * pc++, "材質の変換中"); IPXMaterial pm = bld.Material(); pm.Name = m.Name; pm.Diffuse.R = (float)(m.Color.R * m.Diffuse); pm.Diffuse.G = (float)(m.Color.G * m.Diffuse); pm.Diffuse.B = (float)(m.Color.B * m.Diffuse); pm.Diffuse.A = (float)m.Color.A; pm.Ambient.R = (float)(m.Color.R * m.Ambient); pm.Ambient.G = (float)(m.Color.G * m.Ambient); pm.Ambient.B = (float)(m.Color.B * m.Ambient); pm.Specular.R = (float)(m.Color.R * m.Specular); pm.Specular.G = (float)(m.Color.G * m.Specular); pm.Specular.B = (float)(m.Color.B * m.Specular); pm.Power = (float)m.Power; pm.Tex = m.Tex; pmx.Material.Add(pm); }); // 各オブジェクトを処理 // ただし、非表示オブジェクトはスキップ mc = mqo.Object.Count; cw = 100 / mc; bw.ReportProgress(0, "法線を計算中"); Parallel.ForEach(mqo.Object, mObj => { if (mObj.Visible) mObj.CalcNormals(); bw.ReportProgress(cw, 1); }); // 先に頂点をすべて登録してから面を登録する // 頂点登録と面登録を交互に行うととんでもなく遅くなる mc = mqo.Material.Count; WorkFaceList workfacelist = new WorkFaceList(mc); WorkVertexDict workvertexdict = new WorkVertexDict(); mc = mqo.Object.Count; cw = 100 / mc; pc = 0; for (int objID=0; objID<mc; objID++) { var mObj = mqo.Object[objID]; bw.ReportProgress(cw * pc++, String.Format("'{0}'の変換中", mObj.Name)); mObj.Face.ForEach(fc => { if (!mObj.Visible) return; // 非表示オブジェクトは無視 // 材質割り当てのない面は材質0として処理 int matID = fc.MatID < 0 ? 0 : fc.MatID; Func<int, int> get_vertex = i => workvertexdict.RegistVertex(objID, fc.VertexID[i], fc.UVID[i], fc.NormalID[i]); workfacelist.AddFace(matID, get_vertex(0), get_vertex(1), get_vertex(2)); }); } workvertexdict.RegistToPmx(pmx, bld, mqo, bw); workfacelist.RegistToPmx(pmx, bld, mqo, workvertexdict, bw); } }
/// <summary> /// Parses the Wavefront Object file at the provided path and returns the operation's result. /// </summary> public static ImportResult Import(string path, IPXPmxBuilder builder, ImportSettings settings, IOProgress progress) { // Cancel the process if needed if (progress.CancellationToken.IsCancellationRequested) { progress.CancellationToken.ThrowIfCancellationRequested(); } IPXPmx pmx = builder.Pmx(); pmx.Clear(); pmx.ModelInfo.ModelName = pmx.ModelInfo.ModelNameE = Path.GetFileNameWithoutExtension(path); pmx.ModelInfo.Comment = pmx.ModelInfo.CommentE = "(Imported from OBJ by WPlugins.ObjIO)"; StreamReader reader = null; System.Globalization.NumberFormatInfo fi = System.Globalization.NumberFormatInfo.InvariantInfo; System.Globalization.NumberStyles ns = System.Globalization.NumberStyles.Float; // Model elements List <V3> vList = new List <V3>(); List <V2> vtList = new List <V2>(); List <V3> vnList = new List <V3>(); Dictionary <Tuple <int, int, int>, int> vertexDictionary = new Dictionary <Tuple <int, int, int>, int>(); Dictionary <string, IPXMaterial> materials = new Dictionary <string, IPXMaterial>(); IPXMaterial currentMaterial = null; // Values derived from settings V3 positionScale = new V3(settings.ScaleX, settings.ScaleY, settings.ScaleZ) * (settings.UseMetricUnits ? 0.254f : 0.1f); // Statistics int lineNumber = 0; try { reader = new StreamReader(path); char[] separator = { ' ' }; while (!reader.EndOfStream) { System.Threading.Thread.Sleep(2); // Cancel the process if needed if (progress.CancellationToken.IsCancellationRequested) { progress.CancellationToken.ThrowIfCancellationRequested(); } string line = reader.ReadLine().Trim(); ++lineNumber; ++progress.LineNumber; progress.Report(IOProgress.Percent(reader.BaseStream.Position, reader.BaseStream.Length)); // Skip empty lines and comments if (string.IsNullOrWhiteSpace(line) || line[0] == '#') { continue; } string[] split = line.Split(separator, StringSplitOptions.RemoveEmptyEntries); switch (split[0]) { // Vertex position case "v": try { float x = float.Parse(split[1], ns, fi); float y = float.Parse(split[2], ns, fi); float z = float.Parse(split[3], ns, fi); vList.Add(new V3(x, y, -z)); } catch (FormatException ex) { if (progress.ReportError(string.Format("A format exception has occured: {0}", line))) { return(ImportResult.Fail(ex, progress.WarningCount, progress.ErrorCount)); } vList.Add(new V3()); } break; // Vertex texture coordinates case "vt": try { // Technically this can be a V3 or any vector, but PMX only uses the first two elements for the main UV channel. float x = float.Parse(split[1], ns, fi); float y = float.Parse(split[2], ns, fi); vtList.Add(new V2(x, -y)); } catch (FormatException ex) { if (progress.ReportError(string.Format("A format exception has occured: {0}", line))) { return(ImportResult.Fail(ex, progress.WarningCount, progress.ErrorCount)); } vtList.Add(new V2()); } break; // Vertex normal case "vn": try { float x = float.Parse(split[1], ns, fi); float y = float.Parse(split[2], ns, fi); float z = float.Parse(split[3], ns, fi); vnList.Add(new V3(x, y, -z)); } catch (FormatException ex) { if (progress.ReportError(string.Format("A format exception has occured: {0}", line))) { return(ImportResult.Fail(ex, progress.WarningCount, progress.ErrorCount)); } vnList.Add(new V3()); } break; // Face definition case "f": if (currentMaterial == null) { progress.ReportWarning(string.Format("Encountered a face record when no active group was set.", lineNumber)); currentMaterial = builder.Material(); } // Triangle if (split.Length == 4) { int v = 0; int vt = 0; int vn = 0; bool newVertex; try { // Split each vertex assignment triple into its respective v/vt/vn indices. GetVertexElements(split[1], out v, out vt, out vn); // Based on the indices, determine if the vertex assignment is unique or already exists. A vertex is considered unique if one or more index is different, regardless of the vectors they represent. newVertex = GetUniqueVertex(v, vt, vn, vertexDictionary, pmx.Vertex.Count, out int index1); if (newVertex) { IPXVertex vert = builder.Vertex(); pmx.Vertex.Add(vert); // The new vertex is added to the end of the list, making its index equal to the list's count before the addition. if (v >= 0) { vert.Position = vList[v] * positionScale; } if (vt >= 0) { vert.UV = vtList[vt]; } if (vn >= 0) { vert.Normal = vnList[vn]; } } IPXVertex vertex1 = pmx.Vertex[index1]; // Repeat the same process for the rest of the vertex triples. GetVertexElements(split[2], out v, out vt, out vn); newVertex = GetUniqueVertex(v, vt, vn, vertexDictionary, pmx.Vertex.Count, out int index2); if (newVertex) { IPXVertex vert = builder.Vertex(); pmx.Vertex.Add(vert); if (v >= 0) { vert.Position = vList[v] * positionScale; } if (vt >= 0) { vert.UV = vtList[vt]; } if (vn >= 0) { vert.Normal = vnList[vn]; } } IPXVertex vertex2 = pmx.Vertex[index2]; GetVertexElements(split[3], out v, out vt, out vn); newVertex = GetUniqueVertex(v, vt, vn, vertexDictionary, pmx.Vertex.Count, out int index3); if (newVertex) { IPXVertex vert = builder.Vertex(); pmx.Vertex.Add(vert); if (v >= 0) { vert.Position = vList[v] * positionScale; } if (vt >= 0) { vert.UV = vtList[vt]; } if (vn >= 0) { vert.Normal = vnList[vn]; } } IPXVertex vertex3 = pmx.Vertex[index3]; // Build the triangle and assign the vertices; use reverse order and negative normal vectors if the triangles are reversed. IPXFace face = builder.Face(); if (settings.FlipFaces) { vertex1.Normal *= -1; vertex2.Normal *= -1; vertex3.Normal *= -1; face.Vertex1 = vertex1; face.Vertex2 = vertex2; face.Vertex3 = vertex3; } else { face.Vertex1 = vertex3; face.Vertex2 = vertex2; face.Vertex3 = vertex1; } currentMaterial.Faces.Add(face); } catch (Exception ex) { if (progress.ReportError(ex.ToString())) { return(ImportResult.Fail(ex, progress.WarningCount, progress.ErrorCount)); } } } // Quad else if (split.Length == 5) { int v = 0; int vt = 0; int vn = 0; bool newVertex; try { GetVertexElements(split[1], out v, out vt, out vn); newVertex = GetUniqueVertex(v, vt, vn, vertexDictionary, pmx.Vertex.Count, out int index1); if (newVertex) { IPXVertex vert = builder.Vertex(); pmx.Vertex.Add(vert); if (v >= 0) { vert.Position = vList[v] * positionScale; } if (vt >= 0) { vert.UV = vtList[vt]; } if (vn >= 0) { vert.Normal = vnList[vn]; } } IPXVertex vertex1 = pmx.Vertex[index1]; GetVertexElements(split[2], out v, out vt, out vn); newVertex = GetUniqueVertex(v, vt, vn, vertexDictionary, pmx.Vertex.Count, out int index2); if (newVertex) { IPXVertex vert = builder.Vertex(); pmx.Vertex.Add(vert); if (v >= 0) { vert.Position = vList[v] * positionScale; } if (vt >= 0) { vert.UV = vtList[vt]; } if (vn >= 0) { vert.Normal = vnList[vn]; } } IPXVertex vertex2 = pmx.Vertex[index2]; GetVertexElements(split[3], out v, out vt, out vn); newVertex = GetUniqueVertex(v, vt, vn, vertexDictionary, pmx.Vertex.Count, out int index3); if (newVertex) { IPXVertex vert = builder.Vertex(); pmx.Vertex.Add(vert); if (v >= 0) { vert.Position = vList[v] * positionScale; } if (vt >= 0) { vert.UV = vtList[vt]; } if (vn >= 0) { vert.Normal = vnList[vn]; } } IPXVertex vertex3 = pmx.Vertex[index3]; GetVertexElements(split[4], out v, out vt, out vn); newVertex = GetUniqueVertex(v, vt, vn, vertexDictionary, pmx.Vertex.Count, out int index4); if (newVertex) { IPXVertex vert = builder.Vertex(); pmx.Vertex.Add(vert); if (v >= 0) { vert.Position = vList[v] * positionScale; } if (vt >= 0) { vert.UV = vtList[vt]; } if (vn >= 0) { vert.Normal = vnList[vn]; } } IPXVertex vertex4 = pmx.Vertex[index4]; int faceIndex1 = 0, faceIndex2 = 0; IPXFace face = builder.Face(); if (settings.FlipFaces) { face.Vertex3 = settings.TurnQuads ? vertex3 : vertex4; face.Vertex2 = vertex2; face.Vertex1 = vertex1; currentMaterial.Faces.Add(face); faceIndex1 = currentMaterial.Faces.Count - 1; face = builder.Face(); face.Vertex1 = settings.TurnQuads ? vertex1 : vertex2; face.Vertex2 = vertex3; face.Vertex3 = vertex4; currentMaterial.Faces.Add(face); faceIndex2 = currentMaterial.Faces.Count - 1; } else { face.Vertex1 = settings.TurnQuads ? vertex3 : vertex4; face.Vertex2 = vertex2; face.Vertex3 = vertex1; currentMaterial.Faces.Add(face); faceIndex1 = currentMaterial.Faces.Count - 1; face = builder.Face(); face.Vertex3 = settings.TurnQuads ? vertex1 : vertex2; face.Vertex2 = vertex3; face.Vertex1 = vertex4; currentMaterial.Faces.Add(face); faceIndex2 = currentMaterial.Faces.Count - 1; } if (settings.SaveTrianglePairs) { currentMaterial.Memo += string.Format("({0},{1})", faceIndex1, faceIndex2); } } catch (Exception ex) { if (progress.ReportError(ex.ToString())) { return(ImportResult.Fail(ex, progress.WarningCount, progress.ErrorCount)); } } } else { if (progress.ReportError(string.Format("The OBJ file contains a polygon with an invalid number of vertices. Currently only triangles and quads are supported. Line content: {0}", line))) { return(ImportResult.Fail(new InvalidOperationException("Invalid polygon"), progress.WarningCount, progress.ErrorCount)); } } break; // Group assignment defines which PMX object (IPXMaterial instance) the subsequent faces belong to. case "g": currentMaterial = builder.Material(); currentMaterial.Name = currentMaterial.NameE = line.Trim().Substring(2); progress.Report("New object: " + currentMaterial.Name); pmx.Material.Add(currentMaterial); // Set default properties currentMaterial.Diffuse = new V4(1, 1, 1, 1); currentMaterial.Ambient = new V3(0.5f, 0.5f, 0.5f); break; // Material assignment defines which material template should be applied to the currently active PMX object. Any number of PMX objects can refer to a single material template. case "usemtl": if (currentMaterial == null) { progress.ReportWarning(string.Format("Encountered a material template reference when no active group was set.", lineNumber)); currentMaterial = builder.Material(); } { string name = line.Trim().Substring(7); IPXMaterial m = currentMaterial; // Active material IPXMaterial t = materials[name]; // Template material m.Diffuse = t.Diffuse; m.Specular = t.Specular; m.Power = t.Power; m.Ambient = t.Ambient; m.Diffuse = t.Diffuse; m.SelfShadow = t.SelfShadow; m.SelfShadowMap = t.SelfShadowMap; m.Shadow = t.Shadow; m.Tex = t.Tex; m.EdgeSize = t.EdgeSize; m.EdgeColor = t.EdgeColor; m.Edge = t.Edge; } break; // Material library, may occur multiple times in a model. case "mtllib": string materialLibraryName = line.Substring(7); progress.Report("Importing materials from " + materialLibraryName); // Try relative path string materialLibraryPath = Path.Combine(Path.GetDirectoryName(path), materialLibraryName); if (!File.Exists(materialLibraryPath)) { // Try absolute path materialLibraryPath = materialLibraryName; if (!File.Exists(materialLibraryPath)) { progress.ReportError(string.Format("Material library not found ({0}).", materialLibraryName)); break; } } Dictionary <string, IPXMaterial> tempDict = ImportMaterials(materialLibraryPath, builder, settings, progress); foreach (KeyValuePair <string, IPXMaterial> kvp in tempDict) { if (materials.ContainsKey(kvp.Key)) { progress.ReportWarning(string.Format("Duplicate material {0} imported from {1} has been discarded.", kvp.Key, materialLibraryName)); } else { materials.Add(kvp.Key, kvp.Value); } } progress.Report(string.Format("Imported {0} materials from {1}.", tempDict.Count, materialLibraryName)); break; // Smoothing group assignment (unused) case "s": break; default: break; } } // Second pass for bone weights and transformations because I'm lazy IPXBone bone = null; if (settings.CreateBone != ImportSettings.CreateBoneMode.None) { bone = builder.Bone(); bone.Name = bone.NameE = pmx.ModelInfo.ModelName.Replace(' ', '_'); } foreach (IPXVertex vertex in pmx.Vertex) { // Bone if (settings.CreateBone == ImportSettings.CreateBoneMode.Average) { bone.Position += vertex.Position; } vertex.Bone1 = settings.CreateBone != ImportSettings.CreateBoneMode.None ? bone : null; vertex.Weight1 = 1.0f; vertex.Bone2 = vertex.Bone3 = vertex.Bone4 = null; vertex.Weight2 = vertex.Weight3 = vertex.Weight4 = 0; // Axis swap if (settings.SwapYZ) { float temp = vertex.Position.Y; vertex.Position.Y = vertex.Position.Z; vertex.Position.Z = temp; temp = vertex.Normal.Y; vertex.Normal.Y = vertex.Normal.Z; vertex.Normal.Z = temp; } } if (settings.CreateBone == ImportSettings.CreateBoneMode.Average) { bone.Position /= pmx.Vertex.Count; } } catch (OperationCanceledException) { throw; } catch (Exception ex) { if (progress.ReportError(ex.ToString())) { return(ImportResult.Fail(ex, progress.WarningCount, progress.ErrorCount)); } } finally { if (reader != null) { reader.Close(); reader = null; } } return(ImportResult.Success(pmx, progress.WarningCount, progress.ErrorCount)); }
/// <summary> /// Parses the Material Template Library at the provided path and returns a list of materials. /// </summary> private static Dictionary <string, IPXMaterial> ImportMaterials(string path, IPXPmxBuilder builder, ImportSettings settings, IOProgress progress) { // Cancel the process if needed if (progress.CancellationToken.IsCancellationRequested) { progress.CancellationToken.ThrowIfCancellationRequested(); } StreamReader reader = null; System.Globalization.NumberFormatInfo fi = System.Globalization.NumberFormatInfo.InvariantInfo; System.Globalization.NumberStyles ns = System.Globalization.NumberStyles.Float; Dictionary <string, IPXMaterial> materials = new Dictionary <string, IPXMaterial>(); IPXMaterial current = null; int lineNumber = 0; char[] separator = { ' ' }; try { reader = new StreamReader(path); while (!reader.EndOfStream) { // Cancel the process if needed if (progress.CancellationToken.IsCancellationRequested) { progress.CancellationToken.ThrowIfCancellationRequested(); } string line = reader.ReadLine().Trim(); ++lineNumber; if (string.IsNullOrWhiteSpace(line) || line[0] == '#') { continue; } string[] split = line.Split(separator, StringSplitOptions.RemoveEmptyEntries); switch (split[0]) { // Diffuse color and opacity case "Kd": if (current != null) { float r = 0, g = 0, b = 0, a = 1; float.TryParse(split[1], ns, fi, out r); float.TryParse(split[2], ns, fi, out g); float.TryParse(split[3], ns, fi, out b); if (split.Length > 4) { float.TryParse(split[4], ns, fi, out a); } current.Diffuse = new V4(r, g, b, a); } break; // Ambient - used as emissive case "Ka": if (current != null) { float r = 0, g = 0, b = 0; float.TryParse(split[1], ns, fi, out r); float.TryParse(split[2], ns, fi, out g); float.TryParse(split[3], ns, fi, out b); current.Ambient = new V3(r, g, b); } break; // Specular color case "Ks": if (current != null) { float r = 0, g = 0, b = 0; float.TryParse(split[1], ns, fi, out r); float.TryParse(split[2], ns, fi, out g); float.TryParse(split[3], ns, fi, out b); current.Specular = new V3(r, g, b); } break; // Emissive case "Ke": if (current != null) { float r = 0, g = 0, b = 0; float.TryParse(split[1], ns, fi, out r); float.TryParse(split[2], ns, fi, out g); float.TryParse(split[3], ns, fi, out b); current.Ambient = new V3(r, g, b); } break; // Opacity (1 is fully opaque) case "d": if (current != null) { if (float.TryParse(split[1], ns, fi, out float a)) { current.Diffuse.A = a; } } break; // Transparency (1 is fully transparent) case "Tr": if (current != null) { if (float.TryParse(split[1], ns, fi, out float a)) { current.Diffuse.A = 1.0f - a; } } break; // Specular exponent case "Ns": if (current != null) { if (float.TryParse(split[1], ns, fi, out float a)) { current.Power = a; } } break; // Illumination mode (unused) case "illum": break; // Diffuse map case "map_Kd": if (current != null) { current.Tex = line.Substring(7); if (settings.WhiteMaterialIfTextured) { current.Diffuse = new V4(1, 1, 1, current.Diffuse.A); current.Ambient = new V3(0.5f, 0.5f, 0.5f); } } break; // Specular map case "map_Ks": break; // Ambient map case "map_Ka": break; // Begin a new material case "newmtl": current = builder.Material(); current.Name = current.NameE = line.Substring(7); current.Diffuse = new V4(1, 1, 1, 1); current.Ambient = new V3(0.5f, 0.5f, 0.5f); current.Specular = new V3(0, 0, 0); current.Power = 20; current.SelfShadow = true; current.SelfShadowMap = true; current.Shadow = true; current.BothDraw = false; if (materials.ContainsKey(current.Name)) { progress.ReportWarning(string.Format("[MTL {1}] Duplicate material found: \"{0}\".", current.Name, lineNumber)); } else { materials.Add(current.Name, current); } break; default: break; } } } catch (OperationCanceledException) { throw; } finally { if (reader != null) { reader.Close(); reader = null; } } return(materials); }
//DoWorkイベントハンドラ private void ProgressDialog_DoWork(object sender, DoWorkEventArgs e) { BackgroundWorker bw = (BackgroundWorker)sender; bw.ReportProgress(0, "ファイル読み込み中(バーは動きません (^-^;)"); using (FileFormat.MQOFile mqo = FileFormat.MQOFile.load(mqopath, true)) // 三角面化して読み込む { if (mqo == null) { throw new Exception("読み込み失敗。おそらくmqoファイルの構文エラー。"); } if (mqo.Object.Count == 0) { throw new Exception("オブジェクトが空です。"); } // pmx作成 bld = PEStaticBuilder.Pmx; pmx = bld.Pmx(); pmx.Clear(); // モデル名は最初のオブジェクト名を利用する pmx.ModelInfo.ModelName = mqo.Object[0].Name; // 材質 int mc = mqo.Material.Count; if (mc == 0) { throw new Exception("材質がありません。少なくとも1つ材質が必要です。"); } int cw = 100 / mc; int pc = 0; mqo.Material.ForEach(m => { bw.ReportProgress(cw * pc++, "材質の変換中"); IPXMaterial pm = bld.Material(); pm.Name = m.Name; pm.Diffuse.R = (float)(m.Color.R * m.Diffuse); pm.Diffuse.G = (float)(m.Color.G * m.Diffuse); pm.Diffuse.B = (float)(m.Color.B * m.Diffuse); pm.Diffuse.A = (float)m.Color.A; pm.Ambient.R = (float)(m.Color.R * m.Ambient); pm.Ambient.G = (float)(m.Color.G * m.Ambient); pm.Ambient.B = (float)(m.Color.B * m.Ambient); pm.Specular.R = (float)(m.Color.R * m.Specular); pm.Specular.G = (float)(m.Color.G * m.Specular); pm.Specular.B = (float)(m.Color.B * m.Specular); pm.Power = (float)m.Power; pm.Tex = m.Tex; pmx.Material.Add(pm); }); // 各オブジェクトを処理 // ただし、非表示オブジェクトはスキップ mc = mqo.Object.Count; cw = 100 / mc; bw.ReportProgress(0, "法線を計算中"); Parallel.ForEach(mqo.Object, mObj => { if (mObj.Visible) { mObj.CalcNormals(); } bw.ReportProgress(cw, 1); }); // 先に頂点をすべて登録してから面を登録する // 頂点登録と面登録を交互に行うととんでもなく遅くなる mc = mqo.Material.Count; WorkFaceList workfacelist = new WorkFaceList(mc); WorkVertexDict workvertexdict = new WorkVertexDict(); mc = mqo.Object.Count; cw = 100 / mc; pc = 0; for (int objID = 0; objID < mc; objID++) { var mObj = mqo.Object[objID]; bw.ReportProgress(cw * pc++, String.Format("'{0}'の変換中", mObj.Name)); mObj.Face.ForEach(fc => { if (!mObj.Visible) { return; // 非表示オブジェクトは無視 } // 材質割り当てのない面は材質0として処理 int matID = fc.MatID < 0 ? 0 : fc.MatID; Func <int, int> get_vertex = i => workvertexdict.RegistVertex(objID, fc.VertexID[i], fc.UVID[i], fc.NormalID[i]); workfacelist.AddFace(matID, get_vertex(0), get_vertex(1), get_vertex(2)); }); } workvertexdict.RegistToPmx(pmx, bld, mqo, bw); workfacelist.RegistToPmx(pmx, bld, mqo, workvertexdict, bw); } }