X-Git-Url: http://git.osdn.jp/view?a=blobdiff_plain;f=swig%2Fblender%2Fpmd_export.py;h=1cc9add700c508b7a7b7658fa02ffef78f96e7ce;hb=f4804ad98eba965d2e8ad857777f63d315fd9563;hp=2690b82886493227750d320ffbd7aa2ea7ab37bb;hpb=2cef52b4ee664d7136509bddf974464e3cc2c758;p=meshio%2Fmeshio.git diff --git a/swig/blender/pmd_export.py b/swig/blender/pmd_export.py index 2690b82..1cc9add 100644 --- a/swig/blender/pmd_export.py +++ b/swig/blender/pmd_export.py @@ -7,7 +7,7 @@ Tooltip: 'Export PMD file for MikuMikuDance.' """ __author__= ["ousttrue"] -__version__= "1.0" +__version__= "1.2" __url__=() __bpydoc__=""" pmd Importer @@ -16,12 +16,36 @@ This script exports a pmd model. 0.1 20100318: first implementation. 0.2 20100519: refactoring. use C extension. -1.0 20100530: implement, basic features. +1.0 20100530: implement basic features. 1.1 20100612: integrate 2.4 and 2.5. +1.2 20100616: implement rigid body. +1.3 20100619: fix rigid body, bone weight. +1.4 20100626: refactoring. +1.5 20100629: sphere map. """ MMD_SHAPE_GROUP_NAME='_MMD_SHAPE' BASE_SHAPE_NAME='Basis' +RIGID_SHAPE_TYPE='rigid_shape_type' +RIGID_PROCESS_TYPE='rigid_process_type' +RIGID_BONE_NAME='rigid_bone_name' +#RIGID_LOCATION='rigid_loation' +RIGID_GROUP='ribid_group' +RIGID_INTERSECTION_GROUP='rigid_intersection_group' +RIGID_WEIGHT='rigid_weight' +RIGID_LINEAR_DAMPING='rigid_linear_damping' +RIGID_ANGULAR_DAMPING='rigid_angular_damping' +RIGID_RESTITUTION='rigid_restitution' +RIGID_FRICTION='rigid_friction' +CONSTRAINT_NAME='constraint_name' +CONSTRAINT_A='const_a' +CONSTRAINT_B='const_b' +CONSTRAINT_POS_MIN='const_pos_min' +CONSTRAINT_POS_MAX='const_pos_max' +CONSTRAINT_ROT_MIN='const_rot_min' +CONSTRAINT_ROT_MAX='const_rot_max' +CONSTRAINT_SPRING_POS='const_spring_pos' +CONSTRAINT_SPRING_ROT='const_spring_rot' ############################################################################### @@ -29,8 +53,6 @@ BASE_SHAPE_NAME='Basis' ############################################################################### import os import sys -import re -import math # C extension from meshio import pmd, englishmap @@ -46,6 +68,29 @@ if isBlender24(): # wrapper import bl24 as bl + + def setMaterialParams(material, m): + # diffuse + material.diffuse.r=m.R + material.diffuse.g=m.G + material.diffuse.b=m.B + material.diffuse.a=m.alpha + # specular + material.sinness=0 if m.spec<1e-5 else m.spec*10 + material.specular.r=m.specR + material.specular.g=m.specG + material.specular.b=m.specB + # ambient + material.ambient.r=m.mirR + material.ambient.g=m.mirG + material.ambient.b=m.mirB + # flag + material.flag=1 if m.enableSSS else 0 + + def toCP932(s): + return s + + else: # for 2.5 import bpy @@ -57,6 +102,29 @@ else: xrange=range + def setMaterialParams(material, m): + # diffuse + material.diffuse.r=m.diffuse_color[0] + material.diffuse.g=m.diffuse_color[1] + material.diffuse.b=m.diffuse_color[2] + material.diffuse.a=m.alpha + # specular + material.sinness=0 if m.specular_toon_size<1e-5 else m.specular_hardness*10 + material.specular.r=m.specular_color[0] + material.specular.g=m.specular_color[1] + material.specular.b=m.specular_color[2] + # ambient + material.ambient.r=m.mirror_color[0] + material.ambient.g=m.mirror_color[1] + material.ambient.b=m.mirror_color[2] + # flag + material.flag=1 if m.subsurface_scattering.enabled else 0 + # toon + material.toon_index=7 + + def toCP932(s): + return s.encode('cp932') + class Node(object): __slots__=['o', 'children'] @@ -78,12 +146,15 @@ class VertexKey(object): 重複頂点の検索キー """ __slots__=[ + 'obj', 'index', 'x', 'y', 'z', # 位置 'nx', 'ny', 'nz', # 法線 'u', 'v', # uv ] - def __init__(self, x, y, z, nx, ny, nz, u, v): + def __init__(self, obj, index, x, y, z, nx, ny, nz, u, v): + self.obj=obj + self.index=index self.x=x self.y=y self.z=z @@ -104,7 +175,8 @@ class VertexKey(object): def __eq__(self, rhs): #return near(self.x, rhs.x) and near(self.y, rhs.y) and near(self.z, rhs.z) and near(self.nx, rhs.nx) and near(self.ny, rhs.ny) and near(self.nz, rhs.nz) and near(self.u, rhs.u) and near(self.v, rhs.v) #return near(self.x, rhs.x) and near(self.y, rhs.y) and near(self.z, rhs.z) - return self.x==rhs.x and self.y==rhs.y and self.z==rhs.z + #return self.x==rhs.x and self.y==rhs.y and self.z==rhs.z + return self.obj==rhs.obj and self.index==rhs.index class VertexArray(object): @@ -135,11 +207,18 @@ class VertexArray(object): self.vertices, self.normals, self.uvs, self.b0, self.b1, self.weight) - def __getIndex(self, base_index, pos, normal, uv, b0, b1, weight0): + def each(self): + keys=[key for key in self.indexArrays.keys()] + keys.sort() + for key in keys: + yield(key, self.indexArrays[key]) + + def __getIndex(self, obj, base_index, pos, normal, uv, b0, b1, weight0): """ 頂点属性からその頂点のインデックスを得る """ key=VertexKey( + obj, base_index, pos[0], pos[1], pos[2], normal[0], normal[1], normal[2], uv[0], uv[1]) @@ -170,7 +249,7 @@ class VertexArray(object): return self.indexMap[base_index] def addTriangle(self, - material, + obj, material, base_index0, base_index1, base_index2, pos0, pos1, pos2, n0, n1, n2, @@ -179,13 +258,12 @@ class VertexArray(object): b1_0, b1_1, b1_2, weight0, weight1, weight2 ): + index0=self.__getIndex(obj, base_index0, pos0, n0, uv0, b0_0, b1_0, weight0) + index1=self.__getIndex(obj, base_index1, pos1, n1, uv1, b0_1, b1_1, weight1) + index2=self.__getIndex(obj, base_index2, pos2, n2, uv2, b0_2, b1_2, weight2) + if not material in self.indexArrays: self.indexArrays[material]=[] - - index0=self.__getIndex(base_index0, pos0, n0, uv0, b0_0, b1_0, weight0) - index1=self.__getIndex(base_index1, pos1, n1, uv1, b0_1, b1_1, weight1) - index2=self.__getIndex(base_index2, pos2, n2, uv2, b0_2, b1_2, weight2) - self.indexArrays[material]+=[index0, index1, index2] @@ -219,11 +297,17 @@ class IKSolver(object): class OneSkinMesh(object): - __slots__=['scene', 'vertexArray', 'morphList'] + __slots__=['obj_index', 'scene', 'vertexArray', 'morphList', + 'rigidbodies', + 'constraints', + ] def __init__(self, scene): self.vertexArray=VertexArray() self.morphList=[] + self.rigidbodies=[] + self.constraints=[] self.scene=scene + self.obj_index=0 def __str__(self): return "" % ( @@ -231,16 +315,17 @@ class OneSkinMesh(object): len(self.morphList)) def addMesh(self, obj): - if bl.objectIsVisible(obj): - # 非表示 + if bl.object.isVisible(obj): return + if not bl.modifier.hasType(obj, 'ARMATURE'): + return + self.__mesh(obj) + self.__skin(obj) + self.__rigidbody(obj) + self.__constraint(obj) - print("export", obj.name) - - ############################################################ + def __getWeightMap(self, obj, mesh): # bone weight - ############################################################ - mesh=bl.objectGetData(obj) weightMap={} secondWeightMap={} def setWeight(i, name, w): @@ -248,9 +333,9 @@ class OneSkinMesh(object): if i in weightMap: if i in secondWeightMap: # 上位2つのweightを採用する - if w0: + for g in v.groups: + setWeight(i, obj.vertex_groups[g.group].name, g.weight) + else: + setWeight(i, obj.vertex_groups[0].name, 1) # 合計値が1になるようにする for i in xrange(len(mesh.verts)): @@ -287,144 +375,229 @@ class OneSkinMesh(object): print("no weight vertex") weightMap[i]=("", 0) secondWeightMap[i]=("", 0) - - ############################################################ - # メッシュのコピーを生成してオブジェクトの行列を適用する - ############################################################ - copyMesh, copyObj=bl.objectDuplicate(self.scene, obj) - if len(copyMesh.verts)==0: - return - for i, face in enumerate(copyMesh.faces): - faceVertexCount=bl.faceVertexCount(face) - material=copyMesh.materials[bl.faceMaterialIndex(face)] - v=[copyMesh.verts[index] for index in bl.faceVertices(face)] - uv=bl.meshFaceUv(copyMesh, i, face) + return weightMap, secondWeightMap + + def __processFaces(self, mesh, weightMap, secondWeightMap): + # 各面の処理 + for i, face in enumerate(mesh.faces): + faceVertexCount=bl.face.getVertexCount(face) + material=mesh.materials[bl.face.getMaterialIndex(face)] + v=[mesh.verts[index] for index in bl.face.getVertices(face)] + uv=bl.mesh.getFaceUV( + mesh, i, face, bl.face.getVertexCount(face)) + # flip triangle if faceVertexCount==3: # triangle self.vertexArray.addTriangle( - material.name, - v[0].index, v[1].index, v[2].index, - v[0].co, v[1].co, v[2].co, + self.obj_index, material.name, + v[2].index, + v[1].index, + v[0].index, + v[2].co, + v[1].co, + v[0].co, # ToDo vertex normal #v0.no, v1.no, v2.no, - bl.faceNormal(face), - bl.faceNormal(face), - bl.faceNormal(face), - uv[0], uv[1], uv[2], - weightMap[v[0].index][0], - weightMap[v[1].index][0], + bl.face.getNormal(face), + bl.face.getNormal(face), + bl.face.getNormal(face), + uv[2], + uv[1], + uv[0], weightMap[v[2].index][0], - secondWeightMap[v[0].index][0], - secondWeightMap[v[1].index][0], + weightMap[v[1].index][0], + weightMap[v[0].index][0], secondWeightMap[v[2].index][0], - weightMap[v[0].index][1], + secondWeightMap[v[1].index][0], + secondWeightMap[v[0].index][0], + weightMap[v[2].index][1], weightMap[v[1].index][1], - weightMap[v[2].index][1] + weightMap[v[0].index][1] ) elif faceVertexCount==4: # quadrangle self.vertexArray.addTriangle( - material.name, - v[0].index, v[1].index, v[2].index, - v[0].co, v[1].co, v[2].co, + self.obj_index, material.name, + v[2].index, + v[1].index, + v[0].index, + v[2].co, + v[1].co, + v[0].co, #v0.no, v1.no, v2.no, - bl.faceNormal(face), - bl.faceNormal(face), - bl.faceNormal(face), - uv[0], uv[1], uv[2], - weightMap[v[0].index][0], - weightMap[v[1].index][0], + bl.face.getNormal(face), + bl.face.getNormal(face), + bl.face.getNormal(face), + uv[2], + uv[1], + uv[0], weightMap[v[2].index][0], - secondWeightMap[v[0].index][0], - secondWeightMap[v[1].index][0], + weightMap[v[1].index][0], + weightMap[v[0].index][0], secondWeightMap[v[2].index][0], - weightMap[v[0].index][1], + secondWeightMap[v[1].index][0], + secondWeightMap[v[0].index][0], + weightMap[v[2].index][1], weightMap[v[1].index][1], - weightMap[v[2].index][1] + weightMap[v[0].index][1] ) self.vertexArray.addTriangle( - material.name, - v[2].index, v[3].index, v[0].index, - v[2].co, v[3].co, v[0].co, + self.obj_index, material.name, + v[0].index, + v[3].index, + v[2].index, + v[0].co, + v[3].co, + v[2].co, #v2.no, v3.no, v0.no, - bl.faceNormal(face), - bl.faceNormal(face), - bl.faceNormal(face), - uv[2], uv[3], uv[0], - weightMap[v[2].index][0], - weightMap[v[3].index][0], + bl.face.getNormal(face), + bl.face.getNormal(face), + bl.face.getNormal(face), + uv[0], + uv[3], + uv[2], weightMap[v[0].index][0], - secondWeightMap[v[2].index][0], - secondWeightMap[v[3].index][0], + weightMap[v[3].index][0], + weightMap[v[2].index][0], secondWeightMap[v[0].index][0], - weightMap[v[2].index][1], + secondWeightMap[v[3].index][0], + secondWeightMap[v[2].index][0], + weightMap[v[0].index][1], weightMap[v[3].index][1], - weightMap[v[0].index][1] + weightMap[v[2].index][1] ) - bl.objectDelete(self.scene, copyObj) - ############################################################ - # skin - ############################################################ + def __mesh(self, obj): + if isBlender24(): + pass + else: + if RIGID_SHAPE_TYPE in obj: + return + if CONSTRAINT_A in obj: + return + + bl.message("export: %s" % obj.name) + + # メッシュのコピーを生成してオブジェクトの行列を適用する + copyMesh, copyObj=bl.object.duplicate(obj) + if len(copyMesh.verts)==0: + return + # apply transform + copyObj.scale=obj.scale + bpy.ops.object.scale_apply() + copyObj.rotation_euler=obj.rotation_euler + bpy.ops.object.rotation_apply() + copyObj.location=obj.location + bpy.ops.object.location_apply() + # apply modifier + for m in [m for m in copyObj.modifiers]: + if m.type=='SOLIDFY': + continue + elif m.type=='ARMATURE': + continue + elif m.type=='MIRROR': + bpy.ops.object.modifier_apply(modifier=m.name) + else: + print(m.tpye) + + weightMap, secondWeightMap=self.__getWeightMap(copyObj, copyMesh) + self.__processFaces(copyMesh, weightMap, secondWeightMap) + + bl.object.delete(copyObj) + self.obj_index+=1 + + def createEmptyBasicSkin(self): + self.__getOrCreateMorph('base', 0) + + def __skin(self, obj): + if not bl.object.hasShapeKey(obj): + return + indexRelativeMap={} - blenderMesh=bl.objectGetData(obj) + blenderMesh=bl.object.getData(obj) baseMorph=None - if bl.objectHasShapeKey(obj): - # base - for b in bl.objectShapeKeys(obj): - if b.name=='Basis': - print(b.name) - baseMorph=self.__getOrCreateMorph('base', 0) - relativeIndex=0 - basis=b - - for index in bl.meshVertexGroup(obj, MMD_SHAPE_GROUP_NAME): - v=b.data[index] - pos=[v[0], v[1], v[2]] - indices=self.vertexArray.getMappedIndices(index) - for i in indices: - baseMorph.add(i, pos) - indexRelativeMap[i]=relativeIndex - relativeIndex+=1 - - break - assert(basis) - - if(len(baseMorph.offsets)>0): - baseMorph.sort() - - # shape keys - vg=obj.getData(mesh=True).getVertsFromGroup( - MMD_SHAPE_GROUP_NAME) - for b in obj.getData(mesh=True).key.blocks: - if b.name=='Basis': - continue - - print(b.name) - morph=self.__getOrCreateMorph(b.name, 4) - for index, src, dst in zip( - xrange(len(blenderMesh.verts)), - basis.data, - b.data): - offset=[dst[0]-src[0], dst[1]-src[1], dst[2]-src[2]] - if index in vg: - indices=self.vertexArray.getMappedIndices(index) - for i in indices: - morph.add(indexRelativeMap[i], offset) - assert(len(morph.offsets)==len(baseMorph.offsets)) - - # sort skinmap - original=self.morphList[:] - def getIndex(morph): - for i, v in enumerate(englishmap.skinMap): - if v[0]==morph.name: - return i - print(morph) - if isBlender24(): - self.morphList.sort(lambda l, r: getIndex(l)-getIndex(r)) - else: - self.morphList.sort(key=getIndex) + + # shape keys + vg=bl.object.getVertexGroup(obj, MMD_SHAPE_GROUP_NAME) + + # base + used=set() + for b in bl.object.getShapeKeys(obj): + if b.name==BASE_SHAPE_NAME: + baseMorph=self.__getOrCreateMorph('base', 0) + basis=b + + relativeIndex=0 + for index in vg: + v=bl.shapekey.getByIndex(b, index) + pos=[v[0], v[1], v[2]] + indices=self.vertexArray.getMappedIndices(index) + for i in indices: + if i in used: + continue + used.add(i) + + baseMorph.add(i, pos) + indexRelativeMap[i]=relativeIndex + relativeIndex+=1 + + break + assert(basis) + print(basis.name, len(baseMorph.offsets)) + + if len(baseMorph.offsets)==0: + return + + # shape keys + for b in bl.object.getShapeKeys(obj): + if b.name==BASE_SHAPE_NAME: + continue + + print(b.name) + morph=self.__getOrCreateMorph(b.name, 4) + used=set() + for index, src, dst in zip( + xrange(len(blenderMesh.verts)), + bl.shapekey.get(basis), + bl.shapekey.get(b)): + offset=[dst[0]-src[0], dst[1]-src[1], dst[2]-src[2]] + if offset[0]==0 and offset[1]==0 and offset[2]==0: + continue + if index in vg: + indices=self.vertexArray.getMappedIndices(index) + for i in indices: + if i in used: + continue + used.add(i) + morph.add(indexRelativeMap[i], offset) + + # sort skinmap + original=self.morphList[:] + def getIndex(morph): + for i, v in enumerate(englishmap.skinMap): + if v[0]==morph.name: + return i + print(morph) + return len(englishmap.skinMap) + if isBlender24(): + self.morphList.sort(lambda l, r: getIndex(l)-getIndex(r)) + else: + self.morphList.sort(key=getIndex) + + def __rigidbody(self, obj): + if isBlender24(): + return + if not RIGID_SHAPE_TYPE in obj: + return + self.rigidbodies.append(obj) + + def __constraint(self, obj): + if isBlender24(): + return + if not CONSTRAINT_A in obj: + return + self.constraints.append(obj) def __getOrCreateMorph(self, name, type): for m in self.morphList: @@ -459,24 +632,43 @@ class Bone(object): return "" % (self.name, self.type) class BoneBuilder(object): - __slots__=['bones', 'boneMap', 'ik_list'] + __slots__=['bones', 'boneMap', 'ik_list', 'bone_groups',] def __init__(self): self.bones=[] self.boneMap={} self.ik_list=[] + self.bone_groups=[] + + def getBoneGroup(self, bone): + for i, g in enumerate(self.bone_groups): + for b in g[1]: + if b==bone.name: + return i + print('no gorup', bone) + return 0 def build(self, armatureObj): if not armatureObj: return - print("gather bones") - armature=armatureObj.getData() + bl.message("build skeleton") + armature=bl.object.getData(armatureObj) + + #################### + # bone group + #################### + for g in bl.object.boneGroups(armatureObj): + self.bone_groups.append((g.name, [])) + + #################### + # get bones + #################### for b in armature.bones.values(): if b.name=='center': # root bone bone=Bone(b.name, - b.head['ARMATURESPACE'][0:3], - b.tail['ARMATURESPACE'][0:3]) + bl.bone.getHeadLocal(b), + bl.bone.getTailLocal(b)) self.__addBone(bone) self.__getBone(bone, b) @@ -484,28 +676,30 @@ class BoneBuilder(object): if not b.parent and b.name!='center': # root bone bone=Bone(b.name, - b.head['ARMATURESPACE'][0:3], - b.tail['ARMATURESPACE'][0:3]) + bl.bone.getHeadLocal(b), + bl.bone.getTailLocal(b)) self.__addBone(bone) self.__getBone(bone, b) - print("check connection") for b in armature.bones.values(): if not b.parent: self.__checkConnection(b, None) - print("gather ik") - pose = armatureObj.getPose() - cSetting=Blender.Constraint.Settings + #################### + # get IK + #################### + pose = bl.object.getPose(armatureObj) for b in pose.bones.values(): + #################### + # assing bone group + #################### + self.__assignBoneGroup(b, b.bone_group) for c in b.constraints: - if c.type==Blender.Constraint.Type.IKSOLVER: + if bl.constraint.isIKSolver(c): #################### # IK target #################### - assert(c[cSetting.TARGET]==armatureObj) - target=self.__boneByName( - c[Blender.Constraint.Settings.BONE]) + target=self.__boneByName(bl.constraint.ikTarget(c)) target.type=2 #################### @@ -517,7 +711,7 @@ class BoneBuilder(object): # IK chain e=b.parent - chainLength=c[cSetting.CHAINLEN] + chainLength=bl.constraint.ikChainLen(c) for i in range(chainLength): # IK影響下 chainBone=self.__boneByName(e.name) @@ -526,28 +720,52 @@ class BoneBuilder(object): e=e.parent self.ik_list.append( IKSolver(target, link, chainLength, - int(c[cSetting.ITERATIONS] * 0.1), - c[cSetting.ROTWEIGHT] + int(bl.constraint.ikItration(c) * 0.1), + bl.constraint.ikRotationWeight(c) )) + #################### + + # boneのsort + self._sortBy() + self._fix() + # IKのsort + def getIndex(ik): + for i, v in enumerate(englishmap.boneMap): + if v[0]==ik.target.name: + return i + return len(englishmap.boneMap) + if isBlender24(): + self.ik_list.sort(lambda l, r: getIndex(l)-getIndex(r)) + else: + self.ik_list.sort(key=getIndex) + + def __assignBoneGroup(self, poseBone, boneGroup): + if boneGroup: + for g in self.bone_groups: + if g[0]==boneGroup.name: + g[1].append(poseBone.name) + def __checkConnection(self, b, p): - if Blender.Armature.CONNECTED in b.options: + if bl.bone.isConnected(b): parent=self.__boneByName(p.name) parent.isConnect=True for c in b.children: self.__checkConnection(c, b) - def sortBy(self, boneMap): + def _sortBy(self): """ boneMap順に並べ替える """ + boneMap=englishmap.boneMap original=self.bones[:] def getIndex(bone): for i, k_v in enumerate(boneMap): if k_v[0]==bone.name: return i print(bone) + return len(boneMap) if isBlender24(): self.bones.sort(lambda l, r: getIndex(l)-getIndex(r)) @@ -567,6 +785,26 @@ class BoneBuilder(object): if b.ik_index>0: b.ik_index=sortMap[b.ik_index] + def _fix(self): + """ + 調整 + """ + for b in self.bones: + # parent index + if b.parent_index==None: + b.parent_index=0xFFFF + else: + if b.type==6 or b.type==7: + # fix tail bone + parent=self.bones[b.parent_index] + parent.tail_index=b.index + + for b in self.bones: + if b.tail_index==None: + b.tail_index=0 + elif b.type==9: + b.tail_index==0 + def getIndex(self, bone): for i, b in enumerate(self.bones): if b==bone: @@ -574,10 +812,13 @@ class BoneBuilder(object): assert(false) def indexByName(self, name): - return self.getIndex(self.__boneByName(name)) + if name=='': + return 0 + else: + return self.getIndex(self.__boneByName(name)) def __boneByName(self, name): - return self.bones[self.boneMap[name]] + return self.boneMap[name] def __getBone(self, parent, b): if len(b.children)==0: @@ -586,8 +827,8 @@ class BoneBuilder(object): for i, c in enumerate(b.children): bone=Bone(c.name, - c.head['ARMATURESPACE'][0:3], - c.tail['ARMATURESPACE'][0:3]) + bl.bone.getHeadLocal(c), + bl.bone.getTailLocal(c)) self.__addBone(bone) if parent: bone.parent_index=parent.index @@ -598,7 +839,7 @@ class BoneBuilder(object): def __addBone(self, bone): bone.index=len(self.bones) self.bones.append(bone) - self.boneMap[bone.name]=bone.index + self.boneMap[bone.name]=bone class PmdExporter(object): @@ -611,43 +852,41 @@ class PmdExporter(object): object_node_map={} for o in scene.objects: object_node_map[o]=Node(o) - for node in object_node_map.values(): + for o in scene.objects: + #for node in object_node_map.values(): + node=object_node_map[o] if node.o.parent: object_node_map[node.o.parent].children.append(node) + # ルートを得る root=object_node_map[scene.objects.active] # ワンスキンメッシュを作る self.oneSkinMesh=OneSkinMesh(scene) self.__createOneSkinMesh(root) - print(self.oneSkinMesh) + bl.message(self.oneSkinMesh) + if len(self.oneSkinMesh.morphList)==0: + # create emtpy skin + self.oneSkinMesh.createEmptyBasicSkin() + self.name=root.o.name # skeleton - self.builder=BoneBuilder() - self.builder.build(self.armatureObj) - self.builder.sortBy(englishmap.boneMap) - def getIndex(ik): - for i, v in enumerate(englishmap.boneMap): - if v[0]==ik.target.name: - return i - return len(englishmap.boneMap) - if isBlender24(): - self.builder.ik_list.sort(lambda l, r: getIndex(l)-getIndex(r)) - else: - self.builder.ik_list.sort(key=getIndex) + self.skeleton=BoneBuilder() + self.skeleton.build(self.armatureObj) def __createOneSkinMesh(self, node): ############################################################ # search armature modifier ############################################################ for m in node.o.modifiers: - if m.name=="Armature": - armatureObj=bl.armatureModifierGetObject(m) + if bl.modifier.isType(m, 'ARMATURE'): + armatureObj=bl.modifier.getArmatureObject(m) if not self.armatureObj: self.armatureObj=armatureObj elif self.armatureObj!=armatureObj: - print("warning! found multiple armature. ignored.", armatureObj.name) + print("warning! found multiple armature. ignored.", + armatureObj.name) if node.o.type.upper()=='MESH': self.oneSkinMesh.addMesh(node.o) @@ -672,103 +911,68 @@ class PmdExporter(object): v.normal.y=normal[2] v.normal.z=normal[1] v.uv.x=uv[0] - v.uv.y=uv[1] - v.bone0=self.builder.boneMap[b0] if b0 in self.builder.boneMap else 0 - v.bone1=self.builder.boneMap[b1] if b1 in self.builder.boneMap else 0 + v.uv.y=1.0-uv[1] # reverse vertical + v.bone0=self.skeleton.indexByName(b0) + v.bone1=self.skeleton.indexByName(b1) v.weight0=int(100*weight) v.edge_flag=0 # edge flag, 0: enable edge, 1: not edge # 面とマテリアル vertexCount=self.oneSkinMesh.getVertexCount() - for material_name, indices in self.oneSkinMesh.vertexArray.indexArrays.items(): - m=bl.materialGet(self.scene, material_name) + for material_name, indices in self.oneSkinMesh.vertexArray.each(): + #print('material:', material_name) + m=bl.material.get(material_name) # マテリアル material=io.addMaterial() - if isBlender24(): - material.diffuse.r=m.R - material.diffuse.g=m.G - material.diffuse.b=m.B - material.diffuse.a=m.alpha - material.sinness=0 if m.spec<1e-5 else m.spec*10 - material.specular.r=m.specR - material.specular.g=m.specG - material.specular.b=m.specB - material.ambient.r=m.mirR - material.ambient.g=m.mirG - material.ambient.b=m.mirB - material.flag=1 if m.enableSSS else 0 - else: - material.diffuse.r=m.diffuse_color[0] - material.diffuse.g=m.diffuse_color[1] - material.diffuse.b=m.diffuse_color[2] - material.diffuse.a=m.alpha - material.sinness=0 if m.specular_hardness<1e-5 else m.specular_hardness*10 - material.specular.r=m.specular_color[0] - material.specular.g=m.specular_color[1] - material.specular.b=m.specular_color[2] - material.ambient.r=m.mirror_color[0] - material.ambient.g=m.mirror_color[1] - material.ambient.b=m.mirror_color[2] - material.flag=1 if m.subsurface_scattering.enabled else 0 + setMaterialParams(material, m) material.vertex_count=len(indices) material.toon_index=0 - # ToDo - material.texture="" + textures=[os.path.basename(path) + for path in bl.material.eachTexturePath(m)] + if len(textures)>0: + material.setTexture(toCP932('*'.join(textures))) + else: + material.setTexture(toCP932("")) # 面 for i in indices: assert(i=3: # has type if v[2]==5: - b.ik_index=self.builder.indexByName('eyes') + b.ik_index=self.skeleton.indexByName('eyes') bone.type=v[2] else: bone.type=b.type - # parent index - bone.parent_index=b.parent_index if b.parent_index!=None else 0xFFFF - - # tail index - if b.tail_index!=None: - if bone.type==9: - bone.tail_index=0 - else: - bone.tail_index=b.tail_index - else: - bone.tail_index=0 - + bone.parent_index=b.parent_index + bone.tail_index=b.tail_index bone.ik_index=b.ik_index # convert right-handed z-up to left-handed y-up @@ -777,15 +981,15 @@ class PmdExporter(object): bone.pos.z=b.pos[1] if not near(b.pos[1], 0) else 0 # IK - for ik in self.builder.ik_list: + for ik in self.skeleton.ik_list: solver=io.addIK() - solver.index=self.builder.getIndex(ik.target) - solver.target=self.builder.getIndex(ik.effector) + solver.index=self.skeleton.getIndex(ik.target) + solver.target=self.skeleton.getIndex(ik.effector) solver.length=ik.length - b=self.builder.bones[ik.effector.parent_index] + b=self.skeleton.bones[ik.effector.parent_index] for i in xrange(solver.length): - solver.children.append(self.builder.getIndex(b)) - b=self.builder.bones[b.parent_index] + solver.children.append(self.skeleton.getIndex(b)) + b=self.skeleton.bones[b.parent_index] solver.iterations=ik.iterations solver.weight=ik.weight @@ -795,11 +999,12 @@ class PmdExporter(object): morph=io.addMorph() v=englishmap.getUnicodeSkinName(m.name) + if not v: + v=[m.name, m.name, 0] assert(v) cp932=v[1].encode('cp932') - morph.name="%s\n" % cp932 - - morph.english_name="%s\n" % m.name + morph.setName(cp932) + morph.setEnglishName(m.name.encode('cp932')) m.type=v[2] morph.type=v[2] for index, offset in m.offsets: @@ -822,115 +1027,132 @@ class PmdExporter(object): if m.type==4: io.face_list.append(i) - # ボーン表示枠 - def createBoneDisplayName(name, english): - boneDisplayName=io.addBoneDisplayName() - if isBlender24(): - boneDisplayName.name=name.decode('utf-8').encode('cp932') - boneDisplayName.english_name=english - else: - # ToDo - boneDisplayName.name=english - boneDisplayName.english_name=english - boneDisplayName=createBoneDisplayName("IK\n", "IK\n") - boneDisplayName=createBoneDisplayName("体(上)\n", "Body[u]\n") - boneDisplayName=createBoneDisplayName("髪\n", "Hair\n") - boneDisplayName=createBoneDisplayName("腕\n", "Arms\n") - boneDisplayName=createBoneDisplayName("指\n", "Fingers\n") - boneDisplayName=createBoneDisplayName("体(下)\n", "Body[l]\n") - boneDisplayName=createBoneDisplayName("足\n", "Legs\n") - for i, b in enumerate(self.builder.bones): + # ボーングループ + for g in self.skeleton.bone_groups: + boneDisplayName=io.addBoneGroup() + # name + name=englishmap.getUnicodeBoneGroupName(g[0]) + if not name: + name=g[0] + boneDisplayName.setName(toCP932(name+'\n')) + # english + englishName=g[0] + boneDisplayName.setEnglishName(toCP932(englishName+'\n')) + + # ボーングループメンバー + for i, b in enumerate(self.skeleton.bones): if i==0: continue if b.type in [6, 7]: continue - io.addBoneDisplay(i, getBoneDisplayGroup(b)) + io.addBoneDisplay(i, self.skeleton.getBoneGroup(b)) # English io.english_name="blender export" io.english_coment="blender export" + # toon for i in range(10): io.getToonTexture(i).name="toon%02d.bmp\n" % i + # rigid body + rigidNameMap={} + for i, obj in enumerate(self.oneSkinMesh.rigidbodies): + rigidBody=io.addRigidBody() + rigidBody.setName(obj.name.encode('cp932')) + rigidNameMap[obj.name]=i + boneIndex=boneNameMap[obj[RIGID_BONE_NAME]] + if boneIndex==0: + boneIndex=0xFFFF + bone=self.skeleton.bones[0] + else: + bone=self.skeleton.bones[boneIndex] + rigidBody.boneIndex=boneIndex + #rigidBody.position.x=obj[RIGID_LOCATION][0] + #rigidBody.position.y=obj[RIGID_LOCATION][1] + #rigidBody.position.z=obj[RIGID_LOCATION][2] + rigidBody.position.x=obj.location.x-bone.pos[0] + rigidBody.position.y=obj.location.z-bone.pos[2] + rigidBody.position.z=obj.location.y-bone.pos[1] + rigidBody.rotation.x=-obj.rotation_euler[0] + rigidBody.rotation.y=-obj.rotation_euler[2] + rigidBody.rotation.z=-obj.rotation_euler[1] + rigidBody.processType=obj[RIGID_PROCESS_TYPE] + rigidBody.group=obj[RIGID_GROUP] + rigidBody.target=obj[RIGID_INTERSECTION_GROUP] + rigidBody.weight=obj[RIGID_WEIGHT] + rigidBody.linearDamping=obj[RIGID_LINEAR_DAMPING] + rigidBody.angularDamping=obj[RIGID_ANGULAR_DAMPING] + rigidBody.restitution=obj[RIGID_RESTITUTION] + rigidBody.friction=obj[RIGID_FRICTION] + if obj[RIGID_SHAPE_TYPE]==0: + rigidBody.shapeType=pmd.SHAPE_SPHERE + rigidBody.w=obj.scale[0] + elif obj[RIGID_SHAPE_TYPE]==1: + rigidBody.shapeType=pmd.SHAPE_BOX + rigidBody.w=obj.scale[0] + rigidBody.d=obj.scale[1] + rigidBody.h=obj.scale[2] + elif obj[RIGID_SHAPE_TYPE]==2: + rigidBody.shapeType=pmd.SHAPE_CAPSULE + rigidBody.w=obj.scale[0] + rigidBody.h=obj.scale[2] + + # constraint + for obj in self.oneSkinMesh.constraints: + constraint=io.addConstraint() + constraint.setName(obj[CONSTRAINT_NAME].encode('cp932')) + constraint.rigidA=rigidNameMap[obj[CONSTRAINT_A]] + constraint.rigidB=rigidNameMap[obj[CONSTRAINT_B]] + constraint.pos.x=obj.location[0] + constraint.pos.y=obj.location[2] + constraint.pos.z=obj.location[1] + constraint.rot.x=-obj.rotation_euler[0] + constraint.rot.y=-obj.rotation_euler[2] + constraint.rot.z=-obj.rotation_euler[1] + constraint.constraintPosMin.x=obj[CONSTRAINT_POS_MIN][0] + constraint.constraintPosMin.y=obj[CONSTRAINT_POS_MIN][1] + constraint.constraintPosMin.z=obj[CONSTRAINT_POS_MIN][2] + constraint.constraintPosMax.x=obj[CONSTRAINT_POS_MAX][0] + constraint.constraintPosMax.y=obj[CONSTRAINT_POS_MAX][1] + constraint.constraintPosMax.z=obj[CONSTRAINT_POS_MAX][2] + constraint.constraintRotMin.x=obj[CONSTRAINT_ROT_MIN][0] + constraint.constraintRotMin.y=obj[CONSTRAINT_ROT_MIN][1] + constraint.constraintRotMin.z=obj[CONSTRAINT_ROT_MIN][2] + constraint.constraintRotMax.x=obj[CONSTRAINT_ROT_MAX][0] + constraint.constraintRotMax.y=obj[CONSTRAINT_ROT_MAX][1] + constraint.constraintRotMax.z=obj[CONSTRAINT_ROT_MAX][2] + constraint.springPos.x=obj[CONSTRAINT_SPRING_POS][0] + constraint.springPos.y=obj[CONSTRAINT_SPRING_POS][1] + constraint.springPos.z=obj[CONSTRAINT_SPRING_POS][2] + constraint.springRot.x=obj[CONSTRAINT_SPRING_ROT][0] + constraint.springRot.y=obj[CONSTRAINT_SPRING_ROT][1] + constraint.springRot.z=obj[CONSTRAINT_SPRING_ROT][2] + # 書き込み + bl.message('write %s' % path) return io.write(path) -def getBoneDisplayGroup(bone): - boneGroups=[ - [ # IK - "necktie IK", "hair IK_L", "hair IK_R", "leg IK_L", "leg IK_R", - "toe IK_L", "toe IK_R", - ], - [ # 体(上) - "upper body", "neck", "head", "eye_L", "eye_R", - "necktie1", "necktie2", "necktie3", "eyes", - "eyelight_L", "eyelight_R", - ], - [ # 髪 - "front hair1", "front hair2", "front hair3", - "hair1_L", "hair2_L", "hair3_L", - "hair4_L", "hair5_L", "hair6_L", - "hair1_R", "hair2_R", "hair3_R", - "hair4_R", "hair5_R", "hair6_R", - ], - [ # 腕 - "shoulder_L", "arm_L", "arm twist_L", "elbow_L", - "wrist twist_L", "wrist_L", "sleeve_L", - "shoulder_R", "arm_R", "arm twist_R", "elbow_R", - "wrist twist_R", "wrist_R", "sleeve_R", - ], - [ # 指 - "thumb1_L", "thumb2_L", "fore1_L", "fore2_L", "fore3_L", - "middle1_L", "middle2_L", "middle3_L", - "third1_L", "third2_L", "third3_L", - "little1_L", "little2_L", "little3_L", - "thumb1_R", "thumb2_R", "fore1_R", "fore2_R", "fore3_R", - "middle1_R", "middle2_R", "middle3_R", - "third1_R", "third2_R", "third3_R", - "little1_R", "little2_R", "little3_R", - ], - [ # 体(下) - "lower body", "waist accessory", - "front skirt_L", "back skirt_L", - "front skirt_R", "back skirt_R", - ], - [ # 足 - "leg_L", "knee_L", "ankle_L", - "leg_R", "knee_R", "ankle_R", - ], - ] - index=1 - for g in boneGroups: - if bone.name in g: - return index - index+=1 - print(bone) - return -1 - - def __execute(filename, scene): + if not scene.objects.active: + print("abort. no active object.") + return + + active=bl.object.getActive() exporter=PmdExporter() exporter.setup(scene) exporter.write(filename) + bl.object.activate(active) if isBlender24(): # for 2.4 def execute_24(filename): - filename=filename.decode(bl.INTERNAL_ENCODING) - print("pmd exporter: %s" % filename) - - Blender.Window.WaitCursor(1) - t = Blender.sys.time() - scene = bpy.data.scenes.active - __execute(filename, scene) - - print('finished in %.2f seconds' % (Blender.sys.time()-t)) - Blender.Redraw() - Blender.Window.WaitCursor(0) + bl.initialize('pmd_export', scene) + __execute(filename.decode(bl.INTERNAL_ENCODING), scene) + bl.finalize() Blender.Window.FileSelector( execute_24, @@ -939,8 +1161,10 @@ if isBlender24(): else: # for 2.5 - def execute_25(*args): - __execute(*args) + def execute_25(filename, scene): + bl.initialize('pmd_export', scene) + __execute(filename, scene) + bl.finalize() # operator class EXPORT_OT_pmd(bpy.types.Operator): @@ -984,10 +1208,10 @@ else: # register menu def menu_func(self, context): - default_path=bpy.data.filename.replace(".blend", ".pmd") + #default_path=bpy.data.filename.replace(".blend", ".pmd") self.layout.operator( EXPORT_OT_pmd.bl_idname, - text="Miku Miku Dance Model(.pmd)").path=default_path + text="Miku Miku Dance Model(.pmd)")#.path=default_path def register(): bpy.types.register(EXPORT_OT_pmd)