X-Git-Url: http://git.osdn.jp/view?a=blobdiff_plain;f=swig%2Fblender%2Fpmd_export.py;h=8e9b4bd1dc171a8427a5b73d5298a120240f5b05;hb=27731d958ce5b65b60bf05cbed0e19707144b030;hp=d68f53a04a48a917cc120990c1bb78357c4008ea;hpb=af825b26184c76ae8d1a8726f7980726e9e5004b;p=meshio%2Fmeshio.git diff --git a/swig/blender/pmd_export.py b/swig/blender/pmd_export.py index d68f53a..8e9b4bd 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 +102,27 @@ 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 + + def toCP932(s): + return s.encode('cp932') + class Node(object): __slots__=['o', 'children'] @@ -78,13 +144,14 @@ class VertexKey(object): 重複頂点の検索キー """ __slots__=[ - 'index', + 'obj', 'index', 'x', 'y', 'z', # 位置 'nx', 'ny', 'nz', # 法線 'u', 'v', # uv ] - def __init__(self, index, 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 @@ -107,7 +174,7 @@ class VertexKey(object): #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.index==rhs.index + return self.obj==rhs.obj and self.index==rhs.index class VertexArray(object): @@ -138,12 +205,18 @@ 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( - base_index, + obj, base_index, pos[0], pos[1], pos[2], normal[0], normal[1], normal[2], uv[0], uv[1]) @@ -174,7 +247,7 @@ 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, @@ -186,9 +259,9 @@ class VertexArray(object): 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) + 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) self.indexArrays[material]+=[index0, index1, index2] @@ -223,11 +296,17 @@ 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 "" % ( @@ -235,20 +314,25 @@ class OneSkinMesh(object): len(self.morphList)) def addMesh(self, obj): - if bl.objectIsVisible(obj): + if bl.object.isVisible(obj): # 非表示 return - - print("export", obj.name) - - # bone weight - weightMap=self.__mesh(obj) - - # skin + self.__mesh(obj) self.__skin(obj) + self.__rigidbody(obj) + self.__constraint(obj) def __mesh(self, obj): - mesh=bl.objectGetData(obj) + if isBlender24(): + pass + else: + if RIGID_SHAPE_TYPE in obj: + return + if CONSTRAINT_A in obj: + return + + print("export", obj.name) + mesh=bl.object.getData(obj) weightMap={} secondWeightMap={} def setWeight(i, name, w): @@ -275,7 +359,7 @@ class OneSkinMesh(object): weightMap[i]=(name, w) if isBlender24(): - for name in bl.meshVertexGroupNames(obj): + for name in bl.object.getVertexGroupNames(obj): for i, w in mesh.getVertsFromGroup(name, 1): setWeight(i, name, w) else: @@ -297,100 +381,120 @@ class OneSkinMesh(object): 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) + copyMesh, copyObj=bl.object.duplicate(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) + faceVertexCount=bl.face.getVertexCount(face) + material=copyMesh.materials[bl.face.getMaterialIndex(face)] + v=[copyMesh.verts[index] for index in bl.face.getVertices(face)] + uv=bl.mesh.getFaceUV(copyMesh, i, 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) + bl.object.delete(copyObj) + self.obj_index+=1 def __skin(self, obj): - if not bl.objectHasShapeKey(obj): + if not bl.object.hasShapeKey(obj): return indexRelativeMap={} - blenderMesh=bl.objectGetData(obj) + blenderMesh=bl.object.getData(obj) baseMorph=None # shape keys - vg=bl.meshVertexGroup(obj, MMD_SHAPE_GROUP_NAME) + vg=bl.object.getVertexGroup(obj, MMD_SHAPE_GROUP_NAME) # base used=set() - for b in bl.objectShapeKeys(obj): + 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.shapeKeyGet(b, index) + v=bl.shapekey.getByIndex(b, index) pos=[v[0], v[1], v[2]] indices=self.vertexArray.getMappedIndices(index) for i in indices: @@ -410,7 +514,7 @@ class OneSkinMesh(object): return # shape keys - for b in bl.objectShapeKeys(obj): + for b in bl.object.getShapeKeys(obj): if b.name==BASE_SHAPE_NAME: continue @@ -419,8 +523,8 @@ class OneSkinMesh(object): used=set() for index, src, dst in zip( xrange(len(blenderMesh.verts)), - bl.shapeKeys(basis), - bl.shapeKeys(b)): + 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 @@ -439,11 +543,26 @@ class OneSkinMesh(object): 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: if m.name==name: @@ -477,7 +596,7 @@ class Bone(object): return "" % (self.name, self.type) class BoneBuilder(object): - __slots__=['bones', 'boneMap', 'ik_list'] + __slots__=['bones', 'boneMap', 'ik_list', ] def __init__(self): self.bones=[] self.boneMap={} @@ -488,13 +607,13 @@ class BoneBuilder(object): return print("gather bones") - armature=bl.objectGetData(armatureObj) + armature=bl.object.getData(armatureObj) for b in armature.bones.values(): if b.name=='center': # root bone bone=Bone(b.name, - bl.boneHeadLocal(b), - bl.boneTailLocal(b)) + bl.bone.getHeadLocal(b), + bl.bone.getTailLocal(b)) self.__addBone(bone) self.__getBone(bone, b) @@ -502,8 +621,8 @@ class BoneBuilder(object): if not b.parent and b.name!='center': # root bone bone=Bone(b.name, - bl.boneHeadLocal(b), - bl.boneTailLocal(b)) + bl.bone.getHeadLocal(b), + bl.bone.getTailLocal(b)) self.__addBone(bone) self.__getBone(bone, b) @@ -513,14 +632,14 @@ class BoneBuilder(object): self.__checkConnection(b, None) print("gather ik") - pose = bl.objectGetPose(armatureObj) + pose = bl.object.getPose(armatureObj) for b in pose.bones.values(): for c in b.constraints: - if bl.constraintIsIKSolver(c): + if bl.constraint.isIKSolver(c): #################### # IK target #################### - target=self.__boneByName(bl.ikTarget(c)) + target=self.__boneByName(bl.constraint.ikTarget(c)) target.type=2 #################### @@ -532,7 +651,7 @@ class BoneBuilder(object): # IK chain e=b.parent - chainLength=bl.ikChainLen(c) + chainLength=bl.constraint.ikChainLen(c) for i in range(chainLength): # IK影響下 chainBone=self.__boneByName(e.name) @@ -541,28 +660,44 @@ class BoneBuilder(object): e=e.parent self.ik_list.append( IKSolver(target, link, chainLength, - int(bl.ikItration(c) * 0.1), - bl.ikRotationWeight(c) + 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 __checkConnection(self, b, p): - if bl.boneIsConnected(b): + 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)) @@ -582,6 +717,26 @@ 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: @@ -589,10 +744,13 @@ 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: @@ -601,8 +759,8 @@ class BoneBuilder(object): for i, c in enumerate(b.children): bone=Bone(c.name, - bl.boneHeadLocal(c), - bl.boneTailLocal(c)) + bl.bone.getHeadLocal(c), + bl.bone.getTailLocal(c)) self.__addBone(bone) if parent: bone.parent_index=parent.index @@ -613,7 +771,7 @@ 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): @@ -626,7 +784,9 @@ 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) @@ -642,29 +802,19 @@ class PmdExporter(object): # 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) def __createOneSkinMesh(self, node): - print(node) ############################################################ # search armature modifier ############################################################ for m in node.o.modifiers: - if bl.modifierIsArmature(m): - 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) @@ -690,48 +840,25 @@ class PmdExporter(object): 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.bone0=self.builder.indexByName(b0) + v.bone1=self.builder.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(): + 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))) # 面 for i in indices: assert(i