X-Git-Url: http://git.osdn.jp/view?a=blobdiff_plain;f=swig%2Fblender%2Fpmd_export.py;h=d3a9a1ea12724dd39fcc9bc3ffa6d27f9dc9628a;hb=68a0b4bad4103f2c036484bcfbf5743ca5d6380b;hp=641c00b8096490fb1a4f6728f75950e1da7e2e4d;hpb=88fae94d72002fd88348e03a861b815d5cfb351f;p=meshio%2Fmeshio.git diff --git a/swig/blender/pmd_export.py b/swig/blender/pmd_export.py index 641c00b..d3a9a1e 100644 --- a/swig/blender/pmd_export.py +++ b/swig/blender/pmd_export.py @@ -19,6 +19,8 @@ This script exports a pmd model. 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. """ MMD_SHAPE_GROUP_NAME='_MMD_SHAPE' @@ -34,6 +36,7 @@ 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' @@ -49,8 +52,6 @@ CONSTRAINT_SPRING_ROT='const_spring_rot' ############################################################################### import os import sys -import re -import math # C extension from meshio import pmd, englishmap @@ -66,6 +67,25 @@ 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 + else: # for 2.5 import bpy @@ -77,6 +97,23 @@ 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 class Node(object): __slots__=['o', 'children'] @@ -159,6 +196,12 @@ class VertexArray(object): self.vertices, self.normals, self.uvs, self.b0, self.b1, self.weight) + 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 @@ -262,7 +305,7 @@ class OneSkinMesh(object): len(self.morphList)) def addMesh(self, obj): - if bl.objectIsVisible(obj): + if bl.object.isVisible(obj): # 非表示 return self.__mesh(obj) @@ -280,7 +323,7 @@ class OneSkinMesh(object): return print("export", obj.name) - mesh=bl.objectGetData(obj) + mesh=bl.object.getData(obj) weightMap={} secondWeightMap={} def setWeight(i, name, w): @@ -307,7 +350,7 @@ 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: @@ -329,101 +372,120 @@ 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( self.obj_index, material.name, - v[0].index, v[1].index, v[2].index, - v[0].co, v[1].co, v[2].co, + 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( self.obj_index, material.name, - v[0].index, v[1].index, v[2].index, - v[0].co, v[1].co, v[2].co, + 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( self.obj_index, material.name, - v[2].index, v[3].index, v[0].index, - v[2].co, v[3].co, v[0].co, + 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: @@ -443,7 +505,7 @@ 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 @@ -452,8 +514,8 @@ 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 @@ -524,7 +586,7 @@ 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={} @@ -535,13 +597,13 @@ 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) @@ -549,8 +611,8 @@ 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) @@ -560,14 +622,14 @@ 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 #################### @@ -579,7 +641,7 @@ 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) @@ -588,22 +650,37 @@ 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): @@ -629,6 +706,26 @@ 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: @@ -636,10 +733,13 @@ 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: @@ -648,8 +748,8 @@ 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 @@ -660,7 +760,7 @@ 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): @@ -691,24 +791,14 @@ 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): ############################################################ # 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: @@ -739,43 +829,18 @@ 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 @@ -816,18 +881,8 @@ class PmdExporter(object): 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 @@ -929,7 +984,7 @@ class PmdExporter(object): #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[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] @@ -945,19 +1000,19 @@ class PmdExporter(object): rigidBody.shapeType=pmd.SHAPE_SPHERE rigidBody.w=obj.scale[0] elif obj[RIGID_SHAPE_TYPE]==1: - rigidBody.shapeType=pmd.SHAPE_CAPSULE + 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_BOX + rigidBody.shapeType=pmd.SHAPE_CAPSULE rigidBody.w=obj.scale[0] - rigidBody.d=obj.scale[1] rigidBody.h=obj.scale[2] # constraint for obj in self.oneSkinMesh.constraints: constraint=io.addConstraint() - constraint.setName(obj.name[1:].encode('cp932')) + 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] @@ -1048,26 +1103,20 @@ def __execute(filename, scene): 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, @@ -1076,8 +1125,10 @@ 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):