import io
from . import bl
-from . import oneskinmesh
+from . import exporter
from .pymeshio import common
from .pymeshio import pmd
from .pymeshio import englishmap
def write(self, path):
- model=pmd.Model(1.0)
- model.name=self.name.encode('cp932')
- model.comment=self.comment.encode('cp932')
+ model=pmd.Model()
+
+ o=self.root.o
+ englishName=o.name
+ name=o[bl.MMD_MB_NAME] if bl.MMD_MB_NAME in o else 'Blenderエクスポート'
+ comment=o[bl.MMD_MB_COMMENT] if bl.MMD_MB_COMMENT in o else 'Blnderエクスポート\n'
+ englishComment=o[bl.MMD_COMMENT] if bl.MMD_COMMENT in o else 'blender export\n'
+
+ model.name=name.encode('cp932')
+ model.english_name=englishName.encode('cp932')
+ model.comment=comment.encode('cp932')
+ model.english_comment=englishComment.encode('cp932')
# 頂点
model.vertices=[pmd.Vertex(
continue
model.bone_display_list.append((i, self.skeleton.getBoneGroup(b)))
- # English
- model.english_name=self.englishName.encode('cp932')
- model.english_comment=self.englishComment.encode('cp932')
-
# toon
toonMeshObject=None
for o in bl.object.each():
)
for obj in self.oneSkinMesh.constraints]
- # 書き込み
bl.message('write: %s' % path)
- return writer.write(io.open(path, 'wb'), model)
+ with io.open(path, 'wb') as f:
+ return writer.write(f, model)
def _execute(filepath=''):
print("abort. no active object.")
return
- exporter=oneskinmesh.Exporter()
- exporter.setup()
- print(exporter)
+ ex=exporter.Exporter()
+ ex.setup()
+ print(ex)
- write(exporter, filepath)
+ write(ex, filepath)
bl.object.activate(active)
+ return {'FINISHED'}
# coding: utf-8
+import io
from . import bl
+from . import oneskinmesh
+from .pymeshio import pmx
+from .pymeshio import common
+from .pymeshio.pmx import writer
+
+
+def create_pmx(ex):
+ model=pmx.Model()
+ model.name=ex.name
+ model.comment=ex.comment
+
+ def get_deform(b0, b1, weight):
+ print(b0, b1, weight)
+ if b0==-1:
+ return pmx.Bdef1(b1, weight)
+ elif b1==-1:
+ return pmx.Bdef1(b0, weight)
+ else:
+ return pmx.Bdef2(b0, b1, weight)
+
+ model.vertices=[pmx.Vertex(
+ # convert right-handed z-up to left-handed y-up
+ common.Vector3(pos[0], pos[2], pos[1]),
+ # convert right-handed z-up to left-handed y-up
+ common.Vector3(attribute.nx, attribute.nz, attribute.ny),
+ # reverse vertical
+ common.Vector2(attribute.u, 1.0-attribute.v),
+ get_deform(ex.skeleton.indexByName(b0), ex.skeleton.indexByName(b1), weight),
+ # edge flag, 0: enable edge, 1: not edge
+ 1.0
+ )
+ for pos, attribute, b0, b1, weight in ex.oneSkinMesh.vertexArray.zip()]
+
+ # bones
+ boneNameMap={}
+ for i, b in enumerate(self.skeleton.bones):
+
+ # name
+ boneNameMap[b.name]=i
+ v=englishmap.getUnicodeBoneName(b.name)
+ if not v:
+ v=[b.name, b.name]
+ assert(v)
+ bone=pmx.Bone(v[1])
+ bone.english_name=b.name
+
+ if len(v)>=3:
+ # has type
+ if v[2]==5:
+ b.ik_index=self.skeleton.indexByName('eyes')
+ bone.type=v[2]
+ else:
+ bone.type=b.type
+
+ 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
+ bone.pos.x=b.pos[0] if not near(b.pos[0], 0) else 0
+ bone.pos.y=b.pos[2] if not near(b.pos[2], 0) else 0
+ bone.pos.z=b.pos[1] if not near(b.pos[1], 0) else 0
+
+ model.bones.append(bone)
+ return model
+
+ # IK
+ for ik in self.skeleton.ik_list:
+ solver=pmd.IK()
+ solver.index=self.skeleton.getIndex(ik.target)
+ solver.target=self.skeleton.getIndex(ik.effector)
+ solver.length=ik.length
+ b=self.skeleton.bones[ik.effector.parent_index]
+ for i in range(solver.length):
+ solver.children.append(self.skeleton.getIndex(b))
+ b=self.skeleton.bones[b.parent_index]
+ solver.iterations=ik.iterations
+ solver.weight=ik.weight
+ model.ik_list.append(solver)
+
+ # 面とマテリアル
+ vertexCount=self.oneSkinMesh.getVertexCount()
+ for material_name, indices in self.oneSkinMesh.vertexArray.each():
+ #print('material:', material_name)
+ try:
+ m=bl.material.get(material_name)
+ except KeyError as e:
+ m=DefaultMatrial()
+ def get_texture_name(texture):
+ pos=texture.replace("\\", "/").rfind("/")
+ if pos==-1:
+ return texture
+ else:
+ return texture[pos+1:]
+ textures=[get_texture_name(path)
+ for path in bl.material.eachEnalbeTexturePath(m)]
+ print(textures)
+ # マテリアル
+ model.materials.append(pmd.Material(
+ # diffuse_color
+ common.RGB(m.diffuse_color[0], m.diffuse_color[1], m.diffuse_color[2]),
+ m.alpha,
+ # specular_factor
+ 0 if m.specular_toon_size<1e-5 else m.specular_hardness*10,
+ # specular_color
+ common.RGB(m.specular_color[0], m.specular_color[1], m.specular_color[2]),
+ # ambient_color
+ common.RGB(m.mirror_color[0], m.mirror_color[1], m.mirror_color[2]),
+ # flag
+ 1 if m.subsurface_scattering.use else 0,
+ # toon
+ 0,
+ # vertex_count
+ len(indices),
+ # texture
+ ('*'.join(textures) if len(textures)>0 else "").encode('cp932')
+ ))
+ # 面
+ for i in indices:
+ assert(i<vertexCount)
+ for i in range(0, len(indices), 3):
+ # reverse triangle
+ model.indices.append(indices[i])
+ model.indices.append(indices[i+1])
+ model.indices.append(indices[i+2])
+
+ # 表情
+ for i, m in enumerate(self.oneSkinMesh.morphList):
+ v=englishmap.getUnicodeSkinName(m.name)
+ if not v:
+ v=[m.name, m.name, 0]
+ assert(v)
+ # morph
+ morph=pmd.Morph(v[1].encode("cp932"))
+ morph.english_name=m.name.encode("cp932")
+ m.type=v[2]
+ morph.type=v[2]
+ for index, offset in m.offsets:
+ # convert right-handed z-up to left-handed y-up
+ morph.append(index, offset[0], offset[2], offset[1])
+ morph.vertex_count=len(m.offsets)
+
+ # 表情枠
+ # type==0はbase
+ for i, m in enumerate(self.oneSkinMesh.morphList):
+ if m.type==3:
+ model.morph_indices.append(i)
+ for i, m in enumerate(self.oneSkinMesh.morphList):
+ if m.type==2:
+ model.morph_indices.append(i)
+ for i, m in enumerate(self.oneSkinMesh.morphList):
+ if m.type==1:
+ model.morph_indices.append(i)
+ for i, m in enumerate(self.oneSkinMesh.morphList):
+ if m.type==4:
+ model.morph_indices.append(i)
+
+ # ボーングループ
+ for g in self.skeleton.bone_groups:
+ name=englishmap.getUnicodeBoneGroupName(g[0])
+ if not name:
+ name=g[0]
+ englishName=g[0]
+
+ model.bone_group_list.append(pmd.BoneGroup(
+ (name+'\n').encode('cp932'),
+ (englishName+'\n').encode('cp932')
+ ))
+
+ # 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
+ model.bone_display_list.append((i, self.skeleton.getBoneGroup(b)))
+
+ # English
+ model.english_name=self.englishName.encode('cp932')
+ model.english_comment=self.englishComment.encode('cp932')
+
+ # toon
+ toonMeshObject=None
+ for o in bl.object.each():
+ try:
+ if o.name.startswith(bl.TOON_TEXTURE_OBJECT):
+ toonMeshObject=o
+ except:
+ p(o.name)
+ break
+ if toonMeshObject:
+ toonMesh=bl.object.getData(toonMeshObject)
+ toonMaterial=bl.mesh.getMaterial(toonMesh, 0)
+ for i in range(10):
+ t=bl.material.getTexture(toonMaterial, i)
+ if t:
+ model.toon_textures[i]=("%s" % t.name).encode('cp932')
+ else:
+ model.toon_textures[i]=("toon%02d.bmp" % (i+1)).encode('cp932')
+ else:
+ for i in range(10):
+ model.toon_textures[i]=("toon%02d.bmp" % (i+1)).encode('cp932')
+
+ # rigid body
+ rigidNameMap={}
+ for i, obj in enumerate(self.oneSkinMesh.rigidbodies):
+ name=obj[bl.RIGID_NAME] if bl.RIGID_NAME in obj else obj.name
+ print(name)
+ rigidNameMap[name]=i
+ boneIndex=boneNameMap[obj[bl.RIGID_BONE_NAME]]
+ if boneIndex==0:
+ boneIndex=-1
+ bone=self.skeleton.bones[0]
+ else:
+ bone=self.skeleton.bones[boneIndex]
+ if obj[bl.RIGID_SHAPE_TYPE]==0:
+ shape_type=pmd.SHAPE_SPHERE
+ shape_size=common.Vector3(obj.scale[0], 0, 0)
+ elif obj[bl.RIGID_SHAPE_TYPE]==1:
+ shape_type=pmd.SHAPE_BOX
+ shape_size=common.Vector3(obj.scale[0], obj.scale[1], obj.scale[2])
+ elif obj[bl.RIGID_SHAPE_TYPE]==2:
+ shape_type=pmd.SHAPE_CAPSULE
+ shape_size=common.Vector3(obj.scale[0], obj.scale[2], 0)
+ rigidBody=pmd.RigidBody(
+ name.encode('cp932'),
+ collision_group=obj[bl.RIGID_GROUP],
+ no_collision_group=obj[bl.RIGID_INTERSECTION_GROUP],
+ bone_index=boneIndex,
+ shape_position=common.Vector3(
+ obj.location.x-bone.pos[0],
+ obj.location.z-bone.pos[2],
+ obj.location.y-bone.pos[1]),
+ shape_rotation=common.Vector3(
+ -obj.rotation_euler[0],
+ -obj.rotation_euler[2],
+ -obj.rotation_euler[1]),
+ shape_type=shape_type,
+ shape_size=shape_size,
+ mass=obj[bl.RIGID_WEIGHT],
+ linear_damping=obj[bl.RIGID_LINEAR_DAMPING],
+ angular_damping=obj[bl.RIGID_ANGULAR_DAMPING],
+ restitution=obj[bl.RIGID_RESTITUTION],
+ friction=obj[bl.RIGID_FRICTION],
+ mode=obj[bl.RIGID_PROCESS_TYPE]
+ )
+ model.rigidbodies.append(rigidBody)
+
+ # constraint
+ model.joints=[pmd.Joint(
+ name=obj[bl.CONSTRAINT_NAME].encode('cp932'),
+ rigidbody_index_a=rigidNameMap[obj[bl.CONSTRAINT_A]],
+ rigidbody_index_b=rigidNameMap[obj[bl.CONSTRAINT_B]],
+ position=common.Vector3(
+ obj.location[0],
+ obj.location[2],
+ obj.location[1]),
+ rotation=common.Vector3(
+ -obj.rotation_euler[0],
+ -obj.rotation_euler[2],
+ -obj.rotation_euler[1]),
+ translation_limit_min=common.Vector3(
+ obj[bl.CONSTRAINT_POS_MIN][0],
+ obj[bl.CONSTRAINT_POS_MIN][1],
+ obj[bl.CONSTRAINT_POS_MIN][2]
+ ),
+ translation_limit_max=common.Vector3(
+ obj[bl.CONSTRAINT_POS_MAX][0],
+ obj[bl.CONSTRAINT_POS_MAX][1],
+ obj[bl.CONSTRAINT_POS_MAX][2]
+ ),
+ rotation_limit_min=common.Vector3(
+ obj[bl.CONSTRAINT_ROT_MIN][0],
+ obj[bl.CONSTRAINT_ROT_MIN][1],
+ obj[bl.CONSTRAINT_ROT_MIN][2]),
+ rotation_limit_max=common.Vector3(
+ obj[bl.CONSTRAINT_ROT_MAX][0],
+ obj[bl.CONSTRAINT_ROT_MAX][1],
+ obj[bl.CONSTRAINT_ROT_MAX][2]),
+ spring_constant_translation=common.Vector3(
+ obj[bl.CONSTRAINT_SPRING_POS][0],
+ obj[bl.CONSTRAINT_SPRING_POS][1],
+ obj[bl.CONSTRAINT_SPRING_POS][2]),
+ spring_constant_rotation=common.Vector3(
+ obj[bl.CONSTRAINT_SPRING_ROT][0],
+ obj[bl.CONSTRAINT_SPRING_ROT][1],
+ obj[bl.CONSTRAINT_SPRING_ROT][2])
+ )
+ for obj in self.oneSkinMesh.constraints]
+
+ # 書き込み
+ bl.message('write: %s' % path)
+ return writer.write(io.open(path, 'wb'), model)
def _execute(filepath):
- print(filepath)
active=bl.object.getActive()
if not active:
print("abort. no active object.")
return
- exporter=PmdExporter()
+
+ exporter=oneskinmesh.Exporter()
exporter.setup()
- print(exporter)
- exporter.write(filepath)
+
+ model=create_pmx(exporter)
bl.object.activate(active)
+ with io.open(filepath, 'wb') as f:
+ writer.write(f, model)
return {'FINISHED'}
--- /dev/null
+# coding: utf-8
+"""
+Blenderのメッシュをワンスキンメッシュ化する
+"""
+from .. import bl
+from . import oneskinmesh
+from . import bonebuilder
+
+
+class ObjectNode(object):
+ '''
+ Objectの木構造構築
+ '''
+ __slots__=['o', 'children']
+ def __init__(self, o):
+ self.o=o
+ self.children=[]
+
+
+class Exporter(object):
+ '''
+ Blenderから情報収集する
+ '''
+ __slots__=[
+ 'oneSkinMesh',
+ 'skeleton',
+ 'root',
+ ]
+ def setup(self):
+ # scene内のオブジェクトの木構造を構築する
+ object_node_map={}
+ for o in bl.object.each():
+ object_node_map[o]=ObjectNode(o)
+ for o in bl.object.each():
+ node=object_node_map[o]
+ if node.o.parent:
+ object_node_map[node.o.parent].children.append(node)
+ self.root=object_node_map[bl.object.getActive()]
+
+ # ワンスキンメッシュを作る
+ self.oneSkinMesh=oneskinmesh.OneSkinMesh()
+ self.oneSkinMesh.build(self.root)
+ bl.message(self.oneSkinMesh)
+ if len(self.oneSkinMesh.morphList)==0:
+ # create emtpy skin
+ self.oneSkinMesh.createEmptyBasicSkin()
+
+ # skeleton
+ self.skeleton=bonebuilder.BoneBuilder()
+ self.skeleton.build(self.oneSkinMesh.armatureObj)
+
--- /dev/null
+# coding: utf-8
+from .. import bl
+from ..pymeshio import englishmap
+
+
+class IKSolver(object):
+ __slots__=['target', 'effector', 'length', 'iterations', 'weight']
+ def __init__(self, target, effector, length, iterations, weight):
+ self.target=target
+ self.effector=effector
+ self.length=length
+ self.iterations=iterations
+ self.weight=weight
+
+
+class Bone(object):
+ __slots__=['index', 'name', 'ik_index',
+ 'pos', 'tail', 'parent_index', 'tail_index', 'type', 'isConnect']
+ def __init__(self, name, pos, tail, isConnect):
+ self.index=-1
+ self.name=name
+ self.pos=pos
+ self.tail=tail
+ self.parent_index=None
+ self.tail_index=None
+ self.type=0
+ self.isConnect=isConnect
+ self.ik_index=0
+
+ def __eq__(self, rhs):
+ return self.index==rhs.index
+
+ def __str__(self):
+ return "<Bone %s %d>" % (self.name, self.type)
+
+
+class BoneBuilder(object):
+ __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+1
+ print('no gorup', bone)
+ return 0
+
+ def build(self, armatureObj):
+ if not armatureObj:
+ return
+
+ 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 not b.parent:
+ # root bone
+ bone=Bone(b.name,
+ bl.bone.getHeadLocal(b),
+ bl.bone.getTailLocal(b),
+ False)
+ self.__addBone(bone)
+ self.__getBone(bone, b)
+
+ for b in armature.bones.values():
+ if not b.parent:
+ self.__checkConnection(b, None)
+
+ ####################
+ # 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 bl.constraint.isIKSolver(c):
+ ####################
+ # IK target
+ ####################
+ target=self.__boneByName(bl.constraint.ikTarget(c))
+ target.type=2
+
+ ####################
+ # IK effector
+ ####################
+ # IK 接続先
+ link=self.__boneByName(b.name)
+ link.type=6
+
+ # IK chain
+ e=b.parent
+ chainLength=bl.constraint.ikChainLen(c)
+ for i in range(chainLength):
+ # IK影響下
+ chainBone=self.__boneByName(e.name)
+ chainBone.type=4
+ chainBone.ik_index=target.index
+ e=e.parent
+ self.ik_list.append(
+ IKSolver(target, link, chainLength,
+ 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)
+ 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 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)
+
+ self.bones.sort(key=getIndex)
+
+ sortMap={}
+ for i, b in enumerate(self.bones):
+ src=original.index(b)
+ sortMap[src]=i
+ for b in self.bones:
+ b.index=sortMap[b.index]
+ if b.parent_index:
+ b.parent_index=sortMap[b.parent_index]
+ if b.tail_index:
+ b.tail_index=sortMap[b.tail_index]
+ 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]
+ #print('parnet', parent.name)
+ 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:
+ return i
+ assert(false)
+
+ def indexByName(self, name):
+ if name=='':
+ return 0
+ else:
+ try:
+ return self.getIndex(self.__boneByName(name))
+ except:
+ return 0
+
+ def __boneByName(self, name):
+ return self.boneMap[name]
+
+ def __getBone(self, parent, b):
+ if len(b.children)==0:
+ parent.type=7
+ return
+
+ for i, c in enumerate(b.children):
+ bone=Bone(c.name,
+ bl.bone.getHeadLocal(c),
+ bl.bone.getTailLocal(c),
+ bl.bone.isConnected(c))
+ self.__addBone(bone)
+ if parent:
+ bone.parent_index=parent.index
+ #if i==0:
+ if bone.isConnect or (not parent.tail_index and parent.tail==bone.pos):
+ parent.tail_index=bone.index
+ self.__getBone(bone, c)
+
+ def __addBone(self, bone):
+ bone.index=len(self.bones)
+ self.bones.append(bone)
+ self.boneMap[bone.name]=bone
+
--- /dev/null
+# coding: utf-8
+import bpy
+from . import vertexarray
+from .. import bl
+from ..pymeshio import englishmap
+
+
+class Morph(object):
+ __slots__=['name', 'type', 'offsets']
+ def __init__(self, name, type):
+ self.name=name
+ self.type=type
+ self.offsets=[]
+
+ def add(self, index, offset):
+ self.offsets.append((index, offset))
+
+ def sort(self):
+ self.offsets.sort(key=lambda e: e[0])
+
+ def __str__(self):
+ return "<Morph %s>" % self.name
+
+
+class SSS(object):
+ def __init__(self):
+ self.use=1
+
+
+class DefaultMatrial(object):
+ def __init__(self):
+ self.name='default'
+ # diffuse
+ self.diffuse_color=[1, 1, 1]
+ self.alpha=1
+ # specular
+ self.specular_toon_size=0
+ self.specular_hardness=5
+ self.specular_color=[1, 1, 1]
+ # ambient
+ self.mirror_color=[1, 1, 1]
+ # flag
+ self.subsurface_scattering=SSS()
+ # texture
+ self.texture_slots=[]
+
+
+class OneSkinMesh(object):
+ __slots__=['vertexArray', 'morphList', 'rigidbodies', 'constraints', 'armatureObj']
+ def __init__(self):
+ self.vertexArray=vertexarray.VertexArray()
+ self.morphList=[]
+ self.rigidbodies=[]
+ self.constraints=[]
+ self.armatureObj=None
+
+ def __str__(self):
+ return "<OneSkinMesh %s, morph:%d>" % (
+ self.vertexArray,
+ len(self.morphList))
+
+ def build(self, node):
+ ############################################################
+ # search armature modifier
+ ############################################################
+ for m in node.o.modifiers:
+ 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)
+
+ if node.o.type.upper()=='MESH':
+ self.addMesh(node.o)
+
+ for child in node.children:
+ self.build(child)
+
+ def addMesh(self, obj):
+ if not bl.object.isVisible(obj):
+ return
+ self.__mesh(obj)
+ self.__skin(obj)
+ self.__rigidbody(obj)
+ self.__constraint(obj)
+
+ def __getWeightMap(self, obj, mesh):
+ # bone weight
+ weightMap={}
+ secondWeightMap={}
+ def setWeight(i, name, w):
+ if w>0:
+ if i in weightMap:
+ if i in secondWeightMap:
+ # 上位2つのweightを採用する
+ if w<secondWeightMap[i][1]:
+ pass
+ elif w<weightMap[i][1]:
+ # 2つ目を入れ替え
+ secondWeightMap[i]=(name, w)
+ else:
+ # 1つ目を入れ替え
+ weightMap[i]=(name, w)
+ else:
+ if w>weightMap[i][1]:
+ # 多い方をweightMapに
+ secondWeightMap[i]=weightMap[i]
+ weightMap[i]=(name, w)
+ else:
+ secondWeightMap[i]=(name, w)
+ else:
+ weightMap[i]=(name, w)
+
+ # ToDo bone weightと関係ないvertex groupを除外する
+ for i, v in enumerate(mesh.vertices):
+ if len(v.groups)>0:
+ for g in v.groups:
+ setWeight(i, obj.vertex_groups[g.group].name, g.weight)
+ else:
+ try:
+ setWeight(i, obj.vertex_groups[0].name, 1)
+ except:
+ # no vertex_groups
+ pass
+
+ # 合計値が1になるようにする
+ for i in range(len(mesh.vertices)):
+ if i in secondWeightMap:
+ secondWeightMap[i]=(secondWeightMap[i][0], 1.0-weightMap[i][1])
+ elif i in weightMap:
+ weightMap[i]=(weightMap[i][0], 1.0)
+ secondWeightMap[i]=("", 0)
+ else:
+ print("no weight vertex")
+ weightMap[i]=("", 0)
+ secondWeightMap[i]=("", 0)
+
+ return weightMap, secondWeightMap
+
+ def __processFaces(self, obj_name, mesh, weightMap, secondWeightMap):
+ default_material=DefaultMatrial()
+ # 各面の処理
+ for i, face in enumerate(mesh.faces):
+ faceVertexCount=bl.face.getVertexCount(face)
+ try:
+ material=mesh.materials[bl.face.getMaterialIndex(face)]
+ except IndexError as e:
+ material=default_material
+ v=[mesh.vertices[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(
+ obj_name, material.name,
+ v[2].index,
+ v[1].index,
+ v[0].index,
+ v[2].co,
+ v[1].co,
+ v[0].co,
+ bl.vertex.getNormal(v[2]),
+ bl.vertex.getNormal(v[1]),
+ bl.vertex.getNormal(v[0]),
+ uv[2],
+ uv[1],
+ uv[0],
+ weightMap[v[2].index][0],
+ weightMap[v[1].index][0],
+ weightMap[v[0].index][0],
+ secondWeightMap[v[2].index][0],
+ secondWeightMap[v[1].index][0],
+ secondWeightMap[v[0].index][0],
+ weightMap[v[2].index][1],
+ weightMap[v[1].index][1],
+ weightMap[v[0].index][1]
+ )
+ elif faceVertexCount==4:
+ # quadrangle
+ self.vertexArray.addTriangle(
+ obj_name, material.name,
+ v[2].index,
+ v[1].index,
+ v[0].index,
+ v[2].co,
+ v[1].co,
+ v[0].co,
+ bl.vertex.getNormal(v[2]),
+ bl.vertex.getNormal(v[1]),
+ bl.vertex.getNormal(v[0]),
+ uv[2],
+ uv[1],
+ uv[0],
+ weightMap[v[2].index][0],
+ weightMap[v[1].index][0],
+ weightMap[v[0].index][0],
+ secondWeightMap[v[2].index][0],
+ secondWeightMap[v[1].index][0],
+ secondWeightMap[v[0].index][0],
+ weightMap[v[2].index][1],
+ weightMap[v[1].index][1],
+ weightMap[v[0].index][1]
+ )
+ self.vertexArray.addTriangle(
+ obj_name, material.name,
+ v[0].index,
+ v[3].index,
+ v[2].index,
+ v[0].co,
+ v[3].co,
+ v[2].co,
+ bl.vertex.getNormal(v[0]),
+ bl.vertex.getNormal(v[3]),
+ bl.vertex.getNormal(v[2]),
+ uv[0],
+ uv[3],
+ uv[2],
+ weightMap[v[0].index][0],
+ weightMap[v[3].index][0],
+ weightMap[v[2].index][0],
+ secondWeightMap[v[0].index][0],
+ secondWeightMap[v[3].index][0],
+ secondWeightMap[v[2].index][0],
+ weightMap[v[0].index][1],
+ weightMap[v[3].index][1],
+ weightMap[v[2].index][1]
+ )
+
+ def __mesh(self, obj):
+ if bl.RIGID_SHAPE_TYPE in obj:
+ return
+ if bl.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.vertices)>0:
+ # apply transform
+ """
+ try:
+ # svn 36722
+ copyObj.scale=obj.scale
+ bpy.ops.object.transform_apply(scale=True)
+ copyObj.rotation_euler=obj.rotation_euler
+ bpy.ops.object.transform_apply(rotation=True)
+ copyObj.location=obj.location
+ bpy.ops.object.transform_apply(location=True)
+ except AttributeError as e:
+ # 2.57b
+ 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()
+ """
+ copyMesh.transform(obj.matrix_world)
+
+ # 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.type)
+
+ weightMap, secondWeightMap=self.__getWeightMap(copyObj, copyMesh)
+ self.__processFaces(obj.name, copyMesh, weightMap, secondWeightMap)
+ bl.object.delete(copyObj)
+
+ def createEmptyBasicSkin(self):
+ self.__getOrCreateMorph('base', 0)
+
+ def __skin(self, obj):
+ if not bl.object.hasShapeKey(obj):
+ return
+
+ indexRelativeMap={}
+ blenderMesh=bl.object.getData(obj)
+ baseMorph=None
+
+ # shape keys
+ vg=bl.object.getVertexGroup(obj, bl.MMD_SHAPE_GROUP_NAME)
+
+ # base
+ used=set()
+ for b in bl.object.getShapeKeys(obj):
+ if b.name==bl.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.getMappedIndex(obj.name, index)
+ for attribute, i in indices.items():
+ 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==bl.BASE_SHAPE_NAME:
+ continue
+
+ #print(b.name)
+ morph=self.__getOrCreateMorph(b.name, 4)
+ used=set()
+ for index, src, dst in zip(
+ range(len(blenderMesh.vertices)),
+ 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.getMappedIndex(obj.name, index)
+ for attribute, i in indices.items():
+ if i in used:
+ continue
+ used.add(i)
+ 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)
+ return len(englishmap.skinMap)
+ self.morphList.sort(key=getIndex)
+
+ def __rigidbody(self, obj):
+ if not bl.RIGID_SHAPE_TYPE in obj:
+ return
+ self.rigidbodies.append(obj)
+
+ def __constraint(self, obj):
+ if not bl.CONSTRAINT_A in obj:
+ return
+ self.constraints.append(obj)
+
+ def __getOrCreateMorph(self, name, type):
+ for m in self.morphList:
+ if m.name==name:
+ return m
+ m=Morph(name, type)
+ self.morphList.append(m)
+ return m
+
+ def getVertexCount(self):
+ return len(self.vertexArray.positions)
+
+
+
--- /dev/null
+# coding: utf-8
+
+
+class VertexAttribute(object):
+ __slots__=[
+ 'nx', 'ny', 'nz', # normal
+ 'u', 'v', # uv
+ ]
+ def __init__(self, nx, ny, nz, u, v):
+ self.nx=nx
+ self.ny=ny
+ self.nz=nz
+ self.u=u
+ self.v=v
+
+ def __str__(self):
+ return "<vkey: %f, %f, %f, %f, %f>" % (
+ self.nx, self.ny, self.nz, self.u, self.v)
+
+ def __hash__(self):
+ return int(100*(self.nx + self.ny + self.nz + self.u + self.v))
+
+ def __eq__(self, rhs):
+ return self.nx==rhs.nx and self.ny==rhs.ny and self.nz==rhs.nz and self.u==rhs.u and self.v==rhs.v
+
+
+class VertexKey(object):
+ __slots__=[
+ 'obj_index', 'index',
+ ]
+
+ def __init__(self, obj_index, index):
+ self.obj_index=obj_index
+ self.index=index
+
+ def __str__(self):
+ return "<vkey: %d, %d>" % (self.obj_index, self.index)
+
+ def __hash__(self):
+ return self.index*100+self.obj_index
+
+ def __eq__(self, rhs):
+ return self.obj_index==rhs.obj_index and self.index==rhs.index
+
+
+class VertexArray(object):
+ """
+ 頂点配列
+ """
+ __slots__=[
+ 'indexArrays',
+ 'positions',
+ 'attributes', # normal and uv
+ 'b0', 'b1', 'weight',
+ 'vertexMap',
+ 'objectMap',
+ ]
+ def __init__(self):
+ # indexArrays split with each material
+ self.indexArrays={}
+
+ self.positions=[]
+ self.attributes=[]
+ self.b0=[]
+ self.b1=[]
+ self.weight=[]
+
+ self.vertexMap={}
+ self.objectMap={}
+
+ def __str__(self):
+ return "<VertexArray %d positions, %d indexArrays>" % (
+ len(self.positions), len(self.indexArrays))
+
+ def zip(self):
+ return zip(
+ self.positions, self.attributes,
+ 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 __addOrGetIndex(self, obj_index, base_index, pos, normal, uv, b0, b1, weight0):
+ key=VertexKey(obj_index, base_index)
+ attribute=VertexAttribute(
+ normal[0], normal[1], normal[2],
+ uv[0], uv[1])
+ if key in self.vertexMap:
+ if attribute in self.vertexMap[key]:
+ return self.vertexMap[key][attribute]
+ else:
+ return self.__addVertex(self.vertexMap[key],
+ pos, attribute, b0, b1, weight0)
+ else:
+ vertexMapKey={}
+ self.vertexMap[key]=vertexMapKey
+ return self.__addVertex(vertexMapKey,
+ pos, attribute, b0, b1, weight0)
+
+ def __addVertex(self, vertexMapKey, pos, attribute, b0, b1, weight0):
+ index=len(self.positions)
+ vertexMapKey[attribute]=index
+ # position
+ self.positions.append((pos.x, pos.y, pos.z))
+ # unique attribute
+ self.attributes.append(attribute)
+ # shared attribute
+ self.b0.append(b0)
+ self.b1.append(b1)
+ self.weight.append(weight0)
+ assert(index<=65535)
+ return index
+
+ def getMappedIndex(self, obj_name, base_index):
+ return self.vertexMap[VertexKey(self.objectMap[obj_name], base_index)]
+
+ def addTriangle(self,
+ object_name, material,
+ base_index0, base_index1, base_index2,
+ pos0, pos1, pos2,
+ n0, n1, n2,
+ uv0, uv1, uv2,
+ b0_0, b0_1, b0_2,
+ b1_0, b1_1, b1_2,
+ weight0, weight1, weight2
+ ):
+ if object_name in self.objectMap:
+ obj_index=self.objectMap[object_name]
+ else:
+ obj_index=len(self.objectMap)
+ self.objectMap[object_name]=obj_index
+ index0=self.__addOrGetIndex(obj_index, base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
+ index1=self.__addOrGetIndex(obj_index, base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
+ index2=self.__addOrGetIndex(obj_index, base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
+
+ if not material in self.indexArrays:
+ self.indexArrays[material]=[]
+ self.indexArrays[material]+=[index0, index1, index2]
+
+++ /dev/null
-# coding: utf-8
-"""
-Blenderのメッシュをワンスキンメッシュ化する
-"""
-import bpy
-
-from . import bl
-from .pymeshio import englishmap
-
-class VertexAttribute(object):
- __slots__=[
- 'nx', 'ny', 'nz', # normal
- 'u', 'v', # uv
- ]
- def __init__(self, nx, ny, nz, u, v):
- self.nx=nx
- self.ny=ny
- self.nz=nz
- self.u=u
- self.v=v
-
- def __str__(self):
- return "<vkey: %f, %f, %f, %f, %f>" % (
- self.nx, self.ny, self.nz, self.u, self.v)
-
- def __hash__(self):
- return int(100*(self.nx + self.ny + self.nz + self.u + self.v))
-
- def __eq__(self, rhs):
- return self.nx==rhs.nx and self.ny==rhs.ny and self.nz==rhs.nz and self.u==rhs.u and self.v==rhs.v
-
-
-class VertexKey(object):
- __slots__=[
- 'obj_index', 'index',
- ]
-
- def __init__(self, obj_index, index):
- self.obj_index=obj_index
- self.index=index
-
- def __str__(self):
- return "<vkey: %d, %d>" % (self.obj_index, self.index)
-
- def __hash__(self):
- return self.index*100+self.obj_index
-
- def __eq__(self, rhs):
- return self.obj_index==rhs.obj_index and self.index==rhs.index
-
-
-class VertexArray(object):
- """
- 頂点配列
- """
- __slots__=[
- 'indexArrays',
- 'positions',
- 'attributes', # normal and uv
- 'b0', 'b1', 'weight',
- 'vertexMap',
- 'objectMap',
- ]
- def __init__(self):
- # indexArrays split with each material
- self.indexArrays={}
-
- self.positions=[]
- self.attributes=[]
- self.b0=[]
- self.b1=[]
- self.weight=[]
-
- self.vertexMap={}
- self.objectMap={}
-
- def __str__(self):
- return "<VertexArray %d positions, %d indexArrays>" % (
- len(self.positions), len(self.indexArrays))
-
- def zip(self):
- return zip(
- self.positions, self.attributes,
- 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 __addOrGetIndex(self, obj_index, base_index, pos, normal, uv, b0, b1, weight0):
- key=VertexKey(obj_index, base_index)
- attribute=VertexAttribute(
- normal[0], normal[1], normal[2],
- uv[0], uv[1])
- if key in self.vertexMap:
- if attribute in self.vertexMap[key]:
- return self.vertexMap[key][attribute]
- else:
- return self.__addVertex(self.vertexMap[key],
- pos, attribute, b0, b1, weight0)
- else:
- vertexMapKey={}
- self.vertexMap[key]=vertexMapKey
- return self.__addVertex(vertexMapKey,
- pos, attribute, b0, b1, weight0)
-
- def __addVertex(self, vertexMapKey, pos, attribute, b0, b1, weight0):
- index=len(self.positions)
- vertexMapKey[attribute]=index
- # position
- self.positions.append((pos.x, pos.y, pos.z))
- # unique attribute
- self.attributes.append(attribute)
- # shared attribute
- self.b0.append(b0)
- self.b1.append(b1)
- self.weight.append(weight0)
- assert(index<=65535)
- return index
-
- def getMappedIndex(self, obj_name, base_index):
- return self.vertexMap[VertexKey(self.objectMap[obj_name], base_index)]
-
- def addTriangle(self,
- object_name, material,
- base_index0, base_index1, base_index2,
- pos0, pos1, pos2,
- n0, n1, n2,
- uv0, uv1, uv2,
- b0_0, b0_1, b0_2,
- b1_0, b1_1, b1_2,
- weight0, weight1, weight2
- ):
- if object_name in self.objectMap:
- obj_index=self.objectMap[object_name]
- else:
- obj_index=len(self.objectMap)
- self.objectMap[object_name]=obj_index
- index0=self.__addOrGetIndex(obj_index, base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
- index1=self.__addOrGetIndex(obj_index, base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
- index2=self.__addOrGetIndex(obj_index, base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
-
- if not material in self.indexArrays:
- self.indexArrays[material]=[]
- self.indexArrays[material]+=[index0, index1, index2]
-
-
-class Morph(object):
- __slots__=['name', 'type', 'offsets']
- def __init__(self, name, type):
- self.name=name
- self.type=type
- self.offsets=[]
-
- def add(self, index, offset):
- self.offsets.append((index, offset))
-
- def sort(self):
- self.offsets.sort(key=lambda e: e[0])
-
- def __str__(self):
- return "<Morph %s>" % self.name
-
-class IKSolver(object):
- __slots__=['target', 'effector', 'length', 'iterations', 'weight']
- def __init__(self, target, effector, length, iterations, weight):
- self.target=target
- self.effector=effector
- self.length=length
- self.iterations=iterations
- self.weight=weight
-
-
-class SSS(object):
- def __init__(self):
- self.use=1
-
-
-class DefaultMatrial(object):
- def __init__(self):
- self.name='default'
- # diffuse
- self.diffuse_color=[1, 1, 1]
- self.alpha=1
- # specular
- self.specular_toon_size=0
- self.specular_hardness=5
- self.specular_color=[1, 1, 1]
- # ambient
- self.mirror_color=[1, 1, 1]
- # flag
- self.subsurface_scattering=SSS()
- # texture
- self.texture_slots=[]
-
-
-class OneSkinMesh(object):
- __slots__=['vertexArray', 'morphList', 'rigidbodies', 'constraints', ]
- def __init__(self):
- self.vertexArray=VertexArray()
- self.morphList=[]
- self.rigidbodies=[]
- self.constraints=[]
-
- def __str__(self):
- return "<OneSkinMesh %s, morph:%d>" % (
- self.vertexArray,
- len(self.morphList))
-
- def addMesh(self, obj):
- if not bl.object.isVisible(obj):
- return
- self.__mesh(obj)
- self.__skin(obj)
- self.__rigidbody(obj)
- self.__constraint(obj)
-
- def __getWeightMap(self, obj, mesh):
- # bone weight
- weightMap={}
- secondWeightMap={}
- def setWeight(i, name, w):
- if w>0:
- if i in weightMap:
- if i in secondWeightMap:
- # 上位2つのweightを採用する
- if w<secondWeightMap[i][1]:
- pass
- elif w<weightMap[i][1]:
- # 2つ目を入れ替え
- secondWeightMap[i]=(name, w)
- else:
- # 1つ目を入れ替え
- weightMap[i]=(name, w)
- else:
- if w>weightMap[i][1]:
- # 多い方をweightMapに
- secondWeightMap[i]=weightMap[i]
- weightMap[i]=(name, w)
- else:
- secondWeightMap[i]=(name, w)
- else:
- weightMap[i]=(name, w)
-
- # ToDo bone weightと関係ないvertex groupを除外する
- for i, v in enumerate(mesh.vertices):
- if len(v.groups)>0:
- for g in v.groups:
- setWeight(i, obj.vertex_groups[g.group].name, g.weight)
- else:
- try:
- setWeight(i, obj.vertex_groups[0].name, 1)
- except:
- # no vertex_groups
- pass
-
- # 合計値が1になるようにする
- for i in range(len(mesh.vertices)):
- if i in secondWeightMap:
- secondWeightMap[i]=(secondWeightMap[i][0], 1.0-weightMap[i][1])
- elif i in weightMap:
- weightMap[i]=(weightMap[i][0], 1.0)
- secondWeightMap[i]=("", 0)
- else:
- print("no weight vertex")
- weightMap[i]=("", 0)
- secondWeightMap[i]=("", 0)
-
- return weightMap, secondWeightMap
-
- def __processFaces(self, obj_name, mesh, weightMap, secondWeightMap):
- default_material=DefaultMatrial()
- # 各面の処理
- for i, face in enumerate(mesh.faces):
- faceVertexCount=bl.face.getVertexCount(face)
- try:
- material=mesh.materials[bl.face.getMaterialIndex(face)]
- except IndexError as e:
- material=default_material
- v=[mesh.vertices[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(
- obj_name, material.name,
- v[2].index,
- v[1].index,
- v[0].index,
- v[2].co,
- v[1].co,
- v[0].co,
- bl.vertex.getNormal(v[2]),
- bl.vertex.getNormal(v[1]),
- bl.vertex.getNormal(v[0]),
- uv[2],
- uv[1],
- uv[0],
- weightMap[v[2].index][0],
- weightMap[v[1].index][0],
- weightMap[v[0].index][0],
- secondWeightMap[v[2].index][0],
- secondWeightMap[v[1].index][0],
- secondWeightMap[v[0].index][0],
- weightMap[v[2].index][1],
- weightMap[v[1].index][1],
- weightMap[v[0].index][1]
- )
- elif faceVertexCount==4:
- # quadrangle
- self.vertexArray.addTriangle(
- obj_name, material.name,
- v[2].index,
- v[1].index,
- v[0].index,
- v[2].co,
- v[1].co,
- v[0].co,
- bl.vertex.getNormal(v[2]),
- bl.vertex.getNormal(v[1]),
- bl.vertex.getNormal(v[0]),
- uv[2],
- uv[1],
- uv[0],
- weightMap[v[2].index][0],
- weightMap[v[1].index][0],
- weightMap[v[0].index][0],
- secondWeightMap[v[2].index][0],
- secondWeightMap[v[1].index][0],
- secondWeightMap[v[0].index][0],
- weightMap[v[2].index][1],
- weightMap[v[1].index][1],
- weightMap[v[0].index][1]
- )
- self.vertexArray.addTriangle(
- obj_name, material.name,
- v[0].index,
- v[3].index,
- v[2].index,
- v[0].co,
- v[3].co,
- v[2].co,
- bl.vertex.getNormal(v[0]),
- bl.vertex.getNormal(v[3]),
- bl.vertex.getNormal(v[2]),
- uv[0],
- uv[3],
- uv[2],
- weightMap[v[0].index][0],
- weightMap[v[3].index][0],
- weightMap[v[2].index][0],
- secondWeightMap[v[0].index][0],
- secondWeightMap[v[3].index][0],
- secondWeightMap[v[2].index][0],
- weightMap[v[0].index][1],
- weightMap[v[3].index][1],
- weightMap[v[2].index][1]
- )
-
- def __mesh(self, obj):
- if bl.RIGID_SHAPE_TYPE in obj:
- return
- if bl.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.vertices)>0:
- # apply transform
- """
- try:
- # svn 36722
- copyObj.scale=obj.scale
- bpy.ops.object.transform_apply(scale=True)
- copyObj.rotation_euler=obj.rotation_euler
- bpy.ops.object.transform_apply(rotation=True)
- copyObj.location=obj.location
- bpy.ops.object.transform_apply(location=True)
- except AttributeError as e:
- # 2.57b
- 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()
- """
- copyMesh.transform(obj.matrix_world)
-
- # 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.type)
-
- weightMap, secondWeightMap=self.__getWeightMap(copyObj, copyMesh)
- self.__processFaces(obj.name, copyMesh, weightMap, secondWeightMap)
- bl.object.delete(copyObj)
-
- def createEmptyBasicSkin(self):
- self.__getOrCreateMorph('base', 0)
-
- def __skin(self, obj):
- if not bl.object.hasShapeKey(obj):
- return
-
- indexRelativeMap={}
- blenderMesh=bl.object.getData(obj)
- baseMorph=None
-
- # shape keys
- vg=bl.object.getVertexGroup(obj, bl.MMD_SHAPE_GROUP_NAME)
-
- # base
- used=set()
- for b in bl.object.getShapeKeys(obj):
- if b.name==bl.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.getMappedIndex(obj.name, index)
- for attribute, i in indices.items():
- 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==bl.BASE_SHAPE_NAME:
- continue
-
- #print(b.name)
- morph=self.__getOrCreateMorph(b.name, 4)
- used=set()
- for index, src, dst in zip(
- range(len(blenderMesh.vertices)),
- 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.getMappedIndex(obj.name, index)
- for attribute, i in indices.items():
- if i in used:
- continue
- used.add(i)
- 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)
- return len(englishmap.skinMap)
- self.morphList.sort(key=getIndex)
-
- def __rigidbody(self, obj):
- if not bl.RIGID_SHAPE_TYPE in obj:
- return
- self.rigidbodies.append(obj)
-
- def __constraint(self, obj):
- if not bl.CONSTRAINT_A in obj:
- return
- self.constraints.append(obj)
-
- def __getOrCreateMorph(self, name, type):
- for m in self.morphList:
- if m.name==name:
- return m
- m=Morph(name, type)
- self.morphList.append(m)
- return m
-
- def getVertexCount(self):
- return len(self.vertexArray.positions)
-
-
-class Bone(object):
- __slots__=['index', 'name', 'ik_index',
- 'pos', 'tail', 'parent_index', 'tail_index', 'type', 'isConnect']
- def __init__(self, name, pos, tail, isConnect):
- self.index=-1
- self.name=name
- self.pos=pos
- self.tail=tail
- self.parent_index=None
- self.tail_index=None
- self.type=0
- self.isConnect=isConnect
- self.ik_index=0
-
- def __eq__(self, rhs):
- return self.index==rhs.index
-
- def __str__(self):
- return "<Bone %s %d>" % (self.name, self.type)
-
-class BoneBuilder(object):
- __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+1
- print('no gorup', bone)
- return 0
-
- def build(self, armatureObj):
- if not armatureObj:
- return
-
- 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 not b.parent:
- # root bone
- bone=Bone(b.name,
- bl.bone.getHeadLocal(b),
- bl.bone.getTailLocal(b),
- False)
- self.__addBone(bone)
- self.__getBone(bone, b)
-
- for b in armature.bones.values():
- if not b.parent:
- self.__checkConnection(b, None)
-
- ####################
- # 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 bl.constraint.isIKSolver(c):
- ####################
- # IK target
- ####################
- target=self.__boneByName(bl.constraint.ikTarget(c))
- target.type=2
-
- ####################
- # IK effector
- ####################
- # IK 接続先
- link=self.__boneByName(b.name)
- link.type=6
-
- # IK chain
- e=b.parent
- chainLength=bl.constraint.ikChainLen(c)
- for i in range(chainLength):
- # IK影響下
- chainBone=self.__boneByName(e.name)
- chainBone.type=4
- chainBone.ik_index=target.index
- e=e.parent
- self.ik_list.append(
- IKSolver(target, link, chainLength,
- 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)
- 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 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)
-
- self.bones.sort(key=getIndex)
-
- sortMap={}
- for i, b in enumerate(self.bones):
- src=original.index(b)
- sortMap[src]=i
- for b in self.bones:
- b.index=sortMap[b.index]
- if b.parent_index:
- b.parent_index=sortMap[b.parent_index]
- if b.tail_index:
- b.tail_index=sortMap[b.tail_index]
- 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]
- #print('parnet', parent.name)
- 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:
- return i
- assert(false)
-
- def indexByName(self, name):
- if name=='':
- return 0
- else:
- try:
- return self.getIndex(self.__boneByName(name))
- except:
- return 0
-
- def __boneByName(self, name):
- return self.boneMap[name]
-
- def __getBone(self, parent, b):
- if len(b.children)==0:
- parent.type=7
- return
-
- for i, c in enumerate(b.children):
- bone=Bone(c.name,
- bl.bone.getHeadLocal(c),
- bl.bone.getTailLocal(c),
- bl.bone.isConnected(c))
- self.__addBone(bone)
- if parent:
- bone.parent_index=parent.index
- #if i==0:
- if bone.isConnect or (not parent.tail_index and parent.tail==bone.pos):
- parent.tail_index=bone.index
- self.__getBone(bone, c)
-
- def __addBone(self, bone):
- bone.index=len(self.bones)
- self.bones.append(bone)
- self.boneMap[bone.name]=bone
-
-
-class Node(object):
- __slots__=['o', 'children']
- def __init__(self, o):
- self.o=o
- self.children=[]
-
-
-
-class Exporter(object):
-
- __slots__=[
- 'armatureObj',
- 'oneSkinMesh',
- 'englishName',
- 'englishComment',
- 'name',
- 'comment',
- 'skeleton',
- ]
- def setup(self):
- self.armatureObj=None
-
- # 木構造を構築する
- object_node_map={}
- for o in bl.object.each():
- object_node_map[o]=Node(o)
- for o in bl.object.each():
- 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[bl.object.getActive()]
- o=root.o
- self.englishName=o.name
- self.englishComment=o[bl.MMD_COMMENT] if bl.MMD_COMMENT in o else 'blender export\n'
- self.name=o[bl.MMD_MB_NAME] if bl.MMD_MB_NAME in o else 'Blenderエクスポート'
- self.comment=o[bl.MMD_MB_COMMENT] if bl.MMD_MB_COMMENT in o else 'Blnderエクスポート\n'
-
- # ワンスキンメッシュを作る
- self.oneSkinMesh=OneSkinMesh()
- self.__createOneSkinMesh(root)
- bl.message(self.oneSkinMesh)
- if len(self.oneSkinMesh.morphList)==0:
- # create emtpy skin
- self.oneSkinMesh.createEmptyBasicSkin()
-
- # skeleton
- self.skeleton=BoneBuilder()
- self.skeleton.build(self.armatureObj)
-
- def __createOneSkinMesh(self, node):
- ############################################################
- # search armature modifier
- ############################################################
- for m in node.o.modifiers:
- 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)
-
- if node.o.type.upper()=='MESH':
- self.oneSkinMesh.addMesh(node.o)
-
- for child in node.children:
- self.__createOneSkinMesh(child)
-