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[meshio/pymeshio.git] / blender25-meshio / export_pmd.py
1 #!BPY
2 # coding: utf-8
3 """
4  Name: 'MikuMikuDance model (.pmd)...'
5  Blender: 248
6  Group: 'Export'
7  Tooltip: 'Export PMD file for MikuMikuDance.'
8 """
9 __author__= ["ousttrue"]
10 __version__= "2.5"
11 __url__=()
12 __bpydoc__="""
13 pmd Importer
14
15 This script exports a pmd model.
16
17 0.1 20100318: first implementation.
18 0.2 20100519: refactoring. use C extension.
19 1.0 20100530: implement basic features.
20 1.1 20100612: integrate 2.4 and 2.5.
21 1.2 20100616: implement rigid body.
22 1.3 20100619: fix rigid body, bone weight.
23 1.4 20100626: refactoring.
24 1.5 20100629: sphere map.
25 1.6 20100710: toon texture & bone group.
26 1.7 20100711: separate vertex with normal or uv.
27 2.0 20100724: update for Blender2.53.
28 2.1 20100731: add full python module.
29 2.2 20101005: update for Blender2.54.
30 2.3 20101228: update for Blender2.55.
31 2.4 20110429: update for Blender2.57b.
32 2.5 20110522: implement RigidBody and Constraint.
33 """
34
35 bl_addon_info = {
36         'category': 'Import/Export',
37         'name': 'Export: MikuMikuDance Model Format (.pmd)',
38         'author': 'ousttrue',
39         'version': (2, 2),
40         'blender': (2, 5, 3),
41         'location': 'File > Export',
42         'description': 'Export to the MikuMikuDance Model Format (.pmd)',
43         'warning': '', # used for warning icon and text in addons panel
44         'wiki_url': 'http://sourceforge.jp/projects/meshio/wiki/FrontPage',
45         'tracker_url': 'http://sourceforge.jp/ticket/newticket.php?group_id=5081',
46         }
47
48 MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
49 MMD_MB_NAME='mb_name'
50 MMD_MB_COMMENT='mb_comment'
51 MMD_COMMENT='comment'
52 BASE_SHAPE_NAME='Basis'
53 RIGID_NAME='rigid_name'
54 RIGID_SHAPE_TYPE='rigid_shape_type'
55 RIGID_PROCESS_TYPE='rigid_process_type'
56 RIGID_BONE_NAME='rigid_bone_name'
57 #RIGID_LOCATION='rigid_loation'
58 RIGID_GROUP='ribid_group'
59 RIGID_INTERSECTION_GROUP='rigid_intersection_group'
60 RIGID_WEIGHT='rigid_weight'
61 RIGID_LINEAR_DAMPING='rigid_linear_damping'
62 RIGID_ANGULAR_DAMPING='rigid_angular_damping'
63 RIGID_RESTITUTION='rigid_restitution'
64 RIGID_FRICTION='rigid_friction'
65 CONSTRAINT_NAME='constraint_name'
66 CONSTRAINT_A='const_a'
67 CONSTRAINT_B='const_b'
68 CONSTRAINT_POS_MIN='const_pos_min'
69 CONSTRAINT_POS_MAX='const_pos_max'
70 CONSTRAINT_ROT_MIN='const_rot_min'
71 CONSTRAINT_ROT_MAX='const_rot_max'
72 CONSTRAINT_SPRING_POS='const_spring_pos'
73 CONSTRAINT_SPRING_ROT='const_spring_rot'
74 TOON_TEXTURE_OBJECT='ToonTextures'
75
76
77 ###############################################################################
78 # import
79 ###############################################################################
80 import os
81 import sys
82
83 try:
84     # C extension
85     from meshio import pmd, englishmap
86     print('use meshio C module')
87 except ImportError:
88     # full python
89     from .pymeshio import englishmap
90     from .pymeshio import pmd
91
92
93 # for 2.5
94 import bpy
95 import mathutils
96
97 # wrapper
98 from . import bl25 as bl
99
100 xrange=range
101
102 def setMaterialParams(material, m):
103     # diffuse
104     material.diffuse.r=m.diffuse_color[0]
105     material.diffuse.g=m.diffuse_color[1]
106     material.diffuse.b=m.diffuse_color[2]
107     material.diffuse.a=m.alpha
108     # specular
109     material.shinness=0 if m.specular_toon_size<1e-5 else m.specular_hardness*10
110     material.specular.r=m.specular_color[0]
111     material.specular.g=m.specular_color[1]
112     material.specular.b=m.specular_color[2]
113     # ambient
114     material.ambient.r=m.mirror_color[0]
115     material.ambient.g=m.mirror_color[1]
116     material.ambient.b=m.mirror_color[2]
117     # flag
118     material.flag=1 if m.subsurface_scattering.use else 0
119     # toon
120     material.toon_index=7
121
122 def toCP932(s):
123     return s.encode('cp932')
124
125
126 class Node(object):
127     __slots__=['o', 'children']
128     def __init__(self, o):
129         self.o=o
130         self.children=[]
131
132
133 ###############################################################################
134 # Blenderのメッシュをワンスキンメッシュ化する
135 ###############################################################################
136 def near(x, y, EPSILON=1e-5):
137     d=x-y
138     return d>=-EPSILON and d<=EPSILON
139
140
141 class VertexAttribute(object):
142     __slots__=[
143             'nx', 'ny', 'nz', # normal
144             'u', 'v', # uv
145             ]
146     def __init__(self, nx, ny, nz, u, v):
147         self.nx=nx
148         self.ny=ny
149         self.nz=nz
150         self.u=u
151         self.v=v
152
153     def __str__(self):
154         return "<vkey: %f, %f, %f, %f, %f>" % (
155                 self.nx, self.ny, self.nz, self.u, self.v)
156
157     def __hash__(self):
158         return int(100*(self.nx + self.ny + self.nz + self.u + self.v))
159
160     def __eq__(self, rhs):
161         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
162
163
164 class VertexKey(object):
165     __slots__=[
166             'obj_index', 'index',
167             ]
168
169     def __init__(self, obj_index, index):
170         self.obj_index=obj_index
171         self.index=index
172
173     def __str__(self):
174         return "<vkey: %d, %d>" % (self.obj_index, self.index)
175
176     def __hash__(self):
177         return self.index*100+self.obj_index
178
179     def __eq__(self, rhs):
180         return self.obj_index==rhs.obj_index and self.index==rhs.index
181
182
183 class VertexArray(object):
184     """
185     頂点配列
186     """
187     __slots__=[
188             'indexArrays',
189             'positions',
190             'attributes', # normal and uv
191             'b0', 'b1', 'weight',
192             'vertexMap',
193             'objectMap',
194             ]
195     def __init__(self):
196         # indexArrays split with each material
197         self.indexArrays={}
198
199         self.positions=[]
200         self.attributes=[]
201         self.b0=[]
202         self.b1=[]
203         self.weight=[]
204
205         self.vertexMap={}
206         self.objectMap={}
207
208     def __str__(self):
209         return "<VertexArray %d positions, %d indexArrays>" % (
210                 len(self.positions), len(self.indexArrays))
211
212     def zip(self):
213         return zip(
214                 self.positions, self.attributes,
215                 self.b0, self.b1, self.weight)
216
217     def each(self):
218         keys=[key for key in self.indexArrays.keys()]
219         keys.sort()
220         for key in keys:
221             yield(key, self.indexArrays[key])
222
223     def __addOrGetIndex(self, obj_index, base_index, pos, normal, uv, b0, b1, weight0):
224         key=VertexKey(obj_index, base_index)
225         attribute=VertexAttribute( 
226                 normal[0], normal[1], normal[2],
227                 uv[0], uv[1])
228         if key in self.vertexMap:
229             if attribute in self.vertexMap[key]:
230                 return self.vertexMap[key][attribute]
231             else:
232                 return self.__addVertex(self.vertexMap[key],
233                         pos, attribute, b0, b1, weight0)
234         else:
235             vertexMapKey={}
236             self.vertexMap[key]=vertexMapKey
237             return self.__addVertex(vertexMapKey,
238                     pos, attribute, b0, b1, weight0)
239
240     def __addVertex(self, vertexMapKey, pos, attribute, b0, b1, weight0):
241         index=len(self.positions)
242         vertexMapKey[attribute]=index
243         # position
244         self.positions.append((pos.x, pos.y, pos.z))
245         # unique attribute
246         self.attributes.append(attribute)
247         # shared attribute
248         self.b0.append(b0)
249         self.b1.append(b1)
250         self.weight.append(weight0)
251         assert(index<=65535)
252         return index
253             
254     def getMappedIndex(self, obj_name, base_index):
255         return self.vertexMap[VertexKey(self.objectMap[obj_name], base_index)]
256
257     def addTriangle(self,
258             object_name, material,
259             base_index0, base_index1, base_index2,
260             pos0, pos1, pos2,
261             n0, n1, n2,
262             uv0, uv1, uv2,
263             b0_0, b0_1, b0_2,
264             b1_0, b1_1, b1_2,
265             weight0, weight1, weight2
266             ):
267         if object_name in self.objectMap:
268             obj_index=self.objectMap[object_name]
269         else:
270             obj_index=len(self.objectMap)
271             self.objectMap[object_name]=obj_index
272         index0=self.__addOrGetIndex(obj_index, base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
273         index1=self.__addOrGetIndex(obj_index, base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
274         index2=self.__addOrGetIndex(obj_index, base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
275
276         if not material in self.indexArrays:
277             self.indexArrays[material]=[]
278         self.indexArrays[material]+=[index0, index1, index2]
279
280
281 class Morph(object):
282     __slots__=['name', 'type', 'offsets']
283     def __init__(self, name, type):
284         self.name=name
285         self.type=type
286         self.offsets=[]
287
288     def add(self, index, offset):
289         self.offsets.append((index, offset))
290
291     def sort(self):
292         self.offsets.sort(key=lambda e: e[0])
293
294     def __str__(self):
295         return "<Morph %s>" % self.name
296
297 class IKSolver(object):
298     __slots__=['target', 'effector', 'length', 'iterations', 'weight']
299     def __init__(self, target, effector, length, iterations, weight):
300         self.target=target
301         self.effector=effector
302         self.length=length
303         self.iterations=iterations
304         self.weight=weight
305
306
307 class OneSkinMesh(object):
308     __slots__=['vertexArray', 'morphList', 'rigidbodies', 'constraints', ]
309     def __init__(self):
310         self.vertexArray=VertexArray()
311         self.morphList=[]
312         self.rigidbodies=[]
313         self.constraints=[]
314
315     def __str__(self):
316         return "<OneSkinMesh %s, morph:%d>" % (
317                 self.vertexArray,
318                 len(self.morphList))
319
320     def addMesh(self, obj):
321         if not bl.object.isVisible(obj):
322             return
323         self.__mesh(obj)
324         self.__skin(obj)
325         self.__rigidbody(obj)
326         self.__constraint(obj)
327
328     def __getWeightMap(self, obj, mesh):
329         # bone weight
330         weightMap={}
331         secondWeightMap={}
332         def setWeight(i, name, w):
333             if w>0:
334                 if i in weightMap:
335                     if i in secondWeightMap:
336                         # 上位2つのweightを採用する
337                         if w<secondWeightMap[i][1]:
338                             pass
339                         elif w<weightMap[i][1]:
340                             # 2つ目を入れ替え
341                             secondWeightMap[i]=(name, w)
342                         else:
343                             # 1つ目を入れ替え
344                             weightMap[i]=(name, w)
345                     else:
346                         if w>weightMap[i][1]:
347                             # 多い方をweightMapに
348                             secondWeightMap[i]=weightMap[i]
349                             weightMap[i]=(name, w)
350                         else:
351                             secondWeightMap[i]=(name, w)
352                 else:
353                     weightMap[i]=(name, w)
354
355         # ToDo bone weightと関係ないvertex groupを除外する
356         for i, v in enumerate(mesh.vertices):
357             if len(v.groups)>0:
358                 for g in v.groups:
359                     setWeight(i, obj.vertex_groups[g.group].name, g.weight)
360             else:
361                 setWeight(i, obj.vertex_groups[0].name, 1)
362
363         # 合計値が1になるようにする
364         for i in xrange(len(mesh.vertices)):
365             if i in secondWeightMap:
366                 secondWeightMap[i]=(secondWeightMap[i][0], 1.0-weightMap[i][1])
367             elif i in weightMap:
368                 weightMap[i]=(weightMap[i][0], 1.0)
369                 secondWeightMap[i]=("", 0)
370             else:
371                 print("no weight vertex")
372                 weightMap[i]=("", 0)
373                 secondWeightMap[i]=("", 0)
374
375         return weightMap, secondWeightMap
376
377     def __processFaces(self, obj_name, mesh, weightMap, secondWeightMap):
378         # 各面の処理
379         for i, face in enumerate(mesh.faces):
380             faceVertexCount=bl.face.getVertexCount(face)
381             material=mesh.materials[bl.face.getMaterialIndex(face)]
382             v=[mesh.vertices[index] for index in bl.face.getVertices(face)]
383             uv=bl.mesh.getFaceUV(
384                     mesh, i, face, bl.face.getVertexCount(face))
385             # flip triangle
386             if faceVertexCount==3:
387                 # triangle
388                 self.vertexArray.addTriangle(
389                         obj_name, material.name,
390                         v[2].index, 
391                         v[1].index, 
392                         v[0].index,
393                         v[2].co, 
394                         v[1].co, 
395                         v[0].co,
396                         bl.vertex.getNormal(v[2]), 
397                         bl.vertex.getNormal(v[1]), 
398                         bl.vertex.getNormal(v[0]),
399                         uv[2], 
400                         uv[1], 
401                         uv[0],
402                         weightMap[v[2].index][0],
403                         weightMap[v[1].index][0],
404                         weightMap[v[0].index][0],
405                         secondWeightMap[v[2].index][0],
406                         secondWeightMap[v[1].index][0],
407                         secondWeightMap[v[0].index][0],
408                         weightMap[v[2].index][1],
409                         weightMap[v[1].index][1],
410                         weightMap[v[0].index][1]
411                         )
412             elif faceVertexCount==4:
413                 # quadrangle
414                 self.vertexArray.addTriangle(
415                         obj_name, material.name,
416                         v[2].index, 
417                         v[1].index, 
418                         v[0].index,
419                         v[2].co, 
420                         v[1].co, 
421                         v[0].co,
422                         bl.vertex.getNormal(v[2]), 
423                         bl.vertex.getNormal(v[1]), 
424                         bl.vertex.getNormal(v[0]), 
425                         uv[2], 
426                         uv[1], 
427                         uv[0],
428                         weightMap[v[2].index][0],
429                         weightMap[v[1].index][0],
430                         weightMap[v[0].index][0],
431                         secondWeightMap[v[2].index][0],
432                         secondWeightMap[v[1].index][0],
433                         secondWeightMap[v[0].index][0],
434                         weightMap[v[2].index][1],
435                         weightMap[v[1].index][1],
436                         weightMap[v[0].index][1]
437                         )
438                 self.vertexArray.addTriangle(
439                         obj_name, material.name,
440                         v[0].index, 
441                         v[3].index, 
442                         v[2].index,
443                         v[0].co, 
444                         v[3].co, 
445                         v[2].co,
446                         bl.vertex.getNormal(v[0]), 
447                         bl.vertex.getNormal(v[3]), 
448                         bl.vertex.getNormal(v[2]), 
449                         uv[0], 
450                         uv[3], 
451                         uv[2],
452                         weightMap[v[0].index][0],
453                         weightMap[v[3].index][0],
454                         weightMap[v[2].index][0],
455                         secondWeightMap[v[0].index][0],
456                         secondWeightMap[v[3].index][0],
457                         secondWeightMap[v[2].index][0],
458                         weightMap[v[0].index][1],
459                         weightMap[v[3].index][1],
460                         weightMap[v[2].index][1]
461                         )
462
463     def __mesh(self, obj):
464         if RIGID_SHAPE_TYPE in obj:
465             return
466         if CONSTRAINT_A in obj:
467             return
468
469         #if not bl.modifier.hasType(obj, 'ARMATURE'):
470         #    return
471
472         bl.message("export: %s" % obj.name)
473
474         # 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
475         copyMesh, copyObj=bl.object.duplicate(obj)
476         if len(copyMesh.vertices)>0:
477             # apply transform
478             copyObj.scale=obj.scale
479             bpy.ops.object.transform_apply(scale=True)
480             copyObj.rotation_euler=obj.rotation_euler
481             bpy.ops.object.transform_apply(rotation=True)
482             copyObj.location=obj.location
483             bpy.ops.object.transform_apply(location=True)
484             # apply modifier
485             for m in [m for m in copyObj.modifiers]:
486                 if m.type=='SOLIDFY':
487                     continue
488                 elif m.type=='ARMATURE':
489                     continue
490                 elif m.type=='MIRROR':
491                     bpy.ops.object.modifier_apply(modifier=m.name)
492                 else:
493                     print(m.type)
494
495             weightMap, secondWeightMap=self.__getWeightMap(copyObj, copyMesh)
496             self.__processFaces(obj.name, copyMesh, weightMap, secondWeightMap)
497         bl.object.delete(copyObj)
498
499     def createEmptyBasicSkin(self):
500         self.__getOrCreateMorph('base', 0)
501
502     def __skin(self, obj):
503         if not bl.object.hasShapeKey(obj):
504             return
505
506         indexRelativeMap={}
507         blenderMesh=bl.object.getData(obj)
508         baseMorph=None
509
510         # shape keys
511         vg=bl.object.getVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
512
513         # base
514         used=set()
515         for b in bl.object.getShapeKeys(obj):
516             if b.name==BASE_SHAPE_NAME:
517                 baseMorph=self.__getOrCreateMorph('base', 0)
518                 basis=b
519
520                 relativeIndex=0
521                 for index in vg:
522                     v=bl.shapekey.getByIndex(b, index)
523                     pos=[v[0], v[1], v[2]]
524
525                     indices=self.vertexArray.getMappedIndex(obj.name, index)
526                     for attribute, i in indices.items():
527                         if i in used:
528                             continue
529                         used.add(i)
530
531                         baseMorph.add(i, pos)
532                         indexRelativeMap[i]=relativeIndex
533                         relativeIndex+=1
534
535                 break
536         assert(basis)
537         print(basis.name, len(baseMorph.offsets))
538
539         if len(baseMorph.offsets)==0:
540             return
541
542         # shape keys
543         for b in bl.object.getShapeKeys(obj):
544             if b.name==BASE_SHAPE_NAME:
545                 continue
546
547             print(b.name)
548             morph=self.__getOrCreateMorph(b.name, 4)
549             used=set()
550             for index, src, dst in zip(
551                     xrange(len(blenderMesh.vertices)),
552                     bl.shapekey.get(basis),
553                     bl.shapekey.get(b)):
554                 offset=[dst[0]-src[0], dst[1]-src[1], dst[2]-src[2]]
555                 if offset[0]==0 and offset[1]==0 and offset[2]==0:
556                     continue
557                 if index in vg:
558                     indices=self.vertexArray.getMappedIndex(obj.name, index)
559                     for attribute, i in indices.items():
560                         if i in used:
561                             continue
562                         used.add(i) 
563                         morph.add(indexRelativeMap[i], offset)
564             assert(len(morph.offsets)<len(baseMorph.offsets))
565
566         # sort skinmap
567         original=self.morphList[:]
568         def getIndex(morph):
569             for i, v in enumerate(englishmap.skinMap):
570                 if v[0]==morph.name:
571                     return i
572             print(morph)
573             return len(englishmap.skinMap)
574         self.morphList.sort(key=getIndex)
575
576     def __rigidbody(self, obj):
577         if not RIGID_SHAPE_TYPE in obj:
578             return
579         self.rigidbodies.append(obj)
580
581     def __constraint(self, obj):
582         if not CONSTRAINT_A in obj:
583             return
584         self.constraints.append(obj)
585
586     def __getOrCreateMorph(self, name, type):
587         for m in self.morphList:
588             if m.name==name:
589                 return m
590         m=Morph(name, type)
591         self.morphList.append(m)
592         return m
593
594     def getVertexCount(self):
595         return len(self.vertexArray.positions)
596
597
598 class Bone(object):
599     __slots__=['index', 'name', 'ik_index',
600             'pos', 'tail', 'parent_index', 'tail_index', 'type', 'isConnect']
601     def __init__(self, name, pos, tail, isConnect):
602         self.index=-1
603         self.name=name
604         self.pos=pos
605         self.tail=tail
606         self.parent_index=None
607         self.tail_index=None
608         self.type=0
609         self.isConnect=isConnect
610         self.ik_index=0
611
612     def __eq__(self, rhs):
613         return self.index==rhs.index
614
615     def __str__(self):
616         return "<Bone %s %d>" % (self.name, self.type)
617
618 class BoneBuilder(object):
619     __slots__=['bones', 'boneMap', 'ik_list', 'bone_groups',]
620     def __init__(self):
621         self.bones=[]
622         self.boneMap={}
623         self.ik_list=[]
624         self.bone_groups=[]
625
626     def getBoneGroup(self, bone):
627         for i, g in enumerate(self.bone_groups):
628             for b in g[1]:
629                 if b==bone.name:
630                     return i+1
631         print('no gorup', bone)
632         return 0
633
634     def build(self, armatureObj):
635         if not armatureObj:
636             return
637
638         bl.message("build skeleton")
639         armature=bl.object.getData(armatureObj)
640
641         ####################
642         # bone group
643         ####################
644         for g in bl.object.boneGroups(armatureObj):
645             self.bone_groups.append((g.name, []))
646
647         ####################
648         # get bones
649         ####################
650         for b in armature.bones.values():
651             if not b.parent:
652                 # root bone
653                 bone=Bone(b.name, 
654                         bl.bone.getHeadLocal(b),
655                         bl.bone.getTailLocal(b),
656                         False)
657                 self.__addBone(bone)
658                 self.__getBone(bone, b)
659
660         for b in armature.bones.values():
661             if not b.parent:
662                 self.__checkConnection(b, None)
663
664         ####################
665         # get IK
666         ####################
667         pose = bl.object.getPose(armatureObj)
668         for b in pose.bones.values():
669             ####################
670             # assing bone group
671             ####################
672             self.__assignBoneGroup(b, b.bone_group)
673             for c in b.constraints:
674                 if bl.constraint.isIKSolver(c):
675                     ####################
676                     # IK target
677                     ####################
678                     target=self.__boneByName(bl.constraint.ikTarget(c))
679                     target.type=2
680
681                     ####################
682                     # IK effector
683                     ####################
684                     # IK 接続先
685                     link=self.__boneByName(b.name)
686                     link.type=6
687
688                     # IK chain
689                     e=b.parent
690                     chainLength=bl.constraint.ikChainLen(c)
691                     for i in range(chainLength):
692                         # IK影響下
693                         chainBone=self.__boneByName(e.name)
694                         chainBone.type=4
695                         chainBone.ik_index=target.index
696                         e=e.parent
697                     self.ik_list.append(
698                             IKSolver(target, link, chainLength, 
699                                 int(bl.constraint.ikItration(c) * 0.1), 
700                                 bl.constraint.ikRotationWeight(c)
701                                 ))
702
703         ####################
704
705         # boneのsort
706         self._sortBy()
707         self._fix()
708         # IKのsort
709         def getIndex(ik):
710             for i, v in enumerate(englishmap.boneMap):
711                 if v[0]==ik.target.name:
712                     return i
713             return len(englishmap.boneMap)
714         self.ik_list.sort(key=getIndex)
715
716     def __assignBoneGroup(self, poseBone, boneGroup):
717         if boneGroup:
718             for g in self.bone_groups:
719                 if g[0]==boneGroup.name:
720                     g[1].append(poseBone.name)
721
722     def __checkConnection(self, b, p):
723         if bl.bone.isConnected(b):
724             parent=self.__boneByName(p.name)
725             parent.isConnect=True
726
727         for c in b.children:
728             self.__checkConnection(c, b)
729
730     def _sortBy(self):
731         """
732         boneMap順に並べ替える
733         """
734         boneMap=englishmap.boneMap
735         original=self.bones[:]
736         def getIndex(bone):
737             for i, k_v in enumerate(boneMap):
738                 if k_v[0]==bone.name:
739                     return i
740             print(bone)
741             return len(boneMap)
742
743         self.bones.sort(key=getIndex)
744
745         sortMap={}
746         for i, b in enumerate(self.bones):
747             src=original.index(b)
748             sortMap[src]=i
749         for b in self.bones:
750             b.index=sortMap[b.index]
751             if b.parent_index:
752                 b.parent_index=sortMap[b.parent_index]
753             if b.tail_index:
754                 b.tail_index=sortMap[b.tail_index]
755             if b.ik_index>0:
756                 b.ik_index=sortMap[b.ik_index]
757
758     def _fix(self):
759         """
760         調整
761         """
762         for b in self.bones:
763             # parent index
764             if b.parent_index==None:
765                 b.parent_index=0xFFFF
766             else:
767                 if b.type==6 or b.type==7:
768                     # fix tail bone
769                     parent=self.bones[b.parent_index]
770                     #print('parnet', parent.name)
771                     parent.tail_index=b.index
772
773         for b in self.bones:
774             if b.tail_index==None:
775                 b.tail_index=0
776             elif b.type==9:
777                 b.tail_index==0
778
779     def getIndex(self, bone):
780         for i, b in enumerate(self.bones):
781             if b==bone:
782                 return i
783         assert(false)
784
785     def indexByName(self, name):
786         if name=='':
787             return 0
788         else:
789             return self.getIndex(self.__boneByName(name))
790
791     def __boneByName(self, name):
792         return self.boneMap[name]
793                     
794     def __getBone(self, parent, b):
795         if len(b.children)==0:
796             parent.type=7
797             return
798
799         for i, c in enumerate(b.children):
800             bone=Bone(c.name, 
801                     bl.bone.getHeadLocal(c),
802                     bl.bone.getTailLocal(c),
803                     bl.bone.isConnected(c))
804             self.__addBone(bone)
805             if parent:
806                 bone.parent_index=parent.index
807                 #if i==0:
808                 if bone.isConnect or (not parent.tail_index and parent.tail==bone.pos):
809                     parent.tail_index=bone.index
810             self.__getBone(bone, c)
811
812     def __addBone(self, bone):
813         bone.index=len(self.bones)
814         self.bones.append(bone)
815         self.boneMap[bone.name]=bone
816
817
818 class PmdExporter(object):
819
820     __slots__=[
821             'armatureObj',
822             'oneSkinMesh',
823             'englishName',
824             'englishComment',
825             'name',
826             'comment',
827             'skeleton',
828             ]
829     def setup(self):
830         self.armatureObj=None
831
832         # 木構造を構築する
833         object_node_map={}
834         for o in bl.object.each():
835             object_node_map[o]=Node(o)
836         for o in bl.object.each():
837             node=object_node_map[o]
838             if node.o.parent:
839                 object_node_map[node.o.parent].children.append(node)
840
841         # ルートを得る
842         root=object_node_map[bl.object.getActive()]
843         o=root.o
844         self.englishName=o.name
845         self.englishComment=o[MMD_COMMENT] if MMD_COMMENT in o else 'blender export\n'
846         self.name=o[MMD_MB_NAME] if MMD_MB_NAME in o else 'Blenderエクスポート'
847         self.comment=o[MMD_MB_COMMENT] if MMD_MB_COMMENT in o else 'Blnderエクスポート\n'
848
849         # ワンスキンメッシュを作る
850         self.oneSkinMesh=OneSkinMesh()
851         self.__createOneSkinMesh(root)
852         bl.message(self.oneSkinMesh)
853         if len(self.oneSkinMesh.morphList)==0:
854             # create emtpy skin
855             self.oneSkinMesh.createEmptyBasicSkin()
856
857         # skeleton
858         self.skeleton=BoneBuilder()
859         self.skeleton.build(self.armatureObj)
860
861     def __createOneSkinMesh(self, node):
862         ############################################################
863         # search armature modifier
864         ############################################################
865         for m in node.o.modifiers:
866             if bl.modifier.isType(m, 'ARMATURE'):
867                 armatureObj=bl.modifier.getArmatureObject(m)
868                 if not self.armatureObj:
869                     self.armatureObj=armatureObj
870                 elif self.armatureObj!=armatureObj:
871                     print("warning! found multiple armature. ignored.", 
872                             armatureObj.name)
873
874         if node.o.type.upper()=='MESH':
875             self.oneSkinMesh.addMesh(node.o)
876
877         for child in node.children:
878             self.__createOneSkinMesh(child)
879
880     def write(self, path):
881         io=pmd.IO()
882         io.name=self.name
883         io.comment=self.comment
884         io.version=1.0
885
886         # 頂点
887         for pos, attribute, b0, b1, weight in self.oneSkinMesh.vertexArray.zip():
888             # convert right-handed z-up to left-handed y-up
889             v=io.addVertex()
890             v.pos.x=pos[0]
891             v.pos.y=pos[2]
892             v.pos.z=pos[1]
893             v.normal.x=attribute.nx
894             v.normal.y=attribute.ny
895             v.normal.z=attribute.nz
896             v.uv.x=attribute.u
897             v.uv.y=1.0-attribute.v # reverse vertical
898             v.bone0=self.skeleton.indexByName(b0)
899             v.bone1=self.skeleton.indexByName(b1)
900             v.weight0=int(100*weight)
901             v.edge_flag=0 # edge flag, 0: enable edge, 1: not edge
902
903         # 面とマテリアル
904         vertexCount=self.oneSkinMesh.getVertexCount()
905         for material_name, indices in self.oneSkinMesh.vertexArray.each():
906             #print('material:', material_name)
907             m=bl.material.get(material_name)
908             # マテリアル
909             material=io.addMaterial()
910             setMaterialParams(material, m)
911
912             material.vertex_count=len(indices)
913             material.toon_index=0
914             textures=[os.path.basename(path) 
915                 for path in bl.material.eachEnalbeTexturePath(m)]
916             if len(textures)>0:
917                 material.texture='*'.join(textures)
918             else:
919                 material.texture=""
920             # 面
921             for i in indices:
922                 assert(i<vertexCount)
923             for i in xrange(0, len(indices), 3):
924                 # reverse triangle
925                 io.indices.append(indices[i])
926                 io.indices.append(indices[i+1])
927                 io.indices.append(indices[i+2])
928
929         # bones
930         boneNameMap={}
931         for i, b in enumerate(self.skeleton.bones):
932             bone=io.addBone()
933
934             # name
935             boneNameMap[b.name]=i
936             v=englishmap.getUnicodeBoneName(b.name)
937             if not v:
938                 v=[b.name, b.name]
939             assert(v)
940             bone.name=v[1]
941
942             # english name
943             bone_english_name=toCP932(b.name)
944             assert(len(bone_english_name)<20)
945             bone.english_name=bone_english_name
946
947             if len(v)>=3:
948                 # has type
949                 if v[2]==5:
950                     b.ik_index=self.skeleton.indexByName('eyes')
951                 bone.type=v[2]
952             else:
953                 bone.type=b.type
954
955             bone.parent_index=b.parent_index
956             bone.tail_index=b.tail_index
957             bone.ik_index=b.ik_index
958
959             # convert right-handed z-up to left-handed y-up
960             bone.pos.x=b.pos[0] if not near(b.pos[0], 0) else 0
961             bone.pos.y=b.pos[2] if not near(b.pos[2], 0) else 0
962             bone.pos.z=b.pos[1] if not near(b.pos[1], 0) else 0
963
964         # IK
965         for ik in self.skeleton.ik_list:
966             solver=io.addIK()
967             solver.index=self.skeleton.getIndex(ik.target)
968             solver.target=self.skeleton.getIndex(ik.effector)
969             solver.length=ik.length
970             b=self.skeleton.bones[ik.effector.parent_index]
971             for i in xrange(solver.length):
972                 solver.children.append(self.skeleton.getIndex(b))
973                 b=self.skeleton.bones[b.parent_index]
974             solver.iterations=ik.iterations
975             solver.weight=ik.weight
976
977         # 表情
978         for i, m in enumerate(self.oneSkinMesh.morphList):
979             # morph
980             morph=io.addMorph()
981
982             v=englishmap.getUnicodeSkinName(m.name)
983             if not v:
984                 v=[m.name, m.name, 0]
985             assert(v)
986             morph.name=v[1]
987             morph.english_name=m.name
988             m.type=v[2]
989             morph.type=v[2]
990             for index, offset in m.offsets:
991                 # convert right-handed z-up to left-handed y-up
992                 morph.append(index, offset[0], offset[2], offset[1])
993             morph.vertex_count=len(m.offsets)
994
995         # 表情枠
996         # type==0はbase
997         for i, m in enumerate(self.oneSkinMesh.morphList):
998             if m.type==3:
999                 io.face_list.append(i)
1000         for i, m in enumerate(self.oneSkinMesh.morphList):
1001             if m.type==2:
1002                 io.face_list.append(i)
1003         for i, m in enumerate(self.oneSkinMesh.morphList):
1004             if m.type==1:
1005                 io.face_list.append(i)
1006         for i, m in enumerate(self.oneSkinMesh.morphList):
1007             if m.type==4:
1008                 io.face_list.append(i)
1009
1010         # ボーングループ
1011         for g in self.skeleton.bone_groups:
1012             boneDisplayName=io.addBoneGroup()
1013             # name
1014             name=englishmap.getUnicodeBoneGroupName(g[0])
1015             if not name:
1016                 name=g[0]
1017             boneDisplayName.name=name+'\n'
1018             # english
1019             englishName=g[0]
1020             boneDisplayName.english_name=englishName+'\n'
1021
1022         # ボーングループメンバー
1023         for i, b in enumerate(self.skeleton.bones):
1024             if i==0:
1025                continue
1026             if b.type in [6, 7]:
1027                continue
1028             io.addBoneDisplay(i, self.skeleton.getBoneGroup(b))
1029
1030         #assert(len(io.bones)==len(io.bone_display_list)+1)
1031
1032         # English
1033         io.english_name=self.englishName
1034         io.english_comment=self.englishComment
1035
1036         # toon
1037         toonMeshObject=None
1038         for o in bl.object.each():
1039             try:
1040                 if o.name.startswith(TOON_TEXTURE_OBJECT):
1041                     toonMeshObject=o
1042             except:
1043                 p(o.name)
1044             break
1045         if toonMeshObject:
1046             toonMesh=bl.object.getData(toonMeshObject)
1047             toonMaterial=bl.mesh.getMaterial(toonMesh, 0)
1048             for i in range(10):
1049                 t=bl.material.getTexture(toonMaterial, i)
1050                 if t:
1051                     io.toon_textures[i]=pmd.encode_string(t.name)
1052                 else:
1053                     io.toon_textures[i]=pmd.encode_string("toon%02d.bmp\n" % i)
1054         else:
1055             for i in range(10):
1056                 io.toon_textures[i]=pmd.encode_string("toon%02d.bmp\n" % i)
1057
1058         # rigid body
1059         rigidNameMap={}
1060         for i, obj in enumerate(self.oneSkinMesh.rigidbodies):
1061             name=obj[RIGID_NAME] if RIGID_NAME in obj else obj.name
1062             #print(name)
1063             rigidBody=pmd.RigidBody(name)
1064             rigidNameMap[name]=i
1065             boneIndex=boneNameMap[obj[RIGID_BONE_NAME]]
1066             if boneIndex==0:
1067                 boneIndex=0xFFFF
1068                 bone=self.skeleton.bones[0]
1069             else:
1070                 bone=self.skeleton.bones[boneIndex]
1071             rigidBody.boneIndex=boneIndex
1072             #rigidBody.position.x=obj[RIGID_LOCATION][0]
1073             #rigidBody.position.y=obj[RIGID_LOCATION][1]
1074             #rigidBody.position.z=obj[RIGID_LOCATION][2]
1075             rigidBody.position.x=obj.location.x-bone.pos[0]
1076             rigidBody.position.y=obj.location.z-bone.pos[2]
1077             rigidBody.position.z=obj.location.y-bone.pos[1]
1078             rigidBody.rotation.x=-obj.rotation_euler[0]
1079             rigidBody.rotation.y=-obj.rotation_euler[2]
1080             rigidBody.rotation.z=-obj.rotation_euler[1]
1081             rigidBody.processType=obj[RIGID_PROCESS_TYPE]
1082             rigidBody.group=obj[RIGID_GROUP]
1083             rigidBody.target=obj[RIGID_INTERSECTION_GROUP]
1084             rigidBody.weight=obj[RIGID_WEIGHT]
1085             rigidBody.linearDamping=obj[RIGID_LINEAR_DAMPING]
1086             rigidBody.angularDamping=obj[RIGID_ANGULAR_DAMPING]
1087             rigidBody.restitution=obj[RIGID_RESTITUTION]
1088             rigidBody.friction=obj[RIGID_FRICTION]
1089             if obj[RIGID_SHAPE_TYPE]==0:
1090                 rigidBody.shapeType=pmd.SHAPE_SPHERE
1091                 rigidBody.w=obj.scale[0]
1092                 rigidBody.d=0
1093                 rigidBody.h=0
1094             elif obj[RIGID_SHAPE_TYPE]==1:
1095                 rigidBody.shapeType=pmd.SHAPE_BOX
1096                 rigidBody.w=obj.scale[0]
1097                 rigidBody.d=obj.scale[1]
1098                 rigidBody.h=obj.scale[2]
1099             elif obj[RIGID_SHAPE_TYPE]==2:
1100                 rigidBody.shapeType=pmd.SHAPE_CAPSULE
1101                 rigidBody.w=obj.scale[0]
1102                 rigidBody.h=obj.scale[2]
1103                 rigidBody.d=0
1104             io.rigidbodies.append(rigidBody)
1105
1106         # constraint
1107         for obj in self.oneSkinMesh.constraints:
1108             constraint=pmd.Constraint(obj[CONSTRAINT_NAME])
1109             constraint.rigidA=rigidNameMap[obj[CONSTRAINT_A]]
1110             constraint.rigidB=rigidNameMap[obj[CONSTRAINT_B]]
1111             constraint.pos.x=obj.location[0]
1112             constraint.pos.y=obj.location[2]
1113             constraint.pos.z=obj.location[1]
1114             constraint.rot.x=-obj.rotation_euler[0]
1115             constraint.rot.y=-obj.rotation_euler[2]
1116             constraint.rot.z=-obj.rotation_euler[1]
1117             constraint.constraintPosMin.x=obj[CONSTRAINT_POS_MIN][0]
1118             constraint.constraintPosMin.y=obj[CONSTRAINT_POS_MIN][1]
1119             constraint.constraintPosMin.z=obj[CONSTRAINT_POS_MIN][2]
1120             constraint.constraintPosMax.x=obj[CONSTRAINT_POS_MAX][0]
1121             constraint.constraintPosMax.y=obj[CONSTRAINT_POS_MAX][1]
1122             constraint.constraintPosMax.z=obj[CONSTRAINT_POS_MAX][2]
1123             constraint.constraintRotMin.x=obj[CONSTRAINT_ROT_MIN][0]
1124             constraint.constraintRotMin.y=obj[CONSTRAINT_ROT_MIN][1]
1125             constraint.constraintRotMin.z=obj[CONSTRAINT_ROT_MIN][2]
1126             constraint.constraintRotMax.x=obj[CONSTRAINT_ROT_MAX][0]
1127             constraint.constraintRotMax.y=obj[CONSTRAINT_ROT_MAX][1]
1128             constraint.constraintRotMax.z=obj[CONSTRAINT_ROT_MAX][2]
1129             constraint.springPos.x=obj[CONSTRAINT_SPRING_POS][0]
1130             constraint.springPos.y=obj[CONSTRAINT_SPRING_POS][1]
1131             constraint.springPos.z=obj[CONSTRAINT_SPRING_POS][2]
1132             constraint.springRot.x=obj[CONSTRAINT_SPRING_ROT][0]
1133             constraint.springRot.y=obj[CONSTRAINT_SPRING_ROT][1]
1134             constraint.springRot.z=obj[CONSTRAINT_SPRING_ROT][2]
1135             io.constraints.append(constraint)
1136
1137         # 書き込み
1138         bl.message('write: %s' % path)
1139         return io.write(path)
1140
1141
1142 def _execute(filepath=''):
1143     active=bl.object.getActive()
1144     if not active:
1145         print("abort. no active object.")
1146         return
1147     exporter=PmdExporter()
1148     exporter.setup()
1149     print(exporter)
1150     exporter.write(filepath)
1151     bl.object.activate(active)
1152
1153