# coding: utf-8
+import io
from . import bl
+from . import exporter
+from .pymeshio import pmx
+from .pymeshio import common
+from .pymeshio.pmx import writer
+
+
+def near(x, y, EPSILON=1e-5):
+ d=x-y
+ return d>=-EPSILON and d<=EPSILON
+
+
+def create_pmx(ex):
+ model=pmx.Model()
+
+ o=ex.root.o
+ model.english_name=o.name
+ model.name=o[bl.MMD_MB_NAME] if bl.MMD_MB_NAME in o else 'Blenderエクスポート'
+ model.comment=o[bl.MMD_MB_COMMENT] if bl.MMD_MB_COMMENT in o else 'Blnderエクスポート\n'
+ model.english_comment=o[bl.MMD_COMMENT] if bl.MMD_COMMENT in o else 'blender export\n'
+
+ def get_deform(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()]
+
+ '''
+ # 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)
+ '''
+ def create_bone(b):
+ return pmx.Bone(
+ name=b.name,
+ english_name=b.name,
+ # convert right-handed z-up to left-handed y-up
+ position=common.Vector3(
+ b.pos[0] if not near(b.pos[0], 0) else 0,
+ b.pos[2] if not near(b.pos[2], 0) else 0,
+ b.pos[1] if not near(b.pos[1], 0) else 0
+ ),
+ parent_index=b.parent_index,
+ layer=0,
+ flag=0,
+ tail_position=None,
+ tail_index=b.tail_index,
+ effect_index=-1,
+ effect_factor=0.0,
+ fixed_axis=None,
+ local_x_vector=None,
+ local_z_vector=None,
+ external_key=-1,
+ ik=None
+ )
+ model.bones=[create_bone(b)
+ for b in ex.skeleton.bones]
+
+ textures=set()
+ def get_texture_name(texture):
+ pos=texture.replace("\\", "/").rfind("/")
+ if pos==-1:
+ return texture
+ else:
+ return texture[pos+1:]
+ for m in ex.oneSkinMesh.vertexArray.indexArrays.keys():
+ for path in bl.material.eachEnalbeTexturePath(bl.material.get(m)):
+ textures.add(get_texture_name(path))
+ model.textures=list(textures)
+
+ # 面とマテリアル
+ vertexCount=ex.oneSkinMesh.getVertexCount()
+ for material_name, indices in ex.oneSkinMesh.vertexArray.each():
+ #print('material:', material_name)
+ try:
+ m=bl.material.get(material_name)
+ except KeyError as e:
+ m=DefaultMatrial()
+ # マテリアル
+ model.materials.append(pmx.Material(
+ name=m.name,
+ english_name='',
+ diffuse_color=common.RGB(m.diffuse_color[0], m.diffuse_color[1], m.diffuse_color[2]),
+ alpha=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,
+ edge_color=common.RGBA(0, 0, 0, 1),
+ edge_size=1.0,
+ texture_index=0,
+ sphere_texture_index=0,
+ sphere_mode=0,
+ toon_sharing_flag=0,
+ toon_texture_index=0,
+ comment='',
+ vertex_count=len(indices)
+ ))
+ # 面
+ for i in indices:
+ assert(i<vertexCount)
+ for i in range(0, len(indices), 3):
+ # reverse triangle
+ model.indices.append(indices[i+2])
+ model.indices.append(indices[i+1])
+ model.indices.append(indices[i])
+
+ # 表情
+ for i, m in enumerate(ex.oneSkinMesh.morphList):
+ morph=pmx.Morph(
+ name=m.name,
+ english_name='',
+ panel=0,
+ morph_type=1,
+ )
+ morph.offsets=[pmx.VertexMorphOffset(
+ index,
+ common.Vector3(offset[0], offset[2], offset[1])
+ )
+ for index, offset in m.offsets]
+
+
+ # ボーングループ
+ model.display_slots=[pmx.DisplaySlot(
+ name=name,
+ english_name='',
+ special_flag=0,
+ )
+ for name, members in ex.skeleton.bone_groups]
+
+ # rigid body
+ boneNameMap={}
+ for i, b in enumerate(ex.skeleton.bones):
+ boneNameMap[b.name]=i
+ rigidNameMap={}
+ for i, obj in enumerate(ex.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=ex.skeleton.bones[0]
+ else:
+ bone=ex.skeleton.bones[boneIndex]
+ if obj[bl.RIGID_SHAPE_TYPE]==0:
+ shape_type=0
+ shape_size=common.Vector3(obj.scale[0], 0, 0)
+ elif obj[bl.RIGID_SHAPE_TYPE]==1:
+ shape_type=1
+ shape_size=common.Vector3(obj.scale[0], obj.scale[1], obj.scale[2])
+ elif obj[bl.RIGID_SHAPE_TYPE]==2:
+ shape_type=2
+ shape_size=common.Vector3(obj.scale[0], obj.scale[2], 0)
+ rigidBody=pmx.RigidBody(
+ name=name,
+ english_name='',
+ 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)
+
+ # joint
+ model.joints=[pmx.Joint(
+ name=obj[bl.CONSTRAINT_NAME],
+ english_name='',
+ joint_type=0,
+ 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 ex.oneSkinMesh.constraints]
+
+ return model
def _execute(filepath):
- print(filepath)
active=bl.object.getActive()
if not active:
print("abort. no active object.")
return
- exporter=PmdExporter()
- exporter.setup()
- print(exporter)
- exporter.write(filepath)
+
+ ex=exporter.Exporter()
+ ex.setup()
+
+ model=create_pmx(ex)
bl.object.activate(active)
+ with io.open(filepath, 'wb') as f:
+ writer.write(f, model)
return {'FINISHED'}