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implementing export_pmx...
[meshio/pymeshio.git] / blender26-meshio / export_pmx.py
index 1f6b165..62cb1d7 100644 (file)
 # 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'}