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refactoring. separate exporter
[meshio/pymeshio.git] / blender26-meshio / exporter / bonebuilder.py
diff --git a/blender26-meshio/exporter/bonebuilder.py b/blender26-meshio/exporter/bonebuilder.py
new file mode 100644 (file)
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+# 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
+