--- /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)
+
+
+