+++ /dev/null
-# coding: utf-8
-"""
-Blenderのメッシュをワンスキンメッシュ化する
-"""
-import bpy
-
-from . import bl
-from .pymeshio import englishmap
-
-class VertexAttribute(object):
- __slots__=[
- 'nx', 'ny', 'nz', # normal
- 'u', 'v', # uv
- ]
- def __init__(self, nx, ny, nz, u, v):
- self.nx=nx
- self.ny=ny
- self.nz=nz
- self.u=u
- self.v=v
-
- def __str__(self):
- return "<vkey: %f, %f, %f, %f, %f>" % (
- self.nx, self.ny, self.nz, self.u, self.v)
-
- def __hash__(self):
- return int(100*(self.nx + self.ny + self.nz + self.u + self.v))
-
- def __eq__(self, rhs):
- 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
-
-
-class VertexKey(object):
- __slots__=[
- 'obj_index', 'index',
- ]
-
- def __init__(self, obj_index, index):
- self.obj_index=obj_index
- self.index=index
-
- def __str__(self):
- return "<vkey: %d, %d>" % (self.obj_index, self.index)
-
- def __hash__(self):
- return self.index*100+self.obj_index
-
- def __eq__(self, rhs):
- return self.obj_index==rhs.obj_index and self.index==rhs.index
-
-
-class VertexArray(object):
- """
- 頂点配列
- """
- __slots__=[
- 'indexArrays',
- 'positions',
- 'attributes', # normal and uv
- 'b0', 'b1', 'weight',
- 'vertexMap',
- 'objectMap',
- ]
- def __init__(self):
- # indexArrays split with each material
- self.indexArrays={}
-
- self.positions=[]
- self.attributes=[]
- self.b0=[]
- self.b1=[]
- self.weight=[]
-
- self.vertexMap={}
- self.objectMap={}
-
- def __str__(self):
- return "<VertexArray %d positions, %d indexArrays>" % (
- len(self.positions), len(self.indexArrays))
-
- def zip(self):
- return zip(
- self.positions, self.attributes,
- self.b0, self.b1, self.weight)
-
- def each(self):
- keys=[key for key in self.indexArrays.keys()]
- keys.sort()
- for key in keys:
- yield(key, self.indexArrays[key])
-
- def __addOrGetIndex(self, obj_index, base_index, pos, normal, uv, b0, b1, weight0):
- key=VertexKey(obj_index, base_index)
- attribute=VertexAttribute(
- normal[0], normal[1], normal[2],
- uv[0], uv[1])
- if key in self.vertexMap:
- if attribute in self.vertexMap[key]:
- return self.vertexMap[key][attribute]
- else:
- return self.__addVertex(self.vertexMap[key],
- pos, attribute, b0, b1, weight0)
- else:
- vertexMapKey={}
- self.vertexMap[key]=vertexMapKey
- return self.__addVertex(vertexMapKey,
- pos, attribute, b0, b1, weight0)
-
- def __addVertex(self, vertexMapKey, pos, attribute, b0, b1, weight0):
- index=len(self.positions)
- vertexMapKey[attribute]=index
- # position
- self.positions.append((pos.x, pos.y, pos.z))
- # unique attribute
- self.attributes.append(attribute)
- # shared attribute
- self.b0.append(b0)
- self.b1.append(b1)
- self.weight.append(weight0)
- assert(index<=65535)
- return index
-
- def getMappedIndex(self, obj_name, base_index):
- return self.vertexMap[VertexKey(self.objectMap[obj_name], base_index)]
-
- def addTriangle(self,
- object_name, material,
- base_index0, base_index1, base_index2,
- pos0, pos1, pos2,
- n0, n1, n2,
- uv0, uv1, uv2,
- b0_0, b0_1, b0_2,
- b1_0, b1_1, b1_2,
- weight0, weight1, weight2
- ):
- if object_name in self.objectMap:
- obj_index=self.objectMap[object_name]
- else:
- obj_index=len(self.objectMap)
- self.objectMap[object_name]=obj_index
- index0=self.__addOrGetIndex(obj_index, base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
- index1=self.__addOrGetIndex(obj_index, base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
- index2=self.__addOrGetIndex(obj_index, base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
-
- if not material in self.indexArrays:
- self.indexArrays[material]=[]
- self.indexArrays[material]+=[index0, index1, index2]
-
-
-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 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 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', ]
- def __init__(self):
- self.vertexArray=VertexArray()
- self.morphList=[]
- self.rigidbodies=[]
- self.constraints=[]
-
- def __str__(self):
- return "<OneSkinMesh %s, morph:%d>" % (
- self.vertexArray,
- len(self.morphList))
-
- 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)
-
-
-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
-
-
-class Node(object):
- __slots__=['o', 'children']
- def __init__(self, o):
- self.o=o
- self.children=[]
-
-
-
-class Exporter(object):
-
- __slots__=[
- 'armatureObj',
- 'oneSkinMesh',
- 'englishName',
- 'englishComment',
- 'name',
- 'comment',
- 'skeleton',
- ]
- def setup(self):
- self.armatureObj=None
-
- # 木構造を構築する
- object_node_map={}
- for o in bl.object.each():
- object_node_map[o]=Node(o)
- for o in bl.object.each():
- node=object_node_map[o]
- if node.o.parent:
- object_node_map[node.o.parent].children.append(node)
-
- # ルートを得る
- root=object_node_map[bl.object.getActive()]
- o=root.o
- self.englishName=o.name
- self.englishComment=o[bl.MMD_COMMENT] if bl.MMD_COMMENT in o else 'blender export\n'
- self.name=o[bl.MMD_MB_NAME] if bl.MMD_MB_NAME in o else 'Blenderエクスポート'
- self.comment=o[bl.MMD_MB_COMMENT] if bl.MMD_MB_COMMENT in o else 'Blnderエクスポート\n'
-
- # ワンスキンメッシュを作る
- self.oneSkinMesh=OneSkinMesh()
- self.__createOneSkinMesh(root)
- bl.message(self.oneSkinMesh)
- if len(self.oneSkinMesh.morphList)==0:
- # create emtpy skin
- self.oneSkinMesh.createEmptyBasicSkin()
-
- # skeleton
- self.skeleton=BoneBuilder()
- self.skeleton.build(self.armatureObj)
-
- def __createOneSkinMesh(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.oneSkinMesh.addMesh(node.o)
-
- for child in node.children:
- self.__createOneSkinMesh(child)
-