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authorJulien Duroure <julien.duroure@gmail.com>2022-05-25 09:45:03 +0300
committerJulien Duroure <julien.duroure@gmail.com>2022-05-25 09:45:03 +0300
commit2183b1d29571dad1b8d2267f8e777a6600ecff33 (patch)
tree144ad81c7cb944311c40e1e1299858a50fc6d518
parent485b4ac5691cc6642c5bba72d9116b168cce0a85 (diff)
glTF importer: more animation hooks for user extensions
-rwxr-xr-xio_scene_gltf2/__init__.py2
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_animation.py6
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_animation_node.py1
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_mesh.py22
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_scene.py14
5 files changed, 36 insertions, 9 deletions
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index cc102ffe..5e3dce0f 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -4,7 +4,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
- "version": (3, 2, 38),
+ "version": (3, 2, 39),
'blender': (3, 1, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_animation.py b/io_scene_gltf2/blender/imp/gltf2_blender_animation.py
index c0dcd84e..76fe02c5 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_animation.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_animation.py
@@ -5,7 +5,7 @@ from .gltf2_blender_animation_node import BlenderNodeAnim
from .gltf2_blender_animation_weight import BlenderWeightAnim
from .gltf2_blender_animation_utils import simulate_stash, restore_animation_on_object
from .gltf2_blender_vnode import VNode
-
+from io_scene_gltf2.io.imp.gltf2_io_user_extensions import import_user_extensions
class BlenderAnimation():
"""Dispatch Animation to node or morph weights animation."""
@@ -20,6 +20,8 @@ class BlenderAnimation():
# Things we need to stash when we're done.
gltf.needs_stash = []
+ import_user_extensions('gather_import_animation_before_hook', gltf, anim_idx)
+
for vnode_id in gltf.vnodes:
if isinstance(vnode_id, int):
BlenderNodeAnim.anim(gltf, anim_idx, vnode_id)
@@ -30,6 +32,8 @@ class BlenderAnimation():
for (obj, action) in gltf.needs_stash:
simulate_stash(obj, track_name, action)
+ import_user_extensions('gather_import_animation_after_hook', gltf, anim_idx, track_name)
+
@staticmethod
def restore_animation(gltf, animation_name):
"""Restores the actions for an animation by its track name."""
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py b/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py
index acc7767f..ab2f496c 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py
@@ -20,6 +20,7 @@ class BlenderNodeAnim():
"""Manage animation targeting a node's TRS."""
animation = gltf.data.animations[anim_idx]
node = gltf.data.nodes[node_idx]
+
if anim_idx not in node.animations.keys():
return
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py b/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py
index 384cae7d..a3c1bd34 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_mesh.py
@@ -58,6 +58,16 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
"""Put all primitive data into the mesh."""
pymesh = gltf.data.meshes[mesh_idx]
+ # Use a class here, to be able to pass data by reference to hook (to be able to change them inside hook)
+ class IMPORT_mesh_options:
+ def __init__(self, skinning: bool = True, skin_into_bind_pose: bool = True, use_auto_smooth: bool = True):
+ self.skinning = skinning
+ self.skin_into_bind_pose = skin_into_bind_pose
+ self.use_auto_smooth = use_auto_smooth
+
+ mesh_options = IMPORT_mesh_options()
+ import_user_extensions('gather_import_mesh_options', gltf, mesh_options, pymesh, skin_idx)
+
# Scan the primitives to find out what we need to create
has_normals = False
@@ -135,6 +145,8 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
print_console('INFO', 'Draco Decoder: Decode primitive {}'.format(pymesh.name or '[unnamed]'))
decode_primitive(gltf, prim)
+ import_user_extensions('gather_import_decode_primitive', gltf, pymesh, prim, skin_idx)
+
if prim.indices is not None:
indices = BinaryData.decode_accessor(gltf, prim.indices)
indices = indices.reshape(len(indices))
@@ -240,7 +252,7 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
for sk_locs in sk_vert_locs:
gltf.locs_batch_gltf_to_blender(sk_locs)
- if num_joint_sets:
+ if num_joint_sets and mesh_options.skin_into_bind_pose:
skin_into_bind_pose(
gltf, skin_idx, vert_joints, vert_weights,
locs=[vert_locs] + sk_vert_locs,
@@ -286,14 +298,14 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
if layer is None:
print("WARNING: Vertex colors are ignored because the maximum number of vertex color layers has been "
- "reached.")
+ "reached.")
break
mesh.color_attributes[layer.name].data.foreach_set('color', squish(loop_cols[col_i]))
# Skinning
# TODO: this is slow :/
- if num_joint_sets:
+ if num_joint_sets and mesh_options.skinning:
pyskin = gltf.data.skins[skin_idx]
for i, node_idx in enumerate(pyskin.joints):
bone = gltf.vnodes[node_idx]
@@ -340,7 +352,7 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
if prim.material is not None:
# Get the material
pymaterial = gltf.data.materials[prim.material]
- vertex_color = 'COLOR_0' if 'COLOR_0' in prim.attributes else None
+ vertex_color = 'COLOR_0' if ('COLOR_0' in prim.attributes) else None
if vertex_color not in pymaterial.blender_material:
BlenderMaterial.create(gltf, prim.material, vertex_color)
material_name = pymaterial.blender_material[vertex_color]
@@ -374,7 +386,7 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
if has_normals:
mesh.create_normals_split()
mesh.normals_split_custom_set_from_vertices(vert_normals)
- mesh.use_auto_smooth = True
+ mesh.use_auto_smooth = mesh_options.use_auto_smooth
def points_edges_tris(mode, indices):
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_scene.py b/io_scene_gltf2/blender/imp/gltf2_blender_scene.py
index 672b68c8..d853aded 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_scene.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_scene.py
@@ -57,6 +57,15 @@ class BlenderScene():
@staticmethod
def create_animations(gltf):
"""Create animations."""
+
+ # Use a class here, to be able to pass data by reference to hook (to be able to change them inside hook)
+ class IMPORT_animation_options:
+ def __init__(self, restore_first_anim: bool = True):
+ self.restore_first_anim = restore_first_anim
+
+ animation_options = IMPORT_animation_options()
+ import_user_extensions('gather_import_animations', gltf, gltf.data.animations, animation_options)
+
if gltf.data.animations:
# NLA tracks are added bottom to top, so create animations in
# reverse so the first winds up on top
@@ -64,8 +73,9 @@ class BlenderScene():
BlenderAnimation.anim(gltf, anim_idx)
# Restore first animation
- anim_name = gltf.data.animations[0].track_name
- BlenderAnimation.restore_animation(gltf, anim_name)
+ if animation_options.restore_first_anim:
+ anim_name = gltf.data.animations[0].track_name
+ BlenderAnimation.restore_animation(gltf, anim_name)
@staticmethod
def select_imported_objects(gltf):