diff options
author | Julien Duroure <julien.duroure@gmail.com> | 2020-05-12 19:35:23 +0300 |
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committer | Julien Duroure <julien.duroure@gmail.com> | 2020-05-12 19:35:23 +0300 |
commit | 77f99e2553ead0fa7f31f8f5b28183e525427308 (patch) | |
tree | 9671363b87d3ac882f052f28afdad7ed6b8e18c3 | |
parent | e3bb132d1f6879d72a882be5fe6dd23602993cdf (diff) |
glTF: fix bad ending line
-rwxr-xr-x | io_scene_gltf2/__init__.py | 2012 |
1 files changed, 1006 insertions, 1006 deletions
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py index 09f5428b..9f29af9e 100755 --- a/io_scene_gltf2/__init__.py +++ b/io_scene_gltf2/__init__.py @@ -1,1006 +1,1006 @@ -# Copyright 2018-2019 The glTF-Blender-IO authors. -# -# Licensed under the Apache License, Version 2.0 (the "License"); -# you may not use this file except in compliance with the License. -# You may obtain a copy of the License at -# -# http://www.apache.org/licenses/LICENSE-2.0 -# -# Unless required by applicable law or agreed to in writing, software -# distributed under the License is distributed on an "AS IS" BASIS, -# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -# See the License for the specific language governing permissions and -# limitations under the License. - -bl_info = { - 'name': 'glTF 2.0 format', - 'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors', - "version": (1, 3, 13), - 'blender': (2, 90, 0), - 'location': 'File > Import-Export', - 'description': 'Import-Export as glTF 2.0', - 'warning': '', - 'doc_url': "{BLENDER_MANUAL_URL}/addons/import_export/scene_gltf2.html", - 'tracker_url': "https://github.com/KhronosGroup/glTF-Blender-IO/issues/", - 'support': 'OFFICIAL', - 'category': 'Import-Export', -} - -def get_version_string(): - return str(bl_info['version'][0]) + '.' + str(bl_info['version'][1]) + '.' + str(bl_info['version'][2]) - -# -# Script reloading (if the user calls 'Reload Scripts' from Blender) -# - -def reload_package(module_dict_main): - import importlib - from pathlib import Path - - def reload_package_recursive(current_dir, module_dict): - for path in current_dir.iterdir(): - if "__init__" in str(path) or path.stem not in module_dict: - continue - - if path.is_file() and path.suffix == ".py": - importlib.reload(module_dict[path.stem]) - elif path.is_dir(): - reload_package_recursive(path, module_dict[path.stem].__dict__) - - reload_package_recursive(Path(__file__).parent, module_dict_main) - - -if "bpy" in locals(): - reload_package(locals()) - -import bpy -from bpy.props import (StringProperty, - BoolProperty, - EnumProperty, - IntProperty, - CollectionProperty) -from bpy.types import Operator -from bpy_extras.io_utils import ImportHelper, ExportHelper - - -# -# Functions / Classes. -# - -extension_panel_unregister_functors = [] - -class ExportGLTF2_Base: - # TODO: refactor to avoid boilerplate - - def __init__(self): - from io_scene_gltf2.io.exp import gltf2_io_draco_compression_extension - self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists() - - bl_options = {'PRESET'} - - export_format: EnumProperty( - name='Format', - items=(('GLB', 'glTF Binary (.glb)', - 'Exports a single file, with all data packed in binary form. ' - 'Most efficient and portable, but more difficult to edit later'), - ('GLTF_EMBEDDED', 'glTF Embedded (.gltf)', - 'Exports a single file, with all data packed in JSON. ' - 'Less efficient than binary, but easier to edit later'), - ('GLTF_SEPARATE', 'glTF Separate (.gltf + .bin + textures)', - 'Exports multiple files, with separate JSON, binary and texture data. ' - 'Easiest to edit later')), - description=( - 'Output format and embedding options. Binary is most efficient, ' - 'but JSON (embedded or separate) may be easier to edit later' - ), - default='GLB' - ) - - ui_tab: EnumProperty( - items=(('GENERAL', "General", "General settings"), - ('MESHES', "Meshes", "Mesh settings"), - ('OBJECTS', "Objects", "Object settings"), - ('ANIMATION', "Animation", "Animation settings")), - name="ui_tab", - description="Export setting categories", - ) - - export_copyright: StringProperty( - name='Copyright', - description='Legal rights and conditions for the model', - default='' - ) - - export_image_format: EnumProperty( - name='Images', - items=(('AUTO', 'Automatic', - 'Save PNGs as PNGs and JPEGs as JPEGs.\n' - 'If neither one, use PNG'), - ('JPEG', 'JPEG Format (.jpg)', - 'Save images as JPEGs. (Images that need alpha are saved as PNGs though.)\n' - 'Be aware of a possible loss in quality'), - ), - description=( - 'Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web ' - 'applications due to the smaller file size' - ), - default='AUTO' - ) - - export_texture_dir: StringProperty( - name='Textures', - description='Folder to place texture files in. Relative to the .gltf file', - default='', - ) - - export_texcoords: BoolProperty( - name='UVs', - description='Export UVs (texture coordinates) with meshes', - default=True - ) - - export_normals: BoolProperty( - name='Normals', - description='Export vertex normals with meshes', - default=True - ) - - export_draco_mesh_compression_enable: BoolProperty( - name='Draco mesh compression', - description='Compress mesh using Draco', - default=False - ) - - export_draco_mesh_compression_level: IntProperty( - name='Compression level', - description='Compression level (0 = most speed, 6 = most compression, higher values currently not supported)', - default=6, - min=0, - max=6 - ) - - export_draco_position_quantization: IntProperty( - name='Position quantization bits', - description='Quantization bits for position values (0 = no quantization)', - default=14, - min=0, - max=30 - ) - - export_draco_normal_quantization: IntProperty( - name='Normal quantization bits', - description='Quantization bits for normal values (0 = no quantization)', - default=10, - min=0, - max=30 - ) - - export_draco_texcoord_quantization: IntProperty( - name='Texcoord quantization bits', - description='Quantization bits for texture coordinate values (0 = no quantization)', - default=12, - min=0, - max=30 - ) - - export_draco_generic_quantization: IntProperty( - name='Generic quantization bits', - description='Quantization bits for generic coordinate values like weights or joints (0 = no quantization)', - default=12, - min=0, - max=30 - ) - - export_tangents: BoolProperty( - name='Tangents', - description='Export vertex tangents with meshes', - default=False - ) - - export_materials: BoolProperty( - name='Materials', - description='Export materials', - default=True - ) - - export_colors: BoolProperty( - name='Vertex Colors', - description='Export vertex colors with meshes', - default=True - ) - - export_cameras: BoolProperty( - name='Cameras', - description='Export cameras', - default=False - ) - - # keep it for compatibility (for now) - export_selected: BoolProperty( - name='Selected Objects', - description='Export selected objects only', - default=False - ) - - use_selection: BoolProperty( - name='Selected Objects', - description='Export selected objects only', - default=False - ) - - export_extras: BoolProperty( - name='Custom Properties', - description='Export custom properties as glTF extras', - default=False - ) - - export_yup: BoolProperty( - name='+Y Up', - description='Export using glTF convention, +Y up', - default=True - ) - - export_apply: BoolProperty( - name='Apply Modifiers', - description='Apply modifiers (excluding Armatures) to mesh objects -' - 'WARNING: prevents exporting shape keys', - default=False - ) - - export_animations: BoolProperty( - name='Animations', - description='Exports active actions and NLA tracks as glTF animations', - default=True - ) - - export_frame_range: BoolProperty( - name='Limit to Playback Range', - description='Clips animations to selected playback range', - default=True - ) - - export_frame_step: IntProperty( - name='Sampling Rate', - description='How often to evaluate animated values (in frames)', - default=1, - min=1, - max=120 - ) - - export_force_sampling: BoolProperty( - name='Always Sample Animations', - description='Apply sampling to all animations', - default=True - ) - - export_nla_strips: BoolProperty( - name='Group by NLA Track', - description=( - "When on, multiple actions become part of the same glTF animation if\n" - "they're pushed onto NLA tracks with the same name.\n" - "When off, all the currently assigned actions become one glTF animation" - ), - default=True - ) - - export_def_bones: BoolProperty( - name='Export Deformation Bones Only', - description='Export Deformation bones only (and needed bones for hierarchy)', - default=False - ) - - export_current_frame: BoolProperty( - name='Use Current Frame', - description='Export the scene in the current animation frame', - default=False - ) - - export_skins: BoolProperty( - name='Skinning', - description='Export skinning (armature) data', - default=True - ) - - export_all_influences: BoolProperty( - name='Include All Bone Influences', - description='Allow >4 joint vertex influences. Models may appear incorrectly in many viewers', - default=False - ) - - export_morph: BoolProperty( - name='Shape Keys', - description='Export shape keys (morph targets)', - default=True - ) - - export_morph_normal: BoolProperty( - name='Shape Key Normals', - description='Export vertex normals with shape keys (morph targets)', - default=True - ) - - export_morph_tangent: BoolProperty( - name='Shape Key Tangents', - description='Export vertex tangents with shape keys (morph targets)', - default=False - ) - - export_lights: BoolProperty( - name='Punctual Lights', - description='Export directional, point, and spot lights. ' - 'Uses "KHR_lights_punctual" glTF extension', - default=False - ) - - export_displacement: BoolProperty( - name='Displacement Textures (EXPERIMENTAL)', - description='EXPERIMENTAL: Export displacement textures. ' - 'Uses incomplete "KHR_materials_displacement" glTF extension', - default=False - ) - - will_save_settings: BoolProperty( - name='Remember Export Settings', - description='Store glTF export settings in the Blender project', - default=False) - - # Custom scene property for saving settings - scene_key = "glTF2ExportSettings" - - # - - def invoke(self, context, event): - settings = context.scene.get(self.scene_key) - self.will_save_settings = False - self.has_active_extenions = False - if settings: - try: - for (k, v) in settings.items(): - if k == "export_selected": # Back compatibility for export_selected --> use_selection - setattr(self, "use_selection", v) - del settings[k] - settings["use_selection"] = v - print("export_selected is now renamed use_selection, and will be deleted in a few release") - else: - setattr(self, k, v) - self.will_save_settings = True - - except (AttributeError, TypeError): - self.report({"ERROR"}, "Loading export settings failed. Removed corrupted settings") - del context.scene[self.scene_key] - - import sys - preferences = bpy.context.preferences - for addon_name in preferences.addons.keys(): - try: - if hasattr(sys.modules[addon_name], 'glTF2ExportUserExtension') or hasattr(sys.modules[addon_name], 'glTF2ExportUserExtensions'): - extension_panel_unregister_functors.append(sys.modules[addon_name].register_panel()) - self.has_active_extenions = True - except Exception: - pass - - return ExportHelper.invoke(self, context, event) - - def save_settings(self, context): - # find all export_ props - all_props = self.properties - export_props = {x: getattr(self, x) for x in dir(all_props) - if x.startswith("export_") and all_props.get(x) is not None} - - context.scene[self.scene_key] = export_props - - def execute(self, context): - import os - import datetime - from .blender.exp import gltf2_blender_export - - if self.will_save_settings: - self.save_settings(context) - - if self.export_format == 'GLB': - self.filename_ext = '.glb' - else: - self.filename_ext = '.gltf' - - # All custom export settings are stored in this container. - export_settings = {} - - export_settings['timestamp'] = datetime.datetime.now() - - export_settings['gltf_filepath'] = bpy.path.ensure_ext(self.filepath, self.filename_ext) - export_settings['gltf_filedirectory'] = os.path.dirname(export_settings['gltf_filepath']) + '/' - export_settings['gltf_texturedirectory'] = os.path.join( - export_settings['gltf_filedirectory'], - self.export_texture_dir, - ) - - export_settings['gltf_format'] = self.export_format - export_settings['gltf_image_format'] = self.export_image_format - export_settings['gltf_copyright'] = self.export_copyright - export_settings['gltf_texcoords'] = self.export_texcoords - export_settings['gltf_normals'] = self.export_normals - export_settings['gltf_tangents'] = self.export_tangents and self.export_normals - - if self.is_draco_available: - export_settings['gltf_draco_mesh_compression'] = self.export_draco_mesh_compression_enable - export_settings['gltf_draco_mesh_compression_level'] = self.export_draco_mesh_compression_level - export_settings['gltf_draco_position_quantization'] = self.export_draco_position_quantization - export_settings['gltf_draco_normal_quantization'] = self.export_draco_normal_quantization - export_settings['gltf_draco_texcoord_quantization'] = self.export_draco_texcoord_quantization - export_settings['gltf_draco_generic_quantization'] = self.export_draco_generic_quantization - else: - export_settings['gltf_draco_mesh_compression'] = False - - export_settings['gltf_materials'] = self.export_materials - export_settings['gltf_colors'] = self.export_colors - export_settings['gltf_cameras'] = self.export_cameras - - # compatibility after renaming export_selected to use_selection - if self.export_selected is True: - self.report({"WARNING"}, "export_selected is now renamed use_selection, and will be deleted in a few release") - export_settings['gltf_selected'] = self.export_selected - else: - export_settings['gltf_selected'] = self.use_selection - - # export_settings['gltf_selected'] = self.use_selection This can be uncomment when removing compatibility of export_selected - export_settings['gltf_layers'] = True # self.export_layers - export_settings['gltf_extras'] = self.export_extras - export_settings['gltf_yup'] = self.export_yup - export_settings['gltf_apply'] = self.export_apply - export_settings['gltf_current_frame'] = self.export_current_frame - export_settings['gltf_animations'] = self.export_animations - if self.export_animations: - export_settings['gltf_frame_range'] = self.export_frame_range - export_settings['gltf_force_sampling'] = self.export_force_sampling - if self.export_force_sampling: - export_settings['gltf_def_bones'] = self.export_def_bones - else: - export_settings['gltf_def_bones'] = False - export_settings['gltf_nla_strips'] = self.export_nla_strips - else: - export_settings['gltf_frame_range'] = False - export_settings['gltf_move_keyframes'] = False - export_settings['gltf_force_sampling'] = False - export_settings['gltf_def_bones'] = False - export_settings['gltf_skins'] = self.export_skins - if self.export_skins: - export_settings['gltf_all_vertex_influences'] = self.export_all_influences - else: - export_settings['gltf_all_vertex_influences'] = False - export_settings['gltf_frame_step'] = self.export_frame_step - export_settings['gltf_morph'] = self.export_morph - if self.export_morph: - export_settings['gltf_morph_normal'] = self.export_morph_normal - else: - export_settings['gltf_morph_normal'] = False - if self.export_morph and self.export_morph_normal: - export_settings['gltf_morph_tangent'] = self.export_morph_tangent - else: - export_settings['gltf_morph_tangent'] = False - - export_settings['gltf_lights'] = self.export_lights - export_settings['gltf_displacement'] = self.export_displacement - - export_settings['gltf_binary'] = bytearray() - export_settings['gltf_binaryfilename'] = os.path.splitext(os.path.basename( - bpy.path.ensure_ext(self.filepath,self.filename_ext)))[0] + '.bin' - - user_extensions = [] - - import sys - preferences = bpy.context.preferences - for addon_name in preferences.addons.keys(): - try: - module = sys.modules[addon_name] - except Exception: - continue - if hasattr(module, 'glTF2ExportUserExtension'): - extension_ctor = module.glTF2ExportUserExtension - user_extensions.append(extension_ctor()) - if hasattr(module, 'glTF2ExportUserExtensions'): - extension_ctors = module.glTF2ExportUserExtensions - for extension_ctor in extension_ctors: - user_extensions.append(extension_ctor()) - export_settings['gltf_user_extensions'] = user_extensions - - return gltf2_blender_export.save(context, export_settings) - - def draw(self, context): - pass # Is needed to get panels available - - -class GLTF_PT_export_main(bpy.types.Panel): - bl_space_type = 'FILE_BROWSER' - bl_region_type = 'TOOL_PROPS' - bl_label = "" - bl_parent_id = "FILE_PT_operator" - bl_options = {'HIDE_HEADER'} - - @classmethod - def poll(cls, context): - sfile = context.space_data - operator = sfile.active_operator - - return operator.bl_idname == "EXPORT_SCENE_OT_gltf" - - def draw(self, context): - layout = self.layout - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - sfile = context.space_data - operator = sfile.active_operator - - layout.prop(operator, 'export_format') - if operator.export_format == 'GLTF_SEPARATE': - layout.prop(operator, 'export_texture_dir', icon='FILE_FOLDER') - layout.prop(operator, 'export_copyright') - layout.prop(operator, 'will_save_settings') - - -class GLTF_PT_export_include(bpy.types.Panel): - bl_space_type = 'FILE_BROWSER' - bl_region_type = 'TOOL_PROPS' - bl_label = "Include" - bl_parent_id = "FILE_PT_operator" - bl_options = {'DEFAULT_CLOSED'} - - @classmethod - def poll(cls, context): - sfile = context.space_data - operator = sfile.active_operator - - return operator.bl_idname == "EXPORT_SCENE_OT_gltf" - - def draw(self, context): - layout = self.layout - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - sfile = context.space_data - operator = sfile.active_operator - - col = layout.column(heading = "Limit to", align = True) - col.prop(operator, 'use_selection') - - col = layout.column(heading = "Data", align = True) - col.prop(operator, 'export_extras') - col.prop(operator, 'export_cameras') - col.prop(operator, 'export_lights') - - -class GLTF_PT_export_transform(bpy.types.Panel): - bl_space_type = 'FILE_BROWSER' - bl_region_type = 'TOOL_PROPS' - bl_label = "Transform" - bl_parent_id = "FILE_PT_operator" - bl_options = {'DEFAULT_CLOSED'} - - @classmethod - def poll(cls, context): - sfile = context.space_data - operator = sfile.active_operator - - return operator.bl_idname == "EXPORT_SCENE_OT_gltf" - - def draw(self, context): - layout = self.layout - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - sfile = context.space_data - operator = sfile.active_operator - - layout.prop(operator, 'export_yup') - - -class GLTF_PT_export_geometry(bpy.types.Panel): - bl_space_type = 'FILE_BROWSER' - bl_region_type = 'TOOL_PROPS' - bl_label = "Geometry" - bl_parent_id = "FILE_PT_operator" - bl_options = {'DEFAULT_CLOSED'} - - @classmethod - def poll(cls, context): - sfile = context.space_data - operator = sfile.active_operator - - return operator.bl_idname == "EXPORT_SCENE_OT_gltf" - - def draw(self, context): - layout = self.layout - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - sfile = context.space_data - operator = sfile.active_operator - - layout.prop(operator, 'export_apply') - layout.prop(operator, 'export_texcoords') - layout.prop(operator, 'export_normals') - col = layout.column() - col.active = operator.export_normals - col.prop(operator, 'export_tangents') - layout.prop(operator, 'export_colors') - layout.prop(operator, 'export_materials') - col = layout.column() - col.active = operator.export_materials - col.prop(operator, 'export_image_format') - - -class GLTF_PT_export_geometry_compression(bpy.types.Panel): - bl_space_type = 'FILE_BROWSER' - bl_region_type = 'TOOL_PROPS' - bl_label = "Compression" - bl_parent_id = "GLTF_PT_export_geometry" - bl_options = {'DEFAULT_CLOSED'} - - def __init__(self): - from io_scene_gltf2.io.exp import gltf2_io_draco_compression_extension - self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists(quiet=True) - - @classmethod - def poll(cls, context): - sfile = context.space_data - operator = sfile.active_operator - if operator.is_draco_available: - return operator.bl_idname == "EXPORT_SCENE_OT_gltf" - - def draw_header(self, context): - sfile = context.space_data - operator = sfile.active_operator - self.layout.prop(operator, "export_draco_mesh_compression_enable", text="") - - def draw(self, context): - layout = self.layout - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - sfile = context.space_data - operator = sfile.active_operator - - layout.active = operator.export_draco_mesh_compression_enable - layout.prop(operator, 'export_draco_mesh_compression_level') - - col = layout.column(align=True) - col.prop(operator, 'export_draco_position_quantization', text="Quantize Position") - col.prop(operator, 'export_draco_normal_quantization', text="Normal") - col.prop(operator, 'export_draco_texcoord_quantization', text="Tex Coords") - col.prop(operator, 'export_draco_generic_quantization', text="Generic") - - -class GLTF_PT_export_animation(bpy.types.Panel): - bl_space_type = 'FILE_BROWSER' - bl_region_type = 'TOOL_PROPS' - bl_label = "Animation" - bl_parent_id = "FILE_PT_operator" - bl_options = {'DEFAULT_CLOSED'} - - @classmethod - def poll(cls, context): - sfile = context.space_data - operator = sfile.active_operator - - return operator.bl_idname == "EXPORT_SCENE_OT_gltf" - - def draw(self, context): - layout = self.layout - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - sfile = context.space_data - operator = sfile.active_operator - - layout.prop(operator, 'export_current_frame') - - -class GLTF_PT_export_animation_export(bpy.types.Panel): - bl_space_type = 'FILE_BROWSER' - bl_region_type = 'TOOL_PROPS' - bl_label = "Animation" - bl_parent_id = "GLTF_PT_export_animation" - bl_options = {'DEFAULT_CLOSED'} - - @classmethod - def poll(cls, context): - sfile = context.space_data - operator = sfile.active_operator - - return operator.bl_idname == "EXPORT_SCENE_OT_gltf" - - def draw_header(self, context): - sfile = context.space_data - operator = sfile.active_operator - self.layout.prop(operator, "export_animations", text="") - - def draw(self, context): - layout = self.layout - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - sfile = context.space_data - operator = sfile.active_operator - - layout.active = operator.export_animations - - layout.prop(operator, 'export_frame_range') - layout.prop(operator, 'export_frame_step') - layout.prop(operator, 'export_force_sampling') - layout.prop(operator, 'export_nla_strips') - - row = layout.row() - row.active = operator.export_force_sampling - row.prop(operator, 'export_def_bones') - - -class GLTF_PT_export_animation_shapekeys(bpy.types.Panel): - bl_space_type = 'FILE_BROWSER' - bl_region_type = 'TOOL_PROPS' - bl_label = "Shape Keys" - bl_parent_id = "GLTF_PT_export_animation" - bl_options = {'DEFAULT_CLOSED'} - - @classmethod - def poll(cls, context): - sfile = context.space_data - operator = sfile.active_operator - - return operator.bl_idname == "EXPORT_SCENE_OT_gltf" - - def draw_header(self, context): - sfile = context.space_data - operator = sfile.active_operator - self.layout.prop(operator, "export_morph", text="") - - def draw(self, context): - layout = self.layout - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - sfile = context.space_data - operator = sfile.active_operator - - layout.active = operator.export_morph - - layout.prop(operator, 'export_morph_normal') - col = layout.column() - col.active = operator.export_morph_normal - col.prop(operator, 'export_morph_tangent') - - -class GLTF_PT_export_animation_skinning(bpy.types.Panel): - bl_space_type = 'FILE_BROWSER' - bl_region_type = 'TOOL_PROPS' - bl_label = "Skinning" - bl_parent_id = "GLTF_PT_export_animation" - bl_options = {'DEFAULT_CLOSED'} - - @classmethod - def poll(cls, context): - sfile = context.space_data - operator = sfile.active_operator - - return operator.bl_idname == "EXPORT_SCENE_OT_gltf" - - def draw_header(self, context): - sfile = context.space_data - operator = sfile.active_operator - self.layout.prop(operator, "export_skins", text="") - - def draw(self, context): - layout = self.layout - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - sfile = context.space_data - operator = sfile.active_operator - - layout.active = operator.export_skins - layout.prop(operator, 'export_all_influences') - -class GLTF_PT_export_user_extensions(bpy.types.Panel): - bl_space_type = 'FILE_BROWSER' - bl_region_type = 'TOOL_PROPS' - bl_label = "Extensions" - bl_parent_id = "FILE_PT_operator" - bl_options = {'DEFAULT_CLOSED'} - - @classmethod - def poll(cls, context): - sfile = context.space_data - operator = sfile.active_operator - - return operator.bl_idname == "EXPORT_SCENE_OT_gltf" and operator.has_active_extenions - - def draw(self, context): - layout = self.layout - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - -class ExportGLTF2(bpy.types.Operator, ExportGLTF2_Base, ExportHelper): - """Export scene as glTF 2.0 file""" - bl_idname = 'export_scene.gltf' - bl_label = 'Export glTF 2.0' - - filename_ext = '' - - filter_glob: StringProperty(default='*.glb;*.gltf', options={'HIDDEN'}) - - -def menu_func_export(self, context): - self.layout.operator(ExportGLTF2.bl_idname, text='glTF 2.0 (.glb/.gltf)') - - -class ImportGLTF2(Operator, ImportHelper): - """Load a glTF 2.0 file""" - bl_idname = 'import_scene.gltf' - bl_label = 'Import glTF 2.0' - - filter_glob: StringProperty(default="*.glb;*.gltf", options={'HIDDEN'}) - - files: CollectionProperty( - name="File Path", - type=bpy.types.OperatorFileListElement, - ) - - loglevel: IntProperty( - name='Log Level', - description="Log Level") - - import_pack_images: BoolProperty( - name='Pack Images', - description='Pack all images into .blend file', - default=True - ) - - import_shading: EnumProperty( - name="Shading", - items=(("NORMALS", "Use Normal Data", ""), - ("FLAT", "Flat Shading", ""), - ("SMOOTH", "Smooth Shading", "")), - description="How normals are computed during import", - default="NORMALS") - - bone_heuristic: EnumProperty( - name="Bone Dir", - items=( - ("BLENDER", "Blender (best for re-importing)", - "Good for re-importing glTFs exported from Blender.\n" - "Bone tips are placed on their local +Y axis (in glTF space)"), - ("TEMPERANCE", "Temperance (average)", - "Decent all-around strategy.\n" - "A bone with one child has its tip placed on the local axis\n" - "closest to its child"), - ("FORTUNE", "Fortune (may look better, less accurate)", - "Might look better than Temperance, but also might have errors.\n" - "A bone with one child has its tip placed at its child's root.\n" - "Non-uniform scalings may get messed up though, so beware"), - ), - description="Heuristic for placing bones. Tries to make bones pretty", - default="TEMPERANCE", - ) - - guess_original_bind_pose: BoolProperty( - name='Guess Original Bind Pose', - description=( - 'Try to guess the original bind pose for skinned meshes from ' - 'the inverse bind matrices.\n' - 'When off, use default/rest pose as bind pose' - ), - default=True, - ) - - def draw(self, context): - layout = self.layout - - layout.use_property_split = True - layout.use_property_decorate = False # No animation. - - layout.prop(self, 'import_pack_images') - layout.prop(self, 'import_shading') - layout.prop(self, 'guess_original_bind_pose') - layout.prop(self, 'bone_heuristic') - - def execute(self, context): - return self.import_gltf2(context) - - def import_gltf2(self, context): - import os - - self.set_debug_log() - import_settings = self.as_keywords() - - if self.files: - # Multiple file import - ret = {'CANCELLED'} - dirname = os.path.dirname(self.filepath) - for file in self.files: - path = os.path.join(dirname, file.name) - if self.unit_import(path, import_settings) == {'FINISHED'}: - ret = {'FINISHED'} - return ret - else: - # Single file import - return self.unit_import(self.filepath, import_settings) - - def unit_import(self, filename, import_settings): - import time - from .io.imp.gltf2_io_gltf import glTFImporter - from .blender.imp.gltf2_blender_gltf import BlenderGlTF - - self.gltf_importer = glTFImporter(filename, import_settings) - success, txt = self.gltf_importer.read() - if not success: - self.report({'ERROR'}, txt) - return {'CANCELLED'} - success, txt = self.gltf_importer.checks() - if not success: - self.report({'ERROR'}, txt) - return {'CANCELLED'} - print("Data are loaded, start creating Blender stuff") - start_time = time.time() - BlenderGlTF.create(self.gltf_importer) - elapsed_s = "{:.2f}s".format(time.time() - start_time) - print("glTF import finished in " + elapsed_s) - self.gltf_importer.log.removeHandler(self.gltf_importer.log_handler) - - return {'FINISHED'} - - def set_debug_log(self): - import logging - if bpy.app.debug_value == 0: - self.loglevel = logging.CRITICAL - elif bpy.app.debug_value == 1: - self.loglevel = logging.ERROR - elif bpy.app.debug_value == 2: - self.loglevel = logging.WARNING - elif bpy.app.debug_value == 3: - self.loglevel = logging.INFO - else: - self.loglevel = logging.NOTSET - - -def menu_func_import(self, context): - self.layout.operator(ImportGLTF2.bl_idname, text='glTF 2.0 (.glb/.gltf)') - - -classes = ( - ExportGLTF2, - GLTF_PT_export_main, - GLTF_PT_export_include, - GLTF_PT_export_transform, - GLTF_PT_export_geometry, - GLTF_PT_export_geometry_compression, - GLTF_PT_export_animation, - GLTF_PT_export_animation_export, - GLTF_PT_export_animation_shapekeys, - GLTF_PT_export_animation_skinning, - GLTF_PT_export_user_extensions, - ImportGLTF2 -) - - -def register(): - for c in classes: - bpy.utils.register_class(c) - # bpy.utils.register_module(__name__) - - # add to the export / import menu - bpy.types.TOPBAR_MT_file_export.append(menu_func_export) - bpy.types.TOPBAR_MT_file_import.append(menu_func_import) - - -def unregister(): - for c in classes: - bpy.utils.unregister_class(c) - for f in extension_panel_unregister_functors: - f() - extension_panel_unregister_functors.clear() - - # bpy.utils.unregister_module(__name__) - - # remove from the export / import menu - bpy.types.TOPBAR_MT_file_export.remove(menu_func_export) - bpy.types.TOPBAR_MT_file_import.remove(menu_func_import) +# Copyright 2018-2019 The glTF-Blender-IO authors.
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+bl_info = {
+ 'name': 'glTF 2.0 format',
+ 'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
+ "version": (1, 3, 13),
+ 'blender': (2, 90, 0),
+ 'location': 'File > Import-Export',
+ 'description': 'Import-Export as glTF 2.0',
+ 'warning': '',
+ 'doc_url': "{BLENDER_MANUAL_URL}/addons/import_export/scene_gltf2.html",
+ 'tracker_url': "https://github.com/KhronosGroup/glTF-Blender-IO/issues/",
+ 'support': 'OFFICIAL',
+ 'category': 'Import-Export',
+}
+
+def get_version_string():
+ return str(bl_info['version'][0]) + '.' + str(bl_info['version'][1]) + '.' + str(bl_info['version'][2])
+
+#
+# Script reloading (if the user calls 'Reload Scripts' from Blender)
+#
+
+def reload_package(module_dict_main):
+ import importlib
+ from pathlib import Path
+
+ def reload_package_recursive(current_dir, module_dict):
+ for path in current_dir.iterdir():
+ if "__init__" in str(path) or path.stem not in module_dict:
+ continue
+
+ if path.is_file() and path.suffix == ".py":
+ importlib.reload(module_dict[path.stem])
+ elif path.is_dir():
+ reload_package_recursive(path, module_dict[path.stem].__dict__)
+
+ reload_package_recursive(Path(__file__).parent, module_dict_main)
+
+
+if "bpy" in locals():
+ reload_package(locals())
+
+import bpy
+from bpy.props import (StringProperty,
+ BoolProperty,
+ EnumProperty,
+ IntProperty,
+ CollectionProperty)
+from bpy.types import Operator
+from bpy_extras.io_utils import ImportHelper, ExportHelper
+
+
+#
+# Functions / Classes.
+#
+
+extension_panel_unregister_functors = []
+
+class ExportGLTF2_Base:
+ # TODO: refactor to avoid boilerplate
+
+ def __init__(self):
+ from io_scene_gltf2.io.exp import gltf2_io_draco_compression_extension
+ self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists()
+
+ bl_options = {'PRESET'}
+
+ export_format: EnumProperty(
+ name='Format',
+ items=(('GLB', 'glTF Binary (.glb)',
+ 'Exports a single file, with all data packed in binary form. '
+ 'Most efficient and portable, but more difficult to edit later'),
+ ('GLTF_EMBEDDED', 'glTF Embedded (.gltf)',
+ 'Exports a single file, with all data packed in JSON. '
+ 'Less efficient than binary, but easier to edit later'),
+ ('GLTF_SEPARATE', 'glTF Separate (.gltf + .bin + textures)',
+ 'Exports multiple files, with separate JSON, binary and texture data. '
+ 'Easiest to edit later')),
+ description=(
+ 'Output format and embedding options. Binary is most efficient, '
+ 'but JSON (embedded or separate) may be easier to edit later'
+ ),
+ default='GLB'
+ )
+
+ ui_tab: EnumProperty(
+ items=(('GENERAL', "General", "General settings"),
+ ('MESHES', "Meshes", "Mesh settings"),
+ ('OBJECTS', "Objects", "Object settings"),
+ ('ANIMATION', "Animation", "Animation settings")),
+ name="ui_tab",
+ description="Export setting categories",
+ )
+
+ export_copyright: StringProperty(
+ name='Copyright',
+ description='Legal rights and conditions for the model',
+ default=''
+ )
+
+ export_image_format: EnumProperty(
+ name='Images',
+ items=(('AUTO', 'Automatic',
+ 'Save PNGs as PNGs and JPEGs as JPEGs.\n'
+ 'If neither one, use PNG'),
+ ('JPEG', 'JPEG Format (.jpg)',
+ 'Save images as JPEGs. (Images that need alpha are saved as PNGs though.)\n'
+ 'Be aware of a possible loss in quality'),
+ ),
+ description=(
+ 'Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web '
+ 'applications due to the smaller file size'
+ ),
+ default='AUTO'
+ )
+
+ export_texture_dir: StringProperty(
+ name='Textures',
+ description='Folder to place texture files in. Relative to the .gltf file',
+ default='',
+ )
+
+ export_texcoords: BoolProperty(
+ name='UVs',
+ description='Export UVs (texture coordinates) with meshes',
+ default=True
+ )
+
+ export_normals: BoolProperty(
+ name='Normals',
+ description='Export vertex normals with meshes',
+ default=True
+ )
+
+ export_draco_mesh_compression_enable: BoolProperty(
+ name='Draco mesh compression',
+ description='Compress mesh using Draco',
+ default=False
+ )
+
+ export_draco_mesh_compression_level: IntProperty(
+ name='Compression level',
+ description='Compression level (0 = most speed, 6 = most compression, higher values currently not supported)',
+ default=6,
+ min=0,
+ max=6
+ )
+
+ export_draco_position_quantization: IntProperty(
+ name='Position quantization bits',
+ description='Quantization bits for position values (0 = no quantization)',
+ default=14,
+ min=0,
+ max=30
+ )
+
+ export_draco_normal_quantization: IntProperty(
+ name='Normal quantization bits',
+ description='Quantization bits for normal values (0 = no quantization)',
+ default=10,
+ min=0,
+ max=30
+ )
+
+ export_draco_texcoord_quantization: IntProperty(
+ name='Texcoord quantization bits',
+ description='Quantization bits for texture coordinate values (0 = no quantization)',
+ default=12,
+ min=0,
+ max=30
+ )
+
+ export_draco_generic_quantization: IntProperty(
+ name='Generic quantization bits',
+ description='Quantization bits for generic coordinate values like weights or joints (0 = no quantization)',
+ default=12,
+ min=0,
+ max=30
+ )
+
+ export_tangents: BoolProperty(
+ name='Tangents',
+ description='Export vertex tangents with meshes',
+ default=False
+ )
+
+ export_materials: BoolProperty(
+ name='Materials',
+ description='Export materials',
+ default=True
+ )
+
+ export_colors: BoolProperty(
+ name='Vertex Colors',
+ description='Export vertex colors with meshes',
+ default=True
+ )
+
+ export_cameras: BoolProperty(
+ name='Cameras',
+ description='Export cameras',
+ default=False
+ )
+
+ # keep it for compatibility (for now)
+ export_selected: BoolProperty(
+ name='Selected Objects',
+ description='Export selected objects only',
+ default=False
+ )
+
+ use_selection: BoolProperty(
+ name='Selected Objects',
+ description='Export selected objects only',
+ default=False
+ )
+
+ export_extras: BoolProperty(
+ name='Custom Properties',
+ description='Export custom properties as glTF extras',
+ default=False
+ )
+
+ export_yup: BoolProperty(
+ name='+Y Up',
+ description='Export using glTF convention, +Y up',
+ default=True
+ )
+
+ export_apply: BoolProperty(
+ name='Apply Modifiers',
+ description='Apply modifiers (excluding Armatures) to mesh objects -'
+ 'WARNING: prevents exporting shape keys',
+ default=False
+ )
+
+ export_animations: BoolProperty(
+ name='Animations',
+ description='Exports active actions and NLA tracks as glTF animations',
+ default=True
+ )
+
+ export_frame_range: BoolProperty(
+ name='Limit to Playback Range',
+ description='Clips animations to selected playback range',
+ default=True
+ )
+
+ export_frame_step: IntProperty(
+ name='Sampling Rate',
+ description='How often to evaluate animated values (in frames)',
+ default=1,
+ min=1,
+ max=120
+ )
+
+ export_force_sampling: BoolProperty(
+ name='Always Sample Animations',
+ description='Apply sampling to all animations',
+ default=True
+ )
+
+ export_nla_strips: BoolProperty(
+ name='Group by NLA Track',
+ description=(
+ "When on, multiple actions become part of the same glTF animation if\n"
+ "they're pushed onto NLA tracks with the same name.\n"
+ "When off, all the currently assigned actions become one glTF animation"
+ ),
+ default=True
+ )
+
+ export_def_bones: BoolProperty(
+ name='Export Deformation Bones Only',
+ description='Export Deformation bones only (and needed bones for hierarchy)',
+ default=False
+ )
+
+ export_current_frame: BoolProperty(
+ name='Use Current Frame',
+ description='Export the scene in the current animation frame',
+ default=False
+ )
+
+ export_skins: BoolProperty(
+ name='Skinning',
+ description='Export skinning (armature) data',
+ default=True
+ )
+
+ export_all_influences: BoolProperty(
+ name='Include All Bone Influences',
+ description='Allow >4 joint vertex influences. Models may appear incorrectly in many viewers',
+ default=False
+ )
+
+ export_morph: BoolProperty(
+ name='Shape Keys',
+ description='Export shape keys (morph targets)',
+ default=True
+ )
+
+ export_morph_normal: BoolProperty(
+ name='Shape Key Normals',
+ description='Export vertex normals with shape keys (morph targets)',
+ default=True
+ )
+
+ export_morph_tangent: BoolProperty(
+ name='Shape Key Tangents',
+ description='Export vertex tangents with shape keys (morph targets)',
+ default=False
+ )
+
+ export_lights: BoolProperty(
+ name='Punctual Lights',
+ description='Export directional, point, and spot lights. '
+ 'Uses "KHR_lights_punctual" glTF extension',
+ default=False
+ )
+
+ export_displacement: BoolProperty(
+ name='Displacement Textures (EXPERIMENTAL)',
+ description='EXPERIMENTAL: Export displacement textures. '
+ 'Uses incomplete "KHR_materials_displacement" glTF extension',
+ default=False
+ )
+
+ will_save_settings: BoolProperty(
+ name='Remember Export Settings',
+ description='Store glTF export settings in the Blender project',
+ default=False)
+
+ # Custom scene property for saving settings
+ scene_key = "glTF2ExportSettings"
+
+ #
+
+ def invoke(self, context, event):
+ settings = context.scene.get(self.scene_key)
+ self.will_save_settings = False
+ self.has_active_extenions = False
+ if settings:
+ try:
+ for (k, v) in settings.items():
+ if k == "export_selected": # Back compatibility for export_selected --> use_selection
+ setattr(self, "use_selection", v)
+ del settings[k]
+ settings["use_selection"] = v
+ print("export_selected is now renamed use_selection, and will be deleted in a few release")
+ else:
+ setattr(self, k, v)
+ self.will_save_settings = True
+
+ except (AttributeError, TypeError):
+ self.report({"ERROR"}, "Loading export settings failed. Removed corrupted settings")
+ del context.scene[self.scene_key]
+
+ import sys
+ preferences = bpy.context.preferences
+ for addon_name in preferences.addons.keys():
+ try:
+ if hasattr(sys.modules[addon_name], 'glTF2ExportUserExtension') or hasattr(sys.modules[addon_name], 'glTF2ExportUserExtensions'):
+ extension_panel_unregister_functors.append(sys.modules[addon_name].register_panel())
+ self.has_active_extenions = True
+ except Exception:
+ pass
+
+ return ExportHelper.invoke(self, context, event)
+
+ def save_settings(self, context):
+ # find all export_ props
+ all_props = self.properties
+ export_props = {x: getattr(self, x) for x in dir(all_props)
+ if x.startswith("export_") and all_props.get(x) is not None}
+
+ context.scene[self.scene_key] = export_props
+
+ def execute(self, context):
+ import os
+ import datetime
+ from .blender.exp import gltf2_blender_export
+
+ if self.will_save_settings:
+ self.save_settings(context)
+
+ if self.export_format == 'GLB':
+ self.filename_ext = '.glb'
+ else:
+ self.filename_ext = '.gltf'
+
+ # All custom export settings are stored in this container.
+ export_settings = {}
+
+ export_settings['timestamp'] = datetime.datetime.now()
+
+ export_settings['gltf_filepath'] = bpy.path.ensure_ext(self.filepath, self.filename_ext)
+ export_settings['gltf_filedirectory'] = os.path.dirname(export_settings['gltf_filepath']) + '/'
+ export_settings['gltf_texturedirectory'] = os.path.join(
+ export_settings['gltf_filedirectory'],
+ self.export_texture_dir,
+ )
+
+ export_settings['gltf_format'] = self.export_format
+ export_settings['gltf_image_format'] = self.export_image_format
+ export_settings['gltf_copyright'] = self.export_copyright
+ export_settings['gltf_texcoords'] = self.export_texcoords
+ export_settings['gltf_normals'] = self.export_normals
+ export_settings['gltf_tangents'] = self.export_tangents and self.export_normals
+
+ if self.is_draco_available:
+ export_settings['gltf_draco_mesh_compression'] = self.export_draco_mesh_compression_enable
+ export_settings['gltf_draco_mesh_compression_level'] = self.export_draco_mesh_compression_level
+ export_settings['gltf_draco_position_quantization'] = self.export_draco_position_quantization
+ export_settings['gltf_draco_normal_quantization'] = self.export_draco_normal_quantization
+ export_settings['gltf_draco_texcoord_quantization'] = self.export_draco_texcoord_quantization
+ export_settings['gltf_draco_generic_quantization'] = self.export_draco_generic_quantization
+ else:
+ export_settings['gltf_draco_mesh_compression'] = False
+
+ export_settings['gltf_materials'] = self.export_materials
+ export_settings['gltf_colors'] = self.export_colors
+ export_settings['gltf_cameras'] = self.export_cameras
+
+ # compatibility after renaming export_selected to use_selection
+ if self.export_selected is True:
+ self.report({"WARNING"}, "export_selected is now renamed use_selection, and will be deleted in a few release")
+ export_settings['gltf_selected'] = self.export_selected
+ else:
+ export_settings['gltf_selected'] = self.use_selection
+
+ # export_settings['gltf_selected'] = self.use_selection This can be uncomment when removing compatibility of export_selected
+ export_settings['gltf_layers'] = True # self.export_layers
+ export_settings['gltf_extras'] = self.export_extras
+ export_settings['gltf_yup'] = self.export_yup
+ export_settings['gltf_apply'] = self.export_apply
+ export_settings['gltf_current_frame'] = self.export_current_frame
+ export_settings['gltf_animations'] = self.export_animations
+ if self.export_animations:
+ export_settings['gltf_frame_range'] = self.export_frame_range
+ export_settings['gltf_force_sampling'] = self.export_force_sampling
+ if self.export_force_sampling:
+ export_settings['gltf_def_bones'] = self.export_def_bones
+ else:
+ export_settings['gltf_def_bones'] = False
+ export_settings['gltf_nla_strips'] = self.export_nla_strips
+ else:
+ export_settings['gltf_frame_range'] = False
+ export_settings['gltf_move_keyframes'] = False
+ export_settings['gltf_force_sampling'] = False
+ export_settings['gltf_def_bones'] = False
+ export_settings['gltf_skins'] = self.export_skins
+ if self.export_skins:
+ export_settings['gltf_all_vertex_influences'] = self.export_all_influences
+ else:
+ export_settings['gltf_all_vertex_influences'] = False
+ export_settings['gltf_frame_step'] = self.export_frame_step
+ export_settings['gltf_morph'] = self.export_morph
+ if self.export_morph:
+ export_settings['gltf_morph_normal'] = self.export_morph_normal
+ else:
+ export_settings['gltf_morph_normal'] = False
+ if self.export_morph and self.export_morph_normal:
+ export_settings['gltf_morph_tangent'] = self.export_morph_tangent
+ else:
+ export_settings['gltf_morph_tangent'] = False
+
+ export_settings['gltf_lights'] = self.export_lights
+ export_settings['gltf_displacement'] = self.export_displacement
+
+ export_settings['gltf_binary'] = bytearray()
+ export_settings['gltf_binaryfilename'] = os.path.splitext(os.path.basename(
+ bpy.path.ensure_ext(self.filepath,self.filename_ext)))[0] + '.bin'
+
+ user_extensions = []
+
+ import sys
+ preferences = bpy.context.preferences
+ for addon_name in preferences.addons.keys():
+ try:
+ module = sys.modules[addon_name]
+ except Exception:
+ continue
+ if hasattr(module, 'glTF2ExportUserExtension'):
+ extension_ctor = module.glTF2ExportUserExtension
+ user_extensions.append(extension_ctor())
+ if hasattr(module, 'glTF2ExportUserExtensions'):
+ extension_ctors = module.glTF2ExportUserExtensions
+ for extension_ctor in extension_ctors:
+ user_extensions.append(extension_ctor())
+ export_settings['gltf_user_extensions'] = user_extensions
+
+ return gltf2_blender_export.save(context, export_settings)
+
+ def draw(self, context):
+ pass # Is needed to get panels available
+
+
+class GLTF_PT_export_main(bpy.types.Panel):
+ bl_space_type = 'FILE_BROWSER'
+ bl_region_type = 'TOOL_PROPS'
+ bl_label = ""
+ bl_parent_id = "FILE_PT_operator"
+ bl_options = {'HIDE_HEADER'}
+
+ @classmethod
+ def poll(cls, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ layout.prop(operator, 'export_format')
+ if operator.export_format == 'GLTF_SEPARATE':
+ layout.prop(operator, 'export_texture_dir', icon='FILE_FOLDER')
+ layout.prop(operator, 'export_copyright')
+ layout.prop(operator, 'will_save_settings')
+
+
+class GLTF_PT_export_include(bpy.types.Panel):
+ bl_space_type = 'FILE_BROWSER'
+ bl_region_type = 'TOOL_PROPS'
+ bl_label = "Include"
+ bl_parent_id = "FILE_PT_operator"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ col = layout.column(heading = "Limit to", align = True)
+ col.prop(operator, 'use_selection')
+
+ col = layout.column(heading = "Data", align = True)
+ col.prop(operator, 'export_extras')
+ col.prop(operator, 'export_cameras')
+ col.prop(operator, 'export_lights')
+
+
+class GLTF_PT_export_transform(bpy.types.Panel):
+ bl_space_type = 'FILE_BROWSER'
+ bl_region_type = 'TOOL_PROPS'
+ bl_label = "Transform"
+ bl_parent_id = "FILE_PT_operator"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ layout.prop(operator, 'export_yup')
+
+
+class GLTF_PT_export_geometry(bpy.types.Panel):
+ bl_space_type = 'FILE_BROWSER'
+ bl_region_type = 'TOOL_PROPS'
+ bl_label = "Geometry"
+ bl_parent_id = "FILE_PT_operator"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ layout.prop(operator, 'export_apply')
+ layout.prop(operator, 'export_texcoords')
+ layout.prop(operator, 'export_normals')
+ col = layout.column()
+ col.active = operator.export_normals
+ col.prop(operator, 'export_tangents')
+ layout.prop(operator, 'export_colors')
+ layout.prop(operator, 'export_materials')
+ col = layout.column()
+ col.active = operator.export_materials
+ col.prop(operator, 'export_image_format')
+
+
+class GLTF_PT_export_geometry_compression(bpy.types.Panel):
+ bl_space_type = 'FILE_BROWSER'
+ bl_region_type = 'TOOL_PROPS'
+ bl_label = "Compression"
+ bl_parent_id = "GLTF_PT_export_geometry"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ def __init__(self):
+ from io_scene_gltf2.io.exp import gltf2_io_draco_compression_extension
+ self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists(quiet=True)
+
+ @classmethod
+ def poll(cls, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+ if operator.is_draco_available:
+ return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
+
+ def draw_header(self, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+ self.layout.prop(operator, "export_draco_mesh_compression_enable", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ layout.active = operator.export_draco_mesh_compression_enable
+ layout.prop(operator, 'export_draco_mesh_compression_level')
+
+ col = layout.column(align=True)
+ col.prop(operator, 'export_draco_position_quantization', text="Quantize Position")
+ col.prop(operator, 'export_draco_normal_quantization', text="Normal")
+ col.prop(operator, 'export_draco_texcoord_quantization', text="Tex Coords")
+ col.prop(operator, 'export_draco_generic_quantization', text="Generic")
+
+
+class GLTF_PT_export_animation(bpy.types.Panel):
+ bl_space_type = 'FILE_BROWSER'
+ bl_region_type = 'TOOL_PROPS'
+ bl_label = "Animation"
+ bl_parent_id = "FILE_PT_operator"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ layout.prop(operator, 'export_current_frame')
+
+
+class GLTF_PT_export_animation_export(bpy.types.Panel):
+ bl_space_type = 'FILE_BROWSER'
+ bl_region_type = 'TOOL_PROPS'
+ bl_label = "Animation"
+ bl_parent_id = "GLTF_PT_export_animation"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
+
+ def draw_header(self, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+ self.layout.prop(operator, "export_animations", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ layout.active = operator.export_animations
+
+ layout.prop(operator, 'export_frame_range')
+ layout.prop(operator, 'export_frame_step')
+ layout.prop(operator, 'export_force_sampling')
+ layout.prop(operator, 'export_nla_strips')
+
+ row = layout.row()
+ row.active = operator.export_force_sampling
+ row.prop(operator, 'export_def_bones')
+
+
+class GLTF_PT_export_animation_shapekeys(bpy.types.Panel):
+ bl_space_type = 'FILE_BROWSER'
+ bl_region_type = 'TOOL_PROPS'
+ bl_label = "Shape Keys"
+ bl_parent_id = "GLTF_PT_export_animation"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
+
+ def draw_header(self, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+ self.layout.prop(operator, "export_morph", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ layout.active = operator.export_morph
+
+ layout.prop(operator, 'export_morph_normal')
+ col = layout.column()
+ col.active = operator.export_morph_normal
+ col.prop(operator, 'export_morph_tangent')
+
+
+class GLTF_PT_export_animation_skinning(bpy.types.Panel):
+ bl_space_type = 'FILE_BROWSER'
+ bl_region_type = 'TOOL_PROPS'
+ bl_label = "Skinning"
+ bl_parent_id = "GLTF_PT_export_animation"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
+
+ def draw_header(self, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+ self.layout.prop(operator, "export_skins", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ layout.active = operator.export_skins
+ layout.prop(operator, 'export_all_influences')
+
+class GLTF_PT_export_user_extensions(bpy.types.Panel):
+ bl_space_type = 'FILE_BROWSER'
+ bl_region_type = 'TOOL_PROPS'
+ bl_label = "Extensions"
+ bl_parent_id = "FILE_PT_operator"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ sfile = context.space_data
+ operator = sfile.active_operator
+
+ return operator.bl_idname == "EXPORT_SCENE_OT_gltf" and operator.has_active_extenions
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+
+class ExportGLTF2(bpy.types.Operator, ExportGLTF2_Base, ExportHelper):
+ """Export scene as glTF 2.0 file"""
+ bl_idname = 'export_scene.gltf'
+ bl_label = 'Export glTF 2.0'
+
+ filename_ext = ''
+
+ filter_glob: StringProperty(default='*.glb;*.gltf', options={'HIDDEN'})
+
+
+def menu_func_export(self, context):
+ self.layout.operator(ExportGLTF2.bl_idname, text='glTF 2.0 (.glb/.gltf)')
+
+
+class ImportGLTF2(Operator, ImportHelper):
+ """Load a glTF 2.0 file"""
+ bl_idname = 'import_scene.gltf'
+ bl_label = 'Import glTF 2.0'
+
+ filter_glob: StringProperty(default="*.glb;*.gltf", options={'HIDDEN'})
+
+ files: CollectionProperty(
+ name="File Path",
+ type=bpy.types.OperatorFileListElement,
+ )
+
+ loglevel: IntProperty(
+ name='Log Level',
+ description="Log Level")
+
+ import_pack_images: BoolProperty(
+ name='Pack Images',
+ description='Pack all images into .blend file',
+ default=True
+ )
+
+ import_shading: EnumProperty(
+ name="Shading",
+ items=(("NORMALS", "Use Normal Data", ""),
+ ("FLAT", "Flat Shading", ""),
+ ("SMOOTH", "Smooth Shading", "")),
+ description="How normals are computed during import",
+ default="NORMALS")
+
+ bone_heuristic: EnumProperty(
+ name="Bone Dir",
+ items=(
+ ("BLENDER", "Blender (best for re-importing)",
+ "Good for re-importing glTFs exported from Blender.\n"
+ "Bone tips are placed on their local +Y axis (in glTF space)"),
+ ("TEMPERANCE", "Temperance (average)",
+ "Decent all-around strategy.\n"
+ "A bone with one child has its tip placed on the local axis\n"
+ "closest to its child"),
+ ("FORTUNE", "Fortune (may look better, less accurate)",
+ "Might look better than Temperance, but also might have errors.\n"
+ "A bone with one child has its tip placed at its child's root.\n"
+ "Non-uniform scalings may get messed up though, so beware"),
+ ),
+ description="Heuristic for placing bones. Tries to make bones pretty",
+ default="TEMPERANCE",
+ )
+
+ guess_original_bind_pose: BoolProperty(
+ name='Guess Original Bind Pose',
+ description=(
+ 'Try to guess the original bind pose for skinned meshes from '
+ 'the inverse bind matrices.\n'
+ 'When off, use default/rest pose as bind pose'
+ ),
+ default=True,
+ )
+
+ def draw(self, context):
+ layout = self.layout
+
+ layout.use_property_split = True
+ layout.use_property_decorate = False # No animation.
+
+ layout.prop(self, 'import_pack_images')
+ layout.prop(self, 'import_shading')
+ layout.prop(self, 'guess_original_bind_pose')
+ layout.prop(self, 'bone_heuristic')
+
+ def execute(self, context):
+ return self.import_gltf2(context)
+
+ def import_gltf2(self, context):
+ import os
+
+ self.set_debug_log()
+ import_settings = self.as_keywords()
+
+ if self.files:
+ # Multiple file import
+ ret = {'CANCELLED'}
+ dirname = os.path.dirname(self.filepath)
+ for file in self.files:
+ path = os.path.join(dirname, file.name)
+ if self.unit_import(path, import_settings) == {'FINISHED'}:
+ ret = {'FINISHED'}
+ return ret
+ else:
+ # Single file import
+ return self.unit_import(self.filepath, import_settings)
+
+ def unit_import(self, filename, import_settings):
+ import time
+ from .io.imp.gltf2_io_gltf import glTFImporter
+ from .blender.imp.gltf2_blender_gltf import BlenderGlTF
+
+ self.gltf_importer = glTFImporter(filename, import_settings)
+ success, txt = self.gltf_importer.read()
+ if not success:
+ self.report({'ERROR'}, txt)
+ return {'CANCELLED'}
+ success, txt = self.gltf_importer.checks()
+ if not success:
+ self.report({'ERROR'}, txt)
+ return {'CANCELLED'}
+ print("Data are loaded, start creating Blender stuff")
+ start_time = time.time()
+ BlenderGlTF.create(self.gltf_importer)
+ elapsed_s = "{:.2f}s".format(time.time() - start_time)
+ print("glTF import finished in " + elapsed_s)
+ self.gltf_importer.log.removeHandler(self.gltf_importer.log_handler)
+
+ return {'FINISHED'}
+
+ def set_debug_log(self):
+ import logging
+ if bpy.app.debug_value == 0:
+ self.loglevel = logging.CRITICAL
+ elif bpy.app.debug_value == 1:
+ self.loglevel = logging.ERROR
+ elif bpy.app.debug_value == 2:
+ self.loglevel = logging.WARNING
+ elif bpy.app.debug_value == 3:
+ self.loglevel = logging.INFO
+ else:
+ self.loglevel = logging.NOTSET
+
+
+def menu_func_import(self, context):
+ self.layout.operator(ImportGLTF2.bl_idname, text='glTF 2.0 (.glb/.gltf)')
+
+
+classes = (
+ ExportGLTF2,
+ GLTF_PT_export_main,
+ GLTF_PT_export_include,
+ GLTF_PT_export_transform,
+ GLTF_PT_export_geometry,
+ GLTF_PT_export_geometry_compression,
+ GLTF_PT_export_animation,
+ GLTF_PT_export_animation_export,
+ GLTF_PT_export_animation_shapekeys,
+ GLTF_PT_export_animation_skinning,
+ GLTF_PT_export_user_extensions,
+ ImportGLTF2
+)
+
+
+def register():
+ for c in classes:
+ bpy.utils.register_class(c)
+ # bpy.utils.register_module(__name__)
+
+ # add to the export / import menu
+ bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
+ bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
+
+
+def unregister():
+ for c in classes:
+ bpy.utils.unregister_class(c)
+ for f in extension_panel_unregister_functors:
+ f()
+ extension_panel_unregister_functors.clear()
+
+ # bpy.utils.unregister_module(__name__)
+
+ # remove from the export / import menu
+ bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
+ bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
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