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authorJulien Duroure <julien.duroure@gmail.com>2019-09-13 22:59:14 +0300
committerJulien Duroure <julien.duroure@gmail.com>2019-09-13 22:59:47 +0300
commit7307a3c57d84e481de137816033198ba1895f293 (patch)
tree96c35f102abf6bf67d32abcb6faf277b01d815c4 /io_scene_gltf2/blender/exp/gltf2_blender_extract.py
parentfb3a669c750facb8e90215bab43280bfa0899204 (diff)
glTF exporter: Fix skinning space / Inverse Bind Matrix
Diffstat (limited to 'io_scene_gltf2/blender/exp/gltf2_blender_extract.py')
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_extract.py105
1 files changed, 74 insertions, 31 deletions
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_extract.py b/io_scene_gltf2/blender/exp/gltf2_blender_extract.py
index a4705e91..3b33872d 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_extract.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_extract.py
@@ -16,7 +16,7 @@
# Imports
#
-from mathutils import Vector, Quaternion
+from mathutils import Vector, Quaternion, Matrix
from mathutils.geometry import tessellate_polygon
from operator import attrgetter
@@ -24,6 +24,7 @@ from . import gltf2_blender_export_keys
from ...io.com.gltf2_io_debug import print_console
from ...io.com.gltf2_io_color_management import color_srgb_to_scene_linear
from io_scene_gltf2.blender.exp import gltf2_blender_gather_skins
+import bpy
#
# Globals
@@ -63,24 +64,61 @@ class ShapeKey:
# Functions
#
-def convert_swizzle_location(loc, export_settings):
+def convert_swizzle_normal_and_tangent(loc, armature, blender_object, export_settings):
+ """Convert a normal data from Blender coordinate system to glTF coordinate system."""
+ if not armature:
+ # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((loc[0], loc[2], -loc[1]))
+ else:
+ return Vector((loc[0], loc[1], loc[2]))
+ else:
+ # Mesh is skined, we have to apply armature transforms on data
+ apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
+ new_loc = apply_matrix.to_quaternion() @ loc
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((new_loc[0], new_loc[2], -new_loc[1]))
+ else:
+ return Vector((new_loc[0], new_loc[1], new_loc[2]))
+
+def convert_swizzle_location(loc, armature, blender_object, export_settings):
"""Convert a location from Blender coordinate system to glTF coordinate system."""
- if export_settings[gltf2_blender_export_keys.YUP]:
- return Vector((loc[0], loc[2], -loc[1]))
+ if not armature:
+ # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((loc[0], loc[2], -loc[1]))
+ else:
+ return Vector((loc[0], loc[1], loc[2]))
else:
- return Vector((loc[0], loc[1], loc[2]))
+ # Mesh is skined, we have to apply armature transforms on data
+ apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
+ new_loc = (armature.matrix_world @ apply_matrix @ Matrix.Translation(Vector((loc[0], loc[1], loc[2])))).to_translation()
+
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((new_loc[0], new_loc[2], -new_loc[1]))
+ else:
+ return Vector((new_loc[0], new_loc[1], new_loc[2]))
-def convert_swizzle_tangent(tan, export_settings):
+def convert_swizzle_tangent(tan, armature, blender_object, export_settings):
"""Convert a tangent from Blender coordinate system to glTF coordinate system."""
if tan[0] == 0.0 and tan[1] == 0.0 and tan[2] == 0.0:
print_console('WARNING', 'Tangent has zero length.')
- if export_settings[gltf2_blender_export_keys.YUP]:
- return Vector((tan[0], tan[2], -tan[1], 1.0))
+ if not armature:
+ # Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((tan[0], tan[2], -tan[1], 1.0))
+ else:
+ return Vector((tan[0], tan[1], tan[2], 1.0))
else:
- return Vector((tan[0], tan[1], tan[2], 1.0))
-
+ # Mesh is skined, we have to apply armature transforms on data
+ apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
+ new_tan = apply_matrix.to_quaternion() @ tan
+ if export_settings[gltf2_blender_export_keys.YUP]:
+ return Vector((new_tan[0], new_tan[2], -new_tan[1], 1.0))
+ else:
+ return Vector((new_tan[0], new_tan[1], new_tan[2], 1.0))
def convert_swizzle_rotation(rot, export_settings):
"""
@@ -383,7 +421,7 @@ def extract_primitive_pack(a, indices, use_tangents):
return result_primitive
-def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, export_settings):
+def extract_primitives(glTF, blender_mesh, blender_object, blender_vertex_groups, modifiers, export_settings):
"""
Extract primitives from a mesh. Polygons are triangulated and sorted by material.
@@ -508,6 +546,15 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
blender_shape_key.normals_vertex_get(), # calculate vertex normals for this shape key
blender_shape_key.normals_polygon_get())) # calculate polygon normals for this shape key
+
+ armature = None
+ if modifiers is not None:
+ modifiers_dict = {m.type: m for m in modifiers}
+ if "ARMATURE" in modifiers_dict:
+ modifier = modifiers_dict["ARMATURE"]
+ armature = modifier.object
+
+
#
# Convert polygon to primitive indices and eliminate invalid ones. Assign to material.
#
@@ -587,20 +634,20 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
vertex = blender_mesh.vertices[vertex_index]
- v = convert_swizzle_location(vertex.co, export_settings)
+ v = convert_swizzle_location(vertex.co, armature, blender_object, export_settings)
if blender_polygon.use_smooth or blender_mesh.use_auto_smooth:
if blender_mesh.has_custom_normals:
- n = convert_swizzle_location(blender_mesh.loops[loop_index].normal, export_settings)
+ n = convert_swizzle_normal_and_tangent(blender_mesh.loops[loop_index].normal, armature, blender_object, export_settings)
else:
- n = convert_swizzle_location(vertex.normal, export_settings)
+ n = convert_swizzle_normal_and_tangent(vertex.normal, armature, blender_object, export_settings)
if use_tangents:
- t = convert_swizzle_tangent(blender_mesh.loops[loop_index].tangent, export_settings)
- b = convert_swizzle_location(blender_mesh.loops[loop_index].bitangent, export_settings)
+ t = convert_swizzle_tangent(blender_mesh.loops[loop_index].tangent, armature, blender_object, export_settings)
+ b = convert_swizzle_location(blender_mesh.loops[loop_index].bitangent, armature, blender_object, export_settings)
else:
- n = convert_swizzle_location(face_normal, export_settings)
+ n = convert_swizzle_normal_and_tangent(face_normal, armature, blender_object, export_settings)
if use_tangents:
- t = convert_swizzle_tangent(face_tangent, export_settings)
- b = convert_swizzle_location(face_bitangent, export_settings)
+ t = convert_swizzle_tangent(face_tangent, armature, blender_object, export_settings)
+ b = convert_swizzle_location(face_bitangent, armature, blender_object, export_settings)
if use_tangents:
tv = Vector((t[0], t[1], t[2]))
@@ -669,17 +716,12 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
joint_index = None
- if modifiers is not None:
- modifiers_dict = {m.type: m for m in modifiers}
- if "ARMATURE" in modifiers_dict:
- modifier = modifiers_dict["ARMATURE"]
- armature = modifier.object
- if armature:
- skin = gltf2_blender_gather_skins.gather_skin(armature, modifier.id_data, export_settings)
- for index, j in enumerate(skin.joints):
- if j.name == vertex_group_name:
- joint_index = index
- break
+ if armature:
+ skin = gltf2_blender_gather_skins.gather_skin(armature, export_settings)
+ for index, j in enumerate(skin.joints):
+ if j.name == vertex_group_name:
+ joint_index = index
+ break
#
if joint_index is not None:
@@ -707,6 +749,7 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
blender_shape_key = blender_shape_keys[morph_index]
v_morph = convert_swizzle_location(blender_shape_key.shape_key.data[vertex_index].co,
+ armature, blender_object,
export_settings)
# Store delta.
@@ -728,7 +771,7 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
temp_normals[blender_polygon.index * 3 + 0], temp_normals[blender_polygon.index * 3 + 1],
temp_normals[blender_polygon.index * 3 + 2])
- n_morph = convert_swizzle_location(n_morph, export_settings)
+ n_morph = convert_swizzle_normal_and_tangent(n_morph, armature, blender_object, export_settings)
# Store delta.
n_morph -= n