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Diffstat (limited to 'io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py')
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py143
1 files changed, 48 insertions, 95 deletions
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py
index e5534c5a..136d654d 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py
@@ -10,10 +10,12 @@ from io_scene_gltf2.io.com import gltf2_io_constants
from io_scene_gltf2.blender.exp import gltf2_blender_gather_accessors
from io_scene_gltf2.blender.exp import gltf2_blender_gather_joints
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
+from io_scene_gltf2.blender.exp import gltf2_blender_gather_tree
+from io_scene_gltf2.blender.exp.gltf2_blender_gather_tree import VExportNode
@cached
-def gather_skin(blender_object, export_settings):
+def gather_skin(armature_uuid, export_settings):
"""
Gather armatures, bones etc into a glTF2 skin object.
@@ -21,78 +23,70 @@ def gather_skin(blender_object, export_settings):
:param export_settings:
:return: a glTF2 skin object
"""
- if not __filter_skin(blender_object, export_settings):
+
+ blender_armature_object = export_settings['vtree'].nodes[armature_uuid].blender_object
+
+ if not __filter_skin(blender_armature_object, export_settings):
return None
skin = gltf2_io.Skin(
- extensions=__gather_extensions(blender_object, export_settings),
- extras=__gather_extras(blender_object, export_settings),
- inverse_bind_matrices=__gather_inverse_bind_matrices(blender_object, export_settings),
- joints=__gather_joints(blender_object, export_settings),
- name=__gather_name(blender_object, export_settings),
- skeleton=__gather_skeleton(blender_object, export_settings)
+ extensions=__gather_extensions(blender_armature_object, export_settings),
+ extras=__gather_extras(blender_armature_object, export_settings),
+ inverse_bind_matrices=__gather_inverse_bind_matrices(armature_uuid, export_settings),
+ joints=__gather_joints(armature_uuid, export_settings),
+ name=__gather_name(blender_armature_object, export_settings),
+ skeleton=__gather_skeleton(blender_armature_object, export_settings)
)
- export_user_extensions('gather_skin_hook', export_settings, skin, blender_object)
+ # If armature is not exported, joints will be empty.
+ # Do not construct skin in that case
+ if len(skin.joints) == 0:
+ return None
+
+ export_user_extensions('gather_skin_hook', export_settings, skin, blender_armature_object)
return skin
-def __filter_skin(blender_object, export_settings):
+def __filter_skin(blender_armature_object, export_settings):
if not export_settings[gltf2_blender_export_keys.SKINS]:
return False
- if blender_object.type != 'ARMATURE' or len(blender_object.pose.bones) == 0:
+ if blender_armature_object.type != 'ARMATURE' or len(blender_armature_object.pose.bones) == 0:
return False
return True
-def __gather_extensions(blender_object, export_settings):
+def __gather_extensions(blender_armature_object, export_settings):
return None
-def __gather_extras(blender_object, export_settings):
+def __gather_extras(blender_armature_object, export_settings):
return None
-def __gather_inverse_bind_matrices(blender_object, export_settings):
+def __gather_inverse_bind_matrices(armature_uuid, export_settings):
+
+ blender_armature_object = export_settings['vtree'].nodes[armature_uuid].blender_object
+
axis_basis_change = mathutils.Matrix.Identity(4)
if export_settings[gltf2_blender_export_keys.YUP]:
axis_basis_change = mathutils.Matrix(
((1.0, 0.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, -1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 1.0)))
- if export_settings['gltf_def_bones'] is False:
- # build the hierarchy of nodes out of the bones
- root_bones = []
- for blender_bone in blender_object.pose.bones:
- if not blender_bone.parent:
- root_bones.append(blender_bone)
- else:
- _, children_, root_bones = get_bone_tree(None, blender_object)
-
- matrices = []
-
- # traverse the matrices in the same order as the joints and compute the inverse bind matrix
+ bones_uuid = export_settings['vtree'].get_all_bones(armature_uuid)
def __collect_matrices(bone):
inverse_bind_matrix = (
axis_basis_change @
(
- blender_object.matrix_world @
+ blender_armature_object.matrix_world @
bone.bone.matrix_local
)
).inverted_safe()
matrices.append(inverse_bind_matrix)
- if export_settings['gltf_def_bones'] is False:
- for child in bone.children:
- __collect_matrices(child)
- else:
- if bone.name in children_.keys():
- for child in children_[bone.name]:
- __collect_matrices(blender_object.pose.bones[child])
-
- # start with the "root" bones and recurse into children, in the same ordering as the how joints are gathered
- for root_bone in root_bones:
- __collect_matrices(root_bone)
+ matrices = []
+ for b in bones_uuid:
+ __collect_matrices(blender_armature_object.pose.bones[export_settings['vtree'].nodes[b].blender_bone.name])
# flatten the matrices
inverse_matrices = []
@@ -113,67 +107,26 @@ def __gather_inverse_bind_matrices(blender_object, export_settings):
)
-def __gather_joints(blender_object, export_settings):
- root_joints = []
- if export_settings['gltf_def_bones'] is False:
- # build the hierarchy of nodes out of the bones
- for blender_bone in blender_object.pose.bones:
- if not blender_bone.parent:
- root_joints.append(gltf2_blender_gather_joints.gather_joint(blender_object, blender_bone, export_settings))
- else:
- _, children_, root_joints = get_bone_tree(None, blender_object)
- root_joints = [gltf2_blender_gather_joints.gather_joint(blender_object, i, export_settings) for i in root_joints]
-
- # joints is a flat list containing all nodes belonging to the skin
- joints = []
-
- def __collect_joints(node):
- joints.append(node)
- if export_settings['gltf_def_bones'] is False:
- for child in node.children:
- __collect_joints(child)
- else:
- if node.name in children_.keys():
- for child in children_[node.name]:
- __collect_joints(gltf2_blender_gather_joints.gather_joint(blender_object, blender_object.pose.bones[child], export_settings))
-
- for joint in root_joints:
- __collect_joints(joint)
+def __gather_joints(armature_uuid, export_settings):
+
+ blender_armature_object = export_settings['vtree'].nodes[armature_uuid].blender_object
+
+ all_armature_children = export_settings['vtree'].nodes[armature_uuid].children
+ root_bones_uuid = [c for c in all_armature_children if export_settings['vtree'].nodes[c].blender_type == VExportNode.BONE]
+ # Create bone nodes
+ for root_bone_uuid in root_bones_uuid:
+ gltf2_blender_gather_joints.gather_joint_vnode(root_bone_uuid, export_settings)
+
+ bones_uuid = export_settings['vtree'].get_all_bones(armature_uuid)
+ joints = [export_settings['vtree'].nodes[b].node for b in bones_uuid]
return joints
-def __gather_name(blender_object, export_settings):
- return blender_object.name
+def __gather_name(blender_armature_object, export_settings):
+ return blender_armature_object.name
-def __gather_skeleton(blender_object, export_settings):
+def __gather_skeleton(blender_armature_object, export_settings):
# In the future support the result of https://github.com/KhronosGroup/glTF/pull/1195
- return None # gltf2_blender_gather_nodes.gather_node(blender_object, blender_scene, export_settings)
-
-@cached
-def get_bone_tree(blender_dummy, blender_object):
-
- bones = []
- children = {}
- root_bones = []
-
- def get_parent(bone):
- bones.append(bone.name)
- if bone.parent is not None:
- if bone.parent.name not in children.keys():
- children[bone.parent.name] = []
- children[bone.parent.name].append(bone.name)
- get_parent(bone.parent)
- else:
- root_bones.append(bone.name)
-
- for bone in [b for b in blender_object.data.bones if b.use_deform is True]:
- get_parent(bone)
-
- # remove duplicates
- for k, v in children.items():
- children[k] = list(set(v))
- list_ = list(set(bones))
- root_ = list(set(root_bones))
- return [blender_object.data.bones[b] for b in list_], children, [blender_object.pose.bones[b] for b in root_]
+ return None