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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.py150
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diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_skins.py
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+# Copyright 2018 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.
+
+import mathutils
+from . import gltf2_blender_export_keys
+from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
+from io_scene_gltf2.io.com import gltf2_io
+from io_scene_gltf2.io.exp import gltf2_io_binary_data
+from io_scene_gltf2.io.com import gltf2_io_constants
+from io_scene_gltf2.blender.exp import gltf2_blender_gather_joints
+from io_scene_gltf2.blender.com import gltf2_blender_math
+
+
+@cached
+def gather_skin(blender_object, export_settings):
+ """
+ Gather armatures, bones etc into a glTF2 skin object.
+
+ :param blender_object: the object which may contain a skin
+ :param export_settings:
+ :return: a glTF2 skin object
+ """
+ if not __filter_skin(blender_object, export_settings):
+ return None
+
+ return 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)
+ )
+
+
+def __filter_skin(blender_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:
+ return False
+
+ return True
+
+
+def __gather_extensions(blender_object, export_settings):
+ return None
+
+
+def __gather_extras(blender_object, export_settings):
+ return None
+
+
+def __gather_inverse_bind_matrices(blender_object, export_settings):
+ inverse_matrices = []
+
+ 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)))
+
+ # # artificial torso, as needed by glTF
+ # inverse_bind_matrix = blender_object.matrix_world.inverted() * axis_basis_change.inverted()
+ # for column in range(0, 4):
+ # for row in range(0, 4):
+ # inverse_matrices.append(inverse_bind_matrix[row][column])
+
+ #
+ for blender_bone in blender_object.pose.bones:
+ inverse_bind_matrix = gltf2_blender_math.multiply(axis_basis_change, blender_bone.bone.matrix_local)
+ bind_shape_matrix = gltf2_blender_math.multiply(gltf2_blender_math.multiply(
+ axis_basis_change, blender_object.matrix_world.inverted()), axis_basis_change.inverted())
+
+ inverse_bind_matrix = gltf2_blender_math.multiply(inverse_bind_matrix.inverted(), bind_shape_matrix)
+ for column in range(0, 4):
+ for row in range(0, 4):
+ inverse_matrices.append(inverse_bind_matrix[row][column])
+
+ binary_data = gltf2_io_binary_data.BinaryData.from_list(inverse_matrices, gltf2_io_constants.ComponentType.Float)
+ return gltf2_io.Accessor(
+ buffer_view=binary_data,
+ byte_offset=None,
+ component_type=gltf2_io_constants.ComponentType.Float,
+ count=len(inverse_matrices) // gltf2_io_constants.DataType.num_elements(gltf2_io_constants.DataType.Mat4),
+ extensions=None,
+ extras=None,
+ max=None,
+ min=None,
+ name=None,
+ normalized=None,
+ sparse=None,
+ type=gltf2_io_constants.DataType.Mat4
+ )
+
+
+def __gather_joints(blender_object, export_settings):
+ # # the skeletal hierarchy groups below a 'root' joint
+ # # TODO: add transform?
+ # torso = gltf2_io.Node(
+ # camera=None,
+ # children=[],
+ # extensions={},
+ # extras=None,
+ # matrix=[],
+ # mesh=None,
+ # name="Skeleton_" + blender_object.name,
+ # rotation=None,
+ # scale=None,
+ # skin=None,
+ # translation=None,
+ # weights=None
+ # )
+
+ root_joints = []
+ # 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_bone, export_settings))
+
+ # joints is a flat list containing all nodes belonging to the skin
+ joints = []
+
+ def __collect_joints(node):
+ joints.append(node)
+ for child in node.children:
+ __collect_joints(child)
+ for joint in root_joints:
+ __collect_joints(joint)
+
+ return joints
+
+
+def __gather_name(blender_object, export_settings):
+ return blender_object.name
+
+
+def __gather_skeleton(blender_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, export_settings)
+