diff options
Diffstat (limited to 'io_scene_gltf2/blender/imp/gltf2_blender_mesh.py')
-rwxr-xr-x | io_scene_gltf2/blender/imp/gltf2_blender_mesh.py | 22 |
1 files changed, 17 insertions, 5 deletions
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): |