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Diffstat (limited to 'io_scene_gltf2/blender/imp/gltf2_blender_scene.py')
-rwxr-xr-xio_scene_gltf2/blender/imp/gltf2_blender_scene.py98
1 files changed, 98 insertions, 0 deletions
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_scene.py b/io_scene_gltf2/blender/imp/gltf2_blender_scene.py
new file mode 100755
index 00000000..6c2f14cb
--- /dev/null
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_scene.py
@@ -0,0 +1,98 @@
+# 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 bpy
+from math import sqrt
+from mathutils import Quaternion
+from .gltf2_blender_node import BlenderNode
+from .gltf2_blender_skin import BlenderSkin
+from .gltf2_blender_animation import BlenderAnimation
+
+
+class BlenderScene():
+ """Blender Scene."""
+ def __new__(cls, *args, **kwargs):
+ raise RuntimeError("%s should not be instantiated" % cls)
+
+ @staticmethod
+ def create(gltf, scene_idx):
+ """Scene creation."""
+ pyscene = gltf.data.scenes[scene_idx]
+
+ # Create a new scene only if not already exists in .blend file
+ # TODO : put in current scene instead ?
+ if pyscene.name not in [scene.name for scene in bpy.data.scenes]:
+ # TODO: There is a bug in 2.8 alpha that break CLEAR_KEEP_TRANSFORM
+ # if we are creating a new scene
+ scene = bpy.context.scene
+ scene.render.engine = "BLENDER_EEVEE"
+
+ gltf.blender_scene = scene.name
+ else:
+ gltf.blender_scene = pyscene.name
+
+ # Switch to newly created main scene
+ bpy.context.window.scene = bpy.data.scenes[gltf.blender_scene]
+
+ # Create Yup2Zup empty
+ obj_rotation = bpy.data.objects.new("Yup2Zup", None)
+ obj_rotation.rotation_mode = 'QUATERNION'
+ obj_rotation.rotation_quaternion = Quaternion((sqrt(2) / 2, sqrt(2) / 2, 0.0, 0.0))
+
+ bpy.data.scenes[gltf.blender_scene].collection.objects.link(obj_rotation)
+
+ if pyscene.nodes is not None:
+ for node_idx in pyscene.nodes:
+ BlenderNode.create(gltf, node_idx, None) # None => No parent
+
+ # Now that all mesh / bones are created, create vertex groups on mesh
+ if gltf.data.skins:
+ for skin_id, skin in enumerate(gltf.data.skins):
+ if hasattr(skin, "node_ids"):
+ BlenderSkin.create_vertex_groups(gltf, skin_id)
+
+ for skin_id, skin in enumerate(gltf.data.skins):
+ if hasattr(skin, "node_ids"):
+ BlenderSkin.assign_vertex_groups(gltf, skin_id)
+
+ for skin_id, skin in enumerate(gltf.data.skins):
+ if hasattr(skin, "node_ids"):
+ BlenderSkin.create_armature_modifiers(gltf, skin_id)
+
+ if gltf.data.animations:
+ for anim_idx, anim in enumerate(gltf.data.animations):
+ if pyscene.nodes is not None:
+ for node_idx in pyscene.nodes:
+ BlenderAnimation.anim(gltf, anim_idx, node_idx)
+
+ # Parent root node to rotation object
+ if pyscene.nodes is not None:
+ for node_idx in pyscene.nodes:
+ bpy.data.objects[gltf.data.nodes[node_idx].blender_object].parent = obj_rotation
+
+ if gltf.animation_object is False:
+
+
+ for node_idx in pyscene.nodes:
+ for obj_ in bpy.context.scene.objects:
+ obj_.select_set(False)
+ bpy.data.objects[gltf.data.nodes[node_idx].blender_object].select_set(True)
+ bpy.context.view_layer.objects.active = bpy.data.objects[gltf.data.nodes[node_idx].blender_object]
+
+ bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')
+
+ # remove object
+ bpy.context.scene.collection.objects.unlink(obj_rotation)
+ bpy.data.objects.remove(obj_rotation)
+