From 52f88967a6e7175cae857462eea90edf98e9ec5c Mon Sep 17 00:00:00 2001 From: Julien Duroure Date: Tue, 21 Jul 2020 21:20:06 +0200 Subject: glTF exporter: always export loop normals Thanks scurest! --- io_scene_gltf2/__init__.py | 2 +- .../blender/exp/gltf2_blender_extract.py | 35 +++------------------- 2 files changed, 5 insertions(+), 32 deletions(-) diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py index ba7b3848..a275ca95 100755 --- a/io_scene_gltf2/__init__.py +++ b/io_scene_gltf2/__init__.py @@ -15,7 +15,7 @@ bl_info = { 'name': 'glTF 2.0 format', 'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors', - "version": (1, 3, 40), + "version": (1, 3, 41), 'blender': (2, 90, 0), 'location': 'File > Import-Export', 'description': 'Import-Export as glTF 2.0', diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_extract.py b/io_scene_gltf2/blender/exp/gltf2_blender_extract.py index 6389d9dc..c605a609 100755 --- a/io_scene_gltf2/blender/exp/gltf2_blender_extract.py +++ b/io_scene_gltf2/blender/exp/gltf2_blender_extract.py @@ -136,9 +136,7 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert use_normals = export_settings[gltf2_blender_export_keys.NORMALS] if use_normals: - if blender_mesh.has_custom_normals: - # Custom normals are all (0, 0, 0) until calling calc_normals_split() or calc_tangents(). - blender_mesh.calc_normals_split() + blender_mesh.calc_normals_split() use_tangents = False if use_normals and export_settings[gltf2_blender_export_keys.TANGENTS]: @@ -236,21 +234,6 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert prim = Prim() prims[material_idx] = prim - if use_normals: - face_normal = None - if not (blender_polygon.use_smooth or blender_mesh.use_auto_smooth): - # Calc face normal/tangents - face_normal = blender_polygon.normal - if use_tangents: - face_tangent = Vector((0.0, 0.0, 0.0)) - face_bitangent = Vector((0.0, 0.0, 0.0)) - for loop_index in blender_polygon.loop_indices: - loop = blender_mesh.loops[loop_index] - face_tangent += loop.tangent - face_bitangent += loop.bitangent - face_tangent.normalize() - face_bitangent.normalize() - for loop_index in loop_tri.loops: vertex_index = blender_mesh.loops[loop_index].vertex_index vertex = blender_mesh.vertices[vertex_index] @@ -263,21 +246,11 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert vert += ((v[0], v[1], v[2]),) if use_normals: - if face_normal is None: - if blender_mesh.has_custom_normals: - n = blender_mesh.loops[loop_index].normal - else: - n = vertex.normal - if use_tangents: - t = blender_mesh.loops[loop_index].tangent - b = blender_mesh.loops[loop_index].bitangent - else: - n = face_normal - if use_tangents: - t = face_tangent - b = face_bitangent + n = blender_mesh.loops[loop_index].normal vert += ((n[0], n[1], n[2]),) if use_tangents: + t = blender_mesh.loops[loop_index].tangent + b = blender_mesh.loops[loop_index].bitangent vert += ((t[0], t[1], t[2]),) vert += ((b[0], b[1], b[2]),) # TODO: store just bitangent_sign in vert, not whole bitangent? -- cgit v1.2.3