# Copyright 2018-2021 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 io_scene_gltf2.io.com import gltf2_io from io_scene_gltf2.io.com.gltf2_io_debug import print_console from io_scene_gltf2.blender.exp import gltf2_blender_gather_nodes from io_scene_gltf2.blender.exp import gltf2_blender_gather_animations from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached from ..com.gltf2_blender_extras import generate_extras from io_scene_gltf2.blender.exp import gltf2_blender_export_keys from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions def gather_gltf2(export_settings): """ Gather glTF properties from the current state of blender. :return: list of scene graphs to be added to the glTF export """ scenes = [] animations = [] # unfortunately animations in gltf2 are just as 'root' as scenes. active_scene = None for blender_scene in bpy.data.scenes: scenes.append(__gather_scene(blender_scene, export_settings)) if export_settings[gltf2_blender_export_keys.ANIMATIONS]: animations += __gather_animations(blender_scene, export_settings) if bpy.context.scene.name == blender_scene.name: active_scene = len(scenes) -1 return active_scene, scenes, animations @cached def __gather_scene(blender_scene, export_settings): scene = gltf2_io.Scene( extensions=None, extras=__gather_extras(blender_scene, export_settings), name=blender_scene.name, nodes=[] ) for _blender_object in [obj for obj in blender_scene.objects if obj.proxy is None]: if _blender_object.parent is None: blender_object = _blender_object.proxy if _blender_object.proxy else _blender_object node = gltf2_blender_gather_nodes.gather_node( blender_object, blender_object.library.name if blender_object.library else None, blender_scene, None, export_settings) if node is not None: scene.nodes.append(node) export_user_extensions('gather_scene_hook', export_settings, scene, blender_scene) return scene def __gather_animations(blender_scene, export_settings): animations = [] merged_tracks = {} for _blender_object in blender_scene.objects: blender_object = _blender_object.proxy if _blender_object.proxy else _blender_object # First check if this object is exported or not. Do not export animation of not exported object obj_node = gltf2_blender_gather_nodes.gather_node(blender_object, blender_object.library.name if blender_object.library else None, blender_scene, None, export_settings) if obj_node is not None: # Check was done on armature, but use here the _proxy object, because this is where the animation is animations_, merged_tracks = gltf2_blender_gather_animations.gather_animations(_blender_object, merged_tracks, len(animations), export_settings) animations += animations_ if export_settings['gltf_nla_strips'] is False: # Fake an animation with all animations of the scene merged_tracks = {} merged_tracks['Animation'] = [] for idx, animation in enumerate(animations): merged_tracks['Animation'].append(idx) to_delete_idx = [] for merged_anim_track in merged_tracks.keys(): if len(merged_tracks[merged_anim_track]) < 2: # There is only 1 animation in the track # If name of the track is not a default name, use this name for action if len(merged_tracks[merged_anim_track]) != 0: animations[merged_tracks[merged_anim_track][0]].name = merged_anim_track continue base_animation_idx = None offset_sampler = 0 for idx, anim_idx in enumerate(merged_tracks[merged_anim_track]): if idx == 0: base_animation_idx = anim_idx animations[anim_idx].name = merged_anim_track already_animated = [] for channel in animations[anim_idx].channels: already_animated.append((channel.target.node, channel.target.path)) continue to_delete_idx.append(anim_idx) # Merging extensions # Provide a hook to handle extension merging since there is no way to know author intent export_user_extensions('merge_animation_extensions_hook', export_settings, animations[anim_idx], animations[base_animation_idx]) # Merging extras # Warning, some values can be overwritten if present in multiple merged animations if animations[anim_idx].extras is not None: for k in animations[anim_idx].extras.keys(): if animations[base_animation_idx].extras is None: animations[base_animation_idx].extras = {} animations[base_animation_idx].extras[k] = animations[anim_idx].extras[k] offset_sampler = len(animations[base_animation_idx].samplers) for sampler in animations[anim_idx].samplers: animations[base_animation_idx].samplers.append(sampler) for channel in animations[anim_idx].channels: if (channel.target.node, channel.target.path) in already_animated: print_console("WARNING", "Some strips have same channel animation ({}), on node {} !".format(channel.target.path, channel.target.node.name)) continue animations[base_animation_idx].channels.append(channel) animations[base_animation_idx].channels[-1].sampler = animations[base_animation_idx].channels[-1].sampler + offset_sampler already_animated.append((channel.target.node, channel.target.path)) new_animations = [] if len(to_delete_idx) != 0: for idx, animation in enumerate(animations): if idx in to_delete_idx: continue new_animations.append(animation) else: new_animations = animations return new_animations def __gather_extras(blender_object, export_settings): if export_settings[gltf2_blender_export_keys.EXTRAS]: return generate_extras(blender_object) return None