# SPDX-License-Identifier: Apache-2.0 # Copyright 2018-2021 The glTF-Blender-IO authors. 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 import gltf2_blender_gather_animation_sampler_keyframes 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 from io_scene_gltf2.blender.exp import gltf2_blender_gather_tree 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 store_user_scene = bpy.context.scene scenes_to_export = bpy.data.scenes if export_settings['gltf_active_scene'] is False else [scene for scene in bpy.data.scenes if scene.name == store_user_scene.name] for blender_scene in scenes_to_export: scenes.append(__gather_scene(blender_scene, export_settings)) if export_settings[gltf2_blender_export_keys.ANIMATIONS]: # resetting object cache gltf2_blender_gather_animation_sampler_keyframes.get_object_matrix.reset_cache() animations += __gather_animations(blender_scene, export_settings) if bpy.context.scene.name == store_user_scene.name: active_scene = len(scenes) -1 # restore user scene bpy.context.window.scene = store_user_scene 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=[] ) vtree = gltf2_blender_gather_tree.VExportTree(export_settings) vtree.construct(blender_scene) vtree.search_missing_armature() # In case armature are no parented correctly export_user_extensions('vtree_before_filter_hook', export_settings, vtree) # Now, we can filter tree if needed vtree.filter() vtree.variants_reset_to_original() export_user_extensions('vtree_after_filter_hook', export_settings, vtree) export_settings['vtree'] = vtree for r in [vtree.nodes[r] for r in vtree.roots]: node = gltf2_blender_gather_nodes.gather_node( r, export_settings) if node is not None: scene.nodes.append(node) vtree.add_neutral_bones() export_user_extensions('gather_scene_hook', export_settings, scene, blender_scene) return scene def __gather_animations(blender_scene, export_settings): animations = [] merged_tracks = {} vtree = export_settings['vtree'] for obj_uuid in vtree.get_all_objects(): blender_object = vtree.nodes[obj_uuid].blender_object # Do not manage not exported objects if vtree.nodes[obj_uuid].node is None: continue animations_, merged_tracks = gltf2_blender_gather_animations.gather_animations(obj_uuid, 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_name = 'Animation' if(len(export_settings['gltf_nla_strips_merged_animation_name']) > 0): merged_tracks_name = export_settings['gltf_nla_strips_merged_animation_name'] merged_tracks[merged_tracks_name] = [] for idx, animation in enumerate(animations): merged_tracks[merged_tracks_name].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