# 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 .gltf2_blender_node import BlenderNode from .gltf2_blender_animation import BlenderAnimation from .gltf2_blender_vnode import VNode, compute_vnodes from ..com.gltf2_blender_extras import set_extras class BlenderScene(): """Blender Scene.""" def __new__(cls, *args, **kwargs): raise RuntimeError("%s should not be instantiated" % cls) @staticmethod def create(gltf): """Scene creation.""" scene = bpy.context.scene gltf.blender_scene = scene.name if bpy.context.collection.name in bpy.data.collections: # avoid master collection gltf.blender_active_collection = bpy.context.collection.name if scene.render.engine not in ['CYCLES', 'BLENDER_EEVEE']: scene.render.engine = "BLENDER_EEVEE" if gltf.data.scene is not None: pyscene = gltf.data.scenes[gltf.data.scene] set_extras(scene, pyscene.extras) compute_vnodes(gltf) gltf.display_current_node = 0 # for debugging BlenderNode.create_vnode(gltf, 'root') BlenderScene.create_animations(gltf) if bpy.context.mode != 'OBJECT': bpy.ops.object.mode_set(mode='OBJECT') BlenderScene.select_imported_objects(gltf) BlenderScene.set_active_object(gltf) @staticmethod def create_animations(gltf): """Create animations.""" if gltf.data.animations: # NLA tracks are added bottom to top, so create animations in # reverse so the first winds up on top for anim_idx in reversed(range(len(gltf.data.animations))): BlenderAnimation.anim(gltf, anim_idx) # Restore first animation anim_name = gltf.data.animations[0].track_name BlenderAnimation.restore_animation(gltf, anim_name) @staticmethod def select_imported_objects(gltf): """Select all (and only) the imported objects.""" if bpy.ops.object.select_all.poll(): bpy.ops.object.select_all(action='DESELECT') for vnode in gltf.vnodes.values(): if vnode.type == VNode.Object: vnode.blender_object.select_set(state=True) @staticmethod def set_active_object(gltf): """Make the first root object from the default glTF scene active. If no default scene, use the first scene, or just any root object. """ vnode = None if gltf.data.scene is not None: pyscene = gltf.data.scenes[gltf.data.scene] if pyscene.nodes: vnode = gltf.vnodes[pyscene.nodes[0]] if not vnode: for pyscene in gltf.data.scenes or []: if pyscene.nodes: vnode = gltf.vnodes[pyscene.nodes[0]] break if not vnode: vnode = gltf.vnodes['root'] if vnode.type == VNode.DummyRoot: if not vnode.children: return # no nodes vnode = gltf.vnodes[vnode.children[0]] if vnode.type == VNode.Bone: vnode = gltf.vnodes[vnode.bone_arma] bpy.context.view_layer.objects.active = vnode.blender_object