# Copyright 2018-2019 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 from .gltf2_blender_animation_utils import simulate_stash 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.""" gltf.blender_active_collection = None if scene_idx is not None: pyscene = gltf.data.scenes[scene_idx] list_nodes = pyscene.nodes # 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 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" 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] if bpy.context.collection.name in bpy.data.collections: # avoid master collection gltf.blender_active_collection = bpy.context.collection.name else: # No scene in glTF file, create all objects in current scene scene = bpy.context.scene if scene.render.engine not in ['CYCLES', 'BLENDER_EEVEE']: scene.render.engine = "BLENDER_EEVEE" if bpy.context.collection.name in bpy.data.collections: # avoid master collection gltf.blender_active_collection = bpy.context.collection.name gltf.blender_scene = scene.name list_nodes = BlenderScene.get_root_nodes(gltf) if bpy.app.debug_value != 100: # 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)) if gltf.blender_active_collection is not None: bpy.data.collections[gltf.blender_active_collection].objects.link(obj_rotation) else: bpy.data.scenes[gltf.blender_scene].collection.objects.link(obj_rotation) if list_nodes is not None: for node_idx in list_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): # Blender armature name -> action all its bones should use gltf.arma_cache = {} # Things we need to stash when we're done. gltf.needs_stash = [] if list_nodes is not None: for node_idx in list_nodes: BlenderAnimation.anim(gltf, anim_idx, node_idx) for (obj, anim_name, action) in gltf.needs_stash: simulate_stash(obj, anim_name, action) # Restore first animation anim_name = gltf.data.animations[0].track_name for node_idx in list_nodes: BlenderAnimation.restore_animation(gltf, node_idx, anim_name) if bpy.app.debug_value != 100: # Parent root node to rotation object if list_nodes is not None: exclude_nodes = [] for node_idx in list_nodes: if gltf.data.nodes[node_idx].is_joint: # Do not change parent if root node is already parented (can be the case for skinned mesh) if not bpy.data.objects[gltf.data.nodes[node_idx].blender_armature_name].parent: bpy.data.objects[gltf.data.nodes[node_idx].blender_armature_name].parent = obj_rotation else: exclude_nodes.append(node_idx) else: # Do not change parent if root node is already parented (can be the case for skinned mesh) if not bpy.data.objects[gltf.data.nodes[node_idx].blender_object].parent: bpy.data.objects[gltf.data.nodes[node_idx].blender_object].parent = obj_rotation else: exclude_nodes.append(node_idx) if gltf.animation_object is False: # Avoid rotation bug if collection is hidden or disabled if gltf.blender_active_collection is not None: gltf.collection_hide_viewport = bpy.data.collections[gltf.blender_active_collection].hide_viewport bpy.data.collections[gltf.blender_active_collection].hide_viewport = False # TODO for visibility ... but seems not exposed on bpy for now for node_idx in list_nodes: if node_idx in exclude_nodes: continue # for root node that are parented by the process # for example skinned meshes for obj_ in bpy.context.scene.objects: obj_.select_set(False) if gltf.data.nodes[node_idx].is_joint: bpy.data.objects[gltf.data.nodes[node_idx].blender_armature_name].select_set(True) bpy.context.view_layer.objects.active = bpy.data.objects[gltf.data.nodes[node_idx].blender_armature_name] else: 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) # Restore collection hidden / disabled values if gltf.blender_active_collection is not None: bpy.data.collections[gltf.blender_active_collection].hide_viewport = gltf.collection_hide_viewport # TODO restore visibility when expose in bpy # Make first root object the new active one if list_nodes is not None: if gltf.data.nodes[list_nodes[0]].blender_object: bl_name = gltf.data.nodes[list_nodes[0]].blender_object else: bl_name = gltf.data.nodes[list_nodes[0]].blender_armature_name bpy.context.view_layer.objects.active = bpy.data.objects[bl_name] @staticmethod def get_root_nodes(gltf): if gltf.data.nodes is None: return None parents = {} for idx, node in enumerate(gltf.data.nodes): pynode = gltf.data.nodes[idx] if pynode.children: for child_idx in pynode.children: parents[child_idx] = idx roots = [] for idx, node in enumerate(gltf.data.nodes): if idx not in parents.keys(): roots.append(idx) return roots