# SPDX-License-Identifier: Apache-2.0 # Copyright 2018-2021 The glTF-Blender-IO authors. 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 from io_scene_gltf2.io.imp.gltf2_io_user_extensions import import_user_extensions 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: import_user_extensions('gather_import_scene_before_hook', gltf, gltf.data.scenes[gltf.data.scene], scene) 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') # User extensions before scene creation gltf_scene = None if gltf.data.scene is not None: gltf_scene = gltf.data.scenes[gltf.data.scene] import_user_extensions('gather_import_scene_after_nodes_hook', gltf, gltf_scene, scene) BlenderScene.create_animations(gltf) # User extensions after scene creation gltf_scene = None if gltf.data.scene is not None: gltf_scene = gltf.data.scenes[gltf.data.scene] import_user_extensions('gather_import_scene_after_animation_hook', gltf, gltf_scene, scene) 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.""" # Use a class here, to be able to pass data by reference to hook (to be able to change them inside hook) class IMPORT_animation_options: def __init__(self, restore_first_anim: bool = True): self.restore_first_anim = restore_first_anim animation_options = IMPORT_animation_options() import_user_extensions('gather_import_animations', gltf, gltf.data.animations, animation_options) 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 if animation_options.restore_first_anim: 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