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# 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.
from mathutils import Matrix, Quaternion
from math import sqrt, sin, cos
def matrix_gltf_to_blender(mat_input):
"""Matrix from glTF format to Blender format."""
mat = Matrix([mat_input[0:4], mat_input[4:8], mat_input[8:12], mat_input[12:16]])
mat.transpose()
return mat
def loc_gltf_to_blender(loc):
"""Location."""
return loc
def scale_gltf_to_blender(scale):
"""Scaling."""
return scale
def quaternion_gltf_to_blender(q):
"""Quaternion from glTF to Blender."""
return Quaternion([q[3], q[0], q[1], q[2]])
def scale_to_matrix(scale):
"""Scale to matrix."""
mat = Matrix()
for i in range(3):
mat[i][i] = scale[i]
return mat
def correction_rotation():
"""Correction of Rotation."""
# Correction is needed for lamps, because Yup2Zup is not written in vertices
# and lamps has no vertices :)
return Quaternion((sqrt(2)/2, -sqrt(2)/2, 0.0, 0.0)).to_matrix().to_4x4()
def texture_transform_blender_to_gltf(mapping_transform):
"""
Converts the offset/rotation/scale from a Mapping node applied in Blender's
UV space to the equivalent KHR_texture_transform.
"""
offset = mapping_transform.get('offset', [0, 0])
rotation = mapping_transform.get('rotation', 0)
scale = mapping_transform.get('scale', [1, 1])
return {
'offset': [
offset[0] - scale[1] * sin(rotation),
1 - offset[1] - scale[1] * cos(rotation),
],
'rotation': rotation,
'scale': [scale[0], scale[1]],
}
def texture_transform_gltf_to_blender(texture_transform):
"""
Converts a KHR_texture_transform into the equivalent offset/rotation/scale
for a Mapping node applied in Blender's UV space.
"""
offset = texture_transform.get('offset', [0, 0])
rotation = texture_transform.get('rotation', 0)
scale = texture_transform.get('scale', [1, 1])
return {
'offset': [
offset[0] + scale[1] * sin(rotation),
1 - offset[1] - scale[1] * cos(rotation),
],
'rotation': rotation,
'scale': [scale[0], scale[1]],
}
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