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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.
import bpy
from io_scene_gltf2.io.com import gltf2_io
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.gltf2_blender_gather_cache import cached
from io_scene_gltf2.blender.exp import gltf2_blender_generate_extras
from io_scene_gltf2.blender.exp import gltf2_blender_export_keys
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.
for blender_scene in bpy.data.scenes:
scenes.append(__gather_scene(blender_scene, export_settings))
if export_settings[gltf2_blender_export_keys.ANIMATIONS]:
animations += __gather_animations(blender_scene, export_settings)
return 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=[]
)
for blender_object in blender_scene.objects:
if blender_object.parent is None:
node = gltf2_blender_gather_nodes.gather_node(blender_object, blender_scene, export_settings)
if node is not None:
scene.nodes.append(node)
return scene
def __gather_animations(blender_scene, export_settings):
animations = []
for blender_object in blender_scene.objects:
# First check if this object is exported or not. Do not export animation of not exported object
obj_node = gltf2_blender_gather_nodes.gather_node(blender_object, blender_scene, export_settings)
if obj_node is not None:
animations += gltf2_blender_gather_animations.gather_animations(blender_object, export_settings)
return animations
def __gather_extras(blender_object, export_settings):
if export_settings[gltf2_blender_export_keys.EXTRAS]:
return gltf2_blender_generate_extras.generate_extras(blender_object)
return None
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