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# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
from mathutils import Matrix, Quaternion, Vector
from . import gltf2_blender_export_keys
from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.blender.exp import gltf2_blender_gather_skins
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
from ..com.gltf2_blender_extras import generate_extras
from io_scene_gltf2.blender.exp import gltf2_blender_gather_tree
# TODO these 3 functions move to shared file
def __convert_swizzle_location(loc, export_settings):
"""Convert a location from Blender coordinate system to glTF coordinate system."""
if export_settings[gltf2_blender_export_keys.YUP]:
return Vector((loc[0], loc[2], -loc[1]))
else:
return Vector((loc[0], loc[1], loc[2]))
def __convert_swizzle_rotation(rot, export_settings):
"""
Convert a quaternion rotation from Blender coordinate system to glTF coordinate system.
'w' is still at first position.
"""
if export_settings[gltf2_blender_export_keys.YUP]:
return Quaternion((rot[0], rot[1], rot[3], -rot[2]))
else:
return Quaternion((rot[0], rot[1], rot[2], rot[3]))
def __convert_swizzle_scale(scale, export_settings):
"""Convert a scale from Blender coordinate system to glTF coordinate system."""
if export_settings[gltf2_blender_export_keys.YUP]:
return Vector((scale[0], scale[2], scale[1]))
else:
return Vector((scale[0], scale[1], scale[2]))
@cached
def gather_joint_vnode(vnode, export_settings):
"""
Generate a glTF2 node from a blender bone, as joints in glTF2 are simply nodes.
:param blender_bone: a blender PoseBone
:param export_settings: the settings for this export
:return: a glTF2 node (acting as a joint)
"""
vtree = export_settings['vtree']
blender_object = vtree.nodes[vnode].blender_object
blender_bone = vtree.nodes[vnode].blender_bone
mat = vtree.nodes[vtree.nodes[vnode].parent_uuid].matrix_world.inverted_safe() @ vtree.nodes[vnode].matrix_world
trans, rot, sca = mat.decompose()
trans = __convert_swizzle_location(trans, export_settings)
rot = __convert_swizzle_rotation(rot, export_settings)
sca = __convert_swizzle_scale(sca, export_settings)
translation, rotation, scale = (None, None, None)
if trans[0] != 0.0 or trans[1] != 0.0 or trans[2] != 0.0:
translation = [trans[0], trans[1], trans[2]]
if rot[0] != 1.0 or rot[1] != 0.0 or rot[2] != 0.0 or rot[3] != 0.0:
rotation = [rot[1], rot[2], rot[3], rot[0]]
if sca[0] != 1.0 or sca[1] != 1.0 or sca[2] != 1.0:
scale = [sca[0], sca[1], sca[2]]
# traverse into children
children = []
for bone_uuid in [c for c in vtree.nodes[vnode].children if vtree.nodes[c].blender_type == gltf2_blender_gather_tree.VExportNode.BONE]:
children.append(gather_joint_vnode(bone_uuid, export_settings))
# finally add to the joints array containing all the joints in the hierarchy
node = gltf2_io.Node(
camera=None,
children=children,
extensions=None,
extras=__gather_extras(blender_bone, export_settings),
matrix=None,
mesh=None,
name=blender_bone.name,
rotation=rotation,
scale=scale,
skin=None,
translation=translation,
weights=None
)
export_user_extensions('gather_joint_hook', export_settings, node, blender_bone)
vtree.nodes[vnode].node = node
return node
def __gather_extras(blender_bone, export_settings):
if export_settings['gltf_extras']:
return generate_extras(blender_bone.bone)
return None
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