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# Copyright 2018-2021 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 mathutils
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
@cached
def gather_joint(blender_object, blender_bone, 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)
"""
axis_basis_change = mathutils.Matrix.Identity(4)
if export_settings[gltf2_blender_export_keys.YUP]:
axis_basis_change = mathutils.Matrix(
((1.0, 0.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, -1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 1.0)))
# extract bone transform
if blender_bone.parent is None:
correction_matrix_local = axis_basis_change @ blender_bone.bone.matrix_local
else:
correction_matrix_local = (
blender_bone.parent.bone.matrix_local.inverted() @
blender_bone.bone.matrix_local
)
if (blender_bone.bone.use_inherit_rotation == False or blender_bone.bone.inherit_scale != "FULL") and blender_bone.parent != None:
rest_mat = (blender_bone.parent.bone.matrix_local.inverted_safe() @ blender_bone.bone.matrix_local)
matrix_basis = (rest_mat.inverted_safe() @ blender_bone.parent.matrix.inverted_safe() @ blender_bone.matrix)
else:
matrix_basis = blender_bone.matrix
matrix_basis = blender_object.convert_space(pose_bone=blender_bone, matrix=matrix_basis, from_space='POSE', to_space='LOCAL')
trans, rot, sca = (correction_matrix_local @ matrix_basis).decompose()
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 = []
if export_settings["gltf_def_bones"] is False:
for bone in blender_bone.children:
children.append(gather_joint(blender_object, bone, export_settings))
else:
_, children_, _ = gltf2_blender_gather_skins.get_bone_tree(None, blender_bone.id_data)
if blender_bone.name in children_.keys():
for bone in children_[blender_bone.name]:
children.append(gather_joint(blender_object, blender_bone.id_data.pose.bones[bone], 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)
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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