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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 math
import bpy
from mathutils import Matrix, Quaternion
from . import gltf2_blender_export_keys
from io_scene_gltf2.blender.com import gltf2_blender_math
from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
from io_scene_gltf2.blender.exp import gltf2_blender_gather_skins
from io_scene_gltf2.blender.exp import gltf2_blender_gather_cameras
from io_scene_gltf2.blender.exp import gltf2_blender_gather_mesh
from io_scene_gltf2.blender.exp import gltf2_blender_gather_joints
from io_scene_gltf2.blender.exp import gltf2_blender_extract
from io_scene_gltf2.blender.exp import gltf2_blender_gather_lights
from io_scene_gltf2.blender.exp import gltf2_blender_generate_extras
from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.io.com import gltf2_io_extensions
def gather_node(blender_object, blender_scene, export_settings):
# custom cache to avoid cache miss when called from animation
# with blender_scene=None
# invalidate cache if export settings have changed
if not hasattr(gather_node, "__export_settings") or export_settings != gather_node.__export_settings:
gather_node.__cache = {}
gather_node.__export_settings = export_settings
if blender_scene is None and blender_object.name in gather_node.__cache:
return gather_node.__cache[blender_object.name]
node = __gather_node(blender_object, blender_scene, export_settings)
gather_node.__cache[blender_object.name] = node
return node
@cached
def __gather_node(blender_object, blender_scene, export_settings):
# If blender_scene is None, we are coming from animation export
# Check to know if object is exported is already done, so we don't check
# again if object is instanced in scene : this check was already done when exporting object itself
if not __filter_node(blender_object, blender_scene, export_settings):
return None
node = gltf2_io.Node(
camera=__gather_camera(blender_object, export_settings),
children=__gather_children(blender_object, blender_scene, export_settings),
extensions=__gather_extensions(blender_object, export_settings),
extras=__gather_extras(blender_object, export_settings),
matrix=__gather_matrix(blender_object, export_settings),
mesh=__gather_mesh(blender_object, export_settings),
name=__gather_name(blender_object, export_settings),
rotation=None,
scale=None,
skin=__gather_skin(blender_object, export_settings),
translation=None,
weights=__gather_weights(blender_object, export_settings)
)
node.translation, node.rotation, node.scale = __gather_trans_rot_scale(blender_object, export_settings)
if export_settings[gltf2_blender_export_keys.YUP]:
if blender_object.type == 'LIGHT' and export_settings[gltf2_blender_export_keys.LIGHTS]:
correction_node = __get_correction_node(blender_object, export_settings)
correction_node.extensions = {"KHR_lights_punctual": node.extensions["KHR_lights_punctual"]}
del node.extensions["KHR_lights_punctual"]
node.children.append(correction_node)
if blender_object.type == 'CAMERA' and export_settings[gltf2_blender_export_keys.CAMERAS]:
correction_node = __get_correction_node(blender_object, export_settings)
correction_node.camera = node.camera
node.children.append(correction_node)
node.camera = None
return node
def __filter_node(blender_object, blender_scene, export_settings):
if blender_object.users == 0:
return False
if blender_scene is not None:
instanced = any([blender_object.name in layer.objects for layer in blender_scene.view_layers])
if instanced is False:
return False
if export_settings[gltf2_blender_export_keys.SELECTED] and blender_object.select_get() is False:
return False
return True
def __gather_camera(blender_object, export_settings):
if blender_object.type != 'CAMERA':
return None
return gltf2_blender_gather_cameras.gather_camera(blender_object.data, export_settings)
def __gather_children(blender_object, blender_scene, export_settings):
children = []
# standard children
for child_object in blender_object.children:
if child_object.parent_bone:
# this is handled further down,
# as the object should be a child of the specific bone,
# not the Armature object
continue
node = gather_node(child_object, blender_scene, export_settings)
if node is not None:
children.append(node)
# blender dupli objects
if blender_object.instance_type == 'COLLECTION' and blender_object.instance_collection:
for dupli_object in blender_object.instance_collection.objects:
node = gather_node(dupli_object, blender_scene, export_settings)
if node is not None:
children.append(node)
# blender bones
if blender_object.type == "ARMATURE":
root_joints = []
for blender_bone in blender_object.pose.bones:
if not blender_bone.parent:
joint = gltf2_blender_gather_joints.gather_joint(blender_bone, export_settings)
children.append(joint)
root_joints.append(joint)
# handle objects directly parented to bones
direct_bone_children = [child for child in blender_object.children if child.parent_bone]
def find_parent_joint(joints, name):
for joint in joints:
if joint.name == name:
return joint
parent_joint = find_parent_joint(joint.children, name)
if parent_joint:
return parent_joint
return None
for child in direct_bone_children:
# find parent joint
parent_joint = find_parent_joint(root_joints, child.parent_bone)
if not parent_joint:
continue
child_node = gather_node(child, None, export_settings)
if child_node is None:
continue
blender_bone = blender_object.pose.bones[parent_joint.name]
# fix rotation
if export_settings[gltf2_blender_export_keys.YUP]:
rot = child_node.rotation
if rot is None:
rot = [0, 0, 0, 1]
rot_quat = Quaternion(rot)
axis_basis_change = 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)))
mat = gltf2_blender_math.multiply(axis_basis_change, child.matrix_basis)
mat = gltf2_blender_math.multiply(child.matrix_parent_inverse, mat)
_, rot_quat, _ = mat.decompose()
child_node.rotation = [rot_quat[1], rot_quat[2], rot_quat[3], rot_quat[0]]
# fix translation (in blender bone's tail is the origin for children)
trans, _, _ = child.matrix_local.decompose()
if trans is None:
trans = [0, 0, 0]
# bones go down their local y axis
bone_tail = [0, blender_bone.length, 0]
child_node.translation = [trans[idx] + bone_tail[idx] for idx in range(3)]
parent_joint.children.append(child_node)
return children
def __gather_extensions(blender_object, export_settings):
extensions = {}
if export_settings["gltf_lights"] and (blender_object.type == "LAMP" or blender_object.type == "LIGHT"):
blender_lamp = blender_object.data
light = gltf2_blender_gather_lights.gather_lights_punctual(
blender_lamp,
export_settings
)
if light is not None:
light_extension = gltf2_io_extensions.ChildOfRootExtension(
name="KHR_lights_punctual",
path=["lights"],
extension=light
)
extensions["KHR_lights_punctual"] = gltf2_io_extensions.Extension(
name="KHR_lights_punctual",
extension={
"light": light_extension
}
)
return extensions if extensions else None
def __gather_extras(blender_object, export_settings):
if export_settings['gltf_extras']:
return gltf2_blender_generate_extras.generate_extras(blender_object)
return None
def __gather_matrix(blender_object, export_settings):
# return blender_object.matrix_local
return []
def __gather_mesh(blender_object, export_settings):
if blender_object.type != "MESH":
return None
# If not using vertex group, they are irrelevant for caching --> ensure that they do not trigger a cache miss
vertex_groups = blender_object.vertex_groups
modifiers = blender_object.modifiers
if len(vertex_groups) == 0:
vertex_groups = None
if len(modifiers) == 0:
modifiers = None
if export_settings[gltf2_blender_export_keys.APPLY]:
auto_smooth = blender_object.data.use_auto_smooth
edge_split = None
if auto_smooth:
edge_split = blender_object.modifiers.new('Temporary_Auto_Smooth', 'EDGE_SPLIT')
edge_split.split_angle = blender_object.data.auto_smooth_angle
edge_split.use_edge_angle = not blender_object.data.has_custom_normals
blender_object.data.use_auto_smooth = False
bpy.context.view_layer.update()
armature_modifiers = {}
if export_settings[gltf2_blender_export_keys.SKINS]:
# temprorary disable Armature modifiers if exporting skins
for idx, modifier in enumerate(blender_object.modifiers):
if modifier.type == 'ARMATURE':
armature_modifiers[idx] = modifier.show_viewport
modifier.show_viewport = False
depsgraph = bpy.context.evaluated_depsgraph_get()
blender_mesh_owner = blender_object.evaluated_get(depsgraph)
blender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)
for prop in blender_object.data.keys():
blender_mesh[prop] = blender_object.data[prop]
skip_filter = True
if export_settings[gltf2_blender_export_keys.SKINS]:
# restore Armature modifiers
for idx, show_viewport in armature_modifiers.items():
blender_object.modifiers[idx].show_viewport = show_viewport
if auto_smooth:
blender_object.data.use_auto_smooth = True
blender_object.modifiers.remove(edge_split)
else:
blender_mesh = blender_object.data
skip_filter = False
material_names = tuple([ms.material.name for ms in blender_object.material_slots if ms.material is not None])
result = gltf2_blender_gather_mesh.gather_mesh(blender_mesh,
vertex_groups,
modifiers,
skip_filter,
material_names,
export_settings)
if export_settings[gltf2_blender_export_keys.APPLY]:
blender_mesh_owner.to_mesh_clear()
return result
def __gather_name(blender_object, export_settings):
if blender_object.instance_type == 'COLLECTION' and blender_object.instance_collection:
return "Duplication_Offset_" + blender_object.name
return blender_object.name
def __gather_trans_rot_scale(blender_object, export_settings):
if blender_object.matrix_parent_inverse == Matrix.Identity(4):
trans = blender_object.location
if blender_object.rotation_mode in ['QUATERNION', 'AXIS_ANGLE']:
rot = blender_object.rotation_quaternion
else:
rot = blender_object.rotation_euler.to_quaternion()
sca = blender_object.scale
else:
# matrix_local = matrix_parent_inverse*location*rotation*scale
# Decomposing matrix_local gives less accuracy, but is needed if matrix_parent_inverse is not the identity.
trans, rot, sca = gltf2_blender_extract.decompose_transition(blender_object.matrix_local, export_settings)
trans = gltf2_blender_extract.convert_swizzle_location(trans, export_settings)
rot = gltf2_blender_extract.convert_swizzle_rotation(rot, export_settings)
sca = gltf2_blender_extract.convert_swizzle_scale(sca, export_settings)
if blender_object.instance_type == 'COLLECTION' and blender_object.instance_collection:
trans = -gltf2_blender_extract.convert_swizzle_location(
blender_object.instance_collection.instance_offset, export_settings)
translation, rotation, scale = (None, None, None)
trans[0], trans[1], trans[2] = gltf2_blender_math.round_if_near(trans[0], 0.0), gltf2_blender_math.round_if_near(trans[1], 0.0), \
gltf2_blender_math.round_if_near(trans[2], 0.0)
rot[0], rot[1], rot[2], rot[3] = gltf2_blender_math.round_if_near(rot[0], 1.0), gltf2_blender_math.round_if_near(rot[1], 0.0), \
gltf2_blender_math.round_if_near(rot[2], 0.0), gltf2_blender_math.round_if_near(rot[3], 0.0)
sca[0], sca[1], sca[2] = gltf2_blender_math.round_if_near(sca[0], 1.0), gltf2_blender_math.round_if_near(sca[1], 1.0), \
gltf2_blender_math.round_if_near(sca[2], 1.0)
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]]
return translation, rotation, scale
def __gather_skin(blender_object, export_settings):
modifiers = {m.type: m for m in blender_object.modifiers}
if "ARMATURE" not in modifiers or modifiers["ARMATURE"].object is None:
return None
# no skin needed when the modifier is linked without having a vertex group
vertex_groups = blender_object.vertex_groups
if len(vertex_groups) == 0:
return None
# check if any vertices in the mesh are part of a vertex group
depsgraph = bpy.context.evaluated_depsgraph_get()
blender_mesh_owner = blender_object.evaluated_get(depsgraph)
blender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)
if not any(vertex.groups is not None and len(vertex.groups) > 0 for vertex in blender_mesh.vertices):
return None
# Skins and meshes must be in the same glTF node, which is different from how blender handles armatures
return gltf2_blender_gather_skins.gather_skin(modifiers["ARMATURE"].object, blender_object, export_settings)
def __gather_weights(blender_object, export_settings):
return None
def __get_correction_node(blender_object, export_settings):
correction_quaternion = gltf2_blender_extract.convert_swizzle_rotation(
Quaternion((1.0, 0.0, 0.0), math.radians(-90.0)), export_settings)
correction_quaternion = [correction_quaternion[1], correction_quaternion[2],
correction_quaternion[3], correction_quaternion[0]]
return gltf2_io.Node(
camera=None,
children=None,
extensions=None,
extras=None,
matrix=None,
mesh=None,
name=blender_object.name + '_Orientation',
rotation=correction_quaternion,
scale=None,
skin=None,
translation=None,
weights=None
)
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