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# Copyright 2018 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 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
@cached
def gather_node(blender_object, export_settings):
if not __filter_node(blender_object, export_settings):
return None
node = gltf2_io.Node(
camera=__gather_camera(blender_object, export_settings),
children=__gather_children(blender_object, 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, export_settings):
if blender_object.users == 0:
return False
if export_settings[gltf2_blender_export_keys.SELECTED] and blender_object.select_get() is False:
return False
if not export_settings[gltf2_blender_export_keys.LAYERS] and not blender_object.layers[0]:
return False
if blender_object.instance_collection is not None and not blender_object.instance_collection.layers[0]:
return False
return True
def __gather_camera(blender_object, export_settings):
return gltf2_blender_gather_cameras.gather_camera(blender_object, export_settings)
def __gather_children(blender_object, export_settings):
children = []
# standard children
for child_object in blender_object.children:
node = gather_node(child_object, 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, export_settings)
if node is not None:
children.append(node)
# blender bones
if blender_object.type == "ARMATURE":
for blender_bone in blender_object.pose.bones:
if not blender_bone.parent:
children.append(gltf2_blender_gather_joints.gather_joint(blender_bone, export_settings))
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
if auto_smooth:
blender_object = blender_object.copy()
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
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
blender_mesh = blender_object.to_mesh(bpy.context.depsgraph, True)
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:
bpy.data.objects.remove(blender_object)
else:
blender_mesh = blender_object.data
skip_filter = False
result = gltf2_blender_gather_mesh.gather_mesh(blender_mesh, vertex_groups, modifiers, skip_filter, export_settings)
if export_settings[gltf2_blender_export_keys.APPLY]:
bpy.data.meshes.remove(blender_mesh)
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):
trans, rot, sca = gltf2_blender_extract.decompose_transition(blender_object.matrix_local, 'NODE', 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], 0.0), 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], 1.0)
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] != 0.0 or rot[1] != 0.0 or rot[2] != 0.0 or rot[3] != 1.0:
rotation = [rot[0], rot[1], rot[2], rot[3]]
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
blender_mesh = blender_object.to_mesh(bpy.context.depsgraph, True)
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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