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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.
from . import gltf2_blender_export_keys
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.io.com import gltf2_io
@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)
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 not blender_object.select:
return False
if not export_settings[gltf2_blender_export_keys.LAYERS] and not blender_object.layers[0]:
return False
if blender_object.dupli_group is not None and not blender_object.dupli_group.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.dupli_type == 'GROUP' and blender_object.dupli_group:
for dupli_object in blender_object.dupli_group.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):
return None
def __gather_extras(blender_object, export_settings):
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":
# 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
return gltf2_blender_gather_mesh.gather_mesh(blender_object.data, vertex_groups, modifiers, export_settings)
else:
return None
def __gather_name(blender_object, export_settings):
if blender_object.dupli_type == 'GROUP' and blender_object.dupli_group:
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.dupli_type == 'GROUP' and blender_object.dupli_group:
trans = -gltf2_blender_extract.convert_swizzle_location(
blender_object.dupli_group.dupli_offset, 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] != 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" in modifiers:
# 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, export_settings)
def __gather_weights(blender_object, export_settings):
return None
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