Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gltf2_blender_gather_nodes.py « exp « blender « io_scene_gltf2 - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 2578496062789c1b15f44fa559cfd3c70b61ff82 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.

import math
import bpy
from mathutils import Matrix, Quaternion, Vector

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_gather_lights
from io_scene_gltf2.blender.exp.gltf2_blender_gather_tree import VExportNode
from ..com.gltf2_blender_extras import generate_extras
from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.io.com import gltf2_io_extensions
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
from io_scene_gltf2.io.com.gltf2_io_debug import print_console
from io_scene_gltf2.blender.exp import gltf2_blender_gather_tree


def gather_node(vnode, export_settings):
    blender_object = vnode.blender_object

    skin = __gather_skin(vnode, blender_object, export_settings)
    node = gltf2_io.Node(
        camera=__gather_camera(blender_object, export_settings),
        children=__gather_children(vnode, 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(vnode, blender_object, export_settings),
        name=__gather_name(blender_object, export_settings),
        rotation=None,
        scale=None,
        skin=skin,
        translation=None,
        weights=__gather_weights(blender_object, export_settings)
    )

    # If node mesh is skined, transforms should be ignored at import, so no need to set them here
    if node.skin is None:
        node.translation, node.rotation, node.scale = __gather_trans_rot_scale(vnode, export_settings)


    export_user_extensions('gather_node_hook', export_settings, node, blender_object)

    vnode.node = node

    if node.skin is not None:
        vnode.skin = skin

    return node


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(vnode, blender_object, export_settings):
    children = []

    vtree = export_settings['vtree']

    # Standard Children / Collection
    for c in [vtree.nodes[c] for c in vnode.children if vtree.nodes[c].blender_type != gltf2_blender_gather_tree.VExportNode.BONE]:
        node = gather_node(c, export_settings)
        if node is not None:
            children.append(node)


    # Armature --> Retrieve Blender bones
    if vnode.blender_type == gltf2_blender_gather_tree.VExportNode.ARMATURE:
        root_joints = []

        all_armature_children = vnode.children
        root_bones_uuid = [c for c in all_armature_children if export_settings['vtree'].nodes[c].blender_type == VExportNode.BONE]
        for bone_uuid in root_bones_uuid:
            joint = gltf2_blender_gather_joints.gather_joint_vnode(bone_uuid, export_settings)
            children.append(joint)
            root_joints.append(joint)

        # Object parented to bones
        direct_bone_children = []
        for n in [vtree.nodes[i] for i in vtree.get_all_bones(vnode.uuid)]:
            direct_bone_children.extend([c for c in n.children if vtree.nodes[c].blender_type != gltf2_blender_gather_tree.VExportNode.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: # List of object that are parented to bones
            # find parent joint
            parent_joint = find_parent_joint(root_joints, vtree.nodes[child].blender_object.parent_bone)
            if not parent_joint:
                continue
            child_node = gather_node(vtree.nodes[child], export_settings)
            if child_node is None:
                continue
            blender_bone = blender_object.pose.bones[parent_joint.name]

            mat = vtree.nodes[vtree.nodes[child].parent_bone_uuid].matrix_world.inverted_safe() @ vtree.nodes[child].matrix_world
            loc, rot_quat, scale = mat.decompose()

            trans = __convert_swizzle_location(loc, export_settings)
            rot = __convert_swizzle_rotation(rot_quat, export_settings)
            sca = __convert_swizzle_scale(scale, 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]]

            child_node.translation = translation
            child_node.rotation = rotation
            child_node.scale = scale

            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 generate_extras(blender_object)
    return None


def __gather_matrix(blender_object, export_settings):
    # return blender_object.matrix_local
    return []


def __gather_mesh(vnode, blender_object, export_settings):
    if blender_object.type in ['CURVE', 'SURFACE', 'FONT']:
        return __gather_mesh_from_nonmesh(blender_object, export_settings)

    if blender_object.type != "MESH":
        return None

    # For duplis instancer, when show is off -> export as empty
    if vnode.force_as_empty is True:
        return None

    # Be sure that object is valid (no NaN for example)
    blender_object.data.validate()

    # 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

    # TODO for objects without any modifiers, we can keep original mesh_data
    # It will instance mesh in glTF
    if export_settings[gltf2_blender_export_keys.APPLY]:
        armature_modifiers = {}
        if export_settings[gltf2_blender_export_keys.SKINS]:
            # temporarily 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
    else:
        blender_mesh = blender_object.data
        skip_filter = False
        # If no skin are exported, no need to have vertex group, this will create a cache miss
        if not export_settings[gltf2_blender_export_keys.SKINS]:
            vertex_groups = None
            modifiers = None
        else:
            # Check if there is an armature modidier
            if len([mod for mod in blender_object.modifiers if mod.type == "ARMATURE"]) == 0:
                vertex_groups = None # Not needed if no armature, avoid a cache miss
                modifiers = None

    materials = tuple(ms.material for ms in blender_object.material_slots)

    # retrieve armature
    # Because mesh data will be transforms to skeleton space,
    # we can't instantiate multiple object at different location, skined by same armature
    uuid_for_skined_data = None
    if export_settings[gltf2_blender_export_keys.SKINS]:
        for idx, modifier in enumerate(blender_object.modifiers):
            if modifier.type == 'ARMATURE':
                uuid_for_skined_data = vnode.uuid

    result = gltf2_blender_gather_mesh.gather_mesh(blender_mesh,
                                                   uuid_for_skined_data,
                                                   vertex_groups,
                                                   modifiers,
                                                   skip_filter,
                                                   materials,
                                                   None,
                                                   export_settings)

    if export_settings[gltf2_blender_export_keys.APPLY]:
        blender_mesh_owner.to_mesh_clear()

    return result


def __gather_mesh_from_nonmesh(blender_object, export_settings):
    """Handles curves, surfaces, text, etc."""
    needs_to_mesh_clear = False
    try:
        # Convert to a mesh
        try:
            if export_settings[gltf2_blender_export_keys.APPLY]:
                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)
                # TODO: do we need preserve_all_data_layers?

            else:
                blender_mesh_owner = blender_object
                blender_mesh = blender_mesh_owner.to_mesh()

            # In some cases (for example curve with single vertice), no blender_mesh is created (without crash)
            if blender_mesh is None:
                return None

        except Exception:
            return None

        needs_to_mesh_clear = True

        skip_filter = True
        materials = tuple([ms.material for ms in blender_object.material_slots if ms.material is not None])
        vertex_groups = None
        modifiers = None
        blender_object_for_skined_data = None

        result = gltf2_blender_gather_mesh.gather_mesh(blender_mesh,
                                                       blender_object_for_skined_data,
                                                       vertex_groups,
                                                       modifiers,
                                                       skip_filter,
                                                       materials,
                                                       blender_object.data,
                                                       export_settings)

    finally:
        if needs_to_mesh_clear:
            blender_mesh_owner.to_mesh_clear()

    return result


def __gather_name(blender_object, export_settings):
    return blender_object.name

def __gather_trans_rot_scale(vnode, export_settings):
    if vnode.parent_uuid is None:
        # No parent, so matrix is world matrix
        trans, rot, sca = vnode.matrix_world.decompose()
    else:
        # calculate local matrix
        trans, rot, sca = (export_settings['vtree'].nodes[vnode.parent_uuid].matrix_world.inverted_safe() @ vnode.matrix_world).decompose()



    # make sure the rotation is normalized
    rot.normalize()

    trans = __convert_swizzle_location(trans, export_settings)
    rot = __convert_swizzle_rotation(rot, export_settings)
    sca = __convert_swizzle_scale(sca, export_settings)

    if vnode.blender_object.instance_type == 'COLLECTION' and vnode.blender_object.instance_collection:
        offset = -__convert_swizzle_location(
            vnode.blender_object.instance_collection.instance_offset, export_settings)

        s = Matrix.Diagonal(sca).to_4x4()
        r = rot.to_matrix().to_4x4()
        t = Matrix.Translation(trans).to_4x4()
        o = Matrix.Translation(offset).to_4x4()
        m = t @ r @ s @ o

        trans = m.translation

    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(vnode, 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

    # Prevent infinite recursive error. A mesh can't have an Armature modifier
    # and be bone parented to a bone of this armature
    # In that case, ignore the armature modifier, keep only the bone parenting
    if blender_object.parent is not None \
    and blender_object.parent_type == 'BONE' \
    and blender_object.parent.name == modifiers["ARMATURE"].object.name:

        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(vnode.armature, export_settings)


def __gather_weights(blender_object, export_settings):
    return None

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]))