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# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
import numpy as np
from . import gltf2_blender_export_keys
from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.io.com import gltf2_io_constants
from io_scene_gltf2.io.com import gltf2_io_debug
from io_scene_gltf2.io.exp import gltf2_io_binary_data
def gather_primitive_attributes(blender_primitive, export_settings):
"""
Gathers the attributes, such as POSITION, NORMAL, TANGENT, and all custom attributes from a blender primitive
:return: a dictionary of attributes
"""
attributes = {}
# loop on each attribute extracted
# for skinning, all linked attributes (WEIGHTS_ and JOINTS_) need to be calculated
# in one shot (because of normalization), so we need to check that it is called only once.
skin_done = False
for attribute in blender_primitive["attributes"]:
if (attribute.startswith("JOINTS_") or attribute.startswith("WEIGHTS_")) and skin_done is True:
continue
if attribute.startswith("MORPH_"):
continue # Target for morphs will be managed later
attributes.update(__gather_attribute(blender_primitive, attribute, export_settings))
if (attribute.startswith("JOINTS_") or attribute.startswith("WEIGHTS_")):
skin_done = True
return attributes
def array_to_accessor(array, component_type, data_type, include_max_and_min=False):
amax = None
amin = None
if include_max_and_min:
amax = np.amax(array, axis=0).tolist()
amin = np.amin(array, axis=0).tolist()
return gltf2_io.Accessor(
buffer_view=gltf2_io_binary_data.BinaryData(array.tobytes(), gltf2_io_constants.BufferViewTarget.ARRAY_BUFFER),
byte_offset=None,
component_type=component_type,
count=len(array),
extensions=None,
extras=None,
max=amax,
min=amin,
name=None,
normalized=None,
sparse=None,
type=data_type,
)
def __gather_skins(blender_primitive, export_settings):
attributes = {}
if not export_settings[gltf2_blender_export_keys.SKINS]:
return attributes
# Retrieve max set index
max_bone_set_index = 0
while blender_primitive["attributes"].get('JOINTS_' + str(max_bone_set_index)) and blender_primitive["attributes"].get('WEIGHTS_' + str(max_bone_set_index)):
max_bone_set_index += 1
max_bone_set_index -= 1
# Here, a set represents a group of 4 weights.
# So max_bone_set_index value:
# if -1 => No weights
# if 1 => Max 4 weights
# if 2 => Max 8 weights
# etc...
# If no skinning
if max_bone_set_index < 0:
return attributes
if max_bone_set_index > 0 and not export_settings['gltf_all_vertex_influences']:
gltf2_io_debug.print_console("WARNING", "There are more than 4 joint vertex influences."
"The 4 with highest weight will be used (and normalized).")
# Take into account only the first set of 4 weights
max_bone_set_index = 0
# Convert weights to numpy arrays, and setting joints
weight_arrs = []
for s in range(0, max_bone_set_index+1):
weight_id = 'WEIGHTS_' + str(s)
weight = blender_primitive["attributes"][weight_id]
weight = np.array(weight, dtype=np.float32)
weight = weight.reshape(len(weight) // 4, 4)
weight_arrs.append(weight)
# joints
joint_id = 'JOINTS_' + str(s)
internal_joint = blender_primitive["attributes"][joint_id]
component_type = gltf2_io_constants.ComponentType.UnsignedShort
if max(internal_joint) < 256:
component_type = gltf2_io_constants.ComponentType.UnsignedByte
joints = np.array(internal_joint, dtype= gltf2_io_constants.ComponentType.to_numpy_dtype(component_type))
joints = joints.reshape(-1, 4)
joint = array_to_accessor(
joints,
component_type,
data_type=gltf2_io_constants.DataType.Vec4,
)
attributes[joint_id] = joint
# Sum weights for each vertex
for s in range(0, max_bone_set_index+1):
sums = weight_arrs[s].sum(axis=1)
if s == 0:
weight_total = sums
else:
weight_total += sums
# Normalize weights so they sum to 1
weight_total = weight_total.reshape(-1, 1)
for s in range(0, max_bone_set_index+1):
weight_id = 'WEIGHTS_' + str(s)
weight_arrs[s] /= weight_total
weight = array_to_accessor(
weight_arrs[s],
component_type=gltf2_io_constants.ComponentType.Float,
data_type=gltf2_io_constants.DataType.Vec4,
)
attributes[weight_id] = weight
return attributes
def __gather_attribute(blender_primitive, attribute, export_settings):
data = blender_primitive["attributes"][attribute]
include_max_and_mins = {
"POSITION": True
}
if (attribute.startswith("_") or attribute.startswith("COLOR_")) and blender_primitive["attributes"][attribute]['component_type'] == gltf2_io_constants.ComponentType.UnsignedShort:
# Byte Color vertex color, need to normalize
data['data'] *= 65535
data['data'] += 0.5 # bias for rounding
data['data'] = data['data'].astype(np.uint16)
return { attribute : gltf2_io.Accessor(
buffer_view=gltf2_io_binary_data.BinaryData(data['data'].tobytes(), gltf2_io_constants.BufferViewTarget.ARRAY_BUFFER),
byte_offset=None,
component_type=data['component_type'],
count=len(data['data']),
extensions=None,
extras=None,
max=None,
min=None,
name=None,
normalized=True,
sparse=None,
type=data['data_type'],
)
}
elif attribute.startswith("JOINTS_") or attribute.startswith("WEIGHTS_"):
return __gather_skins(blender_primitive, export_settings)
else:
return {
attribute: array_to_accessor(
data['data'],
component_type=data['component_type'],
data_type=data['data_type'],
include_max_and_min=include_max_and_mins.get(attribute, False)
)
}
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