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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 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 from a blender primitive.
:return: a dictionary of attributes
"""
attributes = {}
attributes.update(__gather_position(blender_primitive, export_settings))
attributes.update(__gather_normal(blender_primitive, export_settings))
attributes.update(__gather_tangent(blender_primitive, export_settings))
attributes.update(__gather_texcoord(blender_primitive, export_settings))
attributes.update(__gather_colors(blender_primitive, export_settings))
attributes.update(__gather_skins(blender_primitive, export_settings))
return attributes
def array_to_accessor(array, component_type, data_type, include_max_and_min=False):
dtype = gltf2_io_constants.ComponentType.to_numpy_dtype(component_type)
num_elems = gltf2_io_constants.DataType.num_elements(data_type)
if type(array) is not np.ndarray:
array = np.array(array, dtype=dtype)
array = array.reshape(len(array) // num_elems, num_elems)
assert array.dtype == dtype
assert array.shape[1] == num_elems
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()),
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_position(blender_primitive, export_settings):
position = blender_primitive["attributes"]["POSITION"]
return {
"POSITION": array_to_accessor(
position,
component_type=gltf2_io_constants.ComponentType.Float,
data_type=gltf2_io_constants.DataType.Vec3,
include_max_and_min=True
)
}
def __gather_normal(blender_primitive, export_settings):
if not export_settings[gltf2_blender_export_keys.NORMALS]:
return {}
if 'NORMAL' not in blender_primitive["attributes"]:
return {}
normal = blender_primitive["attributes"]['NORMAL']
return {
"NORMAL": array_to_accessor(
normal,
component_type=gltf2_io_constants.ComponentType.Float,
data_type=gltf2_io_constants.DataType.Vec3,
)
}
def __gather_tangent(blender_primitive, export_settings):
if not export_settings[gltf2_blender_export_keys.TANGENTS]:
return {}
if 'TANGENT' not in blender_primitive["attributes"]:
return {}
tangent = blender_primitive["attributes"]['TANGENT']
return {
"TANGENT": array_to_accessor(
tangent,
component_type=gltf2_io_constants.ComponentType.Float,
data_type=gltf2_io_constants.DataType.Vec4,
)
}
def __gather_texcoord(blender_primitive, export_settings):
attributes = {}
if export_settings[gltf2_blender_export_keys.TEX_COORDS]:
tex_coord_index = 0
tex_coord_id = 'TEXCOORD_' + str(tex_coord_index)
while blender_primitive["attributes"].get(tex_coord_id) is not None:
tex_coord = blender_primitive["attributes"][tex_coord_id]
attributes[tex_coord_id] = array_to_accessor(
tex_coord,
component_type=gltf2_io_constants.ComponentType.Float,
data_type=gltf2_io_constants.DataType.Vec2,
)
tex_coord_index += 1
tex_coord_id = 'TEXCOORD_' + str(tex_coord_index)
return attributes
def __gather_colors(blender_primitive, export_settings):
attributes = {}
if export_settings[gltf2_blender_export_keys.COLORS]:
color_index = 0
color_id = 'COLOR_' + str(color_index)
while blender_primitive["attributes"].get(color_id) is not None:
colors = blender_primitive["attributes"][color_id]
if type(colors) is not np.ndarray:
colors = np.array(colors, dtype=np.float32)
colors = colors.reshape(len(colors) // 4, 4)
# Convert to normalized ushorts
colors *= 65535
colors += 0.5 # bias for rounding
colors = colors.astype(np.uint16)
attributes[color_id] = gltf2_io.Accessor(
buffer_view=gltf2_io_binary_data.BinaryData(colors.tobytes()),
byte_offset=None,
component_type=gltf2_io_constants.ComponentType.UnsignedShort,
count=len(colors),
extensions=None,
extras=None,
max=None,
min=None,
name=None,
normalized=True,
sparse=None,
type=gltf2_io_constants.DataType.Vec4,
)
color_index += 1
color_id = 'COLOR_' + str(color_index)
return attributes
def __gather_skins(blender_primitive, export_settings):
attributes = {}
if export_settings[gltf2_blender_export_keys.SKINS]:
bone_set_index = 0
joint_id = 'JOINTS_' + str(bone_set_index)
weight_id = 'WEIGHTS_' + str(bone_set_index)
while blender_primitive["attributes"].get(joint_id) and blender_primitive["attributes"].get(weight_id):
if bone_set_index >= 1:
if 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).")
break
# joints
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
joint = array_to_accessor(
internal_joint,
component_type,
data_type=gltf2_io_constants.DataType.Vec4,
)
attributes[joint_id] = joint
# weights
internal_weight = blender_primitive["attributes"][weight_id]
# normalize first 4 weights, when not exporting all influences
if not export_settings['gltf_all_vertex_influences']:
for idx in range(0, len(internal_weight), 4):
weight_slice = internal_weight[idx:idx + 4]
total = sum(weight_slice)
if total > 0:
factor = 1.0 / total
internal_weight[idx:idx + 4] = [w * factor for w in weight_slice]
weight = array_to_accessor(
internal_weight,
component_type=gltf2_io_constants.ComponentType.Float,
data_type=gltf2_io_constants.DataType.Vec4,
)
attributes[weight_id] = weight
bone_set_index += 1
joint_id = 'JOINTS_' + str(bone_set_index)
weight_id = 'WEIGHTS_' + str(bone_set_index)
return attributes
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