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gltf2_blender_gather_primitives.py « exp « blender « io_scene_gltf2 - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
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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 bpy
from typing import List, Optional

from .gltf2_blender_export_keys import NORMALS, MORPH_NORMAL, TANGENTS, MORPH_TANGENT, MORPH

from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
from io_scene_gltf2.blender.exp import gltf2_blender_extract
from io_scene_gltf2.blender.exp import gltf2_blender_gather_primitive_attributes
from io_scene_gltf2.blender.exp import gltf2_blender_utils
from io_scene_gltf2.blender.exp import gltf2_blender_gather_materials

from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.io.exp import gltf2_io_binary_data
from io_scene_gltf2.io.com import gltf2_io_constants
from io_scene_gltf2.io.com.gltf2_io_debug import print_console


@cached
def gather_primitives(
        blender_mesh: bpy.types.Mesh,
        vertex_groups: Optional[bpy.types.VertexGroups],
        modifiers: Optional[bpy.types.ObjectModifiers],
        export_settings
        ) -> List[gltf2_io.MeshPrimitive]:
    """
    Extract the mesh primitives from a blender object

    :return: a list of glTF2 primitives
    """
    primitives = []
    blender_primitives = gltf2_blender_extract.extract_primitives(
        None, blender_mesh, vertex_groups, modifiers, export_settings)

    for internal_primitive in blender_primitives:

        primitive = gltf2_io.MeshPrimitive(
            attributes=__gather_attributes(internal_primitive, blender_mesh, modifiers, export_settings),
            extensions=None,
            extras=None,
            indices=__gather_indices(internal_primitive, blender_mesh, modifiers, export_settings),
            material=__gather_materials(internal_primitive, blender_mesh, modifiers, export_settings),
            mode=None,
            targets=__gather_targets(internal_primitive, blender_mesh, modifiers, export_settings)
        )
        primitives.append(primitive)

    return primitives


def __gather_materials(blender_primitive, blender_mesh, modifiers, export_settings):
    if not blender_primitive['material']:
        # TODO: fix 'extract_promitives' so that the value of 'material' is None and not empty string
        return None
    material = bpy.data.materials[blender_primitive['material']]
    return gltf2_blender_gather_materials.gather_material(material, export_settings)


def __gather_indices(blender_primitive, blender_mesh, modifiers, export_settings):
    indices = blender_primitive['indices']

    max_index = max(indices)
    if max_index < (1 << 16):
        component_type = gltf2_io_constants.ComponentType.UnsignedShort
    elif max_index < (1 << 32):
        component_type = gltf2_io_constants.ComponentType.UnsignedInt
    else:
        print_console('ERROR', 'Invalid max_index: ' + str(max_index))
        return None

    element_type = gltf2_io_constants.DataType.Scalar
    binary_data = gltf2_io_binary_data.BinaryData.from_list(indices, component_type)
    return gltf2_io.Accessor(
        buffer_view=binary_data,
        byte_offset=None,
        component_type=component_type,
        count=len(indices) // gltf2_io_constants.DataType.num_elements(element_type),
        extensions=None,
        extras=None,
        max=None,
        min=None,
        name=None,
        normalized=None,
        sparse=None,
        type=element_type
    )


def __gather_attributes(blender_primitive, blender_mesh, modifiers, export_settings):
    return gltf2_blender_gather_primitive_attributes.gather_primitive_attributes(blender_primitive, export_settings)


def __gather_targets(blender_primitive, blender_mesh, modifiers, export_settings):
    if export_settings[MORPH]:
        targets = []
        if blender_mesh.shape_keys is not None:
            morph_index = 0
            for blender_shape_key in blender_mesh.shape_keys.key_blocks:
                if blender_shape_key != blender_shape_key.relative_key:

                    target_position_id = 'MORPH_POSITION_' + str(morph_index)
                    target_normal_id = 'MORPH_NORMAL_' + str(morph_index)
                    target_tangent_id = 'MORPH_TANGENT_' + str(morph_index)

                    if blender_primitive["attributes"].get(target_position_id):
                        target = {}
                        internal_target_position = blender_primitive["attributes"][target_position_id]
                        binary_data = gltf2_io_binary_data.BinaryData.from_list(
                            internal_target_position,
                            gltf2_io_constants.ComponentType.Float
                        )
                        target["POSITION"] = gltf2_io.Accessor(
                            buffer_view=binary_data,
                            byte_offset=None,
                            component_type=gltf2_io_constants.ComponentType.Float,
                            count=len(internal_target_position) // gltf2_io_constants.DataType.num_elements(
                                gltf2_io_constants.DataType.Vec3),
                            extensions=None,
                            extras=None,
                            max=gltf2_blender_utils.max_components(
                                internal_target_position, gltf2_io_constants.DataType.Vec3),
                            min=gltf2_blender_utils.min_components(
                                internal_target_position, gltf2_io_constants.DataType.Vec3),
                            name=None,
                            normalized=None,
                            sparse=None,
                            type=gltf2_io_constants.DataType.Vec3
                        )

                        if export_settings[NORMALS] \
                                and export_settings[MORPH_NORMAL] \
                                and blender_primitive["attributes"].get(target_normal_id):

                            internal_target_normal = blender_primitive["attributes"][target_normal_id]
                            binary_data = gltf2_io_binary_data.BinaryData.from_list(
                                internal_target_normal,
                                gltf2_io_constants.ComponentType.Float,
                            )
                            target['NORMAL'] = gltf2_io.Accessor(
                                buffer_view=binary_data,
                                byte_offset=None,
                                component_type=gltf2_io_constants.ComponentType.Float,
                                count=len(internal_target_normal) // gltf2_io_constants.DataType.num_elements(
                                    gltf2_io_constants.DataType.Vec3),
                                extensions=None,
                                extras=None,
                                max=None,
                                min=None,
                                name=None,
                                normalized=None,
                                sparse=None,
                                type=gltf2_io_constants.DataType.Vec3
                            )

                        if export_settings[TANGENTS] \
                                and export_settings[MORPH_TANGENT] \
                                and blender_primitive["attributes"].get(target_tangent_id):
                            internal_target_tangent = blender_primitive["attributes"][target_tangent_id]
                            binary_data = gltf2_io_binary_data.BinaryData.from_list(
                                internal_target_tangent,
                                gltf2_io_constants.ComponentType.Float,
                            )
                            target['TANGENT'] = gltf2_io.Accessor(
                                buffer_view=binary_data,
                                byte_offset=None,
                                component_type=gltf2_io_constants.ComponentType.Float,
                                count=len(internal_target_tangent) // gltf2_io_constants.DataType.num_elements(
                                    gltf2_io_constants.DataType.Vec3),
                                extensions=None,
                                extras=None,
                                max=None,
                                min=None,
                                name=None,
                                normalized=None,
                                sparse=None,
                                type=gltf2_io_constants.DataType.Vec3
                            )
                        targets.append(target)
                        morph_index += 1
        return targets
    return None