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

gltf2_blender_gather_skins.py « exp « blender « io_scene_gltf2 - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: e5534c5a4ade11e84b61378bc3bad452ccf836f7 (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
# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.

import mathutils
from . import gltf2_blender_export_keys
from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
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.blender.exp import gltf2_blender_gather_accessors
from io_scene_gltf2.blender.exp import gltf2_blender_gather_joints
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions


@cached
def gather_skin(blender_object, export_settings):
    """
    Gather armatures, bones etc into a glTF2 skin object.

    :param blender_object: the object which may contain a skin
    :param export_settings:
    :return: a glTF2 skin object
    """
    if not __filter_skin(blender_object, export_settings):
        return None

    skin = gltf2_io.Skin(
        extensions=__gather_extensions(blender_object, export_settings),
        extras=__gather_extras(blender_object, export_settings),
        inverse_bind_matrices=__gather_inverse_bind_matrices(blender_object, export_settings),
        joints=__gather_joints(blender_object, export_settings),
        name=__gather_name(blender_object, export_settings),
        skeleton=__gather_skeleton(blender_object, export_settings)
    )

    export_user_extensions('gather_skin_hook', export_settings, skin, blender_object)

    return skin


def __filter_skin(blender_object, export_settings):
    if not export_settings[gltf2_blender_export_keys.SKINS]:
        return False
    if blender_object.type != 'ARMATURE' or len(blender_object.pose.bones) == 0:
        return False

    return True


def __gather_extensions(blender_object, export_settings):
    return None


def __gather_extras(blender_object, export_settings):
    return None

def __gather_inverse_bind_matrices(blender_object, export_settings):
    axis_basis_change = mathutils.Matrix.Identity(4)
    if export_settings[gltf2_blender_export_keys.YUP]:
        axis_basis_change = mathutils.Matrix(
            ((1.0, 0.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, -1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 1.0)))

    if export_settings['gltf_def_bones'] is False:
        # build the hierarchy of nodes out of the bones
        root_bones = []
        for blender_bone in blender_object.pose.bones:
            if not blender_bone.parent:
                root_bones.append(blender_bone)
    else:
        _, children_, root_bones = get_bone_tree(None, blender_object)

    matrices = []

    # traverse the matrices in the same order as the joints and compute the inverse bind matrix
    def __collect_matrices(bone):
        inverse_bind_matrix = (
            axis_basis_change @
            (
                blender_object.matrix_world @
                bone.bone.matrix_local
            )
        ).inverted_safe()
        matrices.append(inverse_bind_matrix)

        if export_settings['gltf_def_bones'] is False:
            for child in bone.children:
                __collect_matrices(child)
        else:
            if bone.name in children_.keys():
                for child in children_[bone.name]:
                    __collect_matrices(blender_object.pose.bones[child])

    # start with the "root" bones and recurse into children, in the same ordering as the how joints are gathered
    for root_bone in root_bones:
        __collect_matrices(root_bone)

    # flatten the matrices
    inverse_matrices = []
    for matrix in matrices:
        for column in range(0, 4):
            for row in range(0, 4):
                inverse_matrices.append(matrix[row][column])

    binary_data = gltf2_io_binary_data.BinaryData.from_list(inverse_matrices, gltf2_io_constants.ComponentType.Float)
    return gltf2_blender_gather_accessors.gather_accessor(
        binary_data,
        gltf2_io_constants.ComponentType.Float,
        len(inverse_matrices) // gltf2_io_constants.DataType.num_elements(gltf2_io_constants.DataType.Mat4),
        None,
        None,
        gltf2_io_constants.DataType.Mat4,
        export_settings
    )


def __gather_joints(blender_object, export_settings):
    root_joints = []
    if export_settings['gltf_def_bones'] is False:
        # build the hierarchy of nodes out of the bones
        for blender_bone in blender_object.pose.bones:
            if not blender_bone.parent:
                root_joints.append(gltf2_blender_gather_joints.gather_joint(blender_object, blender_bone, export_settings))
    else:
        _, children_, root_joints = get_bone_tree(None, blender_object)
        root_joints = [gltf2_blender_gather_joints.gather_joint(blender_object, i, export_settings) for i in root_joints]

    # joints is a flat list containing all nodes belonging to the skin
    joints = []

    def __collect_joints(node):
        joints.append(node)
        if export_settings['gltf_def_bones'] is False:
            for child in node.children:
                __collect_joints(child)
        else:
            if node.name in children_.keys():
                for child in children_[node.name]:
                    __collect_joints(gltf2_blender_gather_joints.gather_joint(blender_object, blender_object.pose.bones[child], export_settings))

    for joint in root_joints:
        __collect_joints(joint)

    return joints


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


def __gather_skeleton(blender_object, export_settings):
    # In the future support the result of https://github.com/KhronosGroup/glTF/pull/1195
    return None  # gltf2_blender_gather_nodes.gather_node(blender_object, blender_scene, export_settings)

@cached
def get_bone_tree(blender_dummy, blender_object):

    bones = []
    children = {}
    root_bones = []

    def get_parent(bone):
        bones.append(bone.name)
        if bone.parent is not None:
            if bone.parent.name not in children.keys():
                children[bone.parent.name] = []
            children[bone.parent.name].append(bone.name)
            get_parent(bone.parent)
        else:
            root_bones.append(bone.name)

    for bone in [b for b in blender_object.data.bones if b.use_deform is True]:
        get_parent(bone)

    # remove duplicates
    for k, v in children.items():
        children[k] = list(set(v))
    list_ = list(set(bones))
    root_ = list(set(root_bones))
    return [blender_object.data.bones[b] for b in list_], children, [blender_object.pose.bones[b] for b in root_]