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
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
|
# SPDX-License-Identifier: Apache-2.0
# Copyright 2021 The glTF-Blender-IO authors.
import bpy
import uuid
import numpy as np
from . import gltf2_blender_export_keys
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
from mathutils import Quaternion, Matrix
from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.io.imp.gltf2_io_binary import BinaryData
from io_scene_gltf2.io.com import gltf2_io_constants
from .gltf2_blender_gather_primitive_attributes import array_to_accessor
from io_scene_gltf2.io.exp import gltf2_io_binary_data
from io_scene_gltf2.blender.exp import gltf2_blender_gather_accessors
class VExportNode:
OBJECT = 1
ARMATURE = 2
BONE = 3
LIGHT = 4
CAMERA = 5
COLLECTION = 6
# Parent type, to be set on child regarding its parent
NO_PARENT = 54
PARENT_OBJECT = 50
PARENT_BONE = 51
PARENT_BONE_RELATIVE = 52
PARENT_ROOT_BONE = 53
PARENT_BONE_BONE = 55
def __init__(self):
self.children = []
self.blender_type = None
self.world_matrix = None
self.parent_type = None
self.blender_object = None
self.blender_bone = None
self.force_as_empty = False # Used for instancer display
# Only for bone/bone and object parented to bone
self.parent_bone_uuid = None
# Only for bones
self.use_deform = None
# Only for armature
self.bones = {}
# For deformed object
self.armature = None # for deformed object and for bone
self.skin = None
# glTF
self.node = None
def add_child(self, uuid):
self.children.append(uuid)
def set_world_matrix(self, matrix):
self.world_matrix = matrix
def set_blender_data(self, blender_object, blender_bone):
self.blender_object = blender_object
self.blender_bone = blender_bone
def recursive_display(self, tree, mode):
if mode == "simple":
for c in self.children:
print(self.blender_object.name, "/", self.blender_bone.name if self.blender_bone else "", "-->", tree.nodes[c].blender_object.name, "/", tree.nodes[c].blender_bone.name if tree.nodes[c].blender_bone else "" )
tree.nodes[c].recursive_display(tree, mode)
class VExportTree:
def __init__(self, export_settings):
self.nodes = {}
self.roots = []
self.export_settings = export_settings
self.tree_troncated = False
def add_node(self, node):
self.nodes[node.uuid] = node
def add_children(self, uuid_parent, uuid_child):
self.nodes[uuid_parent].add_child(uuid_child)
def construct(self, blender_scene):
bpy.context.window.scene = blender_scene
depsgraph = bpy.context.evaluated_depsgraph_get()
for blender_object in [obj.original for obj in depsgraph.scene_eval.objects if obj.parent is None]:
self.recursive_node_traverse(blender_object, None, None, Matrix.Identity(4))
def recursive_node_traverse(self, blender_object, blender_bone, parent_uuid, parent_coll_matrix_world, armature_uuid=None, dupli_world_matrix=None):
node = VExportNode()
node.uuid = str(uuid.uuid4())
node.parent_uuid = parent_uuid
node.set_blender_data(blender_object, blender_bone)
# add to parent if needed
if parent_uuid is not None:
self.add_children(parent_uuid, node.uuid)
else:
self.roots.append(node.uuid)
# Set blender type
if blender_bone is not None:
node.blender_type = VExportNode.BONE
self.nodes[armature_uuid].bones[blender_bone.name] = node.uuid
node.use_deform = blender_bone.id_data.data.bones[blender_bone.name].use_deform
elif blender_object.type == "ARMATURE":
node.blender_type = VExportNode.ARMATURE
elif blender_object.type == "CAMERA":
node.blender_type = VExportNode.CAMERA
elif blender_object.type == "LIGHT":
node.blender_type = VExportNode.LIGHT
elif blender_object.instance_type == "COLLECTION":
node.blender_type = VExportNode.COLLECTION
else:
node.blender_type = VExportNode.OBJECT
# For meshes with armature modifier (parent is armature), keep armature uuid
if node.blender_type == VExportNode.OBJECT:
modifiers = {m.type: m for m in blender_object.modifiers}
if "ARMATURE" in modifiers and modifiers["ARMATURE"].object is not None:
if parent_uuid is None or not self.nodes[parent_uuid].blender_type == VExportNode.ARMATURE:
# correct workflow is to parent skinned mesh to armature, but ...
# all users don't use correct workflow
print("WARNING: Armature must be the parent of skinned mesh")
print("Armature is selected by its name, but may be false in case of instances")
# Search an armature by name, and use the first found
# This will be done after all objects are setup
node.armature_needed = modifiers["ARMATURE"].object.name
else:
node.armature = parent_uuid
# For bones, store uuid of armature
if blender_bone is not None:
node.armature = armature_uuid
# for bone/bone parenting, store parent, this will help armature tree management
if parent_uuid is not None and self.nodes[parent_uuid].blender_type == VExportNode.BONE and node.blender_type == VExportNode.BONE:
node.parent_bone_uuid = parent_uuid
# Objects parented to bone
if parent_uuid is not None and self.nodes[parent_uuid].blender_type == VExportNode.BONE and node.blender_type != VExportNode.BONE:
node.parent_bone_uuid = parent_uuid
# World Matrix
# Store World Matrix for objects
if dupli_world_matrix is not None:
node.matrix_world = dupli_world_matrix
elif node.blender_type in [VExportNode.OBJECT, VExportNode.COLLECTION, VExportNode.ARMATURE, VExportNode.CAMERA, VExportNode.LIGHT]:
# Matrix World of object is expressed based on collection instance objects are
# So real world matrix is collection world_matrix @ "world_matrix" of object
node.matrix_world = parent_coll_matrix_world @ blender_object.matrix_world.copy()
if node.blender_type == VExportNode.CAMERA and self.export_settings[gltf2_blender_export_keys.CAMERAS]:
if self.export_settings[gltf2_blender_export_keys.YUP]:
correction = Quaternion((2**0.5/2, -2**0.5/2, 0.0, 0.0))
else:
correction = Matrix.Identity(4).to_quaternion()
node.matrix_world @= correction.to_matrix().to_4x4()
elif node.blender_type == VExportNode.LIGHT and self.export_settings[gltf2_blender_export_keys.LIGHTS]:
if self.export_settings[gltf2_blender_export_keys.YUP]:
correction = Quaternion((2**0.5/2, -2**0.5/2, 0.0, 0.0))
else:
correction = Matrix.Identity(4).to_quaternion()
node.matrix_world @= correction.to_matrix().to_4x4()
elif node.blender_type == VExportNode.BONE:
if self.export_settings['gltf_current_frame'] is True:
# Use pose bone for TRS
node.matrix_world = self.nodes[node.armature].matrix_world @ blender_bone.matrix
else:
# Use edit bone for TRS --> REST pose will be used
node.matrix_world = self.nodes[node.armature].matrix_world @ blender_bone.bone.matrix_local
axis_basis_change = Matrix.Identity(4)
if self.export_settings[gltf2_blender_export_keys.YUP]:
axis_basis_change = 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)))
node.matrix_world = node.matrix_world @ axis_basis_change
# Force empty ?
# For duplis, if instancer is not display, we should create an empty
if blender_object.is_instancer is True and blender_object.show_instancer_for_render is False:
node.force_as_empty = True
# Storing this node
self.add_node(node)
###### Manage children ######
# standard children
if blender_bone is None and blender_object.is_instancer is False:
for child_object in blender_object.children:
if child_object.parent_bone:
# Object parented to bones
# Will be manage later
continue
else:
# Classic parenting
self.recursive_node_traverse(child_object, None, node.uuid, parent_coll_matrix_world)
# Collections
if blender_object.instance_type == 'COLLECTION' and blender_object.instance_collection:
for dupli_object in blender_object.instance_collection.all_objects:
if dupli_object.parent is not None:
continue
self.recursive_node_traverse(dupli_object, None, node.uuid, node.matrix_world)
# Armature : children are bones with no parent
if blender_object.type == "ARMATURE" and blender_bone is None:
for b in [b for b in blender_object.pose.bones if b.parent is None]:
self.recursive_node_traverse(blender_object, b, node.uuid, parent_coll_matrix_world, node.uuid)
# Bones
if blender_object.type == "ARMATURE" and blender_bone is not None:
for b in blender_bone.children:
self.recursive_node_traverse(blender_object, b, node.uuid, parent_coll_matrix_world, armature_uuid)
# Object parented to bone
if blender_bone is not None:
for child_object in [c for c in blender_object.children if c.parent_bone is not None and c.parent_bone == blender_bone.name]:
self.recursive_node_traverse(child_object, None, node.uuid, parent_coll_matrix_world)
# Duplis
if blender_object.is_instancer is True and blender_object.instance_type != 'COLLECTION':
depsgraph = bpy.context.evaluated_depsgraph_get()
for (dupl, mat) in [(dup.object.original, dup.matrix_world.copy()) for dup in depsgraph.object_instances if dup.parent and id(dup.parent.original) == id(blender_object)]:
self.recursive_node_traverse(dupl, None, node.uuid, parent_coll_matrix_world, dupli_world_matrix=mat)
def get_all_objects(self):
return [n.uuid for n in self.nodes.values() if n.blender_type != VExportNode.BONE]
def get_all_bones(self, uuid): #For armatue Only
if self.nodes[uuid].blender_type == VExportNode.ARMATURE:
def recursive_get_all_bones(uuid):
total = []
if self.nodes[uuid].blender_type == VExportNode.BONE:
total.append(uuid)
for child_uuid in self.nodes[uuid].children:
total.extend(recursive_get_all_bones(child_uuid))
return total
tot = []
for c_uuid in self.nodes[uuid].children:
tot.extend(recursive_get_all_bones(c_uuid))
return tot
else:
return []
def get_all_node_of_type(self, node_type):
return [n.uuid for n in self.nodes.values() if n.blender_type == node_type]
def display(self, mode):
if mode == "simple":
for n in self.roots:
print("Root", self.nodes[n].blender_object.name, "/", self.nodes[n].blender_bone.name if self.nodes[n].blender_bone else "" )
self.nodes[n].recursive_display(self, mode)
def filter_tag(self):
roots = self.roots.copy()
for r in roots:
self.recursive_filter_tag(r, None)
def filter_perform(self):
roots = self.roots.copy()
for r in roots:
self.recursive_filter(r, None) # Root, so no parent
def filter(self):
self.filter_tag()
export_user_extensions('gather_tree_filter_tag_hook', self.export_settings, self)
self.filter_perform()
def recursive_filter_tag(self, uuid, parent_keep_tag):
# parent_keep_tag is for collection instance
# some properties (selection, visibility, renderability)
# are defined at collection level, and we need to use these values
# for all objects of the collection instance.
# But some properties (camera, lamp ...) are not defined at collection level
if parent_keep_tag is None:
self.nodes[uuid].keep_tag = self.node_filter_not_inheritable_is_kept(uuid) and self.node_filter_inheritable_is_kept(uuid)
elif parent_keep_tag is True:
self.nodes[uuid].keep_tag = self.node_filter_not_inheritable_is_kept(uuid)
elif parent_keep_tag is False:
self.nodes[uuid].keep_tag = False
else:
print("This should not happen!")
for child in self.nodes[uuid].children:
if self.nodes[uuid].blender_type == VExportNode.COLLECTION:
self.recursive_filter_tag(child, self.nodes[uuid].keep_tag)
else:
self.recursive_filter_tag(child, parent_keep_tag)
def recursive_filter(self, uuid, parent_kept_uuid):
children = self.nodes[uuid].children.copy()
new_parent_kept_uuid = None
if self.nodes[uuid].keep_tag is False:
new_parent_kept_uuid = parent_kept_uuid
# Need to modify tree
if self.nodes[uuid].parent_uuid is not None:
self.nodes[self.nodes[uuid].parent_uuid].children.remove(uuid)
else:
# Remove from root
self.roots.remove(uuid)
else:
new_parent_kept_uuid = uuid
# If parent_uuid is not parent_kept_uuid, we need to modify children list of parent_kept_uuid
if parent_kept_uuid != self.nodes[uuid].parent_uuid and parent_kept_uuid is not None:
self.tree_troncated = True
self.nodes[parent_kept_uuid].children.append(uuid)
# If parent_kept_uuid is None, and parent_uuid was not, add to root list
if self.nodes[uuid].parent_uuid is not None and parent_kept_uuid is None:
self.tree_troncated = True
self.roots.append(uuid)
# Modify parent uuid
self.nodes[uuid].parent_uuid = parent_kept_uuid
for child in children:
self.recursive_filter(child, new_parent_kept_uuid)
def node_filter_not_inheritable_is_kept(self, uuid):
# Export Camera or not
if self.nodes[uuid].blender_type == VExportNode.CAMERA:
if self.export_settings[gltf2_blender_export_keys.CAMERAS] is False:
return False
# Export Lamp or not
if self.nodes[uuid].blender_type == VExportNode.LIGHT:
if self.export_settings[gltf2_blender_export_keys.LIGHTS] is False:
return False
# Export deform bones only
if self.nodes[uuid].blender_type == VExportNode.BONE:
if self.export_settings['gltf_def_bones'] is True and self.nodes[uuid].use_deform is False:
# Check if bone has some objected parented to bone. We need to keep it in that case, even if this is not a def bone
if len([c for c in self.nodes[uuid].children if self.nodes[c].blender_type != VExportNode.BONE]) != 0:
return True
return False
return True
def node_filter_inheritable_is_kept(self, uuid):
if self.export_settings[gltf2_blender_export_keys.SELECTED] and self.nodes[uuid].blender_object.select_get() is False:
return False
if self.export_settings[gltf2_blender_export_keys.VISIBLE]:
# The eye in outliner (object)
if self.nodes[uuid].blender_object.visible_get() is False:
return False
# The screen in outliner (object)
if self.nodes[uuid].blender_object.hide_viewport is True:
return False
# The screen in outliner (collections)
if all([c.hide_viewport for c in self.nodes[uuid].blender_object.users_collection]):
return False
# The camera in outliner (object)
if self.export_settings[gltf2_blender_export_keys.RENDERABLE]:
if self.nodes[uuid].blender_object.hide_render is True:
return False
# The camera in outliner (collections)
if all([c.hide_render for c in self.nodes[uuid].blender_object.users_collection]):
return False
if self.export_settings[gltf2_blender_export_keys.ACTIVE_COLLECTION]:
found = any(x == self.nodes[uuid].blender_object for x in bpy.context.collection.all_objects)
if not found:
return False
return True
def search_missing_armature(self):
for n in [n for n in self.nodes.values() if hasattr(n, "armature_needed") is True]:
candidates = [i for i in self.nodes.values() if i.blender_type == VExportNode.ARMATURE and i.blender_object.name == n.armature_needed]
if len(candidates) > 0:
n.armature = candidates[0].uuid
del n.armature_needed
def add_neutral_bones(self):
for n in [n for n in self.nodes.values() if n.armature is not None and n.blender_type == VExportNode.OBJECT and hasattr(self.nodes[n.armature], "need_neutral_bone")]: #all skin meshes objects where neutral bone is needed
# First add a new node
axis_basis_change = Matrix.Identity(4)
if self.export_settings[gltf2_blender_export_keys.YUP]:
axis_basis_change = 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)))
trans, rot, sca = axis_basis_change.decompose()
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]]
neutral_bone = gltf2_io.Node(
camera=None,
children=None,
extensions=None,
extras=None,
matrix=None,
mesh=None,
name='neutral_bone',
rotation=rotation,
scale=scale,
skin=None,
translation=translation,
weights=None
)
# Add it to child list of armature
self.nodes[n.armature].node.children.append(neutral_bone)
# Add it to joint list
n.node.skin.joints.append(neutral_bone)
# Need to add an InverseBindMatrix
array = BinaryData.decode_accessor_internal(n.node.skin.inverse_bind_matrices)
axis_basis_change = Matrix.Identity(4)
if self.export_settings[gltf2_blender_export_keys.YUP]:
axis_basis_change = 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)))
inverse_bind_matrix = (
axis_basis_change @ self.nodes[n.armature].matrix_world_armature).inverted_safe()
matrix = []
for column in range(0, 4):
for row in range(0, 4):
matrix.append(inverse_bind_matrix[row][column])
array = np.append(array, np.array([matrix]), axis=0)
binary_data = gltf2_io_binary_data.BinaryData.from_list(array.flatten(), gltf2_io_constants.ComponentType.Float)
n.node.skin.inverse_bind_matrices = gltf2_blender_gather_accessors.gather_accessor(
binary_data,
gltf2_io_constants.ComponentType.Float,
len(array.flatten()) // gltf2_io_constants.DataType.num_elements(gltf2_io_constants.DataType.Mat4),
None,
None,
gltf2_io_constants.DataType.Mat4,
self.export_settings
)
def get_unused_skins(self):
from .gltf2_blender_gather_skins import gather_skin
skins = []
for n in [n for n in self.nodes.values() if n.blender_type == VExportNode.ARMATURE]:
if len([m for m in self.nodes.values() if m.keep_tag is True and m.blender_type == VExportNode.OBJECT and m.armature == n.uuid]) == 0:
skin = gather_skin(n.uuid, self.export_settings)
skins.append(skin)
return skins
|