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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 json
import bpy
from mathutils import Matrix
from ..com.gltf2_blender_conversion import loc_gltf_to_blender, quaternion_gltf_to_blender, scale_to_matrix
from ...io.imp.gltf2_io_binary import BinaryData
from .gltf2_blender_animation_utils import simulate_stash, make_fcurve
class BlenderBoneAnim():
"""Blender Bone Animation."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def parse_translation_channel(gltf, node, obj, bone, channel, animation):
"""Manage Location animation."""
blender_path = "pose.bones[" + json.dumps(bone.name) + "].location"
group_name = bone.name
keys = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].input)
values = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].output)
inv_bind_matrix = node.blender_bone_matrix.to_quaternion().to_matrix().to_4x4().inverted() \
@ Matrix.Translation(node.blender_bone_matrix.to_translation()).inverted()
if animation.samplers[channel.sampler].interpolation == "CUBICSPLINE":
# TODO manage tangent?
translation_keyframes = (
loc_gltf_to_blender(values[idx * 3 + 1])
for idx in range(0, len(keys))
)
else:
translation_keyframes = (loc_gltf_to_blender(vals) for vals in values)
if node.parent is None:
parent_mat = Matrix()
else:
if not gltf.data.nodes[node.parent].is_joint:
parent_mat = Matrix()
else:
parent_mat = gltf.data.nodes[node.parent].blender_bone_matrix
# Pose is in object (armature) space and it's value if the offset from the bind pose
# (which is also in object space)
# Scale is not taken into account
final_translations = [
inv_bind_matrix @ (parent_mat @ Matrix.Translation(translation_keyframe)).to_translation()
for translation_keyframe in translation_keyframes
]
BlenderBoneAnim.fill_fcurves(
obj.animation_data.action,
keys,
final_translations,
group_name,
blender_path,
animation.samplers[channel.sampler].interpolation
)
@staticmethod
def parse_rotation_channel(gltf, node, obj, bone, channel, animation):
"""Manage rotation animation."""
blender_path = "pose.bones[" + json.dumps(bone.name) + "].rotation_quaternion"
group_name = bone.name
keys = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].input)
values = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].output)
bind_rotation = node.blender_bone_matrix.to_quaternion()
if animation.samplers[channel.sampler].interpolation == "CUBICSPLINE":
# TODO manage tangent?
quat_keyframes = [
quaternion_gltf_to_blender(values[idx * 3 + 1])
for idx in range(0, len(keys))
]
else:
quat_keyframes = [quaternion_gltf_to_blender(vals) for vals in values]
if node.parent is None:
final_rots = [
bind_rotation.inverted() @ quat_keyframe
for quat_keyframe in quat_keyframes
]
else:
if not gltf.data.nodes[node.parent].is_joint:
parent_mat = Matrix()
else:
parent_mat = gltf.data.nodes[node.parent].blender_bone_matrix
if parent_mat != parent_mat.inverted():
final_rots = [
bind_rotation.rotation_difference(
(parent_mat @ quat_keyframe.to_matrix().to_4x4()).to_quaternion()
)
for quat_keyframe in quat_keyframes
]
else:
final_rots = [
bind_rotation.rotation_difference(quat_keyframe)
for quat_keyframe in quat_keyframes
]
# Manage antipodal quaternions
for i in range(1, len(final_rots)):
if final_rots[i].dot(final_rots[i-1]) < 0:
final_rots[i] = -final_rots[i]
BlenderBoneAnim.fill_fcurves(
obj.animation_data.action,
keys,
final_rots,
group_name,
blender_path,
animation.samplers[channel.sampler].interpolation
)
@staticmethod
def parse_scale_channel(gltf, node, obj, bone, channel, animation):
"""Manage scaling animation."""
blender_path = "pose.bones[" + json.dumps(bone.name) + "].scale"
group_name = bone.name
keys = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].input)
values = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].output)
bind_scale = scale_to_matrix(node.blender_bone_matrix.to_scale())
if animation.samplers[channel.sampler].interpolation == "CUBICSPLINE":
# TODO manage tangent?
scale_mats = (
scale_to_matrix(loc_gltf_to_blender(values[idx * 3 + 1]))
for idx in range(0, len(keys))
)
else:
scale_mats = (scale_to_matrix(loc_gltf_to_blender(vals)) for vals in values)
if node.parent is None:
final_scales = [
(bind_scale.inverted() @ scale_mat).to_scale()
for scale_mat in scale_mats
]
else:
if not gltf.data.nodes[node.parent].is_joint:
parent_mat = Matrix()
else:
parent_mat = gltf.data.nodes[node.parent].blender_bone_matrix
final_scales = [
(bind_scale.inverted() @ scale_to_matrix(parent_mat.to_scale()) @ scale_mat).to_scale()
for scale_mat in scale_mats
]
BlenderBoneAnim.fill_fcurves(
obj.animation_data.action,
keys,
final_scales,
group_name,
blender_path,
animation.samplers[channel.sampler].interpolation
)
@staticmethod
def fill_fcurves(action, keys, values, group_name, blender_path, interpolation):
"""Create FCurves from the keyframe-value pairs (one per component)."""
fps = bpy.context.scene.render.fps
coords = [0] * (2 * len(keys))
coords[::2] = (key[0] * fps for key in keys)
for i in range(0, len(values[0])):
coords[1::2] = (vals[i] for vals in values)
make_fcurve(
action,
coords,
data_path=blender_path,
index=i,
group_name=group_name,
interpolation=interpolation,
)
@staticmethod
def anim(gltf, anim_idx, node_idx):
"""Manage animation."""
node = gltf.data.nodes[node_idx]
blender_armature_name = gltf.data.skins[node.skin_id].blender_armature_name
obj = bpy.data.objects[blender_armature_name]
bone = obj.pose.bones[node.blender_bone_name]
if anim_idx not in node.animations.keys():
return
animation = gltf.data.animations[anim_idx]
action = gltf.arma_cache.get(blender_armature_name)
if not action:
name = animation.track_name + "_" + obj.name
action = bpy.data.actions.new(name)
gltf.needs_stash.append((obj, animation.track_name, action))
gltf.arma_cache[blender_armature_name] = action
if not obj.animation_data:
obj.animation_data_create()
obj.animation_data.action = action
for channel_idx in node.animations[anim_idx]:
channel = animation.channels[channel_idx]
if channel.target.path == "translation":
BlenderBoneAnim.parse_translation_channel(gltf, node, obj, bone, channel, animation)
elif channel.target.path == "rotation":
BlenderBoneAnim.parse_rotation_channel(gltf, node, obj, bone, channel, animation)
elif channel.target.path == "scale":
BlenderBoneAnim.parse_scale_channel(gltf, node, obj, bone, channel, animation)
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