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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 bpy
from mathutils import Vector
from ..com.gltf2_blender_conversion import loc_gltf_to_blender, quaternion_gltf_to_blender, scale_gltf_to_blender
from ..com.gltf2_blender_conversion import correction_rotation
from ...io.imp.gltf2_io_binary import BinaryData
from .gltf2_blender_animation_utils import simulate_stash, restore_last_action
class BlenderNodeAnim():
"""Blender Object Animation."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def set_interpolation(interpolation, kf):
"""Manage interpolation."""
if interpolation == "LINEAR":
kf.interpolation = 'LINEAR'
elif interpolation == "STEP":
kf.interpolation = 'CONSTANT'
elif interpolation == "CUBICSPLINE":
kf.interpolation = 'BEZIER'
kf.handle_right_type = 'AUTO'
kf.handle_left_type = 'AUTO'
else:
kf.interpolation = 'LINEAR'
@staticmethod
def stash_action(gltf, anim_idx, node_idx, action_name):
node = gltf.data.nodes[node_idx]
obj = bpy.data.objects[node.blender_object]
if anim_idx not in node.animations.keys():
return
if (obj.name, action_name) in gltf.actions_stashed.keys():
return
start_frame = bpy.context.scene.frame_start
simulate_stash(obj, bpy.data.actions[action_name], start_frame)
gltf.actions_stashed[(obj.name, action_name)] = True
@staticmethod
def restore_last_action(gltf, node_idx):
node = gltf.data.nodes[node_idx]
obj = bpy.data.objects[node.blender_object]
restore_last_action(obj)
@staticmethod
def anim(gltf, anim_idx, node_idx):
"""Manage animation."""
node = gltf.data.nodes[node_idx]
obj = bpy.data.objects[node.blender_object]
fps = bpy.context.scene.render.fps
if anim_idx not in node.animations.keys():
return
animation = gltf.data.animations[anim_idx]
if animation.name:
name = animation.name + "_" + obj.name
else:
name = "Animation_" + str(anim_idx) + "_" + obj.name
if len(name) >= 63:
# Name is too long to be kept, we are going to keep only animation name for now
name = animation.name
if len(name) >= 63:
# Very long name!
name = "Animation_" + str(anim_idx)
action = bpy.data.actions.new(name)
# Check if this action has some users.
# If no user (only 1 indeed), that means that this action must be deleted
# (is an action from a deleted object)
if action.users == 1:
bpy.data.actions.remove(action)
action = bpy.data.actions.new(name)
if not obj.animation_data:
obj.animation_data_create()
obj.animation_data.action = bpy.data.actions[action.name]
for channel_idx in node.animations[anim_idx]:
channel = animation.channels[channel_idx]
keys = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].input)
values = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].output)
if channel.target.path in ['translation', 'rotation', 'scale']:
# There is an animation on object
# We can't remove Yup2Zup oject
gltf.animation_object = True
if animation.samplers[channel.sampler].interpolation == "CUBICSPLINE":
# TODO manage tangent?
values = [values[idx * 3 + 1] for idx in range(0, len(keys))]
if channel.target.path == "translation":
blender_path = "location"
group_name = "Location"
num_components = 3
values = [loc_gltf_to_blender(vals) for vals in values]
elif channel.target.path == "rotation":
blender_path = "rotation_quaternion"
group_name = "Rotation"
num_components = 4
if node.correction_needed is True:
values = [
(quaternion_gltf_to_blender(vals).to_matrix().to_4x4() @ correction_rotation()).to_quaternion()
for vals in values
]
else:
values = [quaternion_gltf_to_blender(vals) for vals in values]
# Manage antipodal quaternions
for i in range(1, len(values)):
if values[i].dot(values[i-1]) < 0:
values[i] = -values[i]
elif channel.target.path == "scale":
blender_path = "scale"
group_name = "Scale"
num_components = 3
values = [scale_gltf_to_blender(vals) for vals in values]
coords = [0] * (2 * len(keys))
coords[::2] = (key[0] * fps for key in keys)
if group_name not in action.groups:
action.groups.new(group_name)
group = action.groups[group_name]
for i in range(0, num_components):
fcurve = action.fcurves.new(data_path=blender_path, index=i)
fcurve.group = group
fcurve.keyframe_points.add(len(keys))
coords[1::2] = (vals[i] for vals in values)
fcurve.keyframe_points.foreach_set('co', coords)
# Setting interpolation
for kf in fcurve.keyframe_points:
BlenderNodeAnim.set_interpolation(animation.samplers[channel.sampler].interpolation, kf)
fcurve.update() # force updating tangents (this may change when tangent will be managed)
elif channel.target.path == 'weights':
# retrieve number of targets
nb_targets = 0
for prim in gltf.data.meshes[gltf.data.nodes[node_idx].mesh].primitives:
if prim.targets:
if len(prim.targets) > nb_targets:
nb_targets = len(prim.targets)
if animation.samplers[channel.sampler].interpolation == "CUBICSPLINE":
factor = 3
delta = nb_targets
else:
factor = 1
delta = 0
for idx, key in enumerate(keys):
for sk in range(nb_targets):
if gltf.shapekeys[sk] is not None: # Do not animate shapekeys not created
obj.data.shape_keys.key_blocks[gltf.shapekeys[sk]].value = values[factor * idx * nb_targets + delta + sk][0]
obj.data.shape_keys.key_blocks[gltf.shapekeys[sk]].keyframe_insert(
"value",
frame=key[0] * fps,
group='ShapeKeys'
)
if action.name not in gltf.current_animation_names.keys():
gltf.current_animation_names[name] = action.name
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