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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 .gltf2_blender_scene import BlenderScene
from ...io.com.gltf2_io_trs import TRS
class BlenderGlTF():
"""Main glTF import class."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create(gltf):
"""Create glTF main method."""
if bpy.context.scene.render.engine not in ['CYCLES', 'BLENDER_EEVEE']:
bpy.context.scene.render.engine = 'BLENDER_EEVEE'
BlenderGlTF.pre_compute(gltf)
gltf.display_current_node = 0
if gltf.data.nodes is not None:
gltf.display_total_nodes = len(gltf.data.nodes)
else:
gltf.display_total_nodes = "?"
active_object_name_at_end = None
if gltf.data.scenes is not None:
for scene_idx, scene in enumerate(gltf.data.scenes):
BlenderScene.create(gltf, scene_idx)
# keep active object name if needed (to be able to set as active object at end)
if gltf.data.scene is not None:
if scene_idx == gltf.data.scene:
active_object_name_at_end = bpy.context.view_layer.objects.active.name
else:
if scene_idx == 0:
active_object_name_at_end = bpy.context.view_layer.objects.active.name
else:
# special case where there is no scene in glTF file
# generate all objects in current scene
BlenderScene.create(gltf, None)
active_object_name_at_end = bpy.context.view_layer.objects.active.name
# Armature correction
# Try to detect bone chains, and set bone lengths
# To detect if a bone is in a chain, we try to detect if a bone head is aligned
# with parent_bone :
# Parent bone defined a line (between head & tail)
# Bone head defined a point
# Calcul of distance between point and line
# If < threshold --> In a chain
# Based on an idea of @Menithal, but added alignement detection to avoid some bad cases
threshold = 0.001
for armobj in [obj for obj in bpy.data.objects if obj.type == "ARMATURE"]:
# Take into account only armature from this scene
if armobj.name not in bpy.context.view_layer.objects:
continue
bpy.context.view_layer.objects.active = armobj
armature = armobj.data
bpy.ops.object.mode_set(mode="EDIT")
for bone in armature.edit_bones:
if bone.parent is None:
continue
parent = bone.parent
# case where 2 bones are aligned (not in chain, same head)
if (bone.head - parent.head).length < threshold:
continue
u = (parent.tail - parent.head).normalized()
point = bone.head
distance = ((point - parent.head).cross(u)).length / u.length
if distance < threshold:
save_parent_direction = (parent.tail - parent.head).normalized().copy()
save_parent_tail = parent.tail.copy()
parent.tail = bone.head
# case where 2 bones are aligned (not in chain, same head)
# bone is no more is same direction
if (parent.tail - parent.head).normalized().dot(save_parent_direction) < 0.9:
parent.tail = save_parent_tail
bpy.ops.object.mode_set(mode="OBJECT")
# Set active object
if active_object_name_at_end is not None:
bpy.context.view_layer.objects.active = bpy.data.objects[active_object_name_at_end]
@staticmethod
def pre_compute(gltf):
"""Pre compute, just before creation."""
# default scene used
gltf.blender_scene = None
# Check if there is animation on object
# Init is to False, and will be set to True during creation
gltf.animation_object = False
# Blender material
if gltf.data.materials:
for material in gltf.data.materials:
material.blender_material = {}
if material.pbr_metallic_roughness:
# Init
material.pbr_metallic_roughness.color_type = gltf.SIMPLE
material.pbr_metallic_roughness.vertex_color = False
material.pbr_metallic_roughness.metallic_type = gltf.SIMPLE
if material.pbr_metallic_roughness.base_color_texture:
material.pbr_metallic_roughness.color_type = gltf.TEXTURE
if material.pbr_metallic_roughness.metallic_roughness_texture:
material.pbr_metallic_roughness.metallic_type = gltf.TEXTURE
if material.pbr_metallic_roughness.base_color_factor:
if material.pbr_metallic_roughness.color_type == gltf.TEXTURE and \
material.pbr_metallic_roughness.base_color_factor != [1.0, 1.0, 1.0, 1.0]:
material.pbr_metallic_roughness.color_type = gltf.TEXTURE_FACTOR
else:
material.pbr_metallic_roughness.base_color_factor = [1.0, 1.0, 1.0, 1.0]
if material.pbr_metallic_roughness.metallic_factor is not None:
if material.pbr_metallic_roughness.metallic_type == gltf.TEXTURE \
and material.pbr_metallic_roughness.metallic_factor != 1.0:
material.pbr_metallic_roughness.metallic_type = gltf.TEXTURE_FACTOR
else:
material.pbr_metallic_roughness.metallic_factor = 1.0
if material.pbr_metallic_roughness.roughness_factor is not None:
if material.pbr_metallic_roughness.metallic_type == gltf.TEXTURE \
and material.pbr_metallic_roughness.roughness_factor != 1.0:
material.pbr_metallic_roughness.metallic_type = gltf.TEXTURE_FACTOR
else:
material.pbr_metallic_roughness.roughness_factor = 1.0
# pre compute material for KHR_materials_pbrSpecularGlossiness
if material.extensions is not None \
and 'KHR_materials_pbrSpecularGlossiness' in material.extensions.keys():
# Init
material.extensions['KHR_materials_pbrSpecularGlossiness']['diffuse_type'] = gltf.SIMPLE
material.extensions['KHR_materials_pbrSpecularGlossiness']['vertex_color'] = False
material.extensions['KHR_materials_pbrSpecularGlossiness']['specgloss_type'] = gltf.SIMPLE
if 'diffuseTexture' in material.extensions['KHR_materials_pbrSpecularGlossiness'].keys():
material.extensions['KHR_materials_pbrSpecularGlossiness']['diffuse_type'] = gltf.TEXTURE
if 'diffuseFactor' in material.extensions['KHR_materials_pbrSpecularGlossiness'].keys():
if material.extensions['KHR_materials_pbrSpecularGlossiness']['diffuse_type'] == gltf.TEXTURE \
and material.extensions['KHR_materials_pbrSpecularGlossiness']['diffuseFactor'] != \
[1.0, 1.0, 1.0, 1.0]:
material.extensions['KHR_materials_pbrSpecularGlossiness']['diffuse_type'] = \
gltf.TEXTURE_FACTOR
else:
material.extensions['KHR_materials_pbrSpecularGlossiness']['diffuseFactor'] = \
[1.0, 1.0, 1.0, 1.0]
if 'specularGlossinessTexture' in material.extensions['KHR_materials_pbrSpecularGlossiness'].keys():
material.extensions['KHR_materials_pbrSpecularGlossiness']['specgloss_type'] = gltf.TEXTURE
if 'specularFactor' in material.extensions['KHR_materials_pbrSpecularGlossiness'].keys():
if material.extensions['KHR_materials_pbrSpecularGlossiness']['specgloss_type'] == \
gltf.TEXTURE \
and material.extensions['KHR_materials_pbrSpecularGlossiness']['specularFactor'] != \
[1.0, 1.0, 1.0]:
material.extensions['KHR_materials_pbrSpecularGlossiness']['specgloss_type'] = \
gltf.TEXTURE_FACTOR
else:
material.extensions['KHR_materials_pbrSpecularGlossiness']['specularFactor'] = [1.0, 1.0, 1.0]
if 'glossinessFactor' not in material.extensions['KHR_materials_pbrSpecularGlossiness'].keys():
material.extensions['KHR_materials_pbrSpecularGlossiness']['glossinessFactor'] = 1.0
# images
if gltf.data.images is not None:
for img in gltf.data.images:
img.blender_image_name = None
if gltf.data.nodes is None:
# Something is wrong in file, there is no nodes
return
for node_idx, node in enumerate(gltf.data.nodes):
# Weight animation management
node.weight_animation = False
# skin management
if node.skin is not None and node.mesh is not None:
if not hasattr(gltf.data.skins[node.skin], "node_ids"):
gltf.data.skins[node.skin].node_ids = []
gltf.data.skins[node.skin].node_ids.append(node_idx)
# Lights management
node.correction_needed = False
# transform management
if node.matrix:
node.transform = node.matrix
continue
# No matrix, but TRS
mat = [1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0] # init
if node.scale:
mat = TRS.scale_to_matrix(node.scale)
if node.rotation:
q_mat = TRS.quaternion_to_matrix(node.rotation)
mat = TRS.matrix_multiply(q_mat, mat)
if node.translation:
loc_mat = TRS.translation_to_matrix(node.translation)
mat = TRS.matrix_multiply(loc_mat, mat)
node.transform = mat
# joint management
for node_idx, node in enumerate(gltf.data.nodes):
is_joint, skin_idx = gltf.is_node_joint(node_idx)
if is_joint:
node.is_joint = True
node.skin_id = skin_idx
else:
node.is_joint = False
if gltf.data.skins:
for skin_id, skin in enumerate(gltf.data.skins):
# init blender values
skin.blender_armature_name = None
# if skin.skeleton and skin.skeleton not in skin.joints:
# gltf.data.nodes[skin.skeleton].is_joint = True
# gltf.data.nodes[skin.skeleton].skin_id = skin_id
# Dispatch animation
if gltf.data.animations:
for node_idx, node in enumerate(gltf.data.nodes):
node.animations = {}
track_names = set()
for anim_idx, anim in enumerate(gltf.data.animations):
# Pick pair-wise unique name for each animation to use as a name
# for its NLA tracks.
desired_name = anim.name or "Anim_%d" % anim_idx
anim.track_name = BlenderGlTF.find_unused_name(track_names, desired_name)
track_names.add(anim.track_name)
for channel_idx, channel in enumerate(anim.channels):
if channel.target.node is None:
continue
if anim_idx not in gltf.data.nodes[channel.target.node].animations.keys():
gltf.data.nodes[channel.target.node].animations[anim_idx] = []
gltf.data.nodes[channel.target.node].animations[anim_idx].append(channel_idx)
# Manage node with animation on weights, that are animated in meshes in Blender (ShapeKeys)
if channel.target.path == "weights":
gltf.data.nodes[channel.target.node].weight_animation = True
# Meshes
if gltf.data.meshes:
for mesh in gltf.data.meshes:
mesh.blender_name = None
mesh.is_weight_animated = False
# Calculate names for each mesh's shapekeys
for mesh in gltf.data.meshes:
mesh.shapekey_names = []
used_names = set()
for sk, target in enumerate(mesh.primitives[0].targets or []):
if 'POSITION' not in target:
mesh.shapekey_names.append(None)
continue
# Check if glTF file has some extras with targetNames. Otherwise
# use the name of the POSITION accessor on the first primitive.
shapekey_name = None
if mesh.extras is not None:
if 'targetNames' in mesh.extras and sk < len(mesh.extras['targetNames']):
shapekey_name = mesh.extras['targetNames'][sk]
if shapekey_name is None:
if gltf.data.accessors[target['POSITION']].name is not None:
shapekey_name = gltf.data.accessors[target['POSITION']].name
if shapekey_name is None:
shapekey_name = "target_" + str(sk)
shapekey_name = BlenderGlTF.find_unused_name(used_names, shapekey_name)
used_names.add(shapekey_name)
mesh.shapekey_names.append(shapekey_name)
@staticmethod
def find_unused_name(haystack, desired_name):
"""Finds a name not in haystack and <= 63 UTF-8 bytes.
(the limit on the size of a Blender name.)
If a is taken, tries a.001, then a.002, etc.
"""
stem = desired_name[:63]
suffix = ''
cntr = 1
while True:
name = stem + suffix
if len(name.encode('utf-8')) > 63:
stem = stem[:-1]
continue
if name not in haystack:
return name
suffix = '.%03d' % cntr
cntr += 1
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