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# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
import bpy
from mathutils import Vector, Quaternion, Matrix
from .gltf2_blender_scene import BlenderScene
from ..com.gltf2_blender_ui import gltf2_KHR_materials_variants_variant, gltf2_KHR_materials_variants_primitive, gltf2_KHR_materials_variants_default_material
from .gltf2_blender_material import BlenderMaterial
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, with optional profiling"""
profile = bpy.app.debug_value == 102
if profile:
import cProfile, pstats, io
from pstats import SortKey
pr = cProfile.Profile()
pr.enable()
BlenderGlTF._create(gltf)
pr.disable()
s = io.StringIO()
sortby = SortKey.TIME
ps = pstats.Stats(pr, stream=s).sort_stats(sortby)
ps.print_stats()
print(s.getvalue())
else:
BlenderGlTF._create(gltf)
@staticmethod
def _create(gltf):
"""Create glTF main worker method."""
BlenderGlTF.set_convert_functions(gltf)
BlenderGlTF.pre_compute(gltf)
BlenderScene.create(gltf)
@staticmethod
def set_convert_functions(gltf):
if bpy.app.debug_value != 100:
# Unit conversion factor in (Blender units) per meter
u = 1.0 / bpy.context.scene.unit_settings.scale_length
# glTF Y-Up space --> Blender Z-up space
# X,Y,Z --> X,-Z,Y
def convert_loc(x): return u * Vector([x[0], -x[2], x[1]])
def convert_quat(q): return Quaternion([q[3], q[0], -q[2], q[1]])
def convert_scale(s): return Vector([s[0], s[2], s[1]])
def convert_matrix(m):
return Matrix([
[ m[0], -m[ 8], m[4], m[12]*u],
[ -m[2], m[10], -m[6], -m[14]*u],
[ m[1], -m[ 9], m[5], m[13]*u],
[ m[3]/u, -m[11]/u, m[7]/u, m[15]],
])
# Batch versions operate in place on a numpy array
def convert_locs_batch(locs):
# x,y,z -> x,-z,y
locs[:, [1,2]] = locs[:, [2,1]]
locs[:, 1] *= -1
# Unit conversion
if u != 1: locs *= u
def convert_normals_batch(ns):
ns[:, [1,2]] = ns[:, [2,1]]
ns[:, 1] *= -1
# Correction for cameras and lights.
# glTF: right = +X, forward = -Z, up = +Y
# glTF after Yup2Zup: right = +X, forward = +Y, up = +Z
# Blender: right = +X, forward = -Z, up = +Y
# Need to carry Blender --> glTF after Yup2Zup
gltf.camera_correction = Quaternion((2**0.5/2, 2**0.5/2, 0.0, 0.0))
else:
def convert_loc(x): return Vector(x)
def convert_quat(q): return Quaternion([q[3], q[0], q[1], q[2]])
def convert_scale(s): return Vector(s)
def convert_matrix(m):
return Matrix([m[0::4], m[1::4], m[2::4], m[3::4]])
def convert_locs_batch(_locs): return
def convert_normals_batch(_ns): return
# Same convention, no correction needed.
gltf.camera_correction = None
gltf.loc_gltf_to_blender = convert_loc
gltf.locs_batch_gltf_to_blender = convert_locs_batch
gltf.quaternion_gltf_to_blender = convert_quat
gltf.normals_batch_gltf_to_blender = convert_normals_batch
gltf.scale_gltf_to_blender = convert_scale
gltf.matrix_gltf_to_blender = convert_matrix
@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 = {}
# 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 in gltf.data.nodes:
# Weight animation management
node.weight_animation = False
# Dispatch animation
if gltf.data.animations:
for node in 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 = {} # caches Blender mesh name
# Calculate names for each mesh's shapekeys
for mesh in gltf.data.meshes or []:
mesh.shapekey_names = []
used_names = set(['Basis']) #Be sure to not use 'Basis' name at import, this is a reserved name
# Some invalid glTF files has empty primitive tab
if len(mesh.primitives) > 0:
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)
# Manage KHR_materials_variants
BlenderGlTF.manage_material_variants(gltf)
@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
@staticmethod
def manage_material_variants(gltf):
if not (gltf.data.extensions is not None and 'KHR_materials_variants' in gltf.data.extensions.keys()):
gltf.KHR_materials_variants = False
return
gltf.KHR_materials_variants = True
# If there is no KHR_materials_variants data in scene, create it
if bpy.context.preferences.addons['io_scene_gltf2'].preferences.KHR_materials_variants_ui is False:
bpy.context.preferences.addons['io_scene_gltf2'].preferences.KHR_materials_variants_ui = True
# Setting preferences as dirty, to be sure that option is saved
bpy.context.preferences.is_dirty = True
if len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants) > 0:
bpy.data.scenes[0].gltf2_KHR_materials_variants_variants.clear()
for idx_variant, variant in enumerate(gltf.data.extensions['KHR_materials_variants']['variants']):
var = bpy.data.scenes[0].gltf2_KHR_materials_variants_variants.add()
var.name = variant['name']
var.variant_idx = idx_variant
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