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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
import bmesh
from .gltf2_blender_primitive import BlenderPrimitive
from ...io.imp.gltf2_io_binary import BinaryData
from ...io.com.gltf2_io_color_management import color_linear_to_srgb
from ..com.gltf2_blender_conversion import loc_gltf_to_blender
class BlenderMesh():
"""Blender Mesh."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create(gltf, mesh_idx, node_idx, parent):
"""Mesh creation."""
pymesh = gltf.data.meshes[mesh_idx]
# Geometry
if pymesh.name:
mesh_name = pymesh.name
else:
mesh_name = "Mesh_" + str(mesh_idx)
mesh = bpy.data.meshes.new(mesh_name)
verts = []
edges = []
faces = []
for prim in pymesh.primitives:
verts, edges, faces = BlenderPrimitive.create(gltf, prim, verts, edges, faces)
mesh.from_pydata(verts, edges, faces)
mesh.validate()
pymesh.blender_name = mesh.name
return mesh
@staticmethod
def set_mesh(gltf, pymesh, mesh, obj):
"""Set all data after mesh creation."""
# Normals
offset = 0
custom_normals = [[0.0, 0.0, 0.0]] * len(mesh.vertices)
if gltf.import_settings['import_shading'] == "NORMALS":
mesh.create_normals_split()
for prim in pymesh.primitives:
offset = BlenderPrimitive.set_normals(gltf, prim, mesh, offset, custom_normals)
mesh.update()
# manage UV
offset = 0
for prim in pymesh.primitives:
offset = BlenderPrimitive.set_UV(gltf, prim, obj, mesh, offset)
mesh.update()
# Normals, now that every update is done
if gltf.import_settings['import_shading'] == "NORMALS":
mesh.normals_split_custom_set_from_vertices(custom_normals)
mesh.use_auto_smooth = True
# Object and UV are now created, we can set UVMap into material
for prim in pymesh.primitives:
vertex_color = None
if 'COLOR_0' in prim.attributes.keys():
vertex_color = 'COLOR_0'
BlenderPrimitive.set_UV_in_mat(gltf, prim, obj, vertex_color)
# Assign materials to mesh
offset = 0
cpt_index_mat = 0
bm = bmesh.new()
bm.from_mesh(obj.data)
bm.faces.ensure_lookup_table()
for prim in pymesh.primitives:
offset, cpt_index_mat = BlenderPrimitive.assign_material(gltf, prim, obj, bm, offset, cpt_index_mat)
bm.to_mesh(obj.data)
bm.free()
# Create shapekeys if needed
max_shape_to_create = 0
for prim in pymesh.primitives:
if prim.targets:
if len(prim.targets) > max_shape_to_create:
max_shape_to_create = len(prim.targets)
# Create basis shape key
if max_shape_to_create > 0:
obj.shape_key_add(name="Basis")
current_shapekey_index = 0
for sk in range(max_shape_to_create):
# Check if this target has POSITION
if 'POSITION' not in prim.targets[sk].keys():
gltf.shapekeys[sk] = None
continue
# Check if glTF file has some extras with targetNames
shapekey_name = None
if pymesh.extras is not None:
if 'targetNames' in pymesh.extras.keys() and sk < len(pymesh.extras['targetNames']):
shapekey_name = pymesh.extras['targetNames'][sk]
if shapekey_name is None:
shapekey_name = "target_" + str(sk)
obj.shape_key_add(name=shapekey_name)
current_shapekey_index += 1
offset_idx = 0
for prim in pymesh.primitives:
if prim.targets is None:
continue
if sk >= len(prim.targets):
continue
bm = bmesh.new()
bm.from_mesh(mesh)
shape_layer = bm.verts.layers.shape[current_shapekey_index]
gltf.shapekeys[sk] = current_shapekey_index
original_pos = BinaryData.get_data_from_accessor(gltf, prim.targets[sk]['POSITION'])
tmp_indices = {}
tmp_idx = 0
pos = []
for i in prim.tmp_indices:
if i[0] not in tmp_indices.keys():
tmp_indices[i[0]] = tmp_idx
tmp_idx += 1
pos.append(original_pos[i[0]])
for vert in bm.verts:
if vert.index not in range(offset_idx, offset_idx + prim.vertices_length):
continue
shape = vert[shape_layer]
co = loc_gltf_to_blender(list(pos[vert.index - offset_idx]))
shape.x = obj.data.vertices[vert.index].co.x + co[0]
shape.y = obj.data.vertices[vert.index].co.y + co[1]
shape.z = obj.data.vertices[vert.index].co.z + co[2]
bm.to_mesh(obj.data)
bm.free()
offset_idx += prim.vertices_length
# set default weights for shape keys, and names, if not set by convention on extras data
if pymesh.weights is not None:
for i in range(max_shape_to_create):
if i < len(pymesh.weights):
if gltf.shapekeys[i] is None: # No default value if shapekeys was not created
continue
obj.data.shape_keys.key_blocks[gltf.shapekeys[i]].value = pymesh.weights[i]
if shapekey_name is None: # No names set for now
if gltf.data.accessors[pymesh.primitives[0].targets[i]['POSITION']].name is not None:
obj.data.shape_keys.key_blocks[gltf.shapekeys[i]].name = \
gltf.data.accessors[pymesh.primitives[0].targets[i]['POSITION']].name
# Apply vertex color.
vertex_color = None
offset = 0
for prim in pymesh.primitives:
if 'COLOR_0' in prim.attributes.keys():
# Create vertex color, once only per object
if vertex_color is None:
vertex_color = obj.data.vertex_colors.new(name="COLOR_0")
original_color_data = BinaryData.get_data_from_accessor(gltf, prim.attributes['COLOR_0'])
tmp_indices = {}
tmp_idx = 0
color_data = []
for i in prim.tmp_indices:
if i[0] not in tmp_indices.keys():
tmp_indices[i[0]] = tmp_idx
tmp_idx += 1
color_data.append(original_color_data[i[0]])
for poly in mesh.polygons:
for loop_idx in range(poly.loop_start, poly.loop_start + poly.loop_total):
vert_idx = mesh.loops[loop_idx].vertex_index
if vert_idx in range(offset, offset + prim.vertices_length):
cpt_idx = vert_idx - offset
# Need to convert from linear (glTF to sRGB (blender))
# check dimension, and add alpha if needed
if len(color_data[cpt_idx]) == 3:
srgb_color = [
color_linear_to_srgb(color_data[cpt_idx][0]),
color_linear_to_srgb(color_data[cpt_idx][1]),
color_linear_to_srgb(color_data[cpt_idx][2]),
1.0]
else:
srgb_color = [
color_linear_to_srgb(color_data[cpt_idx][0]),
color_linear_to_srgb(color_data[cpt_idx][1]),
color_linear_to_srgb(color_data[cpt_idx][2]),
color_data[cpt_idx][3]]
vertex_color.data[loop_idx].color = srgb_color
offset = offset + prim.vertices_length
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