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gltf2_blender_mesh.py « imp « blender « io_scene_gltf2 - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
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# Copyright 2018 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 ..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")

        for i in range(max_shape_to_create):

            obj.shape_key_add(name="target_" + str(i))

            offset_idx = 0
            for prim in pymesh.primitives:
                if prim.targets is None:
                    continue
                if i >= len(prim.targets):
                    continue

                bm = bmesh.new()
                bm.from_mesh(mesh)

                shape_layer = bm.verts.layers.shape[i + 1]

                pos = BinaryData.get_data_from_accessor(gltf, prim.targets[i]['POSITION'])

                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 pymesh.weights is not None:
            for i in range(max_shape_to_create):
                if i < len(pymesh.weights):
                    obj.data.shape_keys.key_blocks[i + 1].value = pymesh.weights[i]
                    if gltf.data.accessors[pymesh.primitives[0].targets[i]['POSITION']].name is not None:
                        obj.data.shape_keys.key_blocks[i + 1].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")

                color_data = BinaryData.get_data_from_accessor(gltf, prim.attributes['COLOR_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
                            # check dimension, and add alpha if needed
                            if len(color_data[cpt_idx]) == 3:
                                vertex_color_data = color_data[cpt_idx] + (1.0,)
                            else:
                                vertex_color_data = color_data[cpt_idx]
                            vertex_color.data[loop_idx].color = vertex_color_data
            offset = offset + prim.vertices_length