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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_extras import set_extras
from .gltf2_blender_mesh import BlenderMesh
from .gltf2_blender_camera import BlenderCamera
from .gltf2_blender_light import BlenderLight
from .gltf2_blender_vnode import VNode
class BlenderNode():
"""Blender Node."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create_vnode(gltf, vnode_id):
"""Create VNode and all its descendants."""
vnode = gltf.vnodes[vnode_id]
name = vnode.name
gltf.display_current_node += 1
if bpy.app.debug_value == 101:
gltf.log.critical("Node %d of %d (id %s)", gltf.display_current_node, len(gltf.vnodes), vnode_id)
if vnode.type == VNode.Object:
BlenderNode.create_object(gltf, vnode_id)
if vnode.is_arma:
BlenderNode.create_bones(gltf, vnode_id)
elif vnode.type == VNode.Bone:
# These are created with their armature
pass
elif vnode.type == VNode.DummyRoot:
# Don't actually create this
vnode.blender_object = None
for child in vnode.children:
BlenderNode.create_vnode(gltf, child)
@staticmethod
def create_object(gltf, vnode_id):
vnode = gltf.vnodes[vnode_id]
if vnode.mesh_node_idx is not None:
pynode = gltf.data.nodes[vnode.mesh_node_idx]
obj = BlenderNode.create_mesh_object(gltf, pynode, name=vnode.name)
elif vnode.camera_node_idx is not None:
pynode = gltf.data.nodes[vnode.camera_node_idx]
obj = BlenderCamera.create(gltf, pynode.camera)
elif vnode.light_node_idx is not None:
pynode = gltf.data.nodes[vnode.light_node_idx]
obj = BlenderLight.create(gltf, pynode.extensions['KHR_lights_punctual']['light'])
elif vnode.is_arma:
armature = bpy.data.armatures.new(vnode.arma_name)
obj = bpy.data.objects.new(vnode.name, armature)
else:
obj = bpy.data.objects.new(vnode.name, None)
vnode.blender_object = obj
# Set extras (if came from a glTF node)
if isinstance(vnode_id, int):
pynode = gltf.data.nodes[vnode_id]
set_extras(obj, pynode.extras)
# Set transform
trans, rot, scale = vnode.trs
obj.location = trans
obj.rotation_mode = 'QUATERNION'
obj.rotation_quaternion = rot
obj.scale = scale
# Set parent
if vnode.parent is not None:
parent_vnode = gltf.vnodes[vnode.parent]
if parent_vnode.type == VNode.Object:
obj.parent = parent_vnode.blender_object
elif parent_vnode.type == VNode.Bone:
arma_vnode = gltf.vnodes[parent_vnode.bone_arma]
obj.parent = arma_vnode.blender_object
obj.parent_type = 'BONE'
obj.parent_bone = parent_vnode.blender_bone_name
# Nodes with a bone parent need to be translated
# backwards by their bone length (always 1 currently)
obj.location += Vector((0, -1, 0))
bpy.data.scenes[gltf.blender_scene].collection.objects.link(obj)
return obj
@staticmethod
def create_bones(gltf, arma_id):
arma = gltf.vnodes[arma_id]
blender_arma = arma.blender_object
armature = blender_arma.data
# Find all bones for this arma
bone_ids = []
def visit(id): # Depth-first walk
if gltf.vnodes[id].type == VNode.Bone:
bone_ids.append(id)
for child in gltf.vnodes[id].children:
visit(child)
for child in arma.children:
visit(child)
# Switch into edit mode to create all edit bones
if bpy.context.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
bpy.context.window.scene = bpy.data.scenes[gltf.blender_scene]
bpy.context.view_layer.objects.active = blender_arma
bpy.ops.object.mode_set(mode="EDIT")
for id in bone_ids:
vnode = gltf.vnodes[id]
editbone = armature.edit_bones.new(vnode.name)
vnode.blender_bone_name = editbone.name
editbone.use_connect = False # TODO?
# Give the position of the bone in armature space
arma_mat = vnode.bone_arma_mat
editbone.head = arma_mat @ Vector((0, 0, 0))
editbone.tail = arma_mat @ Vector((0, 1, 0))
editbone.align_roll(arma_mat @ Vector((0, 0, 1)) - editbone.head)
if isinstance(id, int):
pynode = gltf.data.nodes[id]
set_extras(editbone, pynode.extras)
# Set all bone parents
for id in bone_ids:
vnode = gltf.vnodes[id]
parent_vnode = gltf.vnodes[vnode.parent]
if parent_vnode.type == VNode.Bone:
editbone = armature.edit_bones[vnode.blender_bone_name]
parent_editbone = armature.edit_bones[parent_vnode.blender_bone_name]
editbone.parent = parent_editbone
# Switch back to object mode and do pose bones
bpy.ops.object.mode_set(mode="OBJECT")
for id in bone_ids:
vnode = gltf.vnodes[id]
pose_bone = blender_arma.pose.bones[vnode.blender_bone_name]
# Put scale on pose bone (edit bones have no scale)
_, _, s = vnode.trs
pose_bone.scale = s
if isinstance(id, int):
pynode = gltf.data.nodes[id]
set_extras(pose_bone, pynode.extras)
@staticmethod
def create_mesh_object(gltf, pynode, name):
instance = False
if gltf.data.meshes[pynode.mesh].blender_name.get(pynode.skin) is not None:
# Mesh is already created, only create instance
# Except is current node is animated with path weight
# Or if previous instance is animation at node level
if pynode.weight_animation is True:
instance = False
else:
if gltf.data.meshes[pynode.mesh].is_weight_animated is True:
instance = False
else:
instance = True
mesh = bpy.data.meshes[gltf.data.meshes[pynode.mesh].blender_name[pynode.skin]]
if instance is False:
if pynode.name:
gltf.log.info("Blender create Mesh node " + pynode.name)
else:
gltf.log.info("Blender create Mesh node")
mesh = BlenderMesh.create(gltf, pynode.mesh, pynode.skin)
if pynode.weight_animation is True:
# flag this mesh instance as created only for this node, because of weight animation
gltf.data.meshes[pynode.mesh].is_weight_animated = True
mesh_name = gltf.data.meshes[pynode.mesh].name
if not name and mesh_name:
name = mesh_name
obj = bpy.data.objects.new(name, mesh)
if instance == False:
BlenderMesh.set_mesh(gltf, gltf.data.meshes[pynode.mesh], obj)
return obj
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