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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
from .gltf2_blender_mesh import BlenderMesh
from .gltf2_blender_camera import BlenderCamera
from .gltf2_blender_skin import BlenderSkin
from ..com.gltf2_blender_conversion import scale_to_matrix, matrix_gltf_to_blender
class BlenderNode():
"""Blender Node."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create(gltf, node_idx, parent):
"""Node creation."""
pynode = gltf.data.nodes[node_idx]
# Blender attributes initialization
pynode.blender_object = ""
pynode.parent = parent
if pynode.mesh is not None:
if gltf.data.meshes[pynode.mesh].blender_name is not None:
# Mesh is already created, only create instance
mesh = bpy.data.meshes[gltf.data.meshes[pynode.mesh].blender_name]
else:
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, node_idx, parent)
if pynode.name:
name = pynode.name
else:
# Take mesh name if exist
if gltf.data.meshes[pynode.mesh].name:
name = gltf.data.meshes[pynode.mesh].name
else:
name = "Object_" + str(node_idx)
obj = bpy.data.objects.new(name, mesh)
obj.rotation_mode = 'QUATERNION'
bpy.data.scenes[gltf.blender_scene].collection.objects.link(obj)
# Transforms apply only if this mesh is not skinned
# See implementation node of gltf2 specification
if not (pynode.mesh and pynode.skin is not None):
BlenderNode.set_transforms(gltf, node_idx, pynode, obj, parent)
pynode.blender_object = obj.name
BlenderNode.set_parent(gltf, pynode, obj, parent)
BlenderMesh.set_mesh(gltf, gltf.data.meshes[pynode.mesh], mesh, obj)
if pynode.children:
for child_idx in pynode.children:
BlenderNode.create(gltf, child_idx, node_idx)
return
if pynode.camera is not None:
if pynode.name:
gltf.log.info("Blender create Camera node " + pynode.name)
else:
gltf.log.info("Blender create Camera node")
obj = BlenderCamera.create(gltf, pynode.camera)
BlenderNode.set_transforms(gltf, node_idx, pynode, obj, parent) # TODO default rotation of cameras ?
pynode.blender_object = obj.name
BlenderNode.set_parent(gltf, pynode, obj, parent)
return
if pynode.is_joint:
if pynode.name:
gltf.log.info("Blender create Bone node " + pynode.name)
else:
gltf.log.info("Blender create Bone node")
# Check if corresponding armature is already created, create it if needed
if gltf.data.skins[pynode.skin_id].blender_armature_name is None:
BlenderSkin.create_armature(gltf, pynode.skin_id, parent)
BlenderSkin.create_bone(gltf, pynode.skin_id, node_idx, parent)
if pynode.children:
for child_idx in pynode.children:
BlenderNode.create(gltf, child_idx, node_idx)
return
# No mesh, no camera. For now, create empty #TODO
if pynode.name:
gltf.log.info("Blender create Empty node " + pynode.name)
obj = bpy.data.objects.new(pynode.name, None)
else:
gltf.log.info("Blender create Empty node")
obj = bpy.data.objects.new("Node", None)
obj.rotation_mode = 'QUATERNION'
bpy.data.scenes[gltf.blender_scene].collection.objects.link(obj)
BlenderNode.set_transforms(gltf, node_idx, pynode, obj, parent)
pynode.blender_object = obj.name
BlenderNode.set_parent(gltf, pynode, obj, parent)
if pynode.children:
for child_idx in pynode.children:
BlenderNode.create(gltf, child_idx, node_idx)
@staticmethod
def set_parent(gltf, pynode, obj, parent):
"""Set parent."""
if parent is None:
return
for node_idx, node in enumerate(gltf.data.nodes):
if node_idx == parent:
if node.is_joint is True:
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects[node.blender_armature_name].select_set(True)
bpy.context.view_layer.objects.active = bpy.data.objects[node.blender_armature_name]
bpy.ops.object.mode_set(mode='EDIT')
bpy.data.objects[node.blender_armature_name].data.edit_bones.active = \
bpy.data.objects[node.blender_armature_name].data.edit_bones[node.blender_bone_name]
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.data.objects[node.blender_armature_name].select_set(True)
bpy.context.view_layer.objects.active = bpy.data.objects[node.blender_armature_name]
bpy.context.scene.update()
bpy.ops.object.parent_set(type='BONE_RELATIVE', keep_transform=True)
# From world transform to local (-armature transform -bone transform)
bone_trans = bpy.data.objects[node.blender_armature_name] \
.pose.bones[node.blender_bone_name].matrix.to_translation().copy()
bone_rot = bpy.data.objects[node.blender_armature_name] \
.pose.bones[node.blender_bone_name].matrix.to_quaternion().copy()
bone_scale_mat = scale_to_matrix(node.blender_bone_matrix.to_scale())
obj.location = bone_scale_mat @ obj.location
obj.location = bone_rot @ obj.location
obj.location += bone_trans
obj.location = bpy.data.objects[node.blender_armature_name].matrix_world.to_quaternion() \
@ obj.location
obj.rotation_quaternion = obj.rotation_quaternion \
@ bpy.data.objects[node.blender_armature_name].matrix_world.to_quaternion()
obj.scale = bone_scale_mat @ obj.scale
return
if node.blender_object:
obj.parent = bpy.data.objects[node.blender_object]
return
gltf.log.error("ERROR, parent not found")
@staticmethod
def set_transforms(gltf, node_idx, pynode, obj, parent):
"""Set transforms."""
if parent is None:
obj.matrix_world = matrix_gltf_to_blender(pynode.transform)
return
for idx, node in enumerate(gltf.data.nodes):
if idx == parent:
if node.is_joint is True:
obj.matrix_world = matrix_gltf_to_blender(pynode.transform)
return
else:
obj.matrix_world = matrix_gltf_to_blender(pynode.transform)
return
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