1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
|
# 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 mathutils import Vector
from .gltf2_blender_material import BlenderMaterial
from ..com.gltf2_blender_conversion import loc_gltf_to_blender
from ...io.imp.gltf2_io_binary import BinaryData
class BlenderPrimitive():
"""Blender Primitive."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create(gltf, pyprimitive, verts, edges, faces):
"""Primitive creation."""
pyprimitive.blender_texcoord = {}
# TODO mode of primitive 4 for now.
current_length = len(verts)
pos = BinaryData.get_data_from_accessor(gltf, pyprimitive.attributes['POSITION'])
if pyprimitive.indices is not None:
indices = BinaryData.get_data_from_accessor(gltf, pyprimitive.indices)
else:
indices = []
indices_ = range(0, len(pos))
for i in indices_:
indices.append((i,))
prim_verts = [loc_gltf_to_blender(vert) for vert in pos]
pyprimitive.vertices_length = len(prim_verts)
verts.extend(prim_verts)
prim_faces = []
for i in range(0, len(indices), 3):
vals = indices[i:i + 3]
new_vals = []
for y in vals:
new_vals.append(y[0] + current_length)
prim_faces.append(tuple(new_vals))
faces.extend(prim_faces)
pyprimitive.faces_length = len(prim_faces)
# manage material of primitive
if pyprimitive.material is not None:
# Create Blender material
# TODO, a same material can have difference COLOR_0 multiplicator
if gltf.data.materials[pyprimitive.material].blender_material is None:
vertex_color = None
if 'COLOR_0' in pyprimitive.attributes.keys():
vertex_color = pyprimitive.attributes['COLOR_0']
BlenderMaterial.create(gltf, pyprimitive.material, vertex_color)
return verts, edges, faces
def set_normals(gltf, pyprimitive, mesh, offset, custom_normals):
"""Set Normal."""
if 'NORMAL' in pyprimitive.attributes.keys():
normal_data = BinaryData.get_data_from_accessor(gltf, pyprimitive.attributes['NORMAL'])
for poly in mesh.polygons:
if gltf.import_settings['import_shading'] == "NORMALS":
calc_norm_vertices = []
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 + pyprimitive.vertices_length):
cpt_vert = vert_idx - offset
mesh.vertices[vert_idx].normal = normal_data[cpt_vert]
custom_normals[vert_idx] = list(normal_data[cpt_vert])
calc_norm_vertices.append(vert_idx)
if len(calc_norm_vertices) == 3:
# Calcul normal
vert0 = mesh.vertices[calc_norm_vertices[0]].co
vert1 = mesh.vertices[calc_norm_vertices[1]].co
vert2 = mesh.vertices[calc_norm_vertices[2]].co
calc_normal = (vert1 - vert0).cross(vert2 - vert0).normalized()
# Compare normal to vertex normal
for i in calc_norm_vertices:
cpt_vert = vert_idx - offset
vec = Vector(
(normal_data[cpt_vert][0], normal_data[cpt_vert][1], normal_data[cpt_vert][2])
)
if not calc_normal.dot(vec) > 0.9999999:
poly.use_smooth = True
break
elif gltf.import_settings['import_shading'] == "FLAT":
poly.use_smooth = False
elif gltf.import_settings['import_shading'] == "SMOOTH":
poly.use_smooth = True
else:
pass # Should not happend
offset = offset + pyprimitive.vertices_length
return offset
def set_UV(gltf, pyprimitive, obj, mesh, offset):
"""Set UV Map."""
for texcoord in [attr for attr in pyprimitive.attributes.keys() if attr[:9] == "TEXCOORD_"]:
if texcoord not in mesh.uv_layers:
mesh.uv_layers.new(name=texcoord)
pyprimitive.blender_texcoord[int(texcoord[9:])] = texcoord
texcoord_data = BinaryData.get_data_from_accessor(gltf, pyprimitive.attributes[texcoord])
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 + pyprimitive.vertices_length):
obj.data.uv_layers[texcoord].data[loop_idx].uv = \
Vector((texcoord_data[vert_idx - offset][0], 1 - texcoord_data[vert_idx - offset][1]))
offset = offset + pyprimitive.vertices_length
return offset
def set_UV_in_mat(gltf, pyprimitive, obj):
"""After nodetree creation, set UVMap in nodes."""
if pyprimitive.material is None:
return
if gltf.data.materials[pyprimitive.material].extensions \
and "KHR_materials_pbrSpecularGlossiness" in \
gltf.data.materials[pyprimitive.material].extensions.keys():
if pyprimitive.material is not None \
and gltf.data.materials[pyprimitive.material].extensions[
'KHR_materials_pbrSpecularGlossiness'
]['diffuse_type'] in [gltf.TEXTURE, gltf.TEXTURE_FACTOR]:
BlenderMaterial.set_uvmap(gltf, pyprimitive.material, pyprimitive, obj)
else:
if pyprimitive.material is not None \
and gltf.data.materials[pyprimitive.material].extensions[
'KHR_materials_pbrSpecularGlossiness'
]['specgloss_type'] in [gltf.TEXTURE, gltf.TEXTURE_FACTOR]:
BlenderMaterial.set_uvmap(gltf, pyprimitive.material, pyprimitive, obj)
else:
if pyprimitive.material is not None \
and gltf.data.materials[pyprimitive.material].pbr_metallic_roughness.color_type in \
[gltf.TEXTURE, gltf.TEXTURE_FACTOR]:
BlenderMaterial.set_uvmap(gltf, pyprimitive.material, pyprimitive, obj)
else:
if pyprimitive.material is not None \
and gltf.data.materials[pyprimitive.material].pbr_metallic_roughness.metallic_type in \
[gltf.TEXTURE, gltf.TEXTURE_FACTOR]:
BlenderMaterial.set_uvmap(gltf, pyprimitive.material, pyprimitive, obj)
def assign_material(gltf, pyprimitive, obj, bm, offset, cpt_index_mat):
"""Assign material to faces of primitives."""
if pyprimitive.material is not None:
obj.data.materials.append(bpy.data.materials[gltf.data.materials[pyprimitive.material].blender_material])
for vert in bm.verts:
if vert.index in range(offset, offset + pyprimitive.vertices_length):
for loop in vert.link_loops:
face = loop.face.index
bm.faces[face].material_index = cpt_index_mat
cpt_index_mat += 1
offset = offset + pyprimitive.vertices_length
return offset, cpt_index_mat
|