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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 .gltf2_blender_material import BlenderMaterial
from ..com.gltf2_blender_conversion import loc_gltf_to_blender
from ...io.imp.gltf2_io_binary import BinaryData
from ...io.com.gltf2_io_color_management import color_linear_to_srgb
from ...io.com import gltf2_io_debug
MAX_NUM_COLOR_SETS = 8
MAX_NUM_TEXCOORD_SETS = 8
class BlenderPrimitive():
"""Blender Primitive."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def get_layer(bme_layers, name):
if name not in bme_layers:
return bme_layers.new(name)
return bme_layers[name]
@staticmethod
def add_primitive_to_bmesh(gltf, bme, pymesh, pyprimitive, material_index):
attributes = pyprimitive.attributes
if 'POSITION' not in attributes:
pyprimitive.num_faces = 0
return
if attributes['POSITION'] not in gltf.accessor_cache.keys():
positions = BinaryData.get_data_from_accessor(gltf, attributes['POSITION'])
gltf.accessor_cache[attributes['POSITION']] = positions
else:
positions = gltf.accessor_cache[attributes['POSITION']]
if pyprimitive.indices is not None:
# Not using cache, this is no usefull for indices
indices = BinaryData.get_data_from_accessor(gltf, pyprimitive.indices)
indices = [i[0] for i in indices]
else:
indices = list(range(len(positions)))
bme_verts = bme.verts
bme_edges = bme.edges
bme_faces = bme.faces
# Every vertex has an index into the primitive's attribute arrays and a
# *different* index into the BMesh's list of verts. Call the first one the
# pidx and the second the bidx. Need to keep them straight!
# The pidx of all the vertices that are actually used by the primitive (only
# indices that appear in the pyprimitive.indices list are actually used)
used_pidxs = set(indices)
# Contains a pair (bidx, pidx) for every vertex in the primitive
vert_idxs = []
# pidx_to_bidx[pidx] will be the bidx of the vertex with that pidx (or -1 if
# unused)
pidx_to_bidx = [-1] * len(positions)
bidx = len(bme_verts)
for pidx in range(0, len(positions)):
if pidx in used_pidxs:
bme_verts.new(positions[pidx])
vert_idxs.append((bidx, pidx))
pidx_to_bidx[pidx] = bidx
bidx += 1
bme_verts.ensure_lookup_table()
# Add edges/faces to bmesh
mode = pyprimitive.mode or 4
edges, faces = BlenderPrimitive.edges_and_faces(mode, indices)
# NOTE: edges and vertices are in terms of pidxs!
for edge in edges:
try:
bme_edges.new((
bme_verts[pidx_to_bidx[edge[0]]],
bme_verts[pidx_to_bidx[edge[1]]],
))
except ValueError:
# Ignores duplicate/degenerate edges
pass
pyprimitive.num_faces = 0
for face in faces:
try:
face = bme_faces.new(tuple(
bme_verts[pidx_to_bidx[i]]
for i in face
))
if material_index is not None:
face.material_index = material_index
pyprimitive.num_faces += 1
except ValueError:
# Ignores duplicate/degenerate faces
pass
# Set normals
if 'NORMAL' in attributes:
if attributes['NORMAL'] not in gltf.accessor_cache.keys():
normals = BinaryData.get_data_from_accessor(gltf, attributes['NORMAL'])
gltf.accessor_cache[attributes['NORMAL']] = normals
else:
normals = gltf.accessor_cache[attributes['NORMAL']]
for bidx, pidx in vert_idxs:
bme_verts[bidx].normal = normals[pidx]
# Set vertex colors. Add them in the order COLOR_0, COLOR_1, etc.
set_num = 0
while 'COLOR_%d' % set_num in attributes:
if set_num >= MAX_NUM_COLOR_SETS:
gltf2_io_debug.print_console("WARNING",
"too many color sets; COLOR_%d will be ignored" % set_num
)
break
layer_name = 'COLOR_%d' % set_num
layer = BlenderPrimitive.get_layer(bme.loops.layers.color, layer_name)
if attributes[layer_name] not in gltf.accessor_cache.keys():
colors = BinaryData.get_data_from_accessor(gltf, attributes[layer_name])
gltf.accessor_cache[attributes[layer_name]] = colors
else:
colors = gltf.accessor_cache[attributes[layer_name]]
# Check whether Blender takes RGB or RGBA colors (old versions only take RGB)
num_components = len(colors[0])
blender_num_components = len(bme_verts[0].link_loops[0][layer])
if num_components == 3 and blender_num_components == 4:
# RGB -> RGBA
colors = [color+(1,) for color in colors]
if num_components == 4 and blender_num_components == 3:
# RGBA -> RGB
colors = [color[:3] for color in colors]
gltf2_io_debug.print_console("WARNING",
"this Blender doesn't support RGBA vertex colors; dropping A"
)
for bidx, pidx in vert_idxs:
for loop in bme_verts[bidx].link_loops:
loop[layer] = tuple(
color_linear_to_srgb(c)
for c in colors[pidx]
)
set_num += 1
# Set texcoords
set_num = 0
while 'TEXCOORD_%d' % set_num in attributes:
if set_num >= MAX_NUM_TEXCOORD_SETS:
gltf2_io_debug.print_console("WARNING",
"too many UV sets; TEXCOORD_%d will be ignored" % set_num
)
break
layer_name = 'TEXCOORD_%d' % set_num
layer = BlenderPrimitive.get_layer(bme.loops.layers.uv, layer_name)
pyprimitive.blender_texcoord[set_num] = layer_name
if attributes[layer_name] not in gltf.accessor_cache.keys():
uvs = BinaryData.get_data_from_accessor(gltf, attributes[layer_name])
gltf.accessor_cache[attributes[layer_name]] = uvs
else:
uvs = gltf.accessor_cache[attributes[layer_name]]
for bidx, pidx in vert_idxs:
# UV transform
u, v = uvs[pidx]
uv = (u, 1 - v)
for loop in bme_verts[bidx].link_loops:
loop[layer].uv = uv
set_num += 1
# Set joints/weights for skinning (multiple sets allow > 4 influences)
joint_sets = []
weight_sets = []
set_num = 0
while 'JOINTS_%d' % set_num in attributes and 'WEIGHTS_%d' % set_num in attributes:
if attributes['JOINTS_%d' % set_num] not in gltf.accessor_cache.keys():
joint_data = BinaryData.get_data_from_accessor(gltf, attributes['JOINTS_%d' % set_num])
gltf.accessor_cache[attributes['JOINTS_%d' % set_num]] = joint_data
else:
joint_data = gltf.accessor_cache[attributes['JOINTS_%d' % set_num]]
if attributes['WEIGHTS_%d' % set_num] not in gltf.accessor_cache.keys()
weight_data = BinaryData.get_data_from_accessor(gltf, attributes['WEIGHTS_%d' % set_num])
gltf.accessor_cache[attributes['WEIGHTS_%d' % set_num]] = weight_data
else:
weight_data = gltf.accessor_cache[attributes['WEIGHTS_%d' % set_num]]
joint_sets.append(joint_data)
weight_sets.append(weight_data)
set_num += 1
if joint_sets:
layer = BlenderPrimitive.get_layer(bme.verts.layers.deform, 'Vertex Weights')
for joint_set, weight_set in zip(joint_sets, weight_sets):
for bidx, pidx in vert_idxs:
for j in range(0, 4):
weight = weight_set[pidx][j]
if weight != 0.0:
joint = joint_set[pidx][j]
bme_verts[bidx][layer][joint] = weight
# Set morph target positions (no normals/tangents)
for sk, target in enumerate(pyprimitive.targets or []):
if pymesh.shapekey_names[sk] is None:
continue
layer_name = pymesh.shapekey_names[sk]
layer = BlenderPrimitive.get_layer(bme.verts.layers.shape, layer_name)
if target['POSITION'] not in gltf.accessor_cache.keys():
morph_positions = BinaryData.get_data_from_accessor(gltf, target['POSITION'])
gltf.accessor_cache[target['POSITION']] = morph_positions
else:
morph_positions = gltf.accessor_cache[target['POSITION']]
for bidx, pidx in vert_idxs:
bme_verts[bidx][layer] = (
Vector(positions[pidx]) +
Vector(morph_positions[pidx])
)
@staticmethod
def edges_and_faces(mode, indices):
"""Converts the indices in a particular primitive mode into standard lists of
edges (pairs of indices) and faces (tuples of CCW indices).
"""
es = []
fs = []
if mode == 0:
# POINTS
pass
elif mode == 1:
# LINES
# 1 3
# / /
# 0 2
es = [
(indices[i], indices[i + 1])
for i in range(0, len(indices), 2)
]
elif mode == 2:
# LINE LOOP
# 1---2
# / \
# 0-------3
es = [
(indices[i], indices[i + 1])
for i in range(0, len(indices) - 1)
]
es.append((indices[-1], indices[0]))
elif mode == 3:
# LINE STRIP
# 1---2
# / \
# 0 3
es = [
(indices[i], indices[i + 1])
for i in range(0, len(indices) - 1)
]
elif mode == 4:
# TRIANGLES
# 2 3
# / \ / \
# 0---1 4---5
fs = [
(indices[i], indices[i + 1], indices[i + 2])
for i in range(0, len(indices), 3)
]
elif mode == 5:
# TRIANGLE STRIP
# 0---2---4
# \ / \ /
# 1---3
def alternate(i, xs):
even = i % 2 == 0
return xs if even else (xs[0], xs[2], xs[1])
fs = [
alternate(i, (indices[i], indices[i + 1], indices[i + 2]))
for i in range(0, len(indices) - 2)
]
elif mode == 6:
# TRIANGLE FAN
# 3---2
# / \ / \
# 4---0---1
fs = [
(indices[0], indices[i], indices[i + 1])
for i in range(1, len(indices) - 1)
]
else:
raise Exception('primitive mode unimplemented: %d' % mode)
return es, fs
@staticmethod
def set_UV_in_mat(gltf, pyprimitive, obj, vertex_color):
"""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, vertex_color)
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, vertex_color)
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, vertex_color)
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, vertex_color)
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