Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gltf2_blender_scene.py « imp « blender « io_scene_gltf2 - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 902cc2901ca576a25da16bc76a604db34b7dda80 (plain)
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
# 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 math import sqrt
from mathutils import Quaternion
from .gltf2_blender_node import BlenderNode
from .gltf2_blender_skin import BlenderSkin
from .gltf2_blender_animation import BlenderAnimation


class BlenderScene():
    """Blender Scene."""
    def __new__(cls, *args, **kwargs):
        raise RuntimeError("%s should not be instantiated" % cls)

    @staticmethod
    def create(gltf, scene_idx):
        """Scene creation."""
        if scene_idx is not None:
            pyscene = gltf.data.scenes[scene_idx]
            list_nodes = pyscene.nodes

            # Create a new scene only if not already exists in .blend file
            # TODO : put in current scene instead ?
            if pyscene.name not in [scene.name for scene in bpy.data.scenes]:
                # TODO: There is a bug in 2.8 alpha that break CLEAR_KEEP_TRANSFORM
                # if we are creating a new scene
                scene = bpy.context.scene
                scene.render.engine = "BLENDER_EEVEE"

                gltf.blender_scene = scene.name
            else:
                gltf.blender_scene = pyscene.name

            # Switch to newly created main scene
            bpy.context.window.scene = bpy.data.scenes[gltf.blender_scene]

        else:
            # No scene in glTF file, create all objects in current scene
            scene = bpy.context.scene
            scene.render.engine = "BLENDER_EEVEE"
            gltf.blender_scene = scene.name
            list_nodes = BlenderScene.get_root_nodes(gltf)

        # Create Yup2Zup empty
        obj_rotation = bpy.data.objects.new("Yup2Zup", None)
        obj_rotation.rotation_mode = 'QUATERNION'
        obj_rotation.rotation_quaternion = Quaternion((sqrt(2) / 2, sqrt(2) / 2, 0.0, 0.0))

        bpy.data.scenes[gltf.blender_scene].collection.objects.link(obj_rotation)

        if list_nodes is not None:
            for node_idx in list_nodes:
                BlenderNode.create(gltf, node_idx, None)  # None => No parent

        # Now that all mesh / bones are created, create vertex groups on mesh
        if gltf.data.skins:
            for skin_id, skin in enumerate(gltf.data.skins):
                if hasattr(skin, "node_ids"):
                    BlenderSkin.create_vertex_groups(gltf, skin_id)

            for skin_id, skin in enumerate(gltf.data.skins):
                if hasattr(skin, "node_ids"):
                    BlenderSkin.assign_vertex_groups(gltf, skin_id)

            for skin_id, skin in enumerate(gltf.data.skins):
                if hasattr(skin, "node_ids"):
                    BlenderSkin.create_armature_modifiers(gltf, skin_id)

        if gltf.data.animations:
            for anim_idx, anim in enumerate(gltf.data.animations):
                if list_nodes is not None:
                    for node_idx in list_nodes:
                        BlenderAnimation.anim(gltf, anim_idx, node_idx)

        # Parent root node to rotation object
        if list_nodes is not None:
            for node_idx in list_nodes:
                bpy.data.objects[gltf.data.nodes[node_idx].blender_object].parent = obj_rotation

            if gltf.animation_object is False:


                for node_idx in list_nodes:
                    for obj_ in bpy.context.scene.objects:
                        obj_.select_set(False)
                    bpy.data.objects[gltf.data.nodes[node_idx].blender_object].select_set(True)
                    bpy.context.view_layer.objects.active = bpy.data.objects[gltf.data.nodes[node_idx].blender_object]

                    bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')

                # remove object
                bpy.context.scene.collection.objects.unlink(obj_rotation)
                bpy.data.objects.remove(obj_rotation)

    @staticmethod
    def get_root_nodes(gltf):
        if gltf.data.nodes is None:
            return None

        parents = {}
        for idx, node  in enumerate(gltf.data.nodes):
            pynode = gltf.data.nodes[idx]
            if pynode.children:
                for child_idx in pynode.children:
                    parents[child_idx] = idx

        roots = []
        for idx, node in enumerate(gltf.data.nodes):
            if idx not in parents.keys():
                roots.append(idx)

        return roots