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# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
import bpy
from .gltf2_blender_node import BlenderNode
from .gltf2_blender_animation import BlenderAnimation
from .gltf2_blender_vnode import VNode, compute_vnodes
from ..com.gltf2_blender_extras import set_extras
from io_scene_gltf2.io.imp.gltf2_io_user_extensions import import_user_extensions
class BlenderScene():
"""Blender Scene."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create(gltf):
"""Scene creation."""
scene = bpy.context.scene
gltf.blender_scene = scene.name
if bpy.context.collection.name in bpy.data.collections: # avoid master collection
gltf.blender_active_collection = bpy.context.collection.name
if scene.render.engine not in ['CYCLES', 'BLENDER_EEVEE']:
scene.render.engine = "BLENDER_EEVEE"
if gltf.data.scene is not None:
import_user_extensions('gather_import_scene_before_hook', gltf, gltf.data.scenes[gltf.data.scene], scene)
pyscene = gltf.data.scenes[gltf.data.scene]
set_extras(scene, pyscene.extras)
compute_vnodes(gltf)
gltf.display_current_node = 0 # for debugging
BlenderNode.create_vnode(gltf, 'root')
# User extensions before scene creation
import_user_extensions('gather_import_scene_after_nodes_hook', gltf, gltf.data.scenes[gltf.data.scene], scene)
# User extensions after scene creation
BlenderScene.create_animations(gltf)
import_user_extensions('gather_import_scene_after_animation_hook', gltf, gltf.data.scenes[gltf.data.scene], scene)
if bpy.context.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
BlenderScene.select_imported_objects(gltf)
BlenderScene.set_active_object(gltf)
@staticmethod
def create_animations(gltf):
"""Create animations."""
if gltf.data.animations:
# NLA tracks are added bottom to top, so create animations in
# reverse so the first winds up on top
for anim_idx in reversed(range(len(gltf.data.animations))):
BlenderAnimation.anim(gltf, anim_idx)
# Restore first animation
anim_name = gltf.data.animations[0].track_name
BlenderAnimation.restore_animation(gltf, anim_name)
@staticmethod
def select_imported_objects(gltf):
"""Select all (and only) the imported objects."""
if bpy.ops.object.select_all.poll():
bpy.ops.object.select_all(action='DESELECT')
for vnode in gltf.vnodes.values():
if vnode.type == VNode.Object:
vnode.blender_object.select_set(state=True)
@staticmethod
def set_active_object(gltf):
"""Make the first root object from the default glTF scene active.
If no default scene, use the first scene, or just any root object.
"""
vnode = None
if gltf.data.scene is not None:
pyscene = gltf.data.scenes[gltf.data.scene]
if pyscene.nodes:
vnode = gltf.vnodes[pyscene.nodes[0]]
if not vnode:
for pyscene in gltf.data.scenes or []:
if pyscene.nodes:
vnode = gltf.vnodes[pyscene.nodes[0]]
break
if not vnode:
vnode = gltf.vnodes['root']
if vnode.type == VNode.DummyRoot:
if not vnode.children:
return # no nodes
vnode = gltf.vnodes[vnode.children[0]]
if vnode.type == VNode.Bone:
vnode = gltf.vnodes[vnode.bone_arma]
bpy.context.view_layer.objects.active = vnode.blender_object
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