glTF exporter: always export loop normals
Thanks scurest!
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@ -15,7 +15,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (1, 3, 40),
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"version": (1, 3, 41),
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'blender': (2, 90, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -136,9 +136,7 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert
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use_normals = export_settings[gltf2_blender_export_keys.NORMALS]
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if use_normals:
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if blender_mesh.has_custom_normals:
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# Custom normals are all (0, 0, 0) until calling calc_normals_split() or calc_tangents().
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blender_mesh.calc_normals_split()
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blender_mesh.calc_normals_split()
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use_tangents = False
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if use_normals and export_settings[gltf2_blender_export_keys.TANGENTS]:
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@ -236,21 +234,6 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert
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prim = Prim()
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prims[material_idx] = prim
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if use_normals:
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face_normal = None
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if not (blender_polygon.use_smooth or blender_mesh.use_auto_smooth):
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# Calc face normal/tangents
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face_normal = blender_polygon.normal
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if use_tangents:
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face_tangent = Vector((0.0, 0.0, 0.0))
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face_bitangent = Vector((0.0, 0.0, 0.0))
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for loop_index in blender_polygon.loop_indices:
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loop = blender_mesh.loops[loop_index]
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face_tangent += loop.tangent
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face_bitangent += loop.bitangent
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face_tangent.normalize()
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face_bitangent.normalize()
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for loop_index in loop_tri.loops:
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vertex_index = blender_mesh.loops[loop_index].vertex_index
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vertex = blender_mesh.vertices[vertex_index]
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@ -263,21 +246,11 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert
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vert += ((v[0], v[1], v[2]),)
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if use_normals:
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if face_normal is None:
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if blender_mesh.has_custom_normals:
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n = blender_mesh.loops[loop_index].normal
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else:
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n = vertex.normal
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if use_tangents:
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t = blender_mesh.loops[loop_index].tangent
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b = blender_mesh.loops[loop_index].bitangent
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else:
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n = face_normal
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if use_tangents:
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t = face_tangent
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b = face_bitangent
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n = blender_mesh.loops[loop_index].normal
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vert += ((n[0], n[1], n[2]),)
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if use_tangents:
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t = blender_mesh.loops[loop_index].tangent
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b = blender_mesh.loops[loop_index].bitangent
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vert += ((t[0], t[1], t[2]),)
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vert += ((b[0], b[1], b[2]),)
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# TODO: store just bitangent_sign in vert, not whole bitangent?
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