glTF exporter: always export loop normals

Thanks scurest!
This commit is contained in:
Julien Duroure 2020-07-21 21:20:06 +02:00
parent c7eda7cb49
commit 52f88967a6
2 changed files with 5 additions and 32 deletions

View File

@ -15,7 +15,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (1, 3, 40),
"version": (1, 3, 41),
'blender': (2, 90, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',

View File

@ -136,9 +136,7 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert
use_normals = export_settings[gltf2_blender_export_keys.NORMALS]
if use_normals:
if blender_mesh.has_custom_normals:
# Custom normals are all (0, 0, 0) until calling calc_normals_split() or calc_tangents().
blender_mesh.calc_normals_split()
blender_mesh.calc_normals_split()
use_tangents = False
if use_normals and export_settings[gltf2_blender_export_keys.TANGENTS]:
@ -236,21 +234,6 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert
prim = Prim()
prims[material_idx] = prim
if use_normals:
face_normal = None
if not (blender_polygon.use_smooth or blender_mesh.use_auto_smooth):
# Calc face normal/tangents
face_normal = blender_polygon.normal
if use_tangents:
face_tangent = Vector((0.0, 0.0, 0.0))
face_bitangent = Vector((0.0, 0.0, 0.0))
for loop_index in blender_polygon.loop_indices:
loop = blender_mesh.loops[loop_index]
face_tangent += loop.tangent
face_bitangent += loop.bitangent
face_tangent.normalize()
face_bitangent.normalize()
for loop_index in loop_tri.loops:
vertex_index = blender_mesh.loops[loop_index].vertex_index
vertex = blender_mesh.vertices[vertex_index]
@ -263,21 +246,11 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert
vert += ((v[0], v[1], v[2]),)
if use_normals:
if face_normal is None:
if blender_mesh.has_custom_normals:
n = blender_mesh.loops[loop_index].normal
else:
n = vertex.normal
if use_tangents:
t = blender_mesh.loops[loop_index].tangent
b = blender_mesh.loops[loop_index].bitangent
else:
n = face_normal
if use_tangents:
t = face_tangent
b = face_bitangent
n = blender_mesh.loops[loop_index].normal
vert += ((n[0], n[1], n[2]),)
if use_tangents:
t = blender_mesh.loops[loop_index].tangent
b = blender_mesh.loops[loop_index].bitangent
vert += ((t[0], t[1], t[2]),)
vert += ((b[0], b[1], b[2]),)
# TODO: store just bitangent_sign in vert, not whole bitangent?