glTF exporter: Fix texture transform conversion

This commit is contained in:
Julien Duroure 2019-02-22 18:34:02 +01:00
parent 26330ab143
commit 14c202c04c
2 changed files with 78 additions and 18 deletions

View File

@ -47,22 +47,37 @@ def correction_rotation():
# and lamps has no vertices :)
return Quaternion((sqrt(2)/2, -sqrt(2)/2, 0.0, 0.0)).to_matrix().to_4x4()
def convert_texture_transform(texture_transform):
def texture_transform_blender_to_gltf(mapping_transform):
"""
Converts a KHR_texture_transform object in one UV space (glTF or Blender)
into the equivalent in the other UV space. The returned transform is the
same as switching UV spaces (with u,v -> u,1-v), applying texture_transform,
then switching back.
Converts the offset/rotation/scale from a Mapping node applied in Blender's
UV space to the equivalent KHR_texture_transform.
"""
offset = mapping_transform.get('offset', [0, 0])
rotation = mapping_transform.get('rotation', 0)
scale = mapping_transform.get('scale', [1, 1])
return {
'offset': [
offset[0] - scale[1] * sin(rotation),
1 - offset[1] - scale[1] * cos(rotation),
],
'rotation': rotation,
'scale': [scale[0], scale[1]],
}
def texture_transform_gltf_to_blender(texture_transform):
"""
Converts a KHR_texture_transform into the equivalent offset/rotation/scale
for a Mapping node applied in Blender's UV space.
"""
offset = texture_transform.get('offset', [0, 0])
rotation = texture_transform.get('rotation', 0)
scale = texture_transform.get('scale', [1, 1])
return {
'offset': [
offset[0] - scale[1] * sin(rotation),
offset[0] + scale[1] * sin(rotation),
1 - offset[1] - scale[1] * cos(rotation),
],
'rotation': -rotation,
'rotation': rotation,
'scale': [scale[0], scale[1]],
}

View File

@ -17,10 +17,11 @@
#
import bpy
from mathutils import Vector, Matrix
from . import gltf2_blender_export_keys
from ...io.exp import gltf2_io_get
from ...blender.com.gltf2_blender_conversion import convert_texture_transform
from ...blender.com.gltf2_blender_conversion import texture_transform_blender_to_gltf
from io_scene_gltf2.io.com import gltf2_io_debug
#
# Globals
@ -356,17 +357,61 @@ def get_texture_transform_from_texture_node(texture_node):
if not isinstance(mapping_node, bpy.types.ShaderNodeMapping):
return None
texture_transform = {}
if mapping_node.vector_type == 'TEXTURE':
texture_transform["offset"] = [-mapping_node.translation[0], -mapping_node.translation[1]]
texture_transform["rotation"] = -mapping_node.rotation[2]
texture_transform["scale"] = [1.0 / mapping_node.scale[0], 1.0 / mapping_node.scale[1]]
elif mapping_node.vector_type == 'POINT':
texture_transform["offset"] = [mapping_node.translation[0], mapping_node.translation[1]]
texture_transform["rotation"] = mapping_node.rotation[2]
texture_transform["scale"] = [mapping_node.scale[0], mapping_node.scale[1]]
if mapping_node.vector_type not in ["TEXTURE", "POINT", "VECTOR"]:
gltf2_io_debug.print_console("WARNING",
"Skipping exporting texture transform because it had type " +
mapping_node.vector_type + "; recommend using POINT instead"
)
return None
texture_transform = convert_texture_transform(texture_transform)
if mapping_node.rotation[0] or mapping_node.rotation[1]:
# TODO: can we handle this?
gltf2_io_debug.print_console("WARNING",
"Skipping exporting texture transform because it had non-zero "
"rotations in the X/Y direction; only a Z rotation can be exported!"
)
return None
mapping_transform = {}
mapping_transform["offset"] = [mapping_node.translation[0], mapping_node.translation[1]]
mapping_transform["rotation"] = mapping_node.rotation[2]
mapping_transform["scale"] = [mapping_node.scale[0], mapping_node.scale[1]]
if mapping_node.vector_type == "TEXTURE":
# This means use the inverse of the TRS transform.
def inverted(mapping_transform):
offset = mapping_transform["offset"]
rotation = mapping_transform["rotation"]
scale = mapping_transform["scale"]
# Inverse of a TRS is not always a TRS. This function will be right
# at least when the following don't occur.
if abs(rotation) > 1e-5 and abs(scale[0] - scale[1]) > 1e-5:
return None
if abs(scale[0]) < 1e-5 or abs(scale[1]) < 1e-5:
return None
new_offset = Matrix.Rotation(-rotation, 3, 'Z') * Vector((-offset[0], -offset[1], 1))
new_offset[0] /= scale[0]; new_offset[1] /= scale[1]
return {
"offset": new_offset[0:2],
"rotation": -rotation,
"scale": [1/scale[0], 1/scale[1]],
}
mapping_transform = inverted(mapping_transform)
if mapping_transform is None:
gltf2_io_debug.print_console("WARNING",
"Skipping exporting texture transform with type TEXTURE because "
"we couldn't convert it to TRS; recommend using POINT instead"
)
return None
elif mapping_node.vector_type == "VECTOR":
# Vectors don't get translated
mapping_transform["offset"] = [0, 0]
texture_transform = texture_transform_blender_to_gltf(mapping_transform)
if all([component == 0 for component in texture_transform["offset"]]):
del(texture_transform["offset"])