glTF importer: Import custom primitive attributes as mesh attributes

This commit is contained in:
Julien Duroure 2023-01-18 17:57:19 +01:00
parent d5732014b1
commit 4f8ccce4a5
3 changed files with 61 additions and 1 deletions

View File

@ -4,7 +4,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (3, 5, 16),
"version": (3, 5, 17),
'blender': (3, 4, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',

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@ -105,3 +105,24 @@ def get_numpy_type(attribute_component_type):
"FLOAT": np.float32,
"BOOLEAN": np.float32
}.get(attribute_component_type)
def get_attribute_type(component_type, data_type):
if gltf2_io_constants.DataType.num_elements(data_type) == 1:
return {
gltf2_io_constants.ComponentType.Float: "FLOAT"
}[component_type]
elif gltf2_io_constants.DataType.num_elements(data_type) == 2:
return {
gltf2_io_constants.ComponentType.Float: "FLOAT2"
}[component_type]
elif gltf2_io_constants.DataType.num_elements(data_type) == 3:
return {
gltf2_io_constants.ComponentType.Float: "FLOAT_VECTOR"
}[component_type]
elif gltf2_io_constants.DataType.num_elements(data_type) == 4:
return {
gltf2_io_constants.ComponentType.Float: "FLOAT_COLOR",
gltf2_io_constants.ComponentType.UnsignedShort: "BYTE_COLOR"
}[component_type]
else:
pass

View File

@ -9,6 +9,8 @@ from ...io.imp.gltf2_io_binary import BinaryData
from ..com.gltf2_blender_extras import set_extras
from .gltf2_blender_material import BlenderMaterial
from ...io.com.gltf2_io_debug import print_console
from ...io.com.gltf2_io_constants import DataType, ComponentType
from ...blender.com.gltf2_blender_conversion import get_attribute_type
from .gltf2_io_draco_compression_extension import decode_primitive
from io_scene_gltf2.io.imp.gltf2_io_user_extensions import import_user_extensions
from ..com.gltf2_blender_ui import gltf2_KHR_materials_variants_primitive, gltf2_KHR_materials_variants_variant, gltf2_KHR_materials_variants_default_material
@ -75,6 +77,7 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
num_uvs = 0
num_cols = 0
num_joint_sets = 0
attributes = set({})
for prim in pymesh.primitives:
if 'POSITION' not in prim.attributes:
continue
@ -98,6 +101,8 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
while i < COLOR_MAX and ('COLOR_%d' % i) in prim.attributes: i += 1
num_cols = max(i, num_cols)
attributes.update(set([k for k in prim.attributes if k.startswith('_')]))
num_shapekeys = sum(sk_name is not None for sk_name in pymesh.shapekey_names)
# -------------
@ -129,6 +134,13 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
np.empty(dtype=np.float32, shape=(0,3)) # coordinate for each vert for each shapekey
for _ in range(num_shapekeys)
]
attribute_data = []
for attr in attributes:
attribute_data.append(
np.empty(
dtype=ComponentType.to_numpy_dtype(gltf.data.accessors[prim.attributes[attr]].component_type),
shape=(0, DataType.num_elements(gltf.data.accessors[prim.attributes[attr]].type)))
)
for prim in pymesh.primitives:
prim.num_faces = 0
@ -230,6 +242,16 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
cols = np.ones((len(indices), 4), dtype=np.float32)
loop_cols[col_i] = np.concatenate((loop_cols[col_i], cols))
for idx, attr in enumerate(attributes):
if attr in prim.attributes:
attr_data = BinaryData.decode_accessor(gltf, prim.attributes[attr], cache=True)
else:
attr_data = np.zeros(
(len(indices), DataType.num_elements(gltf.data.accessors[prim.attributes[attr]].type)),
dtype=ComponentType.to_numpy_dtype(gltf.data.accessors[prim.attributes[attr]].component_type)
)
attribute_data[idx] = np.concatenate((attribute_data[idx], attr_data))
# Accessors are cached in case they are shared between primitives; clear
# the cache now that all prims are done.
gltf.decode_accessor_cache = {}
@ -422,6 +444,23 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
mesh.polygons.foreach_set('material_index', material_indices)
# Custom Attributes
for idx, attr in enumerate(attributes):
blender_attribute_data_type = get_attribute_type(
gltf.data.accessors[prim.attributes[attr]].component_type,
gltf.data.accessors[prim.attributes[attr]].type
)
blender_attribute = mesh.attributes.new(attr, blender_attribute_data_type, 'POINT')
if DataType.num_elements(gltf.data.accessors[prim.attributes[attr]].type) == 1:
blender_attribute.data.foreach_set('value', attribute_data[idx].flatten())
elif DataType.num_elements(gltf.data.accessors[prim.attributes[attr]].type) > 1:
if blender_attribute_data_type in ["BYTE_COLOR", "FLOAT_COLOR"]:
blender_attribute.data.foreach_set('color', attribute_data[idx].flatten())
else:
blender_attribute.data.foreach_set('vector', attribute_data[idx].flatten())
# ----
# Normals