glTF exporter: Big gltf primitive extraction refactoring + Blender attributes export

This commit is contained in:
Julien Duroure 2022-09-25 17:08:07 +02:00
parent e77b55e45a
commit 51e15a9db4
7 changed files with 997 additions and 746 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, 4, 22),
"version": (3, 4, 23),
'blender': (3, 3, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
@ -273,6 +273,12 @@ class ExportGLTF2_Base:
default=True
)
export_attributes: BoolProperty(
name='Attributes',
description='Export Attributes',
default=False
)
use_mesh_edges: BoolProperty(
name='Loose Edges',
description=(
@ -579,6 +585,7 @@ class ExportGLTF2_Base:
export_settings['gltf_materials'] = self.export_materials
export_settings['gltf_colors'] = self.export_colors
export_settings['gltf_attributes'] = self.export_attributes
export_settings['gltf_cameras'] = self.export_cameras
export_settings['gltf_original_specular'] = self.export_original_specular
@ -808,6 +815,7 @@ class GLTF_PT_export_geometry_mesh(bpy.types.Panel):
col.active = operator.export_normals
col.prop(operator, 'export_tangents')
layout.prop(operator, 'export_colors')
layout.prop(operator, 'export_attributes')
col = layout.column()
col.prop(operator, 'use_mesh_edges')

View File

@ -2,6 +2,8 @@
# Copyright 2018-2021 The glTF-Blender-IO authors.
from math import sin, cos
import numpy as np
from io_scene_gltf2.io.com import gltf2_io_constants
def texture_transform_blender_to_gltf(mapping_transform):
"""
@ -48,3 +50,55 @@ def get_target(property):
"scale": "scale",
"value": "weights"
}.get(property)
def get_component_type(attribute_component_type):
return {
"INT8": gltf2_io_constants.ComponentType.Float,
"BYTE_COLOR": gltf2_io_constants.ComponentType.UnsignedShort,
"FLOAT2": gltf2_io_constants.ComponentType.Float,
"FLOAT_COLOR": gltf2_io_constants.ComponentType.Float,
"FLOAT_VECTOR": gltf2_io_constants.ComponentType.Float,
"FLOAT_VECTOR_4": gltf2_io_constants.ComponentType.Float,
"INT": gltf2_io_constants.ComponentType.Float, # No signed Int in glTF accessor
"FLOAT": gltf2_io_constants.ComponentType.Float,
"BOOLEAN": gltf2_io_constants.ComponentType.Float
}.get(attribute_component_type)
def get_data_type(attribute_component_type):
return {
"INT8": gltf2_io_constants.DataType.Scalar,
"BYTE_COLOR": gltf2_io_constants.DataType.Vec4,
"FLOAT2": gltf2_io_constants.DataType.Vec2,
"FLOAT_COLOR": gltf2_io_constants.DataType.Vec4,
"FLOAT_VECTOR": gltf2_io_constants.DataType.Vec3,
"FLOAT_VECTOR_4": gltf2_io_constants.DataType.Vec4,
"INT": gltf2_io_constants.DataType.Scalar,
"FLOAT": gltf2_io_constants.DataType.Scalar,
"BOOLEAN": gltf2_io_constants.DataType.Scalar,
}.get(attribute_component_type)
def get_data_length(attribute_component_type):
return {
"INT8": 1,
"BYTE_COLOR": 4,
"FLOAT2": 2,
"FLOAT_COLOR": 4,
"FLOAT_VECTOR": 3,
"FLOAT_VECTOR_4": 4,
"INT": 1,
"FLOAT": 1,
"BOOLEAN": 1
}.get(attribute_component_type)
def get_numpy_type(attribute_component_type):
return {
"INT8": np.float32,
"BYTE_COLOR": np.float32,
"FLOAT2": np.float32,
"FLOAT_COLOR": np.float32,
"FLOAT_VECTOR": np.float32,
"FLOAT_VECTOR_4": np.float32,
"INT": np.float32, #signed integer are not supported by glTF
"FLOAT": np.float32,
"BOOLEAN": np.float32
}.get(attribute_component_type)

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@ -1,619 +0,0 @@
# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
import numpy as np
from mathutils import Vector
from . import gltf2_blender_export_keys
from ...io.com.gltf2_io_debug import print_console
from io_scene_gltf2.blender.exp import gltf2_blender_gather_nodes
def extract_primitives(blender_mesh, uuid_for_skined_data, blender_vertex_groups, modifiers, export_settings):
"""Extract primitives from a mesh."""
print_console('INFO', 'Extracting primitive: ' + blender_mesh.name)
blender_object = None
if uuid_for_skined_data:
blender_object = export_settings['vtree'].nodes[uuid_for_skined_data].blender_object
use_normals = export_settings[gltf2_blender_export_keys.NORMALS]
if use_normals:
blender_mesh.calc_normals_split()
use_tangents = False
if use_normals and export_settings[gltf2_blender_export_keys.TANGENTS]:
if blender_mesh.uv_layers.active and len(blender_mesh.uv_layers) > 0:
try:
blender_mesh.calc_tangents()
use_tangents = True
except Exception:
print_console('WARNING', 'Could not calculate tangents. Please try to triangulate the mesh first.')
tex_coord_max = 0
if export_settings[gltf2_blender_export_keys.TEX_COORDS]:
if blender_mesh.uv_layers.active:
tex_coord_max = len(blender_mesh.uv_layers)
color_max = 0
if export_settings[gltf2_blender_export_keys.COLORS]:
color_max = len(blender_mesh.vertex_colors)
colors_attributes = []
rendered_color_idx = blender_mesh.attributes.render_color_index
if color_max > 0:
colors_attributes.append(rendered_color_idx)
# Then find other ones
colors_attributes.extend([
i for i in range(len(blender_mesh.color_attributes)) if i != rendered_color_idx \
and blender_mesh.vertex_colors.find(blender_mesh.color_attributes[i].name) != -1
])
armature = None
skin = None
if blender_vertex_groups and export_settings[gltf2_blender_export_keys.SKINS]:
if modifiers is not None:
modifiers_dict = {m.type: m for m in modifiers}
if "ARMATURE" in modifiers_dict:
modifier = modifiers_dict["ARMATURE"]
armature = modifier.object
# Skin must be ignored if the object is parented to a bone of the armature
# (This creates an infinite recursive error)
# So ignoring skin in that case
is_child_of_arma = (
armature and
blender_object and
blender_object.parent_type == "BONE" and
blender_object.parent.name == armature.name
)
if is_child_of_arma:
armature = None
if armature:
skin = gltf2_blender_gather_nodes.gather_skin(uuid_for_skined_data, export_settings)
if not skin:
armature = None
use_morph_normals = use_normals and export_settings[gltf2_blender_export_keys.MORPH_NORMAL]
use_morph_tangents = use_morph_normals and use_tangents and export_settings[gltf2_blender_export_keys.MORPH_TANGENT]
key_blocks = []
# Shape Keys can't be retrieve when using Apply Modifiers (Blender/bpy limitation)
if export_settings[gltf2_blender_export_keys.APPLY] is False and blender_mesh.shape_keys and export_settings[gltf2_blender_export_keys.MORPH]:
key_blocks = [
key_block
for key_block in blender_mesh.shape_keys.key_blocks
if not (key_block == key_block.relative_key or key_block.mute)
]
use_materials = export_settings[gltf2_blender_export_keys.MATERIALS]
# Fetch vert positions and bone data (joint,weights)
locs, morph_locs = __get_positions(blender_mesh, key_blocks, armature, blender_object, export_settings)
if skin:
vert_bones, num_joint_sets, need_neutral_bone = __get_bone_data(blender_mesh, skin, blender_vertex_groups)
if need_neutral_bone is True:
# Need to create a fake joint at root of armature
# In order to assign not assigned vertices to it
# But for now, this is not yet possible, we need to wait the armature node is created
# Just store this, to be used later
armature_uuid = export_settings['vtree'].nodes[uuid_for_skined_data].armature
export_settings['vtree'].nodes[armature_uuid].need_neutral_bone = True
# In Blender there is both per-vert data, like position, and also per-loop
# (loop=corner-of-poly) data, like normals or UVs. glTF only has per-vert
# data, so we need to split Blender verts up into potentially-multiple glTF
# verts.
#
# First, we'll collect a "dot" for every loop: a struct that stores all the
# attributes at that loop, namely the vertex index (which determines all
# per-vert data), and all the per-loop data like UVs, etc.
#
# Each unique dot will become one unique glTF vert.
# List all fields the dot struct needs.
dot_fields = [('vertex_index', np.uint32)]
if use_normals:
dot_fields += [('nx', np.float32), ('ny', np.float32), ('nz', np.float32)]
if use_tangents:
dot_fields += [('tx', np.float32), ('ty', np.float32), ('tz', np.float32), ('tw', np.float32)]
for uv_i in range(tex_coord_max):
dot_fields += [('uv%dx' % uv_i, np.float32), ('uv%dy' % uv_i, np.float32)]
for col_i, _ in enumerate(colors_attributes):
dot_fields += [
('color%dr' % col_i, np.float32),
('color%dg' % col_i, np.float32),
('color%db' % col_i, np.float32),
('color%da' % col_i, np.float32),
]
if use_morph_normals:
for morph_i, _ in enumerate(key_blocks):
dot_fields += [
('morph%dnx' % morph_i, np.float32),
('morph%dny' % morph_i, np.float32),
('morph%dnz' % morph_i, np.float32),
]
dots = np.empty(len(blender_mesh.loops), dtype=np.dtype(dot_fields))
vidxs = np.empty(len(blender_mesh.loops))
blender_mesh.loops.foreach_get('vertex_index', vidxs)
dots['vertex_index'] = vidxs
del vidxs
if use_normals:
kbs = key_blocks if use_morph_normals else []
normals, morph_normals = __get_normals(
blender_mesh, kbs, armature, blender_object, export_settings
)
dots['nx'] = normals[:, 0]
dots['ny'] = normals[:, 1]
dots['nz'] = normals[:, 2]
del normals
for morph_i, ns in enumerate(morph_normals):
dots['morph%dnx' % morph_i] = ns[:, 0]
dots['morph%dny' % morph_i] = ns[:, 1]
dots['morph%dnz' % morph_i] = ns[:, 2]
del morph_normals
if use_tangents:
tangents = __get_tangents(blender_mesh, armature, blender_object, export_settings)
dots['tx'] = tangents[:, 0]
dots['ty'] = tangents[:, 1]
dots['tz'] = tangents[:, 2]
del tangents
signs = __get_bitangent_signs(blender_mesh, armature, blender_object, export_settings)
dots['tw'] = signs
del signs
for uv_i in range(tex_coord_max):
uvs = __get_uvs(blender_mesh, uv_i)
dots['uv%dx' % uv_i] = uvs[:, 0]
dots['uv%dy' % uv_i] = uvs[:, 1]
del uvs
colors_types = []
for col_i, blender_col_i in enumerate(colors_attributes):
colors, colors_type, domain = __get_colors(blender_mesh, col_i, blender_col_i)
if domain == "POINT":
colors = colors[dots['vertex_index']]
colors_types.append(colors_type)
dots['color%dr' % col_i] = colors[:, 0]
dots['color%dg' % col_i] = colors[:, 1]
dots['color%db' % col_i] = colors[:, 2]
dots['color%da' % col_i] = colors[:, 3]
del colors
# Calculate triangles and sort them into primitives.
blender_mesh.calc_loop_triangles()
loop_indices = np.empty(len(blender_mesh.loop_triangles) * 3, dtype=np.uint32)
blender_mesh.loop_triangles.foreach_get('loops', loop_indices)
prim_indices = {} # maps material index to TRIANGLES-style indices into dots
if use_materials == "NONE": # Only for None. For placeholder and export, keep primitives
# Put all vertices into one primitive
prim_indices[-1] = loop_indices
else:
# Bucket by material index.
tri_material_idxs = np.empty(len(blender_mesh.loop_triangles), dtype=np.uint32)
blender_mesh.loop_triangles.foreach_get('material_index', tri_material_idxs)
loop_material_idxs = np.repeat(tri_material_idxs, 3) # material index for every loop
unique_material_idxs = np.unique(tri_material_idxs)
del tri_material_idxs
for material_idx in unique_material_idxs:
prim_indices[material_idx] = loop_indices[loop_material_idxs == material_idx]
# Create all the primitives.
primitives = []
for material_idx, dot_indices in prim_indices.items():
# Extract just dots used by this primitive, deduplicate them, and
# calculate indices into this deduplicated list.
prim_dots = dots[dot_indices]
prim_dots, indices = np.unique(prim_dots, return_inverse=True)
if len(prim_dots) == 0:
continue
# Now just move all the data for prim_dots into attribute arrays
attributes = {}
blender_idxs = prim_dots['vertex_index']
attributes['POSITION'] = locs[blender_idxs]
for morph_i, vs in enumerate(morph_locs):
attributes['MORPH_POSITION_%d' % morph_i] = vs[blender_idxs]
if use_normals:
normals = np.empty((len(prim_dots), 3), dtype=np.float32)
normals[:, 0] = prim_dots['nx']
normals[:, 1] = prim_dots['ny']
normals[:, 2] = prim_dots['nz']
attributes['NORMAL'] = normals
if use_tangents:
tangents = np.empty((len(prim_dots), 4), dtype=np.float32)
tangents[:, 0] = prim_dots['tx']
tangents[:, 1] = prim_dots['ty']
tangents[:, 2] = prim_dots['tz']
tangents[:, 3] = prim_dots['tw']
attributes['TANGENT'] = tangents
if use_morph_normals:
for morph_i, _ in enumerate(key_blocks):
ns = np.empty((len(prim_dots), 3), dtype=np.float32)
ns[:, 0] = prim_dots['morph%dnx' % morph_i]
ns[:, 1] = prim_dots['morph%dny' % morph_i]
ns[:, 2] = prim_dots['morph%dnz' % morph_i]
attributes['MORPH_NORMAL_%d' % morph_i] = ns
if use_morph_tangents:
attributes['MORPH_TANGENT_%d' % morph_i] = __calc_morph_tangents(normals, ns, tangents)
for tex_coord_i in range(tex_coord_max):
uvs = np.empty((len(prim_dots), 2), dtype=np.float32)
uvs[:, 0] = prim_dots['uv%dx' % tex_coord_i]
uvs[:, 1] = prim_dots['uv%dy' % tex_coord_i]
attributes['TEXCOORD_%d' % tex_coord_i] = uvs
for color_i, _ in enumerate(colors_attributes):
colors = np.empty((len(prim_dots), 4), dtype=np.float32)
colors[:, 0] = prim_dots['color%dr' % color_i]
colors[:, 1] = prim_dots['color%dg' % color_i]
colors[:, 2] = prim_dots['color%db' % color_i]
colors[:, 3] = prim_dots['color%da' % color_i]
attributes['COLOR_%d' % color_i] = {}
attributes['COLOR_%d' % color_i]["data"] = colors
attributes['COLOR_%d' % color_i]["norm"] = colors_types[color_i] == "BYTE_COLOR"
if skin:
joints = [[] for _ in range(num_joint_sets)]
weights = [[] for _ in range(num_joint_sets)]
for vi in blender_idxs:
bones = vert_bones[vi]
for j in range(0, 4 * num_joint_sets):
if j < len(bones):
joint, weight = bones[j]
else:
joint, weight = 0, 0.0
joints[j//4].append(joint)
weights[j//4].append(weight)
for i, (js, ws) in enumerate(zip(joints, weights)):
attributes['JOINTS_%d' % i] = js
attributes['WEIGHTS_%d' % i] = ws
primitives.append({
'attributes': attributes,
'indices': indices,
'material': material_idx,
})
if export_settings['gltf_loose_edges']:
# Find loose edges
loose_edges = [e for e in blender_mesh.edges if e.is_loose]
blender_idxs = [vi for e in loose_edges for vi in e.vertices]
if blender_idxs:
# Export one glTF vert per unique Blender vert in a loose edge
blender_idxs = np.array(blender_idxs, dtype=np.uint32)
blender_idxs, indices = np.unique(blender_idxs, return_inverse=True)
attributes = {}
attributes['POSITION'] = locs[blender_idxs]
for morph_i, vs in enumerate(morph_locs):
attributes['MORPH_POSITION_%d' % morph_i] = vs[blender_idxs]
if skin:
joints = [[] for _ in range(num_joint_sets)]
weights = [[] for _ in range(num_joint_sets)]
for vi in blender_idxs:
bones = vert_bones[vi]
for j in range(0, 4 * num_joint_sets):
if j < len(bones):
joint, weight = bones[j]
else:
joint, weight = 0, 0.0
joints[j//4].append(joint)
weights[j//4].append(weight)
for i, (js, ws) in enumerate(zip(joints, weights)):
attributes['JOINTS_%d' % i] = js
attributes['WEIGHTS_%d' % i] = ws
primitives.append({
'attributes': attributes,
'indices': indices,
'mode': 1, # LINES
'material': 0,
})
if export_settings['gltf_loose_points']:
# Find loose points
verts_in_edge = set(vi for e in blender_mesh.edges for vi in e.vertices)
blender_idxs = [
vi for vi, _ in enumerate(blender_mesh.vertices)
if vi not in verts_in_edge
]
if blender_idxs:
blender_idxs = np.array(blender_idxs, dtype=np.uint32)
attributes = {}
attributes['POSITION'] = locs[blender_idxs]
for morph_i, vs in enumerate(morph_locs):
attributes['MORPH_POSITION_%d' % morph_i] = vs[blender_idxs]
if skin:
joints = [[] for _ in range(num_joint_sets)]
weights = [[] for _ in range(num_joint_sets)]
for vi in blender_idxs:
bones = vert_bones[vi]
for j in range(0, 4 * num_joint_sets):
if j < len(bones):
joint, weight = bones[j]
else:
joint, weight = 0, 0.0
joints[j//4].append(joint)
weights[j//4].append(weight)
for i, (js, ws) in enumerate(zip(joints, weights)):
attributes['JOINTS_%d' % i] = js
attributes['WEIGHTS_%d' % i] = ws
primitives.append({
'attributes': attributes,
'mode': 0, # POINTS
'material': 0,
})
print_console('INFO', 'Primitives created: %d' % len(primitives))
return primitives
def __get_positions(blender_mesh, key_blocks, armature, blender_object, export_settings):
locs = np.empty(len(blender_mesh.vertices) * 3, dtype=np.float32)
source = key_blocks[0].relative_key.data if key_blocks else blender_mesh.vertices
source.foreach_get('co', locs)
locs = locs.reshape(len(blender_mesh.vertices), 3)
morph_locs = []
for key_block in key_blocks:
vs = np.empty(len(blender_mesh.vertices) * 3, dtype=np.float32)
key_block.data.foreach_get('co', vs)
vs = vs.reshape(len(blender_mesh.vertices), 3)
morph_locs.append(vs)
# Transform for skinning
if armature and blender_object:
# apply_matrix = armature.matrix_world.inverted_safe() @ blender_object.matrix_world
# loc_transform = armature.matrix_world @ apply_matrix
loc_transform = blender_object.matrix_world
locs[:] = __apply_mat_to_all(loc_transform, locs)
for vs in morph_locs:
vs[:] = __apply_mat_to_all(loc_transform, vs)
# glTF stores deltas in morph targets
for vs in morph_locs:
vs -= locs
if export_settings[gltf2_blender_export_keys.YUP]:
__zup2yup(locs)
for vs in morph_locs:
__zup2yup(vs)
return locs, morph_locs
def __get_normals(blender_mesh, key_blocks, armature, blender_object, export_settings):
"""Get normal for each loop."""
if key_blocks:
normals = key_blocks[0].relative_key.normals_split_get()
normals = np.array(normals, dtype=np.float32)
else:
normals = np.empty(len(blender_mesh.loops) * 3, dtype=np.float32)
blender_mesh.calc_normals_split()
blender_mesh.loops.foreach_get('normal', normals)
normals = normals.reshape(len(blender_mesh.loops), 3)
morph_normals = []
for key_block in key_blocks:
ns = np.array(key_block.normals_split_get(), dtype=np.float32)
ns = ns.reshape(len(blender_mesh.loops), 3)
morph_normals.append(ns)
# Transform for skinning
if armature and blender_object:
apply_matrix = (armature.matrix_world.inverted_safe() @ blender_object.matrix_world)
apply_matrix = apply_matrix.to_3x3().inverted_safe().transposed()
normal_transform = armature.matrix_world.to_3x3() @ apply_matrix
normals[:] = __apply_mat_to_all(normal_transform, normals)
__normalize_vecs(normals)
for ns in morph_normals:
ns[:] = __apply_mat_to_all(normal_transform, ns)
__normalize_vecs(ns)
for ns in [normals, *morph_normals]:
# Replace zero normals with the unit UP vector.
# Seems to happen sometimes with degenerate tris?
is_zero = ~ns.any(axis=1)
ns[is_zero, 2] = 1
# glTF stores deltas in morph targets
for ns in morph_normals:
ns -= normals
if export_settings[gltf2_blender_export_keys.YUP]:
__zup2yup(normals)
for ns in morph_normals:
__zup2yup(ns)
return normals, morph_normals
def __get_tangents(blender_mesh, armature, blender_object, export_settings):
"""Get an array of the tangent for each loop."""
tangents = np.empty(len(blender_mesh.loops) * 3, dtype=np.float32)
blender_mesh.loops.foreach_get('tangent', tangents)
tangents = tangents.reshape(len(blender_mesh.loops), 3)
# Transform for skinning
if armature and blender_object:
apply_matrix = armature.matrix_world.inverted_safe() @ blender_object.matrix_world
tangent_transform = apply_matrix.to_quaternion().to_matrix()
tangents = __apply_mat_to_all(tangent_transform, tangents)
__normalize_vecs(tangents)
if export_settings[gltf2_blender_export_keys.YUP]:
__zup2yup(tangents)
return tangents
def __get_bitangent_signs(blender_mesh, armature, blender_object, export_settings):
signs = np.empty(len(blender_mesh.loops), dtype=np.float32)
blender_mesh.loops.foreach_get('bitangent_sign', signs)
# Transform for skinning
if armature and blender_object:
# Bitangent signs should flip when handedness changes
# TODO: confirm
apply_matrix = armature.matrix_world.inverted_safe() @ blender_object.matrix_world
tangent_transform = apply_matrix.to_quaternion().to_matrix()
flipped = tangent_transform.determinant() < 0
if flipped:
signs *= -1
# No change for Zup -> Yup
return signs
def __calc_morph_tangents(normals, morph_normal_deltas, tangents):
# TODO: check if this works
morph_tangent_deltas = np.empty((len(normals), 3), dtype=np.float32)
for i in range(len(normals)):
n = Vector(normals[i])
morph_n = n + Vector(morph_normal_deltas[i]) # convert back to non-delta
t = Vector(tangents[i, :3])
rotation = morph_n.rotation_difference(n)
t_morph = Vector(t)
t_morph.rotate(rotation)
morph_tangent_deltas[i] = t_morph - t # back to delta
return morph_tangent_deltas
def __get_uvs(blender_mesh, uv_i):
layer = blender_mesh.uv_layers[uv_i]
uvs = np.empty(len(blender_mesh.loops) * 2, dtype=np.float32)
layer.data.foreach_get('uv', uvs)
uvs = uvs.reshape(len(blender_mesh.loops), 2)
# Blender UV space -> glTF UV space
# u,v -> u,1-v
uvs[:, 1] *= -1
uvs[:, 1] += 1
return uvs
def __get_colors(blender_mesh, color_i, blender_color_i):
if blender_mesh.color_attributes[blender_color_i].domain == "POINT":
colors = np.empty(len(blender_mesh.vertices) * 4, dtype=np.float32) #POINT
else:
colors = np.empty(len(blender_mesh.loops) * 4, dtype=np.float32) #CORNER
blender_mesh.color_attributes[blender_color_i].data.foreach_get('color', colors)
colors = colors.reshape(-1, 4)
# colors are already linear, no need to switch color space
return colors, blender_mesh.color_attributes[blender_color_i].data_type, blender_mesh.color_attributes[blender_color_i].domain
def __get_bone_data(blender_mesh, skin, blender_vertex_groups):
need_neutral_bone = False
min_influence = 0.0001
joint_name_to_index = {joint.name: index for index, joint in enumerate(skin.joints)}
group_to_joint = [joint_name_to_index.get(g.name) for g in blender_vertex_groups]
# List of (joint, weight) pairs for each vert
vert_bones = []
max_num_influences = 0
for vertex in blender_mesh.vertices:
bones = []
if vertex.groups:
for group_element in vertex.groups:
weight = group_element.weight
if weight <= min_influence:
continue
try:
joint = group_to_joint[group_element.group]
except Exception:
continue
if joint is None:
continue
bones.append((joint, weight))
bones.sort(key=lambda x: x[1], reverse=True)
if not bones:
# Is not assign to any bone
bones = ((len(skin.joints), 1.0),) # Assign to a joint that will be created later
need_neutral_bone = True
vert_bones.append(bones)
if len(bones) > max_num_influences:
max_num_influences = len(bones)
# How many joint sets do we need? 1 set = 4 influences
num_joint_sets = (max_num_influences + 3) // 4
return vert_bones, num_joint_sets, need_neutral_bone
def __zup2yup(array):
# x,y,z -> x,z,-y
array[:, [1,2]] = array[:, [2,1]] # x,z,y
array[:, 2] *= -1 # x,z,-y
def __apply_mat_to_all(matrix, vectors):
"""Given matrix m and vectors [v1,v2,...], computes [m@v1,m@v2,...]"""
# Linear part
m = matrix.to_3x3() if len(matrix) == 4 else matrix
res = np.matmul(vectors, np.array(m.transposed()))
# Translation part
if len(matrix) == 4:
res += np.array(matrix.translation)
return res
def __normalize_vecs(vectors):
norms = np.linalg.norm(vectors, axis=1, keepdims=True)
np.divide(vectors, norms, out=vectors, where=norms != 0)

View File

@ -10,32 +10,34 @@ from io_scene_gltf2.io.com import gltf2_io_debug
from io_scene_gltf2.io.exp import gltf2_io_binary_data
def gather_primitive_attributes(blender_primitive, export_settings):
"""
Gathers the attributes, such as POSITION, NORMAL, TANGENT from a blender primitive.
Gathers the attributes, such as POSITION, NORMAL, TANGENT, and all custom attributes from a blender primitive
:return: a dictionary of attributes
"""
attributes = {}
attributes.update(__gather_position(blender_primitive, export_settings))
attributes.update(__gather_normal(blender_primitive, export_settings))
attributes.update(__gather_tangent(blender_primitive, export_settings))
attributes.update(__gather_texcoord(blender_primitive, export_settings))
attributes.update(__gather_colors(blender_primitive, export_settings))
attributes.update(__gather_skins(blender_primitive, export_settings))
# loop on each attribute extracted
# for skinning, all linked attributes (WEIGHTS_ and JOINTS_) need to be calculated
# in one shot (because of normalization), so we need to check that it is called only once.
skin_done = False
for attribute in blender_primitive["attributes"]:
if (attribute.startswith("JOINTS_") or attribute.startswith("WEIGHTS_")) and skin_done is True:
continue
if attribute.startswith("MORPH_"):
continue # Target for morphs will be managed later
attributes.update(__gather_attribute(blender_primitive, attribute, export_settings))
if (attribute.startswith("JOINTS_") or attribute.startswith("WEIGHTS_")):
skin_done = True
return attributes
def array_to_accessor(array, component_type, data_type, include_max_and_min=False):
dtype = gltf2_io_constants.ComponentType.to_numpy_dtype(component_type)
num_elems = gltf2_io_constants.DataType.num_elements(data_type)
if type(array) is not np.ndarray:
array = np.array(array, dtype=dtype)
array = array.reshape(len(array) // num_elems, num_elems)
assert array.dtype == dtype
assert array.shape[1] == num_elems
amax = None
amin = None
@ -58,109 +60,6 @@ def array_to_accessor(array, component_type, data_type, include_max_and_min=Fals
type=data_type,
)
def __gather_position(blender_primitive, export_settings):
position = blender_primitive["attributes"]["POSITION"]
return {
"POSITION": array_to_accessor(
position,
component_type=gltf2_io_constants.ComponentType.Float,
data_type=gltf2_io_constants.DataType.Vec3,
include_max_and_min=True
)
}
def __gather_normal(blender_primitive, export_settings):
if not export_settings[gltf2_blender_export_keys.NORMALS]:
return {}
if 'NORMAL' not in blender_primitive["attributes"]:
return {}
normal = blender_primitive["attributes"]['NORMAL']
return {
"NORMAL": array_to_accessor(
normal,
component_type=gltf2_io_constants.ComponentType.Float,
data_type=gltf2_io_constants.DataType.Vec3,
)
}
def __gather_tangent(blender_primitive, export_settings):
if not export_settings[gltf2_blender_export_keys.TANGENTS]:
return {}
if 'TANGENT' not in blender_primitive["attributes"]:
return {}
tangent = blender_primitive["attributes"]['TANGENT']
return {
"TANGENT": array_to_accessor(
tangent,
component_type=gltf2_io_constants.ComponentType.Float,
data_type=gltf2_io_constants.DataType.Vec4,
)
}
def __gather_texcoord(blender_primitive, export_settings):
attributes = {}
if export_settings[gltf2_blender_export_keys.TEX_COORDS]:
tex_coord_index = 0
tex_coord_id = 'TEXCOORD_' + str(tex_coord_index)
while blender_primitive["attributes"].get(tex_coord_id) is not None:
tex_coord = blender_primitive["attributes"][tex_coord_id]
attributes[tex_coord_id] = array_to_accessor(
tex_coord,
component_type=gltf2_io_constants.ComponentType.Float,
data_type=gltf2_io_constants.DataType.Vec2,
)
tex_coord_index += 1
tex_coord_id = 'TEXCOORD_' + str(tex_coord_index)
return attributes
def __gather_colors(blender_primitive, export_settings):
attributes = {}
if export_settings[gltf2_blender_export_keys.COLORS]:
color_index = 0
color_id = 'COLOR_' + str(color_index)
while blender_primitive["attributes"].get(color_id) is not None:
colors = blender_primitive["attributes"][color_id]["data"]
if type(colors) is not np.ndarray:
colors = np.array(colors, dtype=np.float32)
colors = colors.reshape(len(colors) // 4, 4)
if blender_primitive["attributes"][color_id]["norm"] is True:
comp_type = gltf2_io_constants.ComponentType.UnsignedShort
# Convert to normalized ushorts
colors *= 65535
colors += 0.5 # bias for rounding
colors = colors.astype(np.uint16)
else:
comp_type = gltf2_io_constants.ComponentType.Float
attributes[color_id] = gltf2_io.Accessor(
buffer_view=gltf2_io_binary_data.BinaryData(colors.tobytes(), gltf2_io_constants.BufferViewTarget.ARRAY_BUFFER),
byte_offset=None,
component_type=comp_type,
count=len(colors),
extensions=None,
extras=None,
max=None,
min=None,
name=None,
normalized=blender_primitive["attributes"][color_id]["norm"],
sparse=None,
type=gltf2_io_constants.DataType.Vec4,
)
color_index += 1
color_id = 'COLOR_' + str(color_index)
return attributes
def __gather_skins(blender_primitive, export_settings):
attributes = {}
@ -208,8 +107,10 @@ def __gather_skins(blender_primitive, export_settings):
component_type = gltf2_io_constants.ComponentType.UnsignedShort
if max(internal_joint) < 256:
component_type = gltf2_io_constants.ComponentType.UnsignedByte
joints = np.array(internal_joint, dtype= gltf2_io_constants.ComponentType.to_numpy_dtype(component_type))
joints = joints.reshape(-1, 4)
joint = array_to_accessor(
internal_joint,
joints,
component_type,
data_type=gltf2_io_constants.DataType.Vec4,
)
@ -236,3 +137,48 @@ def __gather_skins(blender_primitive, export_settings):
attributes[weight_id] = weight
return attributes
def __gather_attribute(blender_primitive, attribute, export_settings):
data = blender_primitive["attributes"][attribute]
include_max_and_mins = {
"POSITION": True
}
if (attribute.startswith("_COLOR") or attribute.startswith("COLOR_")) and blender_primitive["attributes"][attribute]['component_type'] == gltf2_io_constants.ComponentType.UnsignedShort:
# Byte Color vertex color, need to normalize
data['data'] *= 65535
data['data'] += 0.5 # bias for rounding
data['data'] = data['data'].astype(np.uint16)
return { attribute : gltf2_io.Accessor(
buffer_view=gltf2_io_binary_data.BinaryData(data['data'].tobytes(), gltf2_io_constants.BufferViewTarget.ARRAY_BUFFER),
byte_offset=None,
component_type=data['component_type'],
count=len(data['data']),
extensions=None,
extras=None,
max=None,
min=None,
name=None,
normalized=True,
sparse=None,
type=data['data_type'],
)
}
elif attribute.startswith("JOINTS_") or attribute.startswith("WEIGHTS_"):
return __gather_skins(blender_primitive, export_settings)
else:
return {
attribute: array_to_accessor(
data['data'],
component_type=data['component_type'],
data_type=data['data_type'],
include_max_and_min=include_max_and_mins.get(attribute, False)
)
}

View File

@ -8,7 +8,7 @@ import numpy as np
from .gltf2_blender_export_keys import NORMALS, MORPH_NORMAL, TANGENTS, MORPH_TANGENT, MORPH
from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached, cached_by_key
from io_scene_gltf2.blender.exp import gltf2_blender_extract
from io_scene_gltf2.blender.exp import gltf2_blender_gather_primitives_extract
from io_scene_gltf2.blender.exp import gltf2_blender_gather_accessors
from io_scene_gltf2.blender.exp import gltf2_blender_gather_primitive_attributes
from io_scene_gltf2.blender.exp import gltf2_blender_gather_materials
@ -112,7 +112,7 @@ def __gather_cache_primitives(
"""
primitives = []
blender_primitives = gltf2_blender_extract.extract_primitives(
blender_primitives = gltf2_blender_gather_primitives_extract.extract_primitives(
blender_mesh, uuid_for_skined_data, vertex_groups, modifiers, export_settings)
for internal_primitive in blender_primitives:
@ -184,7 +184,7 @@ def __gather_targets(blender_primitive, blender_mesh, modifiers, export_settings
if blender_primitive["attributes"].get(target_position_id) is not None:
target = {}
internal_target_position = blender_primitive["attributes"][target_position_id]
internal_target_position = blender_primitive["attributes"][target_position_id]["data"]
target["POSITION"] = gltf2_blender_gather_primitive_attributes.array_to_accessor(
internal_target_position,
component_type=gltf2_io_constants.ComponentType.Float,
@ -196,7 +196,7 @@ def __gather_targets(blender_primitive, blender_mesh, modifiers, export_settings
and export_settings[MORPH_NORMAL] \
and blender_primitive["attributes"].get(target_normal_id) is not None:
internal_target_normal = blender_primitive["attributes"][target_normal_id]
internal_target_normal = blender_primitive["attributes"][target_normal_id]["data"]
target['NORMAL'] = gltf2_blender_gather_primitive_attributes.array_to_accessor(
internal_target_normal,
component_type=gltf2_io_constants.ComponentType.Float,
@ -206,7 +206,7 @@ def __gather_targets(blender_primitive, blender_mesh, modifiers, export_settings
if export_settings[TANGENTS] \
and export_settings[MORPH_TANGENT] \
and blender_primitive["attributes"].get(target_tangent_id) is not None:
internal_target_tangent = blender_primitive["attributes"][target_tangent_id]
internal_target_tangent = blender_primitive["attributes"][target_tangent_id]["data"]
target['TANGENT'] = gltf2_blender_gather_primitive_attributes.array_to_accessor(
internal_target_tangent,
component_type=gltf2_io_constants.ComponentType.Float,

View File

@ -0,0 +1,863 @@
# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
import numpy as np
from mathutils import Vector
from . import gltf2_blender_export_keys
from ...io.com.gltf2_io_debug import print_console
from io_scene_gltf2.blender.exp import gltf2_blender_gather_skins
from io_scene_gltf2.io.com import gltf2_io_constants
from io_scene_gltf2.blender.com import gltf2_blender_conversion
def extract_primitives(blender_mesh, uuid_for_skined_data, blender_vertex_groups, modifiers, export_settings):
"""Extract primitives from a mesh."""
print_console('INFO', 'Extracting primitive: ' + blender_mesh.name)
primitive_creator = PrimitiveCreator(blender_mesh, uuid_for_skined_data, blender_vertex_groups, modifiers, export_settings)
primitive_creator.prepare_data()
primitive_creator.define_attributes()
primitive_creator.create_dots_data_structure()
primitive_creator.populate_dots_data()
primitive_creator.primitive_split()
return primitive_creator.primitive_creation()
class PrimitiveCreator:
def __init__(self, blender_mesh, uuid_for_skined_data, blender_vertex_groups, modifiers, export_settings):
self.blender_mesh = blender_mesh
self.uuid_for_skined_data = uuid_for_skined_data
self.blender_vertex_groups = blender_vertex_groups
self.modifiers = modifiers
self.export_settings = export_settings
@classmethod
def apply_mat_to_all(cls, matrix, vectors):
"""Given matrix m and vectors [v1,v2,...], computes [m@v1,m@v2,...]"""
# Linear part
m = matrix.to_3x3() if len(matrix) == 4 else matrix
res = np.matmul(vectors, np.array(m.transposed()))
# Translation part
if len(matrix) == 4:
res += np.array(matrix.translation)
return res
@classmethod
def normalize_vecs(cls, vectors):
norms = np.linalg.norm(vectors, axis=1, keepdims=True)
np.divide(vectors, norms, out=vectors, where=norms != 0)
@classmethod
def zup2yup(cls, array):
# x,y,z -> x,z,-y
array[:, [1,2]] = array[:, [2,1]] # x,z,y
array[:, 2] *= -1 # x,z,-y
def prepare_data(self):
self.blender_object = None
if self.uuid_for_skined_data:
self.blender_object = self.export_settings['vtree'].nodes[self.uuid_for_skined_data].blender_object
self.use_normals = self.export_settings[gltf2_blender_export_keys.NORMALS]
if self.use_normals:
self.blender_mesh.calc_normals_split()
self.use_tangents = False
if self.use_normals and self.export_settings[gltf2_blender_export_keys.TANGENTS]:
if self.blender_mesh.uv_layers.active and len(self.blender_mesh.uv_layers) > 0:
try:
self.blender_mesh.calc_tangents()
self.use_tangents = True
except Exception:
print_console('WARNING', 'Could not calculate tangents. Please try to triangulate the mesh first.')
self.tex_coord_max = 0
if self.export_settings[gltf2_blender_export_keys.TEX_COORDS]:
if self.blender_mesh.uv_layers.active:
self.tex_coord_max = len(self.blender_mesh.uv_layers)
self.use_morph_normals = self.use_normals and self.export_settings[gltf2_blender_export_keys.MORPH_NORMAL]
self.use_morph_tangents = self.use_morph_normals and self.use_tangents and self.export_settings[gltf2_blender_export_keys.MORPH_TANGENT]
self.use_materials = self.export_settings[gltf2_blender_export_keys.MATERIALS]
self.blender_attributes = []
# Check if we have to export skin
self.armature = None
self.skin = None
if self.blender_vertex_groups and self.export_settings[gltf2_blender_export_keys.SKINS]:
if self.modifiers is not None:
modifiers_dict = {m.type: m for m in self.modifiers}
if "ARMATURE" in modifiers_dict:
modifier = modifiers_dict["ARMATURE"]
self.armature = modifier.object
# Skin must be ignored if the object is parented to a bone of the armature
# (This creates an infinite recursive error)
# So ignoring skin in that case
is_child_of_arma = (
self.armature and
self.blender_object and
self.blender_object.parent_type == "BONE" and
self.blender_object.parent.name == self.armature.name
)
if is_child_of_arma:
self.armature = None
if self.armature:
self.skin = gltf2_blender_gather_skins.gather_skin(self.export_settings['vtree'].nodes[self.uuid_for_skined_data].armature, self.export_settings)
if not self.skin:
self.armature = None
self.key_blocks = []
if self.export_settings[gltf2_blender_export_keys.APPLY] is False and self.blender_mesh.shape_keys and self.export_settings[gltf2_blender_export_keys.MORPH]:
self.key_blocks = [
key_block
for key_block in self.blender_mesh.shape_keys.key_blocks
if not (key_block == key_block.relative_key or key_block.mute)
]
# Fetch vert positions and bone data (joint,weights)
self.locs = None
self.morph_locs = None
self.__get_positions()
if self.skin:
self.__get_bone_data()
if self.need_neutral_bone is True:
# Need to create a fake joint at root of armature
# In order to assign not assigned vertices to it
# But for now, this is not yet possible, we need to wait the armature node is created
# Just store this, to be used later
armature_uuid = self.export_settings['vtree'].nodes[self.uuid_for_skined_data].armature
self.export_settings['vtree'].nodes[armature_uuid].need_neutral_bone = True
def define_attributes(self):
# Manage attributes + COLOR_0
for blender_attribute_index, blender_attribute in enumerate(self.blender_mesh.attributes):
attr = {}
attr['blender_attribute_index'] = blender_attribute_index
attr['blender_name'] = blender_attribute.name
attr['blender_domain'] = blender_attribute.domain
attr['blender_data_type'] = blender_attribute.data_type
# For now, we don't export edge data, because I need to find how to
# get from edge data to dots data
if attr['blender_domain'] == "EDGE":
continue
# Some type are not exportable (example : String)
if gltf2_blender_conversion.get_component_type(blender_attribute.data_type) is None or \
gltf2_blender_conversion.get_data_type(blender_attribute.data_type) is None:
continue
if self.blender_mesh.color_attributes.find(blender_attribute.name) == self.blender_mesh.color_attributes.render_color_index \
and self.blender_mesh.color_attributes.render_color_index != -1:
if self.export_settings[gltf2_blender_export_keys.COLORS] is False:
continue
attr['gltf_attribute_name'] = 'COLOR_0'
attr['get'] = self.get_function()
else:
attr['gltf_attribute_name'] = '_' + blender_attribute.name.upper()
attr['get'] = self.get_function()
if self.export_settings['gltf_attributes'] is False:
continue
self.blender_attributes.append(attr)
# Manage POSITION
attr = {}
attr['blender_data_type'] = 'FLOAT_VECTOR'
attr['blender_domain'] = 'POINT'
attr['gltf_attribute_name'] = 'POSITION'
attr['set'] = self.set_function()
attr['skip_getting_to_dots'] = True
self.blender_attributes.append(attr)
# Manage uvs TEX_COORD_x
for tex_coord_i in range(self.tex_coord_max):
attr = {}
attr['blender_data_type'] = 'FLOAT2'
attr['blender_domain'] = 'CORNER'
attr['gltf_attribute_name'] = 'TEXCOORD_' + str(tex_coord_i)
attr['get'] = self.get_function()
self.blender_attributes.append(attr)
# Manage NORMALS
if self.use_normals:
attr = {}
attr['blender_data_type'] = 'FLOAT_VECTOR'
attr['blender_domain'] = 'CORNER'
attr['gltf_attribute_name'] = 'NORMAL'
attr['gltf_attribute_name_morph'] = 'MORPH_NORMAL_'
attr['get'] = self.get_function()
self.blender_attributes.append(attr)
# Manage TANGENT
if self.use_tangents:
attr = {}
attr['blender_data_type'] = 'FLOAT_VECTOR_4'
attr['blender_domain'] = 'CORNER'
attr['gltf_attribute_name'] = 'TANGENT'
attr['get'] = self.get_function()
self.blender_attributes.append(attr)
# Manage MORPH_POSITION_x
for morph_i, vs in enumerate(self.morph_locs):
attr = {}
attr['blender_attribute_index'] = morph_i
attr['blender_data_type'] = 'FLOAT_VECTOR'
attr['blender_domain'] = 'POINT'
attr['gltf_attribute_name'] = 'MORPH_POSITION_' + str(morph_i)
attr['skip_getting_to_dots'] = True
attr['set'] = self.set_function()
self.blender_attributes.append(attr)
# Manage MORPH_NORMAL_x
if self.use_morph_normals:
attr = {}
attr['blender_attribute_index'] = morph_i
attr['blender_data_type'] = 'FLOAT_VECTOR'
attr['blender_domain'] = 'CORNER'
attr['gltf_attribute_name'] = 'MORPH_NORMAL_' + str(morph_i)
# No get function is set here, because data are set from NORMALS
self.blender_attributes.append(attr)
# Manage MORPH_TANGENT_x
# This is a particular case, where we need to have the following data already calculated
# - NORMAL
# - MORPH_NORMAL
# - TANGENT
# So, the following needs to be AFTER the 3 others.
if self.use_morph_tangents:
attr = {}
attr['blender_attribute_index'] = morph_i
attr['blender_data_type'] = 'FLOAT_VECTOR'
attr['blender_domain'] = 'CORNER'
attr['gltf_attribute_name'] = 'MORPH_TANGENT_' + str(morph_i)
attr['gltf_attribute_name_normal'] = "NORMAL"
attr['gltf_attribute_name_morph_normal'] = "MORPH_NORMAL_" + str(morph_i)
attr['gltf_attribute_name_tangent'] = "TANGENT"
attr['skip_getting_to_dots'] = True
attr['set'] = self.set_function()
self.blender_attributes.append(attr)
for attr in self.blender_attributes:
attr['len'] = gltf2_blender_conversion.get_data_length(attr['blender_data_type'])
attr['type'] = gltf2_blender_conversion.get_numpy_type(attr['blender_data_type'])
def create_dots_data_structure(self):
# Now that we get all attributes that are going to be exported, create numpy array that will store them
dot_fields = [('vertex_index', np.uint32)]
if self.export_settings['gltf_loose_edges']:
dot_fields_edges = [('vertex_index', np.uint32)]
if self.export_settings['gltf_loose_points']:
dot_fields_points = [('vertex_index', np.uint32)]
for attr in self.blender_attributes:
if 'skip_getting_to_dots' in attr:
continue
for i in range(attr['len']):
dot_fields.append((attr['gltf_attribute_name'] + str(i), attr['type']))
if attr['blender_domain'] != 'POINT':
continue
if self.export_settings['gltf_loose_edges']:
dot_fields_edges.append((attr['gltf_attribute_name'] + str(i), attr['type']))
if self.export_settings['gltf_loose_points']:
dot_fields_points.append((attr['gltf_attribute_name'] + str(i), attr['type']))
# In Blender there is both per-vert data, like position, and also per-loop
# (loop=corner-of-poly) data, like normals or UVs. glTF only has per-vert
# data, so we need to split Blender verts up into potentially-multiple glTF
# verts.
#
# First, we'll collect a "dot" for every loop: a struct that stores all the
# attributes at that loop, namely the vertex index (which determines all
# per-vert data), and all the per-loop data like UVs, etc.
#
# Each unique dot will become one unique glTF vert.
self.dots = np.empty(len(self.blender_mesh.loops), dtype=np.dtype(dot_fields))
# Find loose edges
if self.export_settings['gltf_loose_edges']:
loose_edges = [e for e in self.blender_mesh.edges if e.is_loose]
self.blender_idxs_edges = [vi for e in loose_edges for vi in e.vertices]
self.blender_idxs_edges = np.array(self.blender_idxs_edges, dtype=np.uint32)
self.dots_edges = np.empty(len(self.blender_idxs_edges), dtype=np.dtype(dot_fields_edges))
self.dots_edges['vertex_index'] = self.blender_idxs_edges
# Find loose points
if self.export_settings['gltf_loose_points']:
verts_in_edge = set(vi for e in self.blender_mesh.edges for vi in e.vertices)
self.blender_idxs_points = [
vi for vi, _ in enumerate(self.blender_mesh.vertices)
if vi not in verts_in_edge
]
self.blender_idxs_points = np.array(self.blender_idxs_points, dtype=np.uint32)
self.dots_points = np.empty(len(self.blender_idxs_points), dtype=np.dtype(dot_fields_points))
self.dots_points['vertex_index'] = self.blender_idxs_points
def populate_dots_data(self):
vidxs = np.empty(len(self.blender_mesh.loops))
self.blender_mesh.loops.foreach_get('vertex_index', vidxs)
self.dots['vertex_index'] = vidxs
del vidxs
for attr in self.blender_attributes:
if 'skip_getting_to_dots' in attr:
continue
if 'get' not in attr:
continue
attr['get'](attr)
def primitive_split(self):
# Calculate triangles and sort them into primitives.
self.blender_mesh.calc_loop_triangles()
loop_indices = np.empty(len(self.blender_mesh.loop_triangles) * 3, dtype=np.uint32)
self.blender_mesh.loop_triangles.foreach_get('loops', loop_indices)
self.prim_indices = {} # maps material index to TRIANGLES-style indices into dots
if self.use_materials == "NONE": # Only for None. For placeholder and export, keep primitives
# Put all vertices into one primitive
self.prim_indices[-1] = loop_indices
else:
# Bucket by material index.
tri_material_idxs = np.empty(len(self.blender_mesh.loop_triangles), dtype=np.uint32)
self.blender_mesh.loop_triangles.foreach_get('material_index', tri_material_idxs)
loop_material_idxs = np.repeat(tri_material_idxs, 3) # material index for every loop
unique_material_idxs = np.unique(tri_material_idxs)
del tri_material_idxs
for material_idx in unique_material_idxs:
self.prim_indices[material_idx] = loop_indices[loop_material_idxs == material_idx]
def primitive_creation(self):
primitives = []
for material_idx, dot_indices in self.prim_indices.items():
# Extract just dots used by this primitive, deduplicate them, and
# calculate indices into this deduplicated list.
self.prim_dots = self.dots[dot_indices]
self.prim_dots, indices = np.unique(self.prim_dots, return_inverse=True)
if len(self.prim_dots) == 0:
continue
# Now just move all the data for prim_dots into attribute arrays
self.attributes = {}
self.blender_idxs = self.prim_dots['vertex_index']
for attr in self.blender_attributes:
if 'set' in attr:
attr['set'](attr)
else: # Regular case
self.__set_regular_attribute(attr)
if self.skin:
joints = [[] for _ in range(self.num_joint_sets)]
weights = [[] for _ in range(self.num_joint_sets)]
for vi in self.blender_idxs:
bones = self.vert_bones[vi]
for j in range(0, 4 * self.num_joint_sets):
if j < len(bones):
joint, weight = bones[j]
else:
joint, weight = 0, 0.0
joints[j//4].append(joint)
weights[j//4].append(weight)
for i, (js, ws) in enumerate(zip(joints, weights)):
self.attributes['JOINTS_%d' % i] = js
self.attributes['WEIGHTS_%d' % i] = ws
primitives.append({
'attributes': self.attributes,
'indices': indices,
'material': material_idx
})
if self.export_settings['gltf_loose_edges']:
if self.blender_idxs_edges.shape[0] > 0:
# Export one glTF vert per unique Blender vert in a loose edge
self.blender_idxs = self.blender_idxs_edges
dots_edges, indices = np.unique(self.dots_edges, return_inverse=True)
self.blender_idxs = np.unique(self.blender_idxs_edges)
self.attributes = {}
for attr in self.blender_attributes:
if attr['blender_domain'] != 'POINT':
continue
if 'set' in attr:
attr['set'](attr)
else:
res = np.empty((len(dots_edges), attr['len']), dtype=attr['type'])
for i in range(attr['len']):
res[:, i] = dots_edges[attr['gltf_attribute_name'] + str(i)]
self.attributes[attr['gltf_attribute_name']] = {}
self.attributes[attr['gltf_attribute_name']]["data"] = res
self.attributes[attr['gltf_attribute_name']]["component_type"] = gltf2_blender_conversion.get_component_type(attr['blender_data_type'])
self.attributes[attr['gltf_attribute_name']]["data_type"] = gltf2_blender_conversion.get_data_type(attr['blender_data_type'])
if self.skin:
joints = [[] for _ in range(self.num_joint_sets)]
weights = [[] for _ in range(self.num_joint_sets)]
for vi in self.blender_idxs:
bones = self.vert_bones[vi]
for j in range(0, 4 * self.num_joint_sets):
if j < len(bones):
joint, weight = bones[j]
else:
joint, weight = 0, 0.0
joints[j//4].append(joint)
weights[j//4].append(weight)
for i, (js, ws) in enumerate(zip(joints, weights)):
self.attributes['JOINTS_%d' % i] = js
self.attributes['WEIGHTS_%d' % i] = ws
primitives.append({
'attributes': self.attributes,
'indices': indices,
'mode': 1, # LINES
'material': 0
})
if self.export_settings['gltf_loose_points']:
if self.blender_idxs_points.shape[0] > 0:
self.blender_idxs = self.blender_idxs_points
self.attributes = {}
for attr in self.blender_attributes:
if attr['blender_domain'] != 'POINT':
continue
if 'set' in attr:
attr['set'](attr)
else:
res = np.empty((len(self.blender_idxs), attr['len']), dtype=attr['type'])
for i in range(attr['len']):
res[:, i] = self.dots_points[attr['gltf_attribute_name'] + str(i)]
self.attributes[attr['gltf_attribute_name']] = {}
self.attributes[attr['gltf_attribute_name']]["data"] = res
self.attributes[attr['gltf_attribute_name']]["component_type"] = gltf2_blender_conversion.get_component_type(attr['blender_data_type'])
self.attributes[attr['gltf_attribute_name']]["data_type"] = gltf2_blender_conversion.get_data_type(attr['blender_data_type'])
if self.skin:
joints = [[] for _ in range(self.num_joint_sets)]
weights = [[] for _ in range(self.num_joint_sets)]
for vi in self.blender_idxs:
bones = self.vert_bones[vi]
for j in range(0, 4 * self.num_joint_sets):
if j < len(bones):
joint, weight = bones[j]
else:
joint, weight = 0, 0.0
joints[j//4].append(joint)
weights[j//4].append(weight)
for i, (js, ws) in enumerate(zip(joints, weights)):
self.attributes['JOINTS_%d' % i] = js
self.attributes['WEIGHTS_%d' % i] = ws
primitives.append({
'attributes': self.attributes,
'mode': 0, # POINTS
'material': 0
})
print_console('INFO', 'Primitives created: %d' % len(primitives))
return primitives
################################## Get ##################################################
def __get_positions(self):
self.locs = np.empty(len(self.blender_mesh.vertices) * 3, dtype=np.float32)
source = self.key_blocks[0].relative_key.data if self.key_blocks else self.blender_mesh.vertices
source.foreach_get('co', self.locs)
self.locs = self.locs.reshape(len(self.blender_mesh.vertices), 3)
self.morph_locs = []
for key_block in self.key_blocks:
vs = np.empty(len(self.blender_mesh.vertices) * 3, dtype=np.float32)
key_block.data.foreach_get('co', vs)
vs = vs.reshape(len(self.blender_mesh.vertices), 3)
self.morph_locs.append(vs)
# Transform for skinning
if self.armature and self.blender_object:
# apply_matrix = armature.matrix_world.inverted_safe() @ blender_object.matrix_world
# loc_transform = armature.matrix_world @ apply_matrix
loc_transform = self.blender_object.matrix_world
self.locs[:] = PrimitiveCreator.apply_mat_to_all(loc_transform, self.locs)
for vs in self.morph_locs:
vs[:] = PrimitiveCreator.apply_mat_to_all(loc_transform, vs)
# glTF stores deltas in morph targets
for vs in self.morph_locs:
vs -= self.locs
if self.export_settings[gltf2_blender_export_keys.YUP]:
PrimitiveCreator.zup2yup(self.locs)
for vs in self.morph_locs:
PrimitiveCreator.zup2yup(vs)
def get_function(self):
def getting_function(attr):
if attr['gltf_attribute_name'] == "COLOR_0":
self.__get_color_attribute(attr)
elif attr['gltf_attribute_name'].startswith("_"):
self.__get_layer_attribute(attr)
elif attr['gltf_attribute_name'].startswith("TEXCOORD_"):
self.__get_uvs_attribute(int(attr['gltf_attribute_name'].split("_")[-1]), attr)
elif attr['gltf_attribute_name'] == "NORMAL":
self.__get_normal_attribute(attr)
elif attr['gltf_attribute_name'] == "TANGENT":
self.__get_tangent_attribute(attr)
return getting_function
def __get_color_attribute(self, attr):
blender_color_idx = self.blender_mesh.color_attributes.render_color_index
if attr['blender_domain'] == "POINT":
colors = np.empty(len(self.blender_mesh.vertices) * 4, dtype=np.float32)
elif attr['blender_domain'] == "CORNER":
colors = np.empty(len(self.blender_mesh.loops) * 4, dtype=np.float32)
self.blender_mesh.color_attributes[blender_color_idx].data.foreach_get('color', colors)
if attr['blender_domain'] == "POINT":
colors = colors.reshape(-1, 4)
colors = colors[self.dots['vertex_index']]
elif attr['blender_domain'] == "CORNER":
colors = colors.reshape(-1, 4)
# colors are already linear, no need to switch color space
self.dots[attr['gltf_attribute_name'] + '0'] = colors[:, 0]
self.dots[attr['gltf_attribute_name'] + '1'] = colors[:, 1]
self.dots[attr['gltf_attribute_name'] + '2'] = colors[:, 2]
self.dots[attr['gltf_attribute_name'] + '3'] = colors[:, 3]
del colors
def __get_layer_attribute(self, attr):
if attr['blender_domain'] in ['CORNER']:
data = np.empty(len(self.blender_mesh.loops) * attr['len'], dtype=attr['type'])
elif attr['blender_domain'] in ['POINT']:
data = np.empty(len(self.blender_mesh.vertices) * attr['len'], dtype=attr['type'])
elif attr['blender_domain'] in ['EDGE']:
data = np.empty(len(self.blender_mesh.edges) * attr['len'], dtype=attr['type'])
elif attr['blender_domain'] in ['FACE']:
data = np.empty(len(self.blender_mesh.polygons) * attr['len'], dtype=attr['type'])
else:
print_console("ERROR", "domain not known")
if attr['blender_data_type'] == "BYTE_COLOR":
self.blender_mesh.attributes[attr['blender_attribute_index']].data.foreach_get('color', data)
data = data.reshape(-1, attr['len'])
elif attr['blender_data_type'] == "INT8":
self.blender_mesh.attributes[attr['blender_attribute_index']].data.foreach_get('value', data)
data = data.reshape(-1, attr['len'])
elif attr['blender_data_type'] == "FLOAT2":
self.blender_mesh.attributes[attr['blender_attribute_index']].data.foreach_get('vector', data)
data = data.reshape(-1, attr['len'])
elif attr['blender_data_type'] == "BOOLEAN":
self.blender_mesh.attributes[attr['blender_attribute_index']].data.foreach_get('value', data)
data = data.reshape(-1, attr['len'])
elif attr['blender_data_type'] == "STRING":
self.blender_mesh.attributes[attr['blender_attribute_index']].data.foreach_get('value', data)
data = data.reshape(-1, attr['len'])
elif attr['blender_data_type'] == "FLOAT_COLOR":
self.blender_mesh.attributes[attr['blender_attribute_index']].data.foreach_get('color', data)
data = data.reshape(-1, attr['len'])
elif attr['blender_data_type'] == "FLOAT_VECTOR":
self.blender_mesh.attributes[attr['blender_attribute_index']].data.foreach_get('vector', data)
data = data.reshape(-1, attr['len'])
elif attr['blender_data_type'] == "FLOAT_VECTOR_4": # Specific case for tangent
pass
elif attr['blender_data_type'] == "INT":
self.blender_mesh.attributes[attr['blender_attribute_index']].data.foreach_get('value', data)
data = data.reshape(-1, attr['len'])
elif attr['blender_data_type'] == "FLOAT":
self.blender_mesh.attributes[attr['blender_attribute_index']].data.foreach_get('value', data)
data = data.reshape(-1, attr['len'])
else:
print_console('ERROR',"blender type not found " + attr['blender_data_type'])
if attr['blender_domain'] in ['CORNER']:
for i in range(attr['len']):
self.dots[attr['gltf_attribute_name'] + str(i)] = data[:, i]
elif attr['blender_domain'] in ['POINT']:
if attr['len'] > 1:
data = data.reshape(-1, attr['len'])
data_dots = data[self.dots['vertex_index']]
if self.export_settings['gltf_loose_edges']:
data_dots_edges = data[self.dots_edges['vertex_index']]
if self.export_settings['gltf_loose_points']:
data_dots_points = data[self.dots_points['vertex_index']]
for i in range(attr['len']):
self.dots[attr['gltf_attribute_name'] + str(i)] = data_dots[:, i]
if self.export_settings['gltf_loose_edges']:
self.dots_edges[attr['gltf_attribute_name'] + str(i)] = data_dots_edges[:, i]
if self.export_settings['gltf_loose_points']:
self.dots_points[attr['gltf_attribute_name'] + str(i)] = data_dots_points[:, i]
elif attr['blender_domain'] in ['EDGE']:
# No edge attribute exports
pass
elif attr['blender_domain'] in ['FACE']:
if attr['len'] > 1:
data = data.reshape(-1, attr['len'])
data = data.repeat(4, axis=0)
for i in range(attr['len']):
self.dots[attr['gltf_attribute_name'] + str(i)] = data[:, i]
else:
print_console("ERROR", "domain not known")
def __get_uvs_attribute(self, blender_uv_idx, attr):
layer = self.blender_mesh.uv_layers[blender_uv_idx]
uvs = np.empty(len(self.blender_mesh.loops) * 2, dtype=np.float32)
layer.data.foreach_get('uv', uvs)
uvs = uvs.reshape(len(self.blender_mesh.loops), 2)
# Blender UV space -> glTF UV space
# u,v -> u,1-v
uvs[:, 1] *= -1
uvs[:, 1] += 1
self.dots[attr['gltf_attribute_name'] + '0'] = uvs[:, 0]
self.dots[attr['gltf_attribute_name'] + '1'] = uvs[:, 1]
del uvs
def __get_normals(self):
"""Get normal for each loop."""
key_blocks = self.key_blocks if self.use_morph_normals else []
if key_blocks:
self.normals = key_blocks[0].relative_key.normals_split_get()
self.normals = np.array(self.normals, dtype=np.float32)
else:
self.normals = np.empty(len(self.blender_mesh.loops) * 3, dtype=np.float32)
self.blender_mesh.calc_normals_split()
self.blender_mesh.loops.foreach_get('normal', self.normals)
self.normals = self.normals.reshape(len(self.blender_mesh.loops), 3)
self.morph_normals = []
for key_block in key_blocks:
ns = np.array(key_block.normals_split_get(), dtype=np.float32)
ns = ns.reshape(len(self.blender_mesh.loops), 3)
self.morph_normals.append(ns)
# Transform for skinning
if self.armature and self.blender_object:
apply_matrix = (self.armature.matrix_world.inverted_safe() @ self.blender_object.matrix_world)
apply_matrix = apply_matrix.to_3x3().inverted_safe().transposed()
normal_transform = self.armature.matrix_world.to_3x3() @ apply_matrix
self.normals[:] = PrimitiveCreator.apply_mat_to_all(normal_transform, self.normals)
PrimitiveCreator.normalize_vecs(self.normals)
for ns in self.morph_normals:
ns[:] = PrimitiveCreator.apply_mat_to_all(normal_transform, ns)
PrimitiveCreator.normalize_vecs(ns)
for ns in [self.normals, *self.morph_normals]:
# Replace zero normals with the unit UP vector.
# Seems to happen sometimes with degenerate tris?
is_zero = ~ns.any(axis=1)
ns[is_zero, 2] = 1
# glTF stores deltas in morph targets
for ns in self.morph_normals:
ns -= self.normals
if self.export_settings[gltf2_blender_export_keys.YUP]:
PrimitiveCreator.zup2yup(self.normals)
for ns in self.morph_normals:
PrimitiveCreator.zup2yup(ns)
def __get_normal_attribute(self, attr):
self.__get_normals()
self.dots[attr['gltf_attribute_name'] + "0"] = self.normals[:, 0]
self.dots[attr['gltf_attribute_name'] + "1"] = self.normals[:, 1]
self.dots[attr['gltf_attribute_name'] + "2"] = self.normals[:, 2]
if self.use_morph_normals:
for morph_i, ns in enumerate(self.morph_normals):
self.dots[attr['gltf_attribute_name_morph'] + str(morph_i) + "0"] = ns[:, 0]
self.dots[attr['gltf_attribute_name_morph'] + str(morph_i) + "1"] = ns[:, 1]
self.dots[attr['gltf_attribute_name_morph'] + str(morph_i) + "2"] = ns[:, 2]
del self.normals
del self.morph_normals
def __get_tangent_attribute(self, attr):
self.__get_tangents()
self.dots[attr['gltf_attribute_name'] + "0"] = self.tangents[:, 0]
self.dots[attr['gltf_attribute_name'] + "1"] = self.tangents[:, 1]
self.dots[attr['gltf_attribute_name'] + "2"] = self.tangents[:, 2]
del self.tangents
self.__get_bitangent_signs()
self.dots[attr['gltf_attribute_name'] + "3"] = self.signs
del self.signs
def __get_tangents(self):
"""Get an array of the tangent for each loop."""
self.tangents = np.empty(len(self.blender_mesh.loops) * 3, dtype=np.float32)
self.blender_mesh.loops.foreach_get('tangent', self.tangents)
self.tangents = self.tangents.reshape(len(self.blender_mesh.loops), 3)
# Transform for skinning
if self.armature and self.blender_object:
apply_matrix = self.armature.matrix_world.inverted_safe() @ self.blender_object.matrix_world
tangent_transform = apply_matrix.to_quaternion().to_matrix()
self.tangents = PrimitiveCreator.apply_mat_to_all(tangent_transform, self.tangents)
PrimitiveCreator.normalize_vecs(self.tangents)
if self.export_settings[gltf2_blender_export_keys.YUP]:
PrimitiveCreator.zup2yup(self.tangents)
def __get_bitangent_signs(self):
self.signs = np.empty(len(self.blender_mesh.loops), dtype=np.float32)
self.blender_mesh.loops.foreach_get('bitangent_sign', signs)
# Transform for skinning
if self.armature and self.blender_object:
# Bitangent signs should flip when handedness changes
# TODO: confirm
apply_matrix = self.armature.matrix_world.inverted_safe() @ self.blender_object.matrix_world
tangent_transform = apply_matrix.to_quaternion().to_matrix()
flipped = tangent_transform.determinant() < 0
if flipped:
signs *= -1
# No change for Zup -> Yup
def __get_bone_data(self):
self.need_neutral_bone = False
min_influence = 0.0001
joint_name_to_index = {joint.name: index for index, joint in enumerate(self.skin.joints)}
group_to_joint = [joint_name_to_index.get(g.name) for g in self.blender_vertex_groups]
# List of (joint, weight) pairs for each vert
self.vert_bones = []
max_num_influences = 0
for vertex in self.blender_mesh.vertices:
bones = []
if vertex.groups:
for group_element in vertex.groups:
weight = group_element.weight
if weight <= min_influence:
continue
try:
joint = group_to_joint[group_element.group]
except Exception:
continue
if joint is None:
continue
bones.append((joint, weight))
bones.sort(key=lambda x: x[1], reverse=True)
if not bones:
# Is not assign to any bone
bones = ((len(self.skin.joints), 1.0),) # Assign to a joint that will be created later
self.need_neutral_bone = True
self.vert_bones.append(bones)
if len(bones) > max_num_influences:
max_num_influences = len(bones)
# How many joint sets do we need? 1 set = 4 influences
self.num_joint_sets = (max_num_influences + 3) // 4
##################################### Set ###################################
def set_function(self):
def setting_function(attr):
if attr['gltf_attribute_name'] == "POSITION":
self.__set_positions_attribute(attr)
elif attr['gltf_attribute_name'].startswith("MORPH_POSITION_"):
self.__set_morph_locs_attribute(attr)
elif attr['gltf_attribute_name'].startswith("MORPH_TANGENT_"):
self.__set_morph_tangent_attribute(attr)
return setting_function
def __set_positions_attribute(self, attr):
self.attributes[attr['gltf_attribute_name']] = {}
self.attributes[attr['gltf_attribute_name']]["data"] = self.locs[self.blender_idxs]
self.attributes[attr['gltf_attribute_name']]["data_type"] = gltf2_io_constants.DataType.Vec3
self.attributes[attr['gltf_attribute_name']]["component_type"] = gltf2_io_constants.ComponentType.Float
def __set_morph_locs_attribute(self, attr):
self.attributes[attr['gltf_attribute_name']] = {}
self.attributes[attr['gltf_attribute_name']]["data"] = self.morph_locs[attr['blender_attribute_index']][self.blender_idxs]
def __set_morph_tangent_attribute(self, attr):
# Morph tangent are after these 3 others, so, they are already calculated
self.normals = self.attributes[attr['gltf_attribute_name_normal']]["data"]
self.morph_normals = self.attributes[attr['gltf_attribute_name_morph_normal']]["data"]
self.tangent = self.attributes[attr['gltf_attribute_name_tangent']]["data"]
self.__calc_morph_tangents()
self.attributes[attr['gltf_attribute_name']] = {}
self.attributes[attr['gltf_attribute_name']]["data"] = self.morph_tangents
def __calc_morph_tangents(self):
# TODO: check if this works
self.morph_tangent_deltas = np.empty((len(self.normals), 3), dtype=np.float32)
for i in range(len(self.normals)):
n = Vector(self.normals[i])
morph_n = n + Vector(self.morph_normal_deltas[i]) # convert back to non-delta
t = Vector(self.tangents[i, :3])
rotation = morph_n.rotation_difference(n)
t_morph = Vector(t)
t_morph.rotate(rotation)
self.morph_tangent_deltas[i] = t_morph - t # back to delta
def __set_regular_attribute(self, attr):
res = np.empty((len(self.prim_dots), attr['len']), dtype=attr['type'])
for i in range(attr['len']):
res[:, i] = self.prim_dots[attr['gltf_attribute_name'] + str(i)]
self.attributes[attr['gltf_attribute_name']] = {}
self.attributes[attr['gltf_attribute_name']]["data"] = res
if 'gltf_attribute_name' == "NORMAL":
self.attributes[attr['gltf_attribute_name']]["component_type"] = gltf2_io_constants.ComponentType.Float
self.attributes[attr['gltf_attribute_name']]["data_type"] = gltf2_io_constants.DataType.Vec3
elif 'gltf_attribute_name' == "TANGENT":
self.attributes[attr['gltf_attribute_name']]["component_type"] = gltf2_io_constants.ComponentType.Float
self.attributes[attr['gltf_attribute_name']]["data_type"] = gltf2_io_constants.DataType.Vec4
elif attr['gltf_attribute_name'].startswith('TEXCOORD_'):
self.attributes[attr['gltf_attribute_name']]["component_type"] = gltf2_io_constants.ComponentType.Float
self.attributes[attr['gltf_attribute_name']]["data_type"] = gltf2_io_constants.DataType.Vec2
else:
self.attributes[attr['gltf_attribute_name']]["component_type"] = gltf2_blender_conversion.get_component_type(attr['blender_data_type'])
self.attributes[attr['gltf_attribute_name']]["data_type"] = gltf2_blender_conversion.get_data_type(attr['blender_data_type'])

View File

@ -11,7 +11,6 @@ from mathutils import Quaternion, Matrix
from io_scene_gltf2.io.com import gltf2_io
from io_scene_gltf2.io.imp.gltf2_io_binary import BinaryData
from io_scene_gltf2.io.com import gltf2_io_constants
from .gltf2_blender_gather_primitive_attributes import array_to_accessor
from io_scene_gltf2.io.exp import gltf2_io_binary_data
from io_scene_gltf2.blender.exp import gltf2_blender_gather_accessors