Merge branch 'master' into xr-dev
This commit is contained in:
commit
e9ef610716
|
@ -43,6 +43,7 @@ from bpy.props import (
|
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CollectionProperty,
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EnumProperty,
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FloatProperty,
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FloatVectorProperty,
|
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)
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from bpy_extras.io_utils import (
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ImportHelper,
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||||
|
@ -227,6 +228,12 @@ class ExportSTL(Operator, ExportHelper):
|
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('OBJECT', "Object", "Each object as a file"),
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),
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)
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global_space: FloatVectorProperty(
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name="Global Space",
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description="Export in this reference space",
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subtype='MATRIX',
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size=(4, 4),
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||||
)
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@property
|
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def check_extension(self):
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|
@ -249,7 +256,8 @@ class ExportSTL(Operator, ExportHelper):
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"filter_glob",
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"use_scene_unit",
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"use_mesh_modifiers",
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"batch_mode"
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"batch_mode",
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"global_space",
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),
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)
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|
@ -269,6 +277,9 @@ class ExportSTL(Operator, ExportHelper):
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to_up=self.axis_up,
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).to_4x4() @ Matrix.Scale(global_scale, 4)
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if self.properties.is_property_set("global_space"):
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global_matrix = global_matrix @ self.global_space.inverted()
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if self.batch_mode == 'OFF':
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faces = itertools.chain.from_iterable(
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blender_utils.faces_from_mesh(ob, global_matrix, self.use_mesh_modifiers)
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|
|
|
@ -5,7 +5,7 @@
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bl_info = {
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"name": "FBX format",
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"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
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"version": (4, 34, 2),
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"version": (4, 35, 0),
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"blender": (3, 2, 0),
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"location": "File > Import-Export",
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"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
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|
@ -477,6 +477,11 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
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"(will only work correctly with tris/quads only meshes!)",
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default=False,
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)
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use_triangles: BoolProperty(
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name="Triangulate Faces",
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description="Convert all faces to triangles",
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default=False,
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)
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use_custom_props: BoolProperty(
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name="Custom Properties",
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description="Export custom properties",
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|
@ -754,6 +759,7 @@ class FBX_PT_export_geometry(bpy.types.Panel):
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#sub.enabled = operator.use_mesh_modifiers and False # disabled in 2.8...
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#sub.prop(operator, "use_mesh_modifiers_render")
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layout.prop(operator, "use_mesh_edges")
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layout.prop(operator, "use_triangles")
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sub = layout.row()
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#~ sub.enabled = operator.mesh_smooth_type in {'OFF'}
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sub.prop(operator, "use_tspace")
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|
|
|
@ -2266,12 +2266,14 @@ def fbx_data_from_scene(scene, depsgraph, settings):
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is_ob_material = any(ms.link == 'OBJECT' for ms in ob.material_slots)
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|
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if settings.use_mesh_modifiers or ob.type in BLENDER_OTHER_OBJECT_TYPES or is_ob_material:
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if settings.use_mesh_modifiers or settings.use_triangles or ob.type in BLENDER_OTHER_OBJECT_TYPES or is_ob_material:
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# We cannot use default mesh in that case, or material would not be the right ones...
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use_org_data = not (is_ob_material or ob.type in BLENDER_OTHER_OBJECT_TYPES)
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backup_pose_positions = []
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tmp_mods = []
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if use_org_data and ob.type == 'MESH':
|
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if settings.use_triangles:
|
||||
use_org_data = False
|
||||
# No need to create a new mesh in this case, if no modifier is active!
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||||
last_subsurf = None
|
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for mod in ob.modifiers:
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|
@ -2316,6 +2318,14 @@ def fbx_data_from_scene(scene, depsgraph, settings):
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# free them afterwards. Not ideal but ensures correct ownerwhip.
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tmp_me = bpy.data.meshes.new_from_object(
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||||
ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph)
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||||
# Triangulate the mesh if requested
|
||||
if settings.use_triangles:
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||||
import bmesh
|
||||
bm = bmesh.new()
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||||
bm.from_mesh(tmp_me)
|
||||
bmesh.ops.triangulate(bm, faces=bm.faces)
|
||||
bm.to_mesh(tmp_me)
|
||||
bm.free()
|
||||
data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True)
|
||||
# Change armatures back.
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for armature, pose_position in backup_pose_positions:
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|
@ -3008,6 +3018,7 @@ def save_single(operator, scene, depsgraph, filepath="",
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path_mode='AUTO',
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||||
use_mesh_edges=True,
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use_tspace=True,
|
||||
use_triangles=False,
|
||||
embed_textures=False,
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||||
use_custom_props=False,
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||||
bake_space_transform=False,
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|
@ -3074,7 +3085,7 @@ def save_single(operator, scene, depsgraph, filepath="",
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operator.report, (axis_up, axis_forward), global_matrix, global_scale, apply_unit_scale, unit_scale,
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bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
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||||
context_objects, object_types, use_mesh_modifiers, use_mesh_modifiers_render,
|
||||
mesh_smooth_type, use_subsurf, use_mesh_edges, use_tspace,
|
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mesh_smooth_type, use_subsurf, use_mesh_edges, use_tspace, use_triangles,
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||||
armature_nodetype, use_armature_deform_only,
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add_leaf_bones, bone_correction_matrix, bone_correction_matrix_inv,
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bake_anim, bake_anim_use_all_bones, bake_anim_use_nla_strips, bake_anim_use_all_actions,
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||||
|
@ -3148,6 +3159,7 @@ def defaults_unity3d():
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"mesh_smooth_type": 'FACE',
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||||
"use_subsurf": False,
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"use_tspace": False, # XXX Why? Unity is expected to support tspace import...
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"use_triangles": False,
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"use_armature_deform_only": True,
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||||
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|
|
|
@ -1210,7 +1210,7 @@ FBXExportSettings = namedtuple("FBXExportSettings", (
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"report", "to_axes", "global_matrix", "global_scale", "apply_unit_scale", "unit_scale",
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"bake_space_transform", "global_matrix_inv", "global_matrix_inv_transposed",
|
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"context_objects", "object_types", "use_mesh_modifiers", "use_mesh_modifiers_render",
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"mesh_smooth_type", "use_subsurf", "use_mesh_edges", "use_tspace",
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"mesh_smooth_type", "use_subsurf", "use_mesh_edges", "use_tspace", "use_triangles",
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"armature_nodetype", "use_armature_deform_only", "add_leaf_bones",
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"bone_correction_matrix", "bone_correction_matrix_inv",
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"bake_anim", "bake_anim_use_all_bones", "bake_anim_use_nla_strips", "bake_anim_use_all_actions",
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|
|
|
@ -4,7 +4,7 @@
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|||
bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
|
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"version": (3, 2, 15),
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"version": (3, 2, 22),
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'blender': (3, 1, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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|
@ -375,8 +375,8 @@ class ExportGLTF2_Base:
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optimize_animation_size: BoolProperty(
|
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name='Optimize Animation Size',
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description=(
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"Reduces exported filesize by removing duplicate keyframes"
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"Can cause problems with stepped animation"
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"Reduce exported file-size by removing duplicate keyframes"
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"(can cause problems with stepped animation)"
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||||
),
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default=True
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||||
)
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|
|
|
@ -82,7 +82,14 @@ def extract_primitives(blender_mesh, uuid_for_skined_data, blender_vertex_groups
|
|||
|
||||
locs, morph_locs = __get_positions(blender_mesh, key_blocks, armature, blender_object, export_settings)
|
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if skin:
|
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vert_bones, num_joint_sets = __get_bone_data(blender_mesh, skin, blender_vertex_groups)
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vert_bones, num_joint_sets, need_neutral_bone = __get_bone_data(blender_mesh, skin, blender_vertex_groups)
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if need_neutral_bone is True:
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# Need to create a fake joint at root of armature
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# In order to assign not assigned vertices to it
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# But for now, this is not yet possible, we need to wait the armature node is created
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# Just store this, to be used later
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armature_uuid = export_settings['vtree'].nodes[uuid_for_skined_data].armature
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export_settings['vtree'].nodes[armature_uuid].need_neutral_bone = True
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# In Blender there is both per-vert data, like position, and also per-loop
|
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# (loop=corner-of-poly) data, like normals or UVs. glTF only has per-vert
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|
@ -535,6 +542,9 @@ def __get_colors(blender_mesh, color_i):
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def __get_bone_data(blender_mesh, skin, blender_vertex_groups):
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need_neutral_bone = False
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joint_name_to_index = {joint.name: index for index, joint in enumerate(skin.joints)}
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group_to_joint = [joint_name_to_index.get(g.name) for g in blender_vertex_groups]
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|
@ -557,7 +567,10 @@ def __get_bone_data(blender_mesh, skin, blender_vertex_groups):
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continue
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bones.append((joint, weight))
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bones.sort(key=lambda x: x[1], reverse=True)
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if not bones: bones = ((0, 1.0),) # HACK for verts with zero weight (#308)
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if not bones:
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# Is not assign to any bone
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bones = ((len(skin.joints), 1.0),) # Assign to a joint that will be created later
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need_neutral_bone = True
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vert_bones.append(bones)
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if len(bones) > max_num_influences:
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max_num_influences = len(bones)
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|
@ -565,7 +578,7 @@ def __get_bone_data(blender_mesh, skin, blender_vertex_groups):
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# How many joint sets do we need? 1 set = 4 influences
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num_joint_sets = (max_num_influences + 3) // 4
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return vert_bones, num_joint_sets
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return vert_bones, num_joint_sets, need_neutral_bone
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def __zup2yup(array):
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|
|
|
@ -68,6 +68,8 @@ def __gather_scene(blender_scene, export_settings):
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if node is not None:
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scene.nodes.append(node)
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vtree.add_neutral_bones()
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export_user_extensions('gather_scene_hook', export_settings, scene, blender_scene)
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return scene
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|
|
|
@ -132,7 +132,8 @@ def get_object_matrix(blender_obj_uuid: str,
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bake_range_end: int,
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||||
current_frame: int,
|
||||
step: int,
|
||||
export_settings
|
||||
export_settings,
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||||
only_gather_provided=False
|
||||
):
|
||||
|
||||
data = {}
|
||||
|
@ -144,11 +145,16 @@ def get_object_matrix(blender_obj_uuid: str,
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|||
start_frame = min([v[0] for v in [a.frame_range for a in bpy.data.actions]])
|
||||
end_frame = max([v[1] for v in [a.frame_range for a in bpy.data.actions]])
|
||||
|
||||
if only_gather_provided:
|
||||
obj_uuids = [blender_obj_uuid]
|
||||
else:
|
||||
obj_uuids = [uid for (uid, n) in export_settings['vtree'].nodes.items() if n.blender_type not in [VExportNode.BONE]]
|
||||
|
||||
frame = start_frame
|
||||
while frame <= end_frame:
|
||||
bpy.context.scene.frame_set(int(frame))
|
||||
|
||||
for obj_uuid in [uid for (uid, n) in export_settings['vtree'].nodes.items() if n.blender_type not in [VExportNode.BONE]]:
|
||||
for obj_uuid in obj_uuids:
|
||||
blender_obj = export_settings['vtree'].nodes[obj_uuid].blender_object
|
||||
|
||||
# if this object is not animated, do not skip :
|
||||
|
|
|
@ -9,6 +9,7 @@ from io_scene_gltf2.blender.exp import gltf2_blender_gather_animation_channels
|
|||
from io_scene_gltf2.io.com.gltf2_io_debug import print_console
|
||||
from ..com.gltf2_blender_extras import generate_extras
|
||||
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
|
||||
from io_scene_gltf2.blender.exp.gltf2_blender_gather_tree import VExportNode
|
||||
|
||||
|
||||
def __gather_channels_baked(obj_uuid, export_settings):
|
||||
|
@ -307,6 +308,16 @@ def __get_blender_actions(blender_object: bpy.types.Object,
|
|||
blender_tracks[strip.action.name] = track.name # Always set after possible active action -> None will be overwrite
|
||||
action_on_type[strip.action.name] = "SHAPEKEY"
|
||||
|
||||
# If there are only 1 armature, include all animations, even if not in NLA
|
||||
if blender_object.type == "ARMATURE":
|
||||
if len(export_settings['vtree'].get_all_node_of_type(VExportNode.ARMATURE)) == 1:
|
||||
# Keep all actions on objects (no keyframe animation)
|
||||
# Some other object animation can be added here, and will affect armature object itself :-/
|
||||
for act in [a for a in bpy.data.actions if a.id_root == "OBJECT"]:
|
||||
blender_actions.append(act)
|
||||
blender_tracks[act.name] = None
|
||||
action_on_type[act.name] = "OBJECT"
|
||||
|
||||
export_user_extensions('gather_actions_hook', export_settings, blender_object, blender_actions, blender_tracks, action_on_type)
|
||||
|
||||
# Remove duplicate actions.
|
||||
|
|
|
@ -93,7 +93,7 @@ def objectcache(func):
|
|||
# object is in cache, but not this action
|
||||
# We need to keep other actions
|
||||
elif cache_key_args[1] not in func.__objectcache[cache_key_args[0]].keys():
|
||||
result = func(*args)
|
||||
result = func(*args, only_gather_provided=True)
|
||||
func.__objectcache[cache_key_args[0]][cache_key_args[1]] = result[cache_key_args[0]][cache_key_args[1]]
|
||||
return result[cache_key_args[0]][cache_key_args[1]][cache_key_args[4]]
|
||||
# all is already cached
|
||||
|
|
|
@ -248,9 +248,10 @@ def __gather_extensions(blender_material, export_settings):
|
|||
|
||||
# KHR_materials_transmission
|
||||
|
||||
transmission_extension = __gather_transmission_extension(blender_material, export_settings)
|
||||
transmission_extension, use_actives_uvmap_transmission = __gather_transmission_extension(blender_material, export_settings)
|
||||
if transmission_extension:
|
||||
extensions["KHR_materials_transmission"] = transmission_extension
|
||||
actives_uvmaps.extend(use_actives_uvmap_transmission)
|
||||
|
||||
return extensions, actives_uvmaps if extensions else None
|
||||
|
||||
|
@ -429,17 +430,19 @@ def __gather_transmission_extension(blender_material, export_settings):
|
|||
transmission_extension['transmissionFactor'] = transmission_socket.default_value
|
||||
transmission_enabled = transmission_extension['transmissionFactor'] > 0
|
||||
elif __has_image_node_from_socket(transmission_socket):
|
||||
transmission_extension['transmissionFactor'] = 1
|
||||
transmission_extension['transmissionFactor'] = 1.0
|
||||
has_transmission_texture = True
|
||||
transmission_enabled = True
|
||||
|
||||
if not transmission_enabled:
|
||||
return None
|
||||
return None, None
|
||||
|
||||
# Pack transmission channel (R).
|
||||
if has_transmission_texture:
|
||||
transmission_slots = (transmission_socket,)
|
||||
|
||||
use_actives_uvmaps = []
|
||||
|
||||
if len(transmission_slots) > 0:
|
||||
combined_texture, use_active_uvmap = gltf2_blender_gather_texture_info.gather_texture_info(
|
||||
transmission_socket,
|
||||
|
@ -448,8 +451,10 @@ def __gather_transmission_extension(blender_material, export_settings):
|
|||
)
|
||||
if has_transmission_texture:
|
||||
transmission_extension['transmissionTexture'] = combined_texture
|
||||
if use_active_uvmap:
|
||||
use_actives_uvmaps.append("transmissionTexture")
|
||||
|
||||
return Extension('KHR_materials_transmission', transmission_extension, False), ["transmissionTexture"] if use_active_uvmap else []
|
||||
return Extension('KHR_materials_transmission', transmission_extension, False), use_actives_uvmaps
|
||||
|
||||
|
||||
def __gather_material_unlit(blender_material, active_uvmap_index, export_settings):
|
||||
|
|
|
@ -12,7 +12,6 @@ from io_scene_gltf2.io.com.gltf2_io_debug import print_console
|
|||
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
|
||||
|
||||
|
||||
@cached
|
||||
def get_mesh_cache_key(blender_mesh,
|
||||
blender_object,
|
||||
vertex_groups,
|
||||
|
|
|
@ -194,28 +194,31 @@ def __gather_mesh(vnode, blender_object, export_settings):
|
|||
if len(modifiers) == 0:
|
||||
modifiers = None
|
||||
|
||||
# TODO for objects without any modifiers, we can keep original mesh_data
|
||||
# It will instance mesh in glTF
|
||||
|
||||
if export_settings[gltf2_blender_export_keys.APPLY]:
|
||||
armature_modifiers = {}
|
||||
if export_settings[gltf2_blender_export_keys.SKINS]:
|
||||
# temporarily disable Armature modifiers if exporting skins
|
||||
for idx, modifier in enumerate(blender_object.modifiers):
|
||||
if modifier.type == 'ARMATURE':
|
||||
armature_modifiers[idx] = modifier.show_viewport
|
||||
modifier.show_viewport = False
|
||||
if modifiers is None: # If no modifier, use original mesh, it will instance all shared mesh in a single glTF mesh
|
||||
blender_mesh = blender_object.data
|
||||
skip_filter = False
|
||||
else:
|
||||
armature_modifiers = {}
|
||||
if export_settings[gltf2_blender_export_keys.SKINS]:
|
||||
# temporarily disable Armature modifiers if exporting skins
|
||||
for idx, modifier in enumerate(blender_object.modifiers):
|
||||
if modifier.type == 'ARMATURE':
|
||||
armature_modifiers[idx] = modifier.show_viewport
|
||||
modifier.show_viewport = False
|
||||
|
||||
depsgraph = bpy.context.evaluated_depsgraph_get()
|
||||
blender_mesh_owner = blender_object.evaluated_get(depsgraph)
|
||||
blender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)
|
||||
for prop in blender_object.data.keys():
|
||||
blender_mesh[prop] = blender_object.data[prop]
|
||||
skip_filter = True
|
||||
depsgraph = bpy.context.evaluated_depsgraph_get()
|
||||
blender_mesh_owner = blender_object.evaluated_get(depsgraph)
|
||||
blender_mesh = blender_mesh_owner.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)
|
||||
for prop in blender_object.data.keys():
|
||||
blender_mesh[prop] = blender_object.data[prop]
|
||||
skip_filter = True
|
||||
|
||||
if export_settings[gltf2_blender_export_keys.SKINS]:
|
||||
# restore Armature modifiers
|
||||
for idx, show_viewport in armature_modifiers.items():
|
||||
blender_object.modifiers[idx].show_viewport = show_viewport
|
||||
if export_settings[gltf2_blender_export_keys.SKINS]:
|
||||
# restore Armature modifiers
|
||||
for idx, show_viewport in armature_modifiers.items():
|
||||
blender_object.modifiers[idx].show_viewport = show_viewport
|
||||
else:
|
||||
blender_mesh = blender_object.data
|
||||
skip_filter = False
|
||||
|
@ -249,7 +252,7 @@ def __gather_mesh(vnode, blender_object, export_settings):
|
|||
None,
|
||||
export_settings)
|
||||
|
||||
if export_settings[gltf2_blender_export_keys.APPLY]:
|
||||
if export_settings[gltf2_blender_export_keys.APPLY] and modifiers is not None:
|
||||
blender_mesh_owner.to_mesh_clear()
|
||||
|
||||
return result
|
||||
|
|
|
@ -73,6 +73,9 @@ def __gather_inverse_bind_matrices(armature_uuid, export_settings):
|
|||
axis_basis_change = mathutils.Matrix(
|
||||
((1.0, 0.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, -1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 1.0)))
|
||||
|
||||
# store matrix_world of armature in case we need to add a neutral bone
|
||||
export_settings['vtree'].nodes[armature_uuid].matrix_world_armature = blender_armature_object.matrix_world.copy()
|
||||
|
||||
bones_uuid = export_settings['vtree'].get_all_bones(armature_uuid)
|
||||
def __collect_matrices(bone):
|
||||
inverse_bind_matrix = (
|
||||
|
|
|
@ -3,10 +3,17 @@
|
|||
|
||||
import bpy
|
||||
import uuid
|
||||
import numpy as np
|
||||
|
||||
from . import gltf2_blender_export_keys
|
||||
from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
|
||||
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
|
||||
|
||||
class VExportNode:
|
||||
|
||||
|
@ -237,6 +244,9 @@ class VExportTree:
|
|||
else:
|
||||
return []
|
||||
|
||||
def get_all_node_of_type(self, node_type):
|
||||
return [n.uuid for n in self.nodes.values() if n.blender_type == node_type]
|
||||
|
||||
def display(self, mode):
|
||||
if mode == "simple":
|
||||
for n in self.roots:
|
||||
|
@ -375,6 +385,68 @@ class VExportTree:
|
|||
n.armature = candidates[0].uuid
|
||||
del n.armature_needed
|
||||
|
||||
def add_neutral_bones(self):
|
||||
for n in [n for n in self.nodes.values() if n.armature is not None and n.blender_type == VExportNode.OBJECT and hasattr(self.nodes[n.armature], "need_neutral_bone")]: #all skin meshes objects where neutral bone is needed
|
||||
# First add a new node
|
||||
|
||||
axis_basis_change = Matrix.Identity(4)
|
||||
if self.export_settings[gltf2_blender_export_keys.YUP]:
|
||||
axis_basis_change = Matrix(((1.0, 0.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, -1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 1.0)))
|
||||
|
||||
trans, rot, sca = axis_basis_change.decompose()
|
||||
translation, rotation, scale = (None, None, None)
|
||||
if trans[0] != 0.0 or trans[1] != 0.0 or trans[2] != 0.0:
|
||||
translation = [trans[0], trans[1], trans[2]]
|
||||
if rot[0] != 1.0 or rot[1] != 0.0 or rot[2] != 0.0 or rot[3] != 0.0:
|
||||
rotation = [rot[1], rot[2], rot[3], rot[0]]
|
||||
if sca[0] != 1.0 or sca[1] != 1.0 or sca[2] != 1.0:
|
||||
scale = [sca[0], sca[1], sca[2]]
|
||||
neutral_bone = gltf2_io.Node(
|
||||
camera=None,
|
||||
children=None,
|
||||
extensions=None,
|
||||
extras=None,
|
||||
matrix=None,
|
||||
mesh=None,
|
||||
name='neutral_bone',
|
||||
rotation=rotation,
|
||||
scale=scale,
|
||||
skin=None,
|
||||
translation=translation,
|
||||
weights=None
|
||||
)
|
||||
# Add it to child list of armature
|
||||
self.nodes[n.armature].node.children.append(neutral_bone)
|
||||
# Add it to joint list
|
||||
n.node.skin.joints.append(neutral_bone)
|
||||
|
||||
# Need to add an InverseBindMatrix
|
||||
array = BinaryData.decode_accessor_internal(n.node.skin.inverse_bind_matrices)
|
||||
|
||||
axis_basis_change = Matrix.Identity(4)
|
||||
if self.export_settings[gltf2_blender_export_keys.YUP]:
|
||||
axis_basis_change = Matrix(
|
||||
((1.0, 0.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, -1.0, 0.0, 0.0), (0.0, 0.0, 0.0, 1.0)))
|
||||
|
||||
inverse_bind_matrix = (
|
||||
axis_basis_change @ self.nodes[n.armature].matrix_world_armature).inverted_safe()
|
||||
|
||||
matrix = []
|
||||
for column in range(0, 4):
|
||||
for row in range(0, 4):
|
||||
matrix.append(inverse_bind_matrix[row][column])
|
||||
|
||||
array = np.append(array, np.array([matrix]), axis=0)
|
||||
binary_data = gltf2_io_binary_data.BinaryData.from_list(array.flatten(), gltf2_io_constants.ComponentType.Float)
|
||||
n.node.skin.inverse_bind_matrices = gltf2_blender_gather_accessors.gather_accessor(
|
||||
binary_data,
|
||||
gltf2_io_constants.ComponentType.Float,
|
||||
len(array.flatten()) // gltf2_io_constants.DataType.num_elements(gltf2_io_constants.DataType.Mat4),
|
||||
None,
|
||||
None,
|
||||
gltf2_io_constants.DataType.Mat4,
|
||||
self.export_settings
|
||||
)
|
||||
def get_unused_skins(self):
|
||||
from .gltf2_blender_gather_skins import gather_skin
|
||||
skins = []
|
||||
|
|
|
@ -10,8 +10,10 @@ from io_scene_gltf2.io.exp import gltf2_io_binary_data
|
|||
class Buffer:
|
||||
"""Class representing binary data for use in a glTF file as 'buffer' property."""
|
||||
|
||||
def __init__(self, buffer_index=0):
|
||||
def __init__(self, buffer_index=0, initial_data=None):
|
||||
self.__data = bytearray(b"")
|
||||
if initial_data is not None:
|
||||
self.__data = bytearray(initial_data.tobytes())
|
||||
self.__buffer_index = buffer_index
|
||||
|
||||
def add_and_get_view(self, binary_data: gltf2_io_binary_data.BinaryData) -> gltf2_io.BufferView:
|
||||
|
|
|
@ -77,6 +77,37 @@ class BinaryData():
|
|||
|
||||
return array
|
||||
|
||||
|
||||
@staticmethod
|
||||
def decode_accessor_internal(accessor):
|
||||
# Is use internally when accessor binary data is not yet in a glTF buffer_view
|
||||
# MAT2/3 have special alignment requirements that aren't handled. But it
|
||||
# doesn't matter because nothing uses them.
|
||||
assert accessor.type not in ['MAT2', 'MAT3']
|
||||
|
||||
dtype = ComponentType.to_numpy_dtype(accessor.component_type)
|
||||
component_nb = DataType.num_elements(accessor.type)
|
||||
|
||||
buffer_data = accessor.buffer_view.data
|
||||
|
||||
accessor_offset = accessor.byte_offset or 0
|
||||
buffer_data = buffer_data[accessor_offset:]
|
||||
|
||||
bytes_per_elem = dtype(1).nbytes
|
||||
default_stride = bytes_per_elem * component_nb
|
||||
stride = default_stride
|
||||
|
||||
array = np.frombuffer(
|
||||
buffer_data,
|
||||
dtype=np.dtype(dtype).newbyteorder('<'),
|
||||
count=accessor.count * component_nb,
|
||||
)
|
||||
array = array.reshape(accessor.count, component_nb)
|
||||
|
||||
return array
|
||||
|
||||
|
||||
|
||||
@staticmethod
|
||||
def decode_accessor_obj(gltf, accessor):
|
||||
# MAT2/3 have special alignment requirements that aren't handled. But it
|
||||
|
|
|
@ -485,16 +485,12 @@ def register():
|
|||
bpy.utils.register_class(cls)
|
||||
|
||||
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
|
||||
# Disabling the menu entry for this python exporter now that
|
||||
# there is a C++ exporter. For now, leaving the actual
|
||||
# export_scene.obj pointing at the python version.
|
||||
# bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
|
||||
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
|
||||
# See comment above about menu for the python exporter
|
||||
# bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
|
||||
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
|
||||
|
||||
for cls in classes:
|
||||
bpy.utils.unregister_class(cls)
|
||||
|
|
|
@ -2007,23 +2007,18 @@ def importMesh_IndexedFaceSet(geom, ancestry):
|
|||
for v in f
|
||||
for co in tex_coord_points[v]]
|
||||
else:
|
||||
x_min = x_max = y_min = y_max = z_min = z_max = None
|
||||
x_min = y_min = z_min = math.inf
|
||||
x_max = y_max = z_max = -math.inf
|
||||
for f in faces:
|
||||
# Unused vertices don't participate in size; X3DOM does so
|
||||
for v in f:
|
||||
(x, y, z) = points[v]
|
||||
if x_min is None or x < x_min:
|
||||
x_min = x
|
||||
if x_max is None or x > x_max:
|
||||
x_max = x
|
||||
if y_min is None or y < y_min:
|
||||
y_min = y
|
||||
if y_max is None or y > y_max:
|
||||
y_max = y
|
||||
if z_min is None or z < z_min:
|
||||
z_min = z
|
||||
if z_max is None or z > z_max:
|
||||
z_max = z
|
||||
x_min = min(x_min, x)
|
||||
x_max = max(x_max, x)
|
||||
y_min = min(y_min, y)
|
||||
y_max = max(y_max, y)
|
||||
z_min = min(z_min, z)
|
||||
z_max = max(z_max, z)
|
||||
|
||||
mins = (x_min, y_min, z_min)
|
||||
deltas = (x_max - x_min, y_max - y_min, z_max - z_min)
|
||||
|
|
|
@ -781,9 +781,9 @@ class MESH_OT_print3d_align_to_xy(Operator):
|
|||
for name in skip_invalid:
|
||||
print(f"Align to XY: Skipping object {name}. No faces selected.")
|
||||
if len(skip_invalid) == 1:
|
||||
self.report({'WARNING'}, f"Skipping object {skip_invalid[0]}. No faces selected.")
|
||||
self.report({'WARNING'}, "Skipping object. No faces selected" % skip_invalid[0])
|
||||
else:
|
||||
self.report({'WARNING'}, f"Skipping some objects. No faces selected. See terminal.")
|
||||
self.report({'WARNING'}, "Skipping some objects. No faces selected. See terminal")
|
||||
return {'FINISHED'}
|
||||
|
||||
def invoke(self, context, event):
|
||||
|
|
|
@ -464,7 +464,7 @@
|
|||
</view_3d>
|
||||
<graph_editor>
|
||||
<ThemeGraphEditor
|
||||
grid="#303030"
|
||||
grid="#383838"
|
||||
frame_current="#4c9933"
|
||||
time_scrub_background="#333333e6"
|
||||
time_marker_line="#b8b8b880"
|
||||
|
@ -955,7 +955,7 @@
|
|||
matte_node="#0076b6"
|
||||
distor_node="#292929"
|
||||
noodle_curving="2"
|
||||
grid_levels="2"
|
||||
grid_levels="3"
|
||||
dash_alpha="0.5"
|
||||
input_node="#3471ae"
|
||||
output_node="#cc6666"
|
||||
|
|
|
@ -947,7 +947,7 @@
|
|||
matte_node="#975b5b"
|
||||
distor_node="#749797"
|
||||
noodle_curving="6"
|
||||
grid_levels="2"
|
||||
grid_levels="3"
|
||||
input_node="#e64555"
|
||||
output_node="#b33641"
|
||||
filter_node="#584d80"
|
||||
|
|
|
@ -955,7 +955,7 @@
|
|||
matte_node="#404040"
|
||||
distor_node="#404040"
|
||||
noodle_curving="5"
|
||||
grid_levels="7"
|
||||
grid_levels="3"
|
||||
dash_alpha="0.5"
|
||||
input_node="#404040"
|
||||
output_node="#404040"
|
||||
|
|
|
@ -955,7 +955,7 @@
|
|||
matte_node="#977474"
|
||||
distor_node="#749797"
|
||||
noodle_curving="0"
|
||||
grid_levels="2"
|
||||
grid_levels="3"
|
||||
input_node="#ff6675"
|
||||
output_node="#ff6675"
|
||||
filter_node="#6c696f"
|
||||
|
|
|
@ -948,7 +948,7 @@
|
|||
matte_node="#975b5b"
|
||||
distor_node="#c5ffff"
|
||||
noodle_curving="3"
|
||||
grid_levels="2"
|
||||
grid_levels="3"
|
||||
input_node="#ff4e5d"
|
||||
output_node="#0081ff"
|
||||
filter_node="#b09bff"
|
||||
|
|
|
@ -948,7 +948,7 @@
|
|||
matte_node="#79f2a0"
|
||||
distor_node="#eef279"
|
||||
noodle_curving="0"
|
||||
grid_levels="2"
|
||||
grid_levels="3"
|
||||
input_node="#ee8513"
|
||||
output_node="#ff8b00"
|
||||
filter_node="#ff0000"
|
||||
|
|
Loading…
Reference in New Issue