glTF exporter: refactoring: remove no more needed functions after 2.79
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@ -15,7 +15,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (1, 3, 38),
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"version": (1, 3, 39),
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'blender': (2, 90, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -19,11 +19,6 @@ from mathutils import Matrix, Vector, Quaternion, Euler
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from io_scene_gltf2.blender.com.gltf2_blender_data_path import get_target_property_name
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def multiply(a, b):
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"""Multiplication."""
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return a @ b
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def list_to_mathutils(values: typing.List[float], data_path: str) -> typing.Union[Vector, Quaternion, Euler]:
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"""Transform a list to blender py object."""
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target = get_target_property_name(data_path)
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@ -31,7 +26,7 @@ def list_to_mathutils(values: typing.List[float], data_path: str) -> typing.Unio
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if target == 'delta_location':
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return Vector(values) # TODO Should be Vector(values) - Vector(something)?
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elif target == 'delta_rotation_euler':
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return Euler(values).to_quaternion() # TODO Should be multiply(Euler(values).to_quaternion(), something)?
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return Euler(values).to_quaternion() # TODO Should be Euler(values).to_quaternion() @ something?
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elif target == 'location':
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return Vector(values)
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elif target == 'rotation_axis_angle':
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@ -138,7 +133,7 @@ def transform(v: typing.Union[Vector, Quaternion], data_path: str, transform: Ma
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def transform_location(location: Vector, transform: Matrix = Matrix.Identity(4)) -> Vector:
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"""Transform location."""
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m = Matrix.Translation(location)
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m = multiply(transform, m)
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m = transform @ m
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return m.to_translation()
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@ -146,7 +141,7 @@ def transform_rotation(rotation: Quaternion, transform: Matrix = Matrix.Identity
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"""Transform rotation."""
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rotation.normalize()
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m = rotation.to_matrix().to_4x4()
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m = multiply(transform, m)
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m = transform @ m
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return m.to_quaternion()
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@ -156,7 +151,7 @@ def transform_scale(scale: Vector, transform: Matrix = Matrix.Identity(4)) -> Ve
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m[0][0] = scale.x
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m[1][1] = scale.y
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m[2][2] = scale.z
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m = multiply(transform, m)
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m = transform @ m
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return m.to_scale()
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@ -122,12 +122,6 @@ def convert_swizzle_scale(scale, export_settings):
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return Vector((scale[0], scale[1], scale[2]))
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def decompose_transition(matrix, export_settings):
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translation, rotation, scale = matrix.decompose()
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return translation, rotation, scale
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def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vertex_groups, modifiers, export_settings):
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"""
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Extract primitives from a mesh. Polygons are triangulated and sorted by material.
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@ -343,10 +343,12 @@ def __gather_output(channels: typing.Tuple[bpy.types.FCurve],
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(0.0, 0.0, 1.0, 0.0),
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(0.0, -1.0, 0.0, 0.0),
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(0.0, 0.0, 0.0, 1.0)))
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correction_matrix_local = gltf2_blender_math.multiply(axis_basis_change, bone.bone.matrix_local)
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correction_matrix_local = axis_basis_change @ bone.bone.matrix_local
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else:
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correction_matrix_local = gltf2_blender_math.multiply(
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bone.parent.bone.matrix_local.inverted(), bone.bone.matrix_local)
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correction_matrix_local = (
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bone.parent.bone.matrix_local.inverted() @
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bone.bone.matrix_local
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)
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transform = correction_matrix_local
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else:
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@ -17,8 +17,6 @@ import mathutils
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from . import gltf2_blender_export_keys
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from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
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from io_scene_gltf2.io.com import gltf2_io
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from io_scene_gltf2.blender.exp import gltf2_blender_extract
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from io_scene_gltf2.blender.com import gltf2_blender_math
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from io_scene_gltf2.blender.exp import gltf2_blender_gather_skins
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from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
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from ..com.gltf2_blender_extras import generate_extras
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@ -39,10 +37,12 @@ def gather_joint(blender_object, blender_bone, export_settings):
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# extract bone transform
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if blender_bone.parent is None:
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correction_matrix_local = gltf2_blender_math.multiply(axis_basis_change, blender_bone.bone.matrix_local)
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correction_matrix_local = axis_basis_change @ blender_bone.bone.matrix_local
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else:
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correction_matrix_local = gltf2_blender_math.multiply(
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blender_bone.parent.bone.matrix_local.inverted(), blender_bone.bone.matrix_local)
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correction_matrix_local = (
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blender_bone.parent.bone.matrix_local.inverted() @
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blender_bone.bone.matrix_local
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)
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if (blender_bone.bone.use_inherit_rotation == False or blender_bone.bone.inherit_scale != "FULL") and blender_bone.parent != None:
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rest_mat = (blender_bone.parent.bone.matrix_local.inverted_safe() @ blender_bone.bone.matrix_local)
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@ -51,8 +51,7 @@ def gather_joint(blender_object, blender_bone, export_settings):
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matrix_basis = blender_bone.matrix
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matrix_basis = blender_object.convert_space(pose_bone=blender_bone, matrix=matrix_basis, from_space='POSE', to_space='LOCAL')
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trans, rot, sca = gltf2_blender_extract.decompose_transition(
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gltf2_blender_math.multiply(correction_matrix_local, matrix_basis), export_settings)
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trans, rot, sca = (correction_matrix_local @ matrix_basis).decompose()
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translation, rotation, scale = (None, None, None)
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if trans[0] != 0.0 or trans[1] != 0.0 or trans[2] != 0.0:
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translation = [trans[0], trans[1], trans[2]]
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@ -189,8 +189,8 @@ def __gather_children(blender_object, blender_scene, export_settings):
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rot_quat = Quaternion(rot)
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axis_basis_change = Matrix(
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((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)))
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mat = gltf2_blender_math.multiply(child.matrix_parent_inverse, child.matrix_basis)
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mat = gltf2_blender_math.multiply(mat, axis_basis_change)
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mat = child.matrix_parent_inverse @ child.matrix_basis
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mat = mat @ axis_basis_change
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_, rot_quat, _ = mat.decompose()
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child_node.rotation = [rot_quat[1], rot_quat[2], rot_quat[3], rot_quat[0]]
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@ -404,7 +404,7 @@ def __gather_trans_rot_scale(blender_object, export_settings):
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if blender_object.matrix_local[3][3] != 0.0:
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trans, rot, sca = gltf2_blender_extract.decompose_transition(blender_object.matrix_local, export_settings)
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trans, rot, sca = blender_object.matrix_local.decompose()
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else:
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# Some really weird cases, scale is null (if parent is null when evaluation is done)
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print_console('WARNING', 'Some nodes are 0 scaled during evaluation. Result can be wrong')
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@ -20,7 +20,6 @@ from io_scene_gltf2.io.exp import gltf2_io_binary_data
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from io_scene_gltf2.io.com import gltf2_io_constants
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from io_scene_gltf2.blender.exp import gltf2_blender_gather_accessors
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from io_scene_gltf2.blender.exp import gltf2_blender_gather_joints
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from io_scene_gltf2.blender.com import gltf2_blender_math
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from io_scene_gltf2.io.exp.gltf2_io_user_extensions import export_user_extensions
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@ -85,10 +84,10 @@ def __gather_inverse_bind_matrices(blender_object, export_settings):
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# traverse the matrices in the same order as the joints and compute the inverse bind matrix
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def __collect_matrices(bone):
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inverse_bind_matrix = gltf2_blender_math.multiply(
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axis_basis_change,
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gltf2_blender_math.multiply(
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blender_object.matrix_world,
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inverse_bind_matrix = (
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axis_basis_change @
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(
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blender_object.matrix_world @
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bone.bone.matrix_local
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)
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).inverted()
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