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sampler.py
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# Copyright 2018-2023 The glTF-Blender-IO authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
import bpy
import typing
from ......io.com import gltf2_io
from ......io.exp import binary_data as gltf2_io_binary_data
from ......io.com import constants as gltf2_io_constants
from ....cache import cached
from ....accessors import gather_accessor
from .keyframes import gather_data_sampled_keyframes
@cached
def gather_data_sampled_animation_sampler(
blender_type_data: str,
blender_id: str,
channel: str,
action_name: str,
slot_handle: int,
node_channel_is_animated: bool,
node_channel_interpolation: str,
additional_key: str, # Used to differentiate between material / material node_tree
export_settings
):
keyframes = __gather_keyframes(
blender_type_data,
blender_id,
channel,
action_name,
slot_handle,
node_channel_is_animated,
additional_key,
export_settings)
if keyframes is None:
# After check, no need to animate this node for this channel
return None
# Now we are raw input/output, we need to convert to glTF data
input, output = __convert_keyframes(blender_type_data, blender_id, channel, keyframes, action_name, export_settings)
sampler = gltf2_io.AnimationSampler(extensions=None, extras=None, input=input, interpolation=__gather_interpolation(
blender_type_data, node_channel_is_animated, node_channel_interpolation, keyframes, export_settings), output=output)
return sampler
def __gather_keyframes(
blender_type_data,
blender_id,
channel,
action_name,
slot_handle,
node_channel_is_animated,
additional_key, # Used to differentiate between material / material node_tree
export_settings):
keyframes = gather_data_sampled_keyframes(
blender_type_data,
blender_id,
channel,
action_name,
slot_handle,
node_channel_is_animated,
additional_key,
export_settings
)
if keyframes is None:
# After check, no need to animation this node
return None
return keyframes
def __convert_keyframes(blender_type_data, blender_id, channel, keyframes, action_name, export_settings):
# Sliding can come from:
# - option SLIDE for negative frames
# - option to start animation at frame 0 for looping
if blender_id in export_settings['slide'].keys() and action_name in export_settings['slide'][blender_id].keys():
for k in keyframes:
k.frame += -export_settings['slide'][blender_id][action_name]
k.seconds = k.frame / bpy.context.scene.render.fps
times = [k.seconds for k in keyframes]
input = gather_accessor(
gltf2_io_binary_data.BinaryData.from_list(times, gltf2_io_constants.ComponentType.Float),
gltf2_io_constants.ComponentType.Float,
len(times),
tuple([max(times)]),
tuple([min(times)]),
gltf2_io_constants.DataType.Scalar,
export_settings)
values = []
for keyframe in keyframes:
keyframe_value = __convert_to_gltf(keyframe.value)
values += keyframe_value
# store the keyframe data in a binary buffer
component_type = gltf2_io_constants.ComponentType.Float
if type(keyframes[0].value).__name__ != "float":
data_type = gltf2_io_constants.DataType.vec_type_from_num(len(keyframes[0].value))
else:
data_type = gltf2_io_constants.DataType.vec_type_from_num(1)
output = gather_accessor(
gltf2_io_binary_data.BinaryData.from_list(values, component_type),
component_type,
len(values) // gltf2_io_constants.DataType.num_elements(data_type),
None,
None,
data_type,
export_settings
)
return input, output
def __gather_interpolation(
blender_type_data,
node_channel_is_animated,
node_channel_interpolation,
keyframes,
export_settings):
# TODOPointer
return 'LINEAR'
def __convert_to_gltf(value):
return value if type(value).__name__ != "float" else [value]