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sampler.py
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# Copyright 2018-2022 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 mathutils
from ......io.com import gltf2_io
from ......io.com import constants as gltf2_io_constants
from ......io.exp import binary_data as gltf2_io_binary_data
from ......io.exp.user_extensions import export_user_extensions
from .....com.data_path import get_target_object_path
from .....com import gltf2_blender_math
from ....tree import VExportNode
from ....cache import cached
from ....accessors import gather_accessor
from .keyframes import gather_object_sampled_keyframes
@cached
def gather_object_sampled_animation_sampler(
obj_uuid: str,
channel: str,
action_name: str,
slot_handle: int,
node_channel_is_animated: bool,
node_channel_interpolation: str,
export_settings
):
keyframes = __gather_keyframes(
obj_uuid,
channel,
action_name,
slot_handle,
node_channel_is_animated,
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(obj_uuid, channel, keyframes, action_name, export_settings)
sampler = gltf2_io.AnimationSampler(
extensions=None,
extras=None,
input=input,
interpolation=__gather_interpolation(
node_channel_is_animated,
node_channel_interpolation,
keyframes,
export_settings),
output=output)
blender_object = export_settings['vtree'].nodes[obj_uuid].blender_object
export_user_extensions('animation_gather_object_sampler', export_settings, blender_object, action_name)
return sampler
def __gather_keyframes(
obj_uuid: str,
channel: str,
action_name: str,
slot_handle: int,
node_channel_is_animated: bool,
export_settings
):
keyframes = gather_object_sampled_keyframes(
obj_uuid,
channel,
action_name,
slot_handle,
node_channel_is_animated,
export_settings
)
return keyframes
def __convert_keyframes(obj_uuid: str, channel: str, keyframes, action_name: str, export_settings):
# Sliding can come from:
# - option SLIDE for negative frames
# - option to start animation at frame 0 for looping
if obj_uuid in export_settings['slide'].keys() and action_name in export_settings['slide'][obj_uuid].keys():
for k in keyframes:
k.frame += -export_settings['slide'][obj_uuid][action_name]
k.seconds = k.frame / (bpy.context.scene.render.fps * bpy.context.scene.render.fps_base)
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)
is_yup = export_settings['gltf_yup']
object_path = get_target_object_path(channel)
transform = mathutils.Matrix.Identity(4)
need_rotation_correction = (
export_settings['gltf_cameras'] and export_settings['vtree'].nodes[obj_uuid].blender_type == VExportNode.CAMERA) or (
export_settings['gltf_lights'] and export_settings['vtree'].nodes[obj_uuid].blender_type == VExportNode.LIGHT)
values = []
fps = (bpy.context.scene.render.fps * bpy.context.scene.render.fps_base)
for keyframe in keyframes:
# Transform the data and build gltf control points
value = gltf2_blender_math.transform(keyframe.value, channel, transform, need_rotation_correction)
if is_yup:
value = gltf2_blender_math.swizzle_yup(value, channel)
keyframe_value = gltf2_blender_math.mathutils_to_gltf(value)
# No tangents when baking, we are using LINEAR interpolation
values += keyframe_value
# store the keyframe data in a binary buffer
component_type = gltf2_io_constants.ComponentType.Float
data_type = gltf2_io_constants.DataType.vec_type_from_num(len(keyframes[0].value))
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(
node_channel_is_animated: bool,
node_channel_interpolation: str,
keyframes,
export_settings):
if len(keyframes) > 2:
# keep STEP as STEP, other become LINEAR
return {
"STEP": "STEP"
}.get(node_channel_interpolation, "LINEAR")
elif len(keyframes) == 1:
if node_channel_is_animated is False:
return "STEP"
elif node_channel_interpolation == "CUBICSPLINE":
return "LINEAR" # We can't have a single keyframe with CUBICSPLINE
else:
return node_channel_interpolation
else:
# If we only have 2 keyframes, set interpolation to STEP if baked
if node_channel_is_animated is False:
# baked => We have first and last keyframe
return "STEP"
else:
if keyframes[0].value == keyframes[1].value:
return "STEP"
else:
return "LINEAR"