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Julien Duroure authoredJulien Duroure authored
__init__.py 45.10 KiB
# SPDX-License-Identifier: Apache-2.0
# Copyright 2018-2021 The glTF-Blender-IO authors.
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, 3, 22),
'blender': (3, 3, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
'warning': '',
'doc_url': "{BLENDER_MANUAL_URL}/addons/import_export/scene_gltf2.html",
'tracker_url': "https://github.com/KhronosGroup/glTF-Blender-IO/issues/",
'support': 'OFFICIAL',
'category': 'Import-Export',
}
def get_version_string():
return str(bl_info['version'][0]) + '.' + str(bl_info['version'][1]) + '.' + str(bl_info['version'][2])
#
# Script reloading (if the user calls 'Reload Scripts' from Blender)
#
def reload_package(module_dict_main):
import importlib
from pathlib import Path
def reload_package_recursive(current_dir, module_dict):
for path in current_dir.iterdir():
if "__init__" in str(path) or path.stem not in module_dict:
continue
if path.is_file() and path.suffix == ".py":
importlib.reload(module_dict[path.stem])
elif path.is_dir():
reload_package_recursive(path, module_dict[path.stem].__dict__)
reload_package_recursive(Path(__file__).parent, module_dict_main)
if "bpy" in locals():
reload_package(locals())
import bpy
from bpy.props import (StringProperty,
BoolProperty,
EnumProperty,
IntProperty,
CollectionProperty)
from bpy.types import Operator
from bpy_extras.io_utils import ImportHelper, ExportHelper
#
# Functions / Classes.
#
exporter_extension_panel_unregister_functors = []
importer_extension_panel_unregister_functors = []
def ensure_filepath_matches_export_format(filepath, export_format):
import os
filename = os.path.basename(filepath)
if not filename:
return filepath
stem, ext = os.path.splitext(filename)
if stem.startswith('.') and not ext:
stem, ext = '', stem
desired_ext = '.glb' if export_format == 'GLB' else '.gltf'
ext_lower = ext.lower()
if ext_lower not in ['.glb', '.gltf']:
return filepath + desired_ext
elif ext_lower != desired_ext:
filepath = filepath[:-len(ext)] # strip off ext
return filepath + desired_ext
else:
return filepath
def on_export_format_changed(self, context):
# Update the filename in the file browser when the format (.glb/.gltf)
# changes
sfile = context.space_data
if not isinstance(sfile, bpy.types.SpaceFileBrowser):
return
if not sfile.active_operator:
return
if sfile.active_operator.bl_idname != "EXPORT_SCENE_OT_gltf":
return
sfile.params.filename = ensure_filepath_matches_export_format(
sfile.params.filename,
self.export_format,
)
class ExportGLTF2_Base:
# TODO: refactor to avoid boilerplate
def __init__(self):
from io_scene_gltf2.io.com import gltf2_io_draco_compression_extension
self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists()
bl_options = {'PRESET'}
export_format: EnumProperty(
name='Format',
items=(('GLB', 'glTF Binary (.glb)',
'Exports a single file, with all data packed in binary form. '
'Most efficient and portable, but more difficult to edit later'),
('GLTF_SEPARATE', 'glTF Separate (.gltf + .bin + textures)',
'Exports multiple files, with separate JSON, binary and texture data. '
'Easiest to edit later'),
('GLTF_EMBEDDED', 'glTF Embedded (.gltf)',
'Exports a single file, with all data packed in JSON. '
'Less efficient than binary, but easier to edit later')),
description=(
'Output format and embedding options. Binary is most efficient, '
'but JSON (embedded or separate) may be easier to edit later'
),
default='GLB',
update=on_export_format_changed,
)
ui_tab: EnumProperty(
items=(('GENERAL', "General", "General settings"),
('MESHES', "Meshes", "Mesh settings"),
('OBJECTS', "Objects", "Object settings"),
('ANIMATION', "Animation", "Animation settings")),
name="ui_tab",
description="Export setting categories",
)
export_copyright: StringProperty(
name='Copyright',
description='Legal rights and conditions for the model',
default=''
)
export_image_format: EnumProperty(
name='Images',
items=(('AUTO', 'Automatic',
'Save PNGs as PNGs and JPEGs as JPEGs. '
'If neither one, use PNG'),
('JPEG', 'JPEG Format (.jpg)',
'Save images as JPEGs. (Images that need alpha are saved as PNGs though.) '
'Be aware of a possible loss in quality'),
('NONE', 'None',
'Don\'t export images'),
),
description=(
'Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for web '
'applications due to the smaller file size. Alternatively they can be omitted if they are not needed'
),
default='AUTO'
)
export_texture_dir: StringProperty(
name='Textures',
description='Folder to place texture files in. Relative to the .gltf file',
default='',
)
export_keep_originals: BoolProperty(
name='Keep original',
description=('Keep original textures files if possible. '
'WARNING: if you use more than one texture, '
'where pbr standard requires only one, only one texture will be used. '
'This can lead to unexpected results'
),
default=False,
)
export_texcoords: BoolProperty(
name='UVs',
description='Export UVs (texture coordinates) with meshes',
default=True
)
export_normals: BoolProperty(
name='Normals',
description='Export vertex normals with meshes',
default=True
)
export_draco_mesh_compression_enable: BoolProperty(
name='Draco mesh compression',
description='Compress mesh using Draco',
default=False
)
export_draco_mesh_compression_level: IntProperty(
name='Compression level',
description='Compression level (0 = most speed, 6 = most compression, higher values currently not supported)',
default=6,
min=0,
max=10
)
export_draco_position_quantization: IntProperty(
name='Position quantization bits',
description='Quantization bits for position values (0 = no quantization)',
default=14,
min=0,
max=30
)
export_draco_normal_quantization: IntProperty(
name='Normal quantization bits',
description='Quantization bits for normal values (0 = no quantization)',
default=10,
min=0,
max=30
)
export_draco_texcoord_quantization: IntProperty(
name='Texcoord quantization bits',
description='Quantization bits for texture coordinate values (0 = no quantization)',
default=12,
min=0,
max=30
)
export_draco_color_quantization: IntProperty(
name='Color quantization bits',
description='Quantization bits for color values (0 = no quantization)',
default=10,
min=0,
max=30
)
export_draco_generic_quantization: IntProperty(
name='Generic quantization bits',
description='Quantization bits for generic coordinate values like weights or joints (0 = no quantization)',
default=12,
min=0,
max=30
)
export_tangents: BoolProperty(
name='Tangents',
description='Export vertex tangents with meshes',
default=False
)
export_materials: EnumProperty(
name='Materials',
items=(('EXPORT', 'Export',
'Export all materials used by included objects'),
('PLACEHOLDER', 'Placeholder',
'Do not export materials, but write multiple primitive groups per mesh, keeping material slot information'),
('NONE', 'No export',
'Do not export materials, and combine mesh primitive groups, losing material slot information')),
description='Export materials ',
default='EXPORT'
)
export_original_specular: BoolProperty(
name='Export original PBR Specular',
description=(
'Export original glTF PBR Specular, instead of Blender Principled Shader Specular'
),
default=False,
)
export_colors: BoolProperty(
name='Vertex Colors',
description='Export vertex colors with meshes',
default=True
)
use_mesh_edges: BoolProperty(
name='Loose Edges',
description=(
'Export loose edges as lines, using the material from the first material slot'
),
default=False,
)
use_mesh_vertices: BoolProperty(
name='Loose Points',
description=(
'Export loose points as glTF points, using the material from the first material slot'
),
default=False,
)
export_cameras: BoolProperty(
name='Cameras',
description='Export cameras',
default=False
)
use_selection: BoolProperty(
name='Selected Objects',
description='Export selected objects only',
default=False
)
use_visible: BoolProperty(
name='Visible Objects',
description='Export visible objects only',
default=False
)
use_renderable: BoolProperty(
name='Renderable Objects',
description='Export renderable objects only',
default=False
)
use_active_collection: BoolProperty(
name='Active Collection',
description='Export objects in the active collection only',
default=False
)
use_active_scene: BoolProperty(
name='Active Scene',
description='Export active scene only',
default=False
)
export_extras: BoolProperty(
name='Custom Properties',
description='Export custom properties as glTF extras',
default=False
)
export_yup: BoolProperty(
name='+Y Up',
description='Export using glTF convention, +Y up',
default=True
)
export_apply: BoolProperty(
name='Apply Modifiers',
description='Apply modifiers (excluding Armatures) to mesh objects -'
'WARNING: prevents exporting shape keys',
default=False
)
export_animations: BoolProperty(
name='Animations',
description='Exports active actions and NLA tracks as glTF animations',
default=True
)
export_frame_range: BoolProperty(
name='Limit to Playback Range',
description='Clips animations to selected playback range',
default=True
)
export_frame_step: IntProperty(
name='Sampling Rate',
description='How often to evaluate animated values (in frames)',
default=1,
min=1,
max=120
)
export_force_sampling: BoolProperty(
name='Always Sample Animations',
description='Apply sampling to all animations',
default=True
)
export_nla_strips: BoolProperty(
name='Group by NLA Track',
description=(
"When on, multiple actions become part of the same glTF animation if "
"they're pushed onto NLA tracks with the same name. "
"When off, all the currently assigned actions become one glTF animation"
),
default=True
)
export_nla_strips_merged_animation_name: StringProperty(
name='Merged Animation Name',
description=(
"Name of single glTF animation to be exported"
),
default='Animation'
)
export_def_bones: BoolProperty(
name='Export Deformation Bones Only',
description='Export Deformation bones only',
default=False
)
optimize_animation_size: BoolProperty(
name='Optimize Animation Size',
description=(
"Reduce exported file-size by removing duplicate keyframes"
"(can cause problems with stepped animation)"
),
default=False
)
export_anim_single_armature: BoolProperty(
name='Export all Armature Actions',
description=(
"Export all actions of a single armature. "
"WARNING: works only if you exports a single armature"
),
default=True
)
export_current_frame: BoolProperty(
name='Use Current Frame',
description='Export the scene in the current animation frame',
default=False
)
export_skins: BoolProperty(
name='Skinning',
description='Export skinning (armature) data',
default=True
)
export_all_influences: BoolProperty(
name='Include All Bone Influences',
description='Allow >4 joint vertex influences. Models may appear incorrectly in many viewers',
default=False
)
export_morph: BoolProperty(
name='Shape Keys',
description='Export shape keys (morph targets)',
default=True
)
export_morph_normal: BoolProperty(
name='Shape Key Normals',
description='Export vertex normals with shape keys (morph targets)',
default=True
)
export_morph_tangent: BoolProperty(
name='Shape Key Tangents',
description='Export vertex tangents with shape keys (morph targets)',
default=False
)
export_lights: BoolProperty(
name='Punctual Lights',
description='Export directional, point, and spot lights. '
'Uses "KHR_lights_punctual" glTF extension',
default=False
)
will_save_settings: BoolProperty(
name='Remember Export Settings',
description='Store glTF export settings in the Blender project',
default=False)
# Custom scene property for saving settings
scene_key = "glTF2ExportSettings"
#
def check(self, _context):
# Ensure file extension matches format
old_filepath = self.filepath
self.filepath = ensure_filepath_matches_export_format(
self.filepath,
self.export_format,
)
return self.filepath != old_filepath
def invoke(self, context, event):
settings = context.scene.get(self.scene_key)
self.will_save_settings = False
if settings:
try:
for (k, v) in settings.items():
setattr(self, k, v)
self.will_save_settings = True
except (AttributeError, TypeError):
self.report({"ERROR"}, "Loading export settings failed. Removed corrupted settings")
del context.scene[self.scene_key]
import sys
preferences = bpy.context.preferences
for addon_name in preferences.addons.keys():
try:
if hasattr(sys.modules[addon_name], 'glTF2ExportUserExtension') or hasattr(sys.modules[addon_name], 'glTF2ExportUserExtensions'):
exporter_extension_panel_unregister_functors.append(sys.modules[addon_name].register_panel())
except Exception:
pass
self.has_active_exporter_extensions = len(exporter_extension_panel_unregister_functors) > 0
return ExportHelper.invoke(self, context, event)
def save_settings(self, context):
# find all props to save
exceptional = [
# options that don't start with 'export_'
'use_selection',
'use_visible',
'use_renderable',
'use_active_collection',
'use_mesh_edges',
'use_mesh_vertices',
'use_active_scene',
]
all_props = self.properties
export_props = {
x: getattr(self, x) for x in dir(all_props)
if (x.startswith("export_") or x in exceptional) and all_props.get(x) is not None
}
context.scene[self.scene_key] = export_props
def execute(self, context):
import os
import datetime
from .blender.exp import gltf2_blender_export
if self.will_save_settings:
self.save_settings(context)
self.check(context) # ensure filepath has the right extension
# All custom export settings are stored in this container.
export_settings = {}
export_settings['timestamp'] = datetime.datetime.now()
export_settings['gltf_filepath'] = self.filepath
export_settings['gltf_filedirectory'] = os.path.dirname(export_settings['gltf_filepath']) + '/'
export_settings['gltf_texturedirectory'] = os.path.join(
export_settings['gltf_filedirectory'],
self.export_texture_dir,
)
export_settings['gltf_keep_original_textures'] = self.export_keep_originals
export_settings['gltf_format'] = self.export_format
export_settings['gltf_image_format'] = self.export_image_format
export_settings['gltf_copyright'] = self.export_copyright
export_settings['gltf_texcoords'] = self.export_texcoords
export_settings['gltf_normals'] = self.export_normals
export_settings['gltf_tangents'] = self.export_tangents and self.export_normals
export_settings['gltf_loose_edges'] = self.use_mesh_edges
export_settings['gltf_loose_points'] = self.use_mesh_vertices
if self.is_draco_available:
export_settings['gltf_draco_mesh_compression'] = self.export_draco_mesh_compression_enable
export_settings['gltf_draco_mesh_compression_level'] = self.export_draco_mesh_compression_level
export_settings['gltf_draco_position_quantization'] = self.export_draco_position_quantization
export_settings['gltf_draco_normal_quantization'] = self.export_draco_normal_quantization
export_settings['gltf_draco_texcoord_quantization'] = self.export_draco_texcoord_quantization
export_settings['gltf_draco_color_quantization'] = self.export_draco_color_quantization
export_settings['gltf_draco_generic_quantization'] = self.export_draco_generic_quantization
else:
export_settings['gltf_draco_mesh_compression'] = False
export_settings['gltf_materials'] = self.export_materials
export_settings['gltf_colors'] = self.export_colors
export_settings['gltf_cameras'] = self.export_cameras
export_settings['gltf_original_specular'] = self.export_original_specular
export_settings['gltf_visible'] = self.use_visible
export_settings['gltf_renderable'] = self.use_renderable
export_settings['gltf_active_collection'] = self.use_active_collection
export_settings['gltf_active_scene'] = self.use_active_scene
export_settings['gltf_selected'] = self.use_selection
export_settings['gltf_layers'] = True # self.export_layers
export_settings['gltf_extras'] = self.export_extras
export_settings['gltf_yup'] = self.export_yup
export_settings['gltf_apply'] = self.export_apply
export_settings['gltf_current_frame'] = self.export_current_frame
export_settings['gltf_animations'] = self.export_animations
export_settings['gltf_def_bones'] = self.export_def_bones
if self.export_animations:
export_settings['gltf_frame_range'] = self.export_frame_range
export_settings['gltf_force_sampling'] = self.export_force_sampling
if not self.export_force_sampling:
export_settings['gltf_def_bones'] = False
export_settings['gltf_nla_strips'] = self.export_nla_strips
export_settings['gltf_nla_strips_merged_animation_name'] = self.export_nla_strips_merged_animation_name
export_settings['gltf_optimize_animation'] = self.optimize_animation_size
export_settings['gltf_export_anim_single_armature'] = self.export_anim_single_armature
else:
export_settings['gltf_frame_range'] = False
export_settings['gltf_move_keyframes'] = False
export_settings['gltf_force_sampling'] = False
export_settings['gltf_optimize_animation'] = False
export_settings['gltf_export_anim_single_armature'] = False
export_settings['gltf_skins'] = self.export_skins
if self.export_skins:
export_settings['gltf_all_vertex_influences'] = self.export_all_influences
else:
export_settings['gltf_all_vertex_influences'] = False
export_settings['gltf_def_bones'] = False
export_settings['gltf_frame_step'] = self.export_frame_step
export_settings['gltf_morph'] = self.export_morph
if self.export_morph:
export_settings['gltf_morph_normal'] = self.export_morph_normal
else:
export_settings['gltf_morph_normal'] = False
if self.export_morph and self.export_morph_normal:
export_settings['gltf_morph_tangent'] = self.export_morph_tangent
else:
export_settings['gltf_morph_tangent'] = False
export_settings['gltf_lights'] = self.export_lights
export_settings['gltf_binary'] = bytearray()
export_settings['gltf_binaryfilename'] = (
os.path.splitext(os.path.basename(self.filepath))[0] + '.bin'
)
user_extensions = []
pre_export_callbacks = []
post_export_callbacks = []
import sys
preferences = bpy.context.preferences
for addon_name in preferences.addons.keys():
try:
module = sys.modules[addon_name]
except Exception:
continue
if hasattr(module, 'glTF2ExportUserExtension'):
extension_ctor = module.glTF2ExportUserExtension
user_extensions.append(extension_ctor())
if hasattr(module, 'glTF2ExportUserExtensions'):
extension_ctors = module.glTF2ExportUserExtensions
for extension_ctor in extension_ctors:
user_extensions.append(extension_ctor())
if hasattr(module, 'glTF2_pre_export_callback'):
pre_export_callbacks.append(module.glTF2_pre_export_callback)
if hasattr(module, 'glTF2_post_export_callback'):
post_export_callbacks.append(module.glTF2_post_export_callback)
export_settings['gltf_user_extensions'] = user_extensions
export_settings['pre_export_callbacks'] = pre_export_callbacks
export_settings['post_export_callbacks'] = post_export_callbacks
return gltf2_blender_export.save(context, export_settings)
def draw(self, context):
pass # Is needed to get panels available
class GLTF_PT_export_main(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = ""
bl_parent_id = "FILE_PT_operator"
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, 'export_format')
if operator.export_format == 'GLTF_SEPARATE':
layout.prop(operator, 'export_keep_originals')
if operator.export_keep_originals is False:
layout.prop(operator, 'export_texture_dir', icon='FILE_FOLDER')
layout.prop(operator, 'export_copyright')
layout.prop(operator, 'will_save_settings')
class GLTF_PT_export_include(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Include"
bl_parent_id = "FILE_PT_operator"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
col = layout.column(heading = "Limit to", align = True)
col.prop(operator, 'use_selection')
col.prop(operator, 'use_visible')
col.prop(operator, 'use_renderable')
col.prop(operator, 'use_active_collection')
col.prop(operator, 'use_active_scene')
col = layout.column(heading = "Data", align = True)
col.prop(operator, 'export_extras')
col.prop(operator, 'export_cameras')
col.prop(operator, 'export_lights')
class GLTF_PT_export_transform(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Transform"
bl_parent_id = "FILE_PT_operator"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, 'export_yup')
class GLTF_PT_export_geometry(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Geometry"
bl_parent_id = "FILE_PT_operator"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw(self, context):
pass
class GLTF_PT_export_geometry_mesh(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Mesh"
bl_parent_id = "GLTF_PT_export_geometry"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, 'export_apply')
layout.prop(operator, 'export_texcoords')
layout.prop(operator, 'export_normals')
col = layout.column()
col.active = operator.export_normals
col.prop(operator, 'export_tangents')
layout.prop(operator, 'export_colors')
col = layout.column()
col.prop(operator, 'use_mesh_edges')
col.prop(operator, 'use_mesh_vertices')
class GLTF_PT_export_geometry_material(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Material"
bl_parent_id = "GLTF_PT_export_geometry"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, 'export_materials')
col = layout.column()
col.active = operator.export_materials == "EXPORT"
col.prop(operator, 'export_image_format')
class GLTF_PT_export_geometry_original_pbr(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "PBR Extensions"
bl_parent_id = "GLTF_PT_export_geometry_material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, 'export_original_specular')
class GLTF_PT_export_geometry_compression(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Compression"
bl_parent_id = "GLTF_PT_export_geometry"
bl_options = {'DEFAULT_CLOSED'}
def __init__(self):
from io_scene_gltf2.io.com import gltf2_io_draco_compression_extension
self.is_draco_available = gltf2_io_draco_compression_extension.dll_exists(quiet=True)
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
if operator.is_draco_available:
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw_header(self, context):
sfile = context.space_data
operator = sfile.active_operator
self.layout.prop(operator, "export_draco_mesh_compression_enable", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.active = operator.export_draco_mesh_compression_enable
layout.prop(operator, 'export_draco_mesh_compression_level')
col = layout.column(align=True)
col.prop(operator, 'export_draco_position_quantization', text="Quantize Position")
col.prop(operator, 'export_draco_normal_quantization', text="Normal")
col.prop(operator, 'export_draco_texcoord_quantization', text="Tex Coord")
col.prop(operator, 'export_draco_color_quantization', text="Color")
col.prop(operator, 'export_draco_generic_quantization', text="Generic")
class GLTF_PT_export_animation(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Animation"
bl_parent_id = "FILE_PT_operator"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, 'export_current_frame')
class GLTF_PT_export_animation_export(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Animation"
bl_parent_id = "GLTF_PT_export_animation"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw_header(self, context):
sfile = context.space_data
operator = sfile.active_operator
self.layout.prop(operator, "export_animations", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.active = operator.export_animations
layout.prop(operator, 'export_frame_range')
layout.prop(operator, 'export_frame_step')
layout.prop(operator, 'export_force_sampling')
layout.prop(operator, 'export_nla_strips')
if operator.export_nla_strips is False:
layout.prop(operator, 'export_nla_strips_merged_animation_name')
layout.prop(operator, 'optimize_animation_size')
layout.prop(operator, 'export_anim_single_armature')
class GLTF_PT_export_animation_shapekeys(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Shape Keys"
bl_parent_id = "GLTF_PT_export_animation"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw_header(self, context):
sfile = context.space_data
operator = sfile.active_operator
self.layout.prop(operator, "export_morph", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.active = operator.export_morph
layout.prop(operator, 'export_morph_normal')
col = layout.column()
col.active = operator.export_morph_normal
col.prop(operator, 'export_morph_tangent')
class GLTF_PT_export_animation_skinning(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Skinning"
bl_parent_id = "GLTF_PT_export_animation"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf"
def draw_header(self, context):
sfile = context.space_data
operator = sfile.active_operator
self.layout.prop(operator, "export_skins", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
sfile = context.space_data
operator = sfile.active_operator
layout.active = operator.export_skins
layout.prop(operator, 'export_all_influences')
row = layout.row()
row.active = operator.export_force_sampling
row.prop(operator, 'export_def_bones')
if operator.export_force_sampling is False and operator.export_def_bones is True:
layout.label(text="Export only deformation bones is not possible when not sampling animation")
class GLTF_PT_export_user_extensions(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Exporter Extensions"
bl_parent_id = "FILE_PT_operator"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "EXPORT_SCENE_OT_gltf" and operator.has_active_exporter_extensions
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
class GLTF_PT_import_user_extensions(bpy.types.Panel):
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'
bl_label = "Importer Extensions"
bl_parent_id = "FILE_PT_operator"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
sfile = context.space_data
operator = sfile.active_operator
return operator.bl_idname == "IMPORT_SCENE_OT_gltf" and operator.has_active_importer_extensions
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
class ExportGLTF2(bpy.types.Operator, ExportGLTF2_Base, ExportHelper):
"""Export scene as glTF 2.0 file"""
bl_idname = 'export_scene.gltf'
bl_label = 'Export glTF 2.0'
filename_ext = ''
filter_glob: StringProperty(default='*.glb;*.gltf', options={'HIDDEN'})
def menu_func_export(self, context):
self.layout.operator(ExportGLTF2.bl_idname, text='glTF 2.0 (.glb/.gltf)')
class ImportGLTF2(Operator, ImportHelper):
"""Load a glTF 2.0 file"""
bl_idname = 'import_scene.gltf'
bl_label = 'Import glTF 2.0'
bl_options = {'REGISTER', 'UNDO'}
filter_glob: StringProperty(default="*.glb;*.gltf", options={'HIDDEN'})
files: CollectionProperty(
name="File Path",
type=bpy.types.OperatorFileListElement,
)
loglevel: IntProperty(
name='Log Level',
description="Log Level")
import_pack_images: BoolProperty(
name='Pack Images',
description='Pack all images into .blend file',
default=True
)
merge_vertices: BoolProperty(
name='Merge Vertices',
description=(
'The glTF format requires discontinuous normals, UVs, and '
'other vertex attributes to be stored as separate vertices, '
'as required for rendering on typical graphics hardware. '
'This option attempts to combine co-located vertices where possible. '
'Currently cannot combine verts with different normals'
),
default=False,
)
import_shading: EnumProperty(
name="Shading",
items=(("NORMALS", "Use Normal Data", ""),
("FLAT", "Flat Shading", ""),
("SMOOTH", "Smooth Shading", "")),
description="How normals are computed during import",
default="NORMALS")
bone_heuristic: EnumProperty(
name="Bone Dir",
items=(
("BLENDER", "Blender (best for re-importing)",
"Good for re-importing glTFs exported from Blender. "
"Bone tips are placed on their local +Y axis (in glTF space)"),
("TEMPERANCE", "Temperance (average)",
"Decent all-around strategy. "
"A bone with one child has its tip placed on the local axis "
"closest to its child"),
("FORTUNE", "Fortune (may look better, less accurate)",
"Might look better than Temperance, but also might have errors. "
"A bone with one child has its tip placed at its child's root. "
"Non-uniform scalings may get messed up though, so beware"),
),
description="Heuristic for placing bones. Tries to make bones pretty",
default="TEMPERANCE",
)
guess_original_bind_pose: BoolProperty(
name='Guess Original Bind Pose',
description=(
'Try to guess the original bind pose for skinned meshes from '
'the inverse bind matrices. '
'When off, use default/rest pose as bind pose'
),
default=True,
)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
layout.prop(self, 'import_pack_images')
layout.prop(self, 'merge_vertices')
layout.prop(self, 'import_shading')
layout.prop(self, 'guess_original_bind_pose')
layout.prop(self, 'bone_heuristic')
def invoke(self, context, event):
import sys
preferences = bpy.context.preferences
for addon_name in preferences.addons.keys():
try:
if hasattr(sys.modules[addon_name], 'glTF2ImportUserExtension') or hasattr(sys.modules[addon_name], 'glTF2ImportUserExtensions'):
importer_extension_panel_unregister_functors.append(sys.modules[addon_name].register_panel())
except Exception:
pass
self.has_active_importer_extensions = len(importer_extension_panel_unregister_functors) > 0
return ImportHelper.invoke(self, context, event)
def execute(self, context):
return self.import_gltf2(context)
def import_gltf2(self, context):
import os
self.set_debug_log()
import_settings = self.as_keywords()
user_extensions = []
import sys
preferences = bpy.context.preferences
for addon_name in preferences.addons.keys():
try:
module = sys.modules[addon_name]
except Exception:
continue
if hasattr(module, 'glTF2ImportUserExtension'):
extension_ctor = module.glTF2ImportUserExtension
user_extensions.append(extension_ctor())
import_settings['import_user_extensions'] = user_extensions
if self.files:
# Multiple file import
ret = {'CANCELLED'}
dirname = os.path.dirname(self.filepath)
for file in self.files:
path = os.path.join(dirname, file.name)
if self.unit_import(path, import_settings) == {'FINISHED'}:
ret = {'FINISHED'}
return ret
else:
# Single file import
return self.unit_import(self.filepath, import_settings)
def unit_import(self, filename, import_settings):
import time
from .io.imp.gltf2_io_gltf import glTFImporter, ImportError
from .blender.imp.gltf2_blender_gltf import BlenderGlTF
try:
gltf_importer = glTFImporter(filename, import_settings)
gltf_importer.read()
gltf_importer.checks()
print("Data are loaded, start creating Blender stuff")
start_time = time.time()
BlenderGlTF.create(gltf_importer)
elapsed_s = "{:.2f}s".format(time.time() - start_time)
print("glTF import finished in " + elapsed_s)
gltf_importer.log.removeHandler(gltf_importer.log_handler)
return {'FINISHED'}
except ImportError as e:
self.report({'ERROR'}, e.args[0])
return {'CANCELLED'}
def set_debug_log(self):
import logging
if bpy.app.debug_value == 0:
self.loglevel = logging.CRITICAL
elif bpy.app.debug_value == 1:
self.loglevel = logging.ERROR
elif bpy.app.debug_value == 2:
self.loglevel = logging.WARNING
elif bpy.app.debug_value == 3:
self.loglevel = logging.INFO
else:
self.loglevel = logging.NOTSET
def gltf_variant_ui_update(self, context):
from .blender.com.gltf2_blender_ui import variant_register, variant_unregister
if self.KHR_materials_variants_ui is True:
# register all needed types
variant_register()
else:
variant_unregister()
class GLTF_AddonPreferences(bpy.types.AddonPreferences):
bl_idname = __package__
settings_node_ui : bpy.props.BoolProperty(
default= False,
description="Displays glTF Material Output node in Shader Editor (Menu Add > Output)"
)
KHR_materials_variants_ui : bpy.props.BoolProperty(
default= False,
description="Displays glTF UI to manage material variants",
update=gltf_variant_ui_update
)
def draw(self, context):
layout = self.layout
row = layout.row()
row.prop(self, "settings_node_ui", text="Shader Editor Add-ons")
row.prop(self, "KHR_materials_variants_ui", text="Material Variants")
def menu_func_import(self, context):
self.layout.operator(ImportGLTF2.bl_idname, text='glTF 2.0 (.glb/.gltf)')
classes = (
ExportGLTF2,
GLTF_PT_export_main,
GLTF_PT_export_include,
GLTF_PT_export_transform,
GLTF_PT_export_geometry,
GLTF_PT_export_geometry_mesh,
GLTF_PT_export_geometry_material,
GLTF_PT_export_geometry_original_pbr,
GLTF_PT_export_geometry_compression,
GLTF_PT_export_animation,
GLTF_PT_export_animation_export,
GLTF_PT_export_animation_shapekeys,
GLTF_PT_export_animation_skinning,
GLTF_PT_export_user_extensions,
ImportGLTF2,
GLTF_PT_import_user_extensions,
GLTF_AddonPreferences
)
def register():
import io_scene_gltf2.blender.com.gltf2_blender_ui as blender_ui
for c in classes:
bpy.utils.register_class(c)
# bpy.utils.register_module(__name__)
blender_ui.register()
if bpy.context.preferences.addons['io_scene_gltf2'].preferences.KHR_materials_variants_ui is True:
blender_ui.variant_register()
# add to the export / import menu
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
def unregister():
import io_scene_gltf2.blender.com.gltf2_blender_ui as blender_ui
blender_ui.unregister()
if bpy.context.preferences.addons['io_scene_gltf2'].preferences.KHR_materials_variants_ui is True:
blender_ui.variant_unregister()
for c in classes:
bpy.utils.unregister_class(c)
for f in exporter_extension_panel_unregister_functors:
f()
exporter_extension_panel_unregister_functors.clear()
for f in importer_extension_panel_unregister_functors:
f()
importer_extension_panel_unregister_functors.clear()
# bpy.utils.unregister_module(__name__)
# remove from the export / import menu
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)