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Commit 52f88967 authored by Julien Duroure's avatar Julien Duroure
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glTF exporter: always export loop normals

Thanks scurest!
parent c7eda7cb
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...@@ -15,7 +15,7 @@ ...@@ -15,7 +15,7 @@
bl_info = { bl_info = {
'name': 'glTF 2.0 format', 'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors', 'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (1, 3, 40), "version": (1, 3, 41),
'blender': (2, 90, 0), 'blender': (2, 90, 0),
'location': 'File > Import-Export', 'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0', 'description': 'Import-Export as glTF 2.0',
......
...@@ -136,9 +136,7 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert ...@@ -136,9 +136,7 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert
use_normals = export_settings[gltf2_blender_export_keys.NORMALS] use_normals = export_settings[gltf2_blender_export_keys.NORMALS]
if use_normals: if use_normals:
if blender_mesh.has_custom_normals: blender_mesh.calc_normals_split()
# Custom normals are all (0, 0, 0) until calling calc_normals_split() or calc_tangents().
blender_mesh.calc_normals_split()
use_tangents = False use_tangents = False
if use_normals and export_settings[gltf2_blender_export_keys.TANGENTS]: if use_normals and export_settings[gltf2_blender_export_keys.TANGENTS]:
...@@ -236,21 +234,6 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert ...@@ -236,21 +234,6 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert
prim = Prim() prim = Prim()
prims[material_idx] = prim prims[material_idx] = prim
if use_normals:
face_normal = None
if not (blender_polygon.use_smooth or blender_mesh.use_auto_smooth):
# Calc face normal/tangents
face_normal = blender_polygon.normal
if use_tangents:
face_tangent = Vector((0.0, 0.0, 0.0))
face_bitangent = Vector((0.0, 0.0, 0.0))
for loop_index in blender_polygon.loop_indices:
loop = blender_mesh.loops[loop_index]
face_tangent += loop.tangent
face_bitangent += loop.bitangent
face_tangent.normalize()
face_bitangent.normalize()
for loop_index in loop_tri.loops: for loop_index in loop_tri.loops:
vertex_index = blender_mesh.loops[loop_index].vertex_index vertex_index = blender_mesh.loops[loop_index].vertex_index
vertex = blender_mesh.vertices[vertex_index] vertex = blender_mesh.vertices[vertex_index]
...@@ -263,21 +246,11 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert ...@@ -263,21 +246,11 @@ def extract_primitives(glTF, blender_mesh, library, blender_object, blender_vert
vert += ((v[0], v[1], v[2]),) vert += ((v[0], v[1], v[2]),)
if use_normals: if use_normals:
if face_normal is None: n = blender_mesh.loops[loop_index].normal
if blender_mesh.has_custom_normals:
n = blender_mesh.loops[loop_index].normal
else:
n = vertex.normal
if use_tangents:
t = blender_mesh.loops[loop_index].tangent
b = blender_mesh.loops[loop_index].bitangent
else:
n = face_normal
if use_tangents:
t = face_tangent
b = face_bitangent
vert += ((n[0], n[1], n[2]),) vert += ((n[0], n[1], n[2]),)
if use_tangents: if use_tangents:
t = blender_mesh.loops[loop_index].tangent
b = blender_mesh.loops[loop_index].bitangent
vert += ((t[0], t[1], t[2]),) vert += ((t[0], t[1], t[2]),)
vert += ((b[0], b[1], b[2]),) vert += ((b[0], b[1], b[2]),)
# TODO: store just bitangent_sign in vert, not whole bitangent? # TODO: store just bitangent_sign in vert, not whole bitangent?
......
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