font3d_blender_addon/bimport.py
2024-11-15 20:17:50 +01:00

452 lines
17 KiB
Python

import bpy
from bpy.props import (StringProperty,
BoolProperty,
EnumProperty,
IntProperty,
FloatProperty,
CollectionProperty)
from bpy.types import Operator
from bpy_extras.io_utils import ImportHelper, ExportHelper
from io_scene_gltf2 import ConvertGLTF2_Base
import importlib
# then import dependencies for our addon
if "Font" in locals():
importlib.reload(Font)
else:
from .common import Font
if "utils" in locals():
importlib.reload(utils)
else:
from .common import utils
# taken from blender_git/blender/scripts/addons/io_scene_gltf2/__init__.py
def get_font_faces_in_file(filepath):
from io_scene_gltf2.io.imp.gltf2_io_gltf import glTFImporter, ImportError
try:
import_settings = { 'import_user_extensions': [] }
gltf_importer = glTFImporter(filepath, import_settings)
gltf_importer.read()
gltf_importer.checks()
out = []
for node in gltf_importer.data.nodes:
if type(node.extras) != type(None) \
and "glyph" in node.extras \
and not ("type" in node.extras and node.extras["type"] == "metrics") \
and not (f"{utils.prefix()}_type" in node.extras and node.extras[f"{utils.prefix()}_type"] == "metrics"):
out.append(node.extras)
return out
except ImportError as e:
return None
# taken from blender_git/blender/scripts/addons/io_scene_gltf2/__init__.py
class GetFontFacesInFile(Operator, ImportHelper):
"""Load a glTF 2.0 font and check which faces are in there"""
bl_idname = f"abc3d.check_font_gltf"
bl_label = 'Check glTF 2.0 Font'
bl_options = {'REGISTER', 'UNDO'}
files: CollectionProperty(
name="File Path",
type=bpy.types.OperatorFileListElement,
)
# bpy.ops.abc3d.check_font_gltf(filepath="/home/jrkb/.config/blender/4.1/datafiles/abc3d/fonts/JRKB_LOL.glb")
found_fonts = []
def execute(self, context):
return self.check_gltf2(context)
def check_gltf2(self, context):
import os
import sys
if self.files:
# Multiple file check
ret = {'CANCELLED'}
dirname = os.path.dirname(self.filepath)
for file in self.files:
path = os.path.join(dirname, file.name)
if self.unit_check(path) == {'FINISHED'}:
ret = {'FINISHED'}
return ret
else:
# Single file check
return self.unit_check(self.filepath)
def unit_check(self, filename):
self.found_fonts.append(["LOL","WHATEVER"])
return {'FINISHED'}
class ImportGLTF2(Operator, ConvertGLTF2_Base, ImportHelper):
"""Load a glTF 2.0 font"""
bl_idname = f"abc3d.import_font_gltf"
bl_label = 'Import glTF 2.0 Font'
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 import/export round trip)",
"Good for re-importing glTFs exported from Blender, "
"and re-exporting glTFs to glTFs after Blender editing. "
"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="BLENDER",
)
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,
)
import_webp_texture: BoolProperty(
name='Import WebP textures',
description=(
"If a texture exists in WebP format, "
"loads the WebP texture instead of the fallback PNG/JPEG one"
),
default=False,
)
glyphs: StringProperty(
name='Import only these glyphs',
description=(
"Loading glyphs is expensive, if the meshes are huge"
"So we can filter all glyphs out that we do not want"
),
default="A",
)
marker_property: StringProperty(
name="Mark imported objects with this custom property.",
default="font_import",
)
font_name: StringProperty(
name="If defined, only import this font",
default="",
)
face_name: StringProperty(
name="If defined, only import this font face",
default="",
)
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')
layout.prop(self, 'export_import_convert_lighting_mode')
layout.prop(self, 'import_webp_texture')
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_scene_gltf2.io.imp.gltf2_io_gltf import glTFImporter, ImportError
from io_scene_gltf2.blender.imp.gltf2_blender_gltf import BlenderGlTF
from io_scene_gltf2.blender.imp.gltf2_blender_vnode import VNode, compute_vnodes
from io_scene_gltf2.blender.com.gltf2_blender_extras import set_extras
from io_scene_gltf2.blender.imp.gltf2_blender_node import BlenderNode
try:
gltf = glTFImporter(filename, import_settings)
gltf.read()
gltf.checks()
# start filtering glyphs like this:
# - collect indices of nodes that contain our glyphs
# - collect indices of their meshes
# - collect the node's parent tree
# - use these indices to create new lists of nodes and meshes
# - update the scene tree to contain only our nodes
# - replace the node and mesh list with ours
# indices of meshes to keep
mesh_indices = []
# indices of nodes to keep
node_indices = []
# convenience function to add a node to the indices
def add_node(node, recursive=True):
node_index = gltf.data.nodes.index(node)
if node_index not in node_indices:
node_indices.append(node_index)
if type(node.mesh) != type(None) and node.mesh >= 0:
mesh_index = node.mesh
if mesh_index not in mesh_indices:
mesh_indices.append(mesh_index)
if recursive and type(node.children) != type(None):
for c in node.children:
child = gltf.data.nodes[c]
add_node(child)
# convenience function to add a mesh to the indices
def add_parent_node(node, recursive=True):
index = gltf.data.nodes.index(node)
for parent in gltf.data.nodes:
if type(parent.children) != type(None) and index in parent.children:
add_node(parent, False)
if recursive:
add_parent_node(parent)
# populate our node_indices and mesh_indices
# by iterating through the nodes and check if they are
# indeed representing a glyph we want
for node in gltf.data.nodes:
# :-O woah
if type(node.extras) != type(None) \
and "glyph" in node.extras \
and (node.extras["glyph"] in self.glyphs \
or len(self.glyphs) == 0) \
and (self.font_name == "" or \
( "font_name" in node.extras \
and (node.extras["font_name"] in self.font_name \
or len(self.glyphs) == 0))) \
and (self.face_name == "" or \
( "face_name" in node.extras \
and (node.extras["face_name"] in self.face_name \
or len(self.glyphs) == 0))):
# if there is a match, add the node incl children ..
add_node(node)
# .. and their parents recursively
add_parent_node(node)
# in the end we need the objects, not the indices
# so let's prepare empy lists
meshes = []
nodes = []
# the indices will be off, as we have fewer elements
# so let's have a lookup table
mesh_index_table = {}
node_index_table = {}
# first, add all meshes and fill in lookup table
for mesh_index, mesh in enumerate(gltf.data.meshes):
if mesh_index in mesh_indices:
meshes.append(mesh)
mesh_index_table[mesh_index] = len(meshes) - 1
# second, add all nodes and fill in lookup table
# nodes also refer to their meshes
for node_index, node in enumerate(gltf.data.nodes):
if node_index in node_indices:
if type(node.mesh) != type(None):
node.mesh = mesh_index_table[node.mesh]
nodes.append(node)
node_index_table[node_index] = len(nodes) - 1
# the indices to children are messed up.
# some children are lost :(
# and some have different indices
for node in nodes:
if type(node.children) != type(None):
children = [] # brand new children
for i, c in enumerate(node.children):
# check if children are lost
if c in node_indices:
children.append(node_index_table[c])
# now replace old children with the new, however
# if we don't have children, we don't even need a list!
node.children = None if len(children) == 0 else children
# last step, kick nodes out of the scene tree if they're lost
for s in gltf.data.scenes:
scene_nodes = []
for n in s.nodes:
if n in node_indices:
scene_nodes.append(node_index_table[n])
s.nodes = scene_nodes
# very last step, replace nodes and meshes
gltf.data.nodes = nodes
gltf.data.meshes = meshes
# that's fucking it, we're done!
# hand over back to default blender behaviour :-)
# or.. not! blender will do some funny scene stuff
# which we don't want.
# so let's do it quick
print("Data are loaded, start creating Blender stuff")
start_time = time.time()
# first, convert gltf to blender
BlenderGlTF.set_convert_functions(gltf)
# compute things
BlenderGlTF.pre_compute(gltf)
compute_vnodes(gltf)
# apparently we need a scene, because
# when creating the objects, it will link the objects here
gltf.blender_scene = bpy.context.scene.name
def create_blender_object(gltf, vi, nodes):
vnode = gltf.vnodes[vi]
if vnode.type == VNode.Object:
if vnode.parent is not None:
if not hasattr(gltf.vnodes[vnode.parent],
"blender_object"):
create_blender_object(gltf,
vnode.parent,
nodes)
if not hasattr(vnode,
"blender_object"):
obj = BlenderNode.create_object(gltf, vi)
obj["font_import"] = True
n_vars = vars(nodes[vi])
if "extras" in n_vars:
set_extras(obj, n_vars["extras"])
if "glyph" in n_vars["extras"] and \
not ("type" in n_vars["extras"] and \
n_vars["extras"]["type"] == "metrics") and \
not (f"{utils.prefix()}_type" in n_vars["extras"] and \
n_vars["extras"][f"{utils.prefix()}_type"] == "metrics"):
obj["type"] = "glyph"
for vi, vnode in gltf.vnodes.items():
create_blender_object(gltf, vi, nodes)
elapsed_s = "{:.2f}s".format(time.time() - start_time)
print("font import gltf finished in " + elapsed_s)
# acrobatics to not break on MacOS
if hasattr(gltf, "log_handler"):
if hasattr(gltf.log, "removeHandler"):
gltf.log.removeHandler(gltf.log_handler)
elif hasattr(gltf.log, "logger"):
if hasattr(gltf.log.logger, "removeHandler"):
gltf.log.logger.removeHandler(gltf.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