armory/blender/arm/material/make_skin.py
2017-12-20 10:19:44 +01:00

29 lines
1.3 KiB
Python

import bpy
def skin_pos(vert):
vert.add_include('compiled.glsl')
if bpy.data.worlds['Arm'].arm_skin == 'GPU (Matrix)':
vert.add_include('std/skinning_mat.glsl')
vert.add_uniform('vec4 skinBones[skinMaxBones * 3]', link='_skinBones', included=True)
vert.write('mat4 skinningMat = getSkinningMat(ivec4(bone), weight);')
vert.write('spos *= skinningMat;')
else: # Dual Quat
vert.add_include('std/skinning.glsl')
vert.add_uniform('vec4 skinBones[skinMaxBones * 2]', link='_skinBones', included=True)
vert.write('vec4 skinA;')
vert.write('vec4 skinB;')
vert.write('getSkinningDualQuat(ivec4(bone), weight, skinA, skinB);')
vert.write('spos.xyz += 2.0 * cross(skinA.xyz, cross(skinA.xyz, spos.xyz) + skinA.w * spos.xyz); // Rotate')
vert.write('spos.xyz += 2.0 * (skinA.w * skinB.xyz - skinB.w * skinA.xyz + cross(skinA.xyz, skinB.xyz)); // Translate')
def skin_nor(vert, prep):
if bpy.data.worlds['Arm'].arm_skin == 'GPU (Matrix)':
vert.write('mat3 skinningMatVec = getSkinningMatVec(skinningMat);')
vert.write(prep + 'wnormal = normalize(N * (nor * skinningMatVec));')
else: # Dual Quat
vert.write(prep + 'wnormal = normalize(N * (nor + 2.0 * cross(skinA.xyz, cross(skinA.xyz, nor) + skinA.w * nor)));')