def __gather_gltf(exporter, export_settings): active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2(export_settings) if export_settings['gltf_draco_mesh_compression']: gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings) exporter.add_draco_extension() for idx, scene in enumerate(scenes): exporter.add_scene(scene, idx==active_scene_idx) for animation in animations: exporter.add_animation(animation)
def __gather_gltf(exporter, export_settings): active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2(export_settings) unused_skins = export_settings['vtree'].get_unused_skins() if export_settings['gltf_draco_mesh_compression']: gltf2_io_draco_compression_extension.encode_scene_primitives(scenes, export_settings) exporter.add_draco_extension() export_user_extensions('gather_gltf_hook', export_settings, active_scene_idx, scenes, animations) for idx, scene in enumerate(scenes): exporter.add_scene(scene, idx==active_scene_idx) for animation in animations: exporter.add_animation(animation) exporter.traverse_unused_skins(unused_skins)
def __gather_gltf(exporter, export_settings): active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2( export_settings) plan = { 'active_scene_idx': active_scene_idx, 'scenes': scenes, 'animations': animations } export_user_extensions('gather_gltf_hook', export_settings, plan) active_scene_idx, scenes, animations = plan['active_scene_idx'], plan[ 'scenes'], plan['animations'] if export_settings['gltf_draco_mesh_compression']: gltf2_io_draco_compression_extension.encode_scene_primitives( scenes, export_settings) exporter.add_draco_extension() for idx, scene in enumerate(scenes): exporter.add_scene(scene, idx == active_scene_idx) for animation in animations: exporter.add_animation(animation)