import os import posixpath import bpy from pathlib import Path from ..core.helpers_collections import (traverse_tree) def find_materials_not_on_disk(materials, materials_path_full, extension): not_found_materials = [] current_project_name = Path(bpy.context.blend_data.filepath).stem materials_library_name = f"{current_project_name}_materials" materials_exported_path = os.path.join(materials_path_full, f"{materials_library_name}{extension}") found = os.path.exists(materials_exported_path) and os.path.isfile(materials_exported_path) for material in materials: if not found: not_found_materials.append(material) """for material in materials: gltf_output_path = os.path.join(materials_path_full, material.name + extension) # print("gltf_output_path", gltf_output_path) found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path) if not found: not_found_materials.append(material)""" return not_found_materials def check_if_material_on_disk(scene_name, folder_path, extension): gltf_output_path = os.path.join(folder_path, scene_name + extension) found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path) return found # get materials per object, and injects the materialInfo component def get_materials(object, materials_per_object): material_slots = object.material_slots used_materials_names = [] for m in material_slots: material = m.material # print(" slot", m, "material", material) used_materials_names.append(material.name) # TODO:, also respect slots & export multiple materials if applicable ! materials_per_object[object] = material return used_materials_names def get_all_materials(collection_names, library_scenes): used_material_names = [] materials_per_object = {} for scene in library_scenes: root_collection = scene.collection for cur_collection in traverse_tree(root_collection): if cur_collection.name in collection_names: for object in cur_collection.all_objects: used_material_names = used_material_names + get_materials(object, materials_per_object) # we only want unique names used_material_names = list(set(used_material_names)) return (used_material_names, materials_per_object) def add_material_info_to_objects(materials_per_object, settings): materials_path = getattr(settings, "materials_path") export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb") current_project_name = Path(bpy.context.blend_data.filepath).stem materials_library_name = f"{current_project_name}_materials" materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}") for object in materials_per_object.keys(): material = materials_per_object[object] # TODO: switch to using actual components ? materials_exported_path = posixpath.join(materials_path, f"{materials_library_name}{export_gltf_extension}") object['MaterialInfo'] = f'(name: "{material.name}", path: "{materials_exported_path}")' # get all the materials of all objects in a given scene def get_scene_materials(scene): used_material_names = [] materials_per_object = {} root_collection = scene.collection for cur_collection in traverse_tree(root_collection): for object in cur_collection.all_objects: used_material_names = used_material_names + get_materials(object, materials_per_object) # we only want unique names used_material_names = list(set(used_material_names)) return (used_material_names, materials_per_object) # get all the materials of all objects used by a given blueprint def get_blueprint_materials(blueprint): materials_per_object = {} used_material_names = [] for object in blueprint.collection.all_objects: used_material_names = used_material_names + get_materials(object, materials_per_object) # we only want unique names used_material_names = list(set(used_material_names)) return (used_material_names, materials_per_object)