Blender_bevy_components_wor.../tools/blenvy/materials/materials_helpers.py
kaosat.dev a3ff1b6c1b feat(Blender): added basics for spliting out (armature) animations
* all boilerplate , including finding relevant armatures & their objects, exporting animations, settings & ui etc
added
 * renamed material library to "split materials"
 * a ton of related changes
2024-08-12 01:50:43 +02:00

130 lines
5.9 KiB
Python

import os
import posixpath
from ..core.helpers_collections import (traverse_tree)
from ..add_ons.bevy_components.components.metadata import apply_propertyGroup_values_to_item_customProperties_for_component, upsert_bevy_component, get_bevy_component_value_by_long_name
def find_materials_not_on_disk(materials, materials_path_full, extension):
not_found_materials = []
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 = []
if not hasattr(object, "data"):
return used_materials_names
if not hasattr(object.data,"materials"):
return used_materials_names
if len(object.data.materials) == 0:
return used_materials_names
# since we are scanning polygons to get the actually used materials, we do not get them in the correct order
materials_per_object_unordered = []
"""materials_count = len(material_slots)
print("materials_count", materials_count)
material_indices = np.empty(materials_count, dtype=np.int64)
object.data.polygons.foreach_get("material_index", material_indices)
#for material_index in object.data.polygons.foreach_get("material_index", storage):
print("polygon material_indices", material_indices)"""
# TODO: perhaps optimise it using foreach_get
for polygon in object.data.polygons:
slot = material_slots[polygon.material_index]
material = slot.material
if not material.name in used_materials_names:
used_materials_names.append(material.name)
materials_per_object_unordered.append((material, polygon.material_index))
if len(used_materials_names) == len(material_slots): # we found all materials, bail out
break
# now re-order the materials as per the object's material slots
sorted_materials = sorted(materials_per_object_unordered, key=lambda tup: tup[1])
# and add them
if not object in materials_per_object:
materials_per_object[object] = []
materials_per_object[object] = [material[0] for material in sorted_materials]#.append(material)
"""for m in material_slots:
material = m.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)
import bpy
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")
for object in materials_per_object.keys():
material_infos = []
for material in materials_per_object[object]:
materials_exported_path = posixpath.join(materials_path, f"{material.name}{export_gltf_extension}")
material_info = f'(name: "{material.name}", path: "{materials_exported_path}")'
material_infos.append(material_info)
# problem with using actual components: you NEED the type registry/component infos, so if there is none , or it is not loaded yet, it does not work
# for a few components we could hardcode this
component_value = f"({material_infos})".replace("'","")
'''try:
bpy.ops.blenvy.component_add(target_item_name=object.name, target_item_type="OBJECT", component_type="blenvy::blueprints::materials::MaterialInfos", component_value=component_value )
except:'''
object['MaterialInfos'] = f"({material_infos})".replace("'","")
#upsert_bevy_component(object, "blenvy::blueprints::materials::MaterialInfos", f"({material_infos})".replace("'","") )
#apply_propertyGroup_values_to_item_customProperties_for_component(object, "MaterialInfos")
print("adding materialInfos to object", object, "material infos", material_infos)
# 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)