Blender_bevy_components_wor.../tools/blenvy/materials/materials_helpers.py
kaosat.dev 478be88a55 feat(Blenvy:Blender):
* fixed issue with parenting due to Blender's very weird matrix_parent_inverse ... solves all issues with children of empties
blueprint instances within blueprint instances etc having the wrong transforms in some cases
 * fixed bad gltf format propagation: semi ok solution, but a cleaner one would be better
 * added additional custom properties to the blacklist , level/blueprint exports are now using the one in the constants
instead of a local copy
 * minor tweaks & cleanups
2024-07-07 22:08:59 +02:00

74 lines
3.0 KiB
Python

import os
import bpy
from pathlib import Path
from ..core.helpers_collections import (traverse_tree)
# 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 = os.path.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 = os.path.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)