mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-26 13:32:32 +00:00
478be88a55
* 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
74 lines
3.0 KiB
Python
74 lines
3.0 KiB
Python
import os
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import bpy
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from pathlib import Path
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from ..core.helpers_collections import (traverse_tree)
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# get materials per object, and injects the materialInfo component
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def get_materials(object, materials_per_object):
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material_slots = object.material_slots
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used_materials_names = []
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for m in material_slots:
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material = m.material
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# print(" slot", m, "material", material)
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used_materials_names.append(material.name)
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# TODO:, also respect slots & export multiple materials if applicable !
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materials_per_object[object] = material
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return used_materials_names
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def get_all_materials(collection_names, library_scenes):
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used_material_names = []
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materials_per_object = {}
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for scene in library_scenes:
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root_collection = scene.collection
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for cur_collection in traverse_tree(root_collection):
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if cur_collection.name in collection_names:
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for object in cur_collection.all_objects:
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used_material_names = used_material_names + get_materials(object, materials_per_object)
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# we only want unique names
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used_material_names = list(set(used_material_names))
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return (used_material_names, materials_per_object)
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def add_material_info_to_objects(materials_per_object, settings):
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materials_path = getattr(settings, "materials_path")
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export_gltf_extension = getattr(settings, "export_gltf_extension", ".glb")
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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for object in materials_per_object.keys():
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material = materials_per_object[object]
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# TODO: switch to using actual components ?
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materials_exported_path = os.path.join(materials_path, f"{materials_library_name}{export_gltf_extension}")
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object['MaterialInfo'] = f'(name: "{material.name}", path: "{materials_exported_path}")'
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# get all the materials of all objects in a given scene
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def get_scene_materials(scene):
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used_material_names = []
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materials_per_object = {}
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root_collection = scene.collection
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for cur_collection in traverse_tree(root_collection):
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for object in cur_collection.all_objects:
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used_material_names = used_material_names + get_materials(object, materials_per_object)
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# we only want unique names
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used_material_names = list(set(used_material_names))
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return (used_material_names, materials_per_object)
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# get all the materials of all objects used by a given blueprint
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def get_blueprint_materials(blueprint):
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materials_per_object = {}
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used_material_names = []
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for object in blueprint.collection.all_objects:
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used_material_names = used_material_names + get_materials(object, materials_per_object)
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# we only want unique names
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used_material_names = list(set(used_material_names))
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return (used_material_names, materials_per_object)
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