3 def is_same_object(obj1, obj2):
4 if obj1.data.name!=obj2.data.name:
6 if any(m1.name!=m2.name for m1, m2 in zip(obj1.material_slots, obj2.material_slots)):
12 def __init__(self, obj, prototype):
14 self.matrix_world = obj.matrix_world
15 self.rotation_mode = obj.rotation_mode
16 self.prototype = prototype.name
19 def __init__(self, scene, obj_filter=None):
20 self.name = scene.name
21 self.scene_type = scene.scene_type
22 self.export_disposition = scene.export_disposition
23 self.background_set = None
24 self.camera = scene.camera
28 self.ambient_light = mathutils.Color((0.0, 0.0, 0.0))
29 self.exposure = scene.view_settings.exposure
31 self.use_hdr = scene.use_hdr
32 self.use_ao = scene.eevee.use_gtao
33 self.ao_distance = scene.eevee.gtao_distance
34 self.ao_samples = scene.ao_samples
36 out_node = next((n for n in scene.world.node_tree.nodes if n.type=='OUTPUT_WORLD'), None)
38 from .util import get_linked_node_and_socket
40 surface_node, _ = get_linked_node_and_socket(scene.world.node_tree, out_node.inputs["Surface"])
41 if surface_node and surface_node.type=='BACKGROUND':
42 c = surface_node.inputs["Color"].default_value
43 s = surface_node.inputs["Strength"].default_value
44 self.ambient_light = mathutils.Color(c[:3])*s
46 objects = scene.objects[:]
47 objects.sort(key=lambda o:o.name)
49 objects = list(filter(obj_filter, objects))
53 if o.name in processed:
57 clones = [c for c in objects if is_same_object(o, c)]
58 self.prototypes.append(o)
60 self.instances.append(Instance(c, o))
67 if self.background_set:
68 result = self.background_set.get_chain()
72 def get_all_collections(collection):
74 for c in collection.children:
75 result += get_all_collections(c)
78 def create_scene_from_current(context, *, selected_only=False, visible_only=True):
82 obj_filters.append(lambda o: o.select_get())
86 for c in get_all_collections(context.view_layer.layer_collection):
87 if not c.hide_viewport and not c.collection.hide_viewport:
88 visible_names.update(o.name for o in c.collection.objects)
89 obj_filters.append(lambda o: o.name in visible_names)
92 if len(obj_filters)==1:
93 obj_filter = obj_filters[0]
95 obj_filter = lambda o: all(f(o) for f in obj_filters)
97 return Scene(context.scene, obj_filter)
99 def create_scene(scene, *, visible_only=True):
103 visible_names = set()
104 for c in get_all_collections(scene.collection):
105 if not c.hide_viewport:
106 visible_names.update(o.name for o in c.objects)
107 obj_filter = lambda o: o.name in visible_names
109 return Scene(scene, obj_filter)
111 def create_scene_chain(scene, cache, *, visible_only=True):
119 if scene.name in cache:
120 converted = cache[scene.name]
122 converted = create_scene(scene, visible_only=visible_only)
123 cache[scene.name] = converted
128 prev.background_set = converted
131 scene = scene.background_set