+import itertools
+import bpy
+import mathutils
+
def is_same_object(obj1, obj2):
if obj1.data.name!=obj2.data.name:
return False
return True
-class Instance:
- def __init__(self, obj, prototype):
+class ObjectPrototype:
+ def __init__(self, obj):
self.name = obj.name
- self.matrix_world = obj.matrix_world
- self.rotation_mode = obj.rotation_mode
- self.prototype = prototype.name
+ self.object = obj
+ self.instances = []
+ self.use_array = False
+
+class ObjectInstance:
+ def __init__(self, obj, prototype):
+ if type(obj)==bpy.types.DepsgraphObjectInstance:
+ self.name = None
+ self.matrix_world = mathutils.Matrix(obj.matrix_world)
+ self.rotation_mode = prototype.object.rotation_mode
+ else:
+ self.name = obj.name
+ self.matrix_world = obj.matrix_world
+ self.rotation_mode = obj.rotation_mode
+ self.prototype = prototype
class Scene:
def __init__(self, scene, obj_filter=None):
self.name = scene.name
- self.scene_type = scene.scene_type
+ self.export_disposition = scene.export_disposition
+ self.background_set = None
+ self.camera = scene.camera
self.prototypes = []
self.instances = []
+ self.blended_instances = []
+ self.lights = []
+ self.realtime_sky = False
+ self.sun_light = None
+ self.ambient_light = mathutils.Color((0.0, 0.0, 0.0))
+ self.exposure = scene.view_settings.exposure
+
+ self.use_hdr = scene.use_hdr
+ self.use_ao = scene.eevee.use_gtao
+ self.ao_distance = scene.eevee.gtao_distance
+ self.ao_samples = scene.ao_samples
+ if scene.world:
+ out_node = next((n for n in scene.world.node_tree.nodes if n.type=='OUTPUT_WORLD'), None)
+ if out_node:
+ from .util import get_linked_node_and_socket
+
+ surface_node, _ = get_linked_node_and_socket(scene.world.node_tree, out_node.inputs["Surface"])
+ if surface_node and surface_node.type=='BACKGROUND':
+ c = surface_node.inputs["Color"].default_value
+ s = surface_node.inputs["Strength"].default_value
+ self.ambient_light = mathutils.Color(c[:3])*s
- objects = [o for o in scene.objects if o.type=='MESH']
+ self.use_sky = scene.world.use_sky and scene.world.sun_light
+ self.sun_light = scene.world.sun_light
+
+ self.use_shadow = False
+ self.use_ibl = False
+
+ objects = scene.objects[:]
objects.sort(key=lambda o:o.name)
if obj_filter:
objects = list(filter(obj_filter, objects))
- processed = set()
+ proto_map = {}
for o in objects:
- if o.name in processed:
- continue
+ if o.type=='MESH':
+ self.add_instance(o, o, proto_map)
+ elif o.type=='LIGHT':
+ self.lights.append(o)
+ if o.data.use_shadow:
+ self.use_shadow = True
+
+ for i in scene.view_layers[0].depsgraph.object_instances:
+ if i.is_instance and i.object.type=='MESH':
+ self.add_instance(i, bpy.data.objects[i.object.name], proto_map)
+
+ def add_instance(self, obj, proto_obj, proto_map):
+ prototype = proto_map.get(proto_obj)
+ if not prototype:
+ for p in proto_map.values():
+ if is_same_object(proto_obj, p.object):
+ prototype = p
+ break
+
+ if not prototype:
+ prototype = ObjectPrototype(proto_obj)
+ self.prototypes.append(prototype)
+
+ proto_map[proto_obj] = prototype
- clones = [c for c in objects if is_same_object(o, c)]
- self.prototypes.append(o)
- for c in clones:
- self.instances.append(Instance(c, o))
- processed.add(c.name)
+ instance_list = self.instances
+ if proto_obj.material_slots and proto_obj.material_slots[0].material:
+ mat = proto_obj.material_slots[0].material
+ if mat.blend_method=='BLEND':
+ instance_list = self.blended_instances
+ if mat.image_based_lighting:
+ self.use_ibl = True
+ if mat.instancing:
+ prototype.use_array = True
+
+ instance = ObjectInstance(obj, prototype)
+ instance_list.append(instance)
+ prototype.instances.append(instance)
+
+ def get_chain(self):
+ result = []
+ if self.background_set:
+ result = self.background_set.get_chain()
+ result.append(self)
+ return result
def get_all_collections(collection):
result = [collection]
result += get_all_collections(c)
return result
-def create_scene_from_current(context, *, selected_only=False, visible_only=True):
+def create_scene_from_current(ctx, *, selected_only=False, visible_only=True):
obj_filters = []
if selected_only:
if visible_only:
visible_names = set()
- for c in get_all_collections(context.view_layer.layer_collection):
+ for c in get_all_collections(ctx.context.view_layer.layer_collection):
if not c.hide_viewport and not c.collection.hide_viewport:
visible_names.update(o.name for o in c.collection.objects)
obj_filters.append(lambda o: o.name in visible_names)
if obj_filters:
obj_filter = lambda o: all(f(o) for f in obj_filters)
- return Scene(context.scene, obj_filter)
+ return Scene(ctx.context.scene, obj_filter)
+
+def create_scene(scene, *, visible_only=True):
+ obj_filter = None
+
+ if visible_only:
+ visible_names = set()
+ for c in get_all_collections(scene.collection):
+ if not c.hide_viewport:
+ visible_names.update(o.name for o in c.objects)
+ obj_filter = lambda o: o.name in visible_names
+
+ return Scene(scene, obj_filter)
+
+def create_scene_chain(scene, cache, *, visible_only=True):
+ if cache is None:
+ cache = {}
+
+ top = None
+ prev = None
+ while scene:
+ converted = None
+ if scene.name in cache:
+ converted = cache[scene.name]
+ else:
+ converted = create_scene(scene, visible_only=visible_only)
+ cache[scene.name] = converted
+
+ if not top:
+ top = converted
+ if prev:
+ prev.background_set = converted
+
+ prev = converted
+ scene = scene.background_set
+
+ return top