+import mathutils
+
def is_same_object(obj1, obj2):
if obj1.data.name!=obj2.data.name:
return False
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.lights = []
+ 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
- objects = [o for o in scene.objects if o.type=='MESH']
+ 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 = scene.objects[:]
objects.sort(key=lambda o:o.name)
if obj_filter:
objects = list(filter(obj_filter, objects))
if o.name in processed:
continue
- 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)
+ if o.type=='MESH':
+ 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)
+ elif o.type=='LIGHT':
+ self.lights.append(o)
+
+ 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]
obj_filter = lambda o: all(f(o) for f in obj_filters)
return Scene(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