+def is_same_object(obj1, obj2):
+ if obj1.data.name!=obj2.data.name:
+ return False
+ if any(m1.name!=m2.name for m1, m2 in zip(obj1.material_slots, obj2.material_slots)):
+ return False
+
+ return True
+
+class Instance:
+ def __init__(self, obj, prototype):
+ self.name = obj.name
+ self.matrix_world = obj.matrix_world
+ self.rotation_mode = obj.rotation_mode
+ self.prototype = prototype.name
+
+class Scene:
+ def __init__(self, scene, obj_filter=None):
+ self.name = scene.name
+ self.scene_type = scene.scene_type
+ self.prototypes = []
+ self.instances = []
+
+ objects = [o for o in scene.objects if o.type=='MESH']
+ objects.sort(key=lambda o:o.name)
+ if obj_filter:
+ objects = list(filter(obj_filter, objects))
+
+ processed = set()
+ for o in 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)
+
+def get_all_collections(collection):
+ result = [collection]
+ for c in collection.children:
+ result += get_all_collections(c)
+ return result
+
+def create_scene_from_current(context, *, selected_only=False, visible_only=True):
+ obj_filters = []
+
+ if selected_only:
+ obj_filters.append(lambda o: o.select_get())
+
+ if visible_only:
+ visible_names = set()
+ for c in get_all_collections(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)
+
+ obj_filter = None
+ if len(obj_filters)==1:
+ obj_filter = obj_filters[0]
+ if obj_filters:
+ obj_filter = lambda o: all(f(o) for f in obj_filters)
+
+ return Scene(context.scene, obj_filter)