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[libs/gl.git] / blender / io_mspgl / scene.py
1 def is_same_object(obj1, obj2):
2         if obj1.data.name!=obj2.data.name:
3                 return False
4         if any(m1.name!=m2.name for m1, m2 in zip(obj1.material_slots, obj2.material_slots)):
5                 return False
6
7         return True
8
9 class Instance:
10         def __init__(self, obj, prototype):
11                 self.name = obj.name
12                 self.matrix_world = obj.matrix_world
13                 self.rotation_mode = obj.rotation_mode
14                 self.prototype = prototype.name
15
16 class Scene:
17         def __init__(self, scene, obj_filter=None):
18                 self.name = scene.name
19                 self.scene_type = scene.scene_type
20                 self.export_disposition = scene.export_disposition
21                 self.background_set = None
22                 self.camera = scene.camera
23                 self.prototypes = []
24                 self.instances = []
25                 self.lights = []
26                 self.exposure = scene.view_settings.exposure
27
28                 self.use_hdr = False
29                 if scene.world:
30                         self.use_hdr = scene.world.use_hdr
31
32                 objects = scene.objects[:]
33                 objects.sort(key=lambda o:o.name)
34                 if obj_filter:
35                         objects = list(filter(obj_filter, objects))
36
37                 processed = set()
38                 for o in objects:
39                         if o.name in processed:
40                                 continue
41
42                         if o.type=='MESH':
43                                 clones = [c for c in objects if is_same_object(o, c)]
44                                 self.prototypes.append(o)
45                                 for c in clones:
46                                         self.instances.append(Instance(c, o))
47                                         processed.add(c.name)
48                         elif o.type=='LIGHT':
49                                 self.lights.append(o)
50
51         def get_chain(self):
52                 result = []
53                 if self.background_set:
54                         result = self.background_set.get_chain()
55                 result.append(self)
56                 return result
57
58 def get_all_collections(collection):
59         result = [collection]
60         for c in collection.children:
61                 result += get_all_collections(c)
62         return result
63
64 def create_scene_from_current(context, *, selected_only=False, visible_only=True):
65         obj_filters = []
66
67         if selected_only:
68                 obj_filters.append(lambda o: o.select_get())
69
70         if visible_only:
71                 visible_names = set()
72                 for c in get_all_collections(context.view_layer.layer_collection):
73                         if not c.hide_viewport and not c.collection.hide_viewport:
74                                 visible_names.update(o.name for o in c.collection.objects)
75                 obj_filters.append(lambda o: o.name in visible_names)
76
77         obj_filter = None
78         if len(obj_filters)==1:
79                 obj_filter = obj_filters[0]
80         if obj_filters:
81                 obj_filter = lambda o: all(f(o) for f in obj_filters)
82
83         return Scene(context.scene, obj_filter)
84
85 def create_scene(scene, *, visible_only=True):
86         obj_filter = None
87
88         if visible_only:
89                 visible_names = set()
90                 for c in get_all_collections(scene.collection):
91                         if not c.hide_viewport:
92                                 visible_names.update(o.name for o in c.objects)
93                 obj_filter = lambda o: o.name in visible_names
94
95         return Scene(scene, obj_filter)
96
97 def create_scene_chain(scene, cache, *, visible_only=True):
98         if cache is None:
99                 cache = {}
100
101         top = None
102         prev = None
103         while scene:
104                 converted = None
105                 if scene.name in cache:
106                         converted = cache[scene.name]
107                 else:
108                         converted = create_scene(scene, visible_only=visible_only)
109                         cache[scene.name] = converted
110
111                 if not top:
112                         top = converted
113                 if prev:
114                         prev.background_set = converted
115
116                 prev = converted
117                 scene = scene.background_set
118
119         return top