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Move the HDR flag in Blender to render settings
[libs/gl.git] / blender / io_mspgl / scene.py
1 import mathutils
2
3 def is_same_object(obj1, obj2):
4         if obj1.data.name!=obj2.data.name:
5                 return False
6         if any(m1.name!=m2.name for m1, m2 in zip(obj1.material_slots, obj2.material_slots)):
7                 return False
8
9         return True
10
11 class Instance:
12         def __init__(self, obj, prototype):
13                 self.name = obj.name
14                 self.matrix_world = obj.matrix_world
15                 self.rotation_mode = obj.rotation_mode
16                 self.prototype = prototype.name
17
18 class Scene:
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
25                 self.prototypes = []
26                 self.instances = []
27                 self.lights = []
28                 self.ambient_light = mathutils.Color((0.0, 0.0, 0.0))
29                 self.exposure = scene.view_settings.exposure
30
31                 self.use_hdr = scene.use_hdr
32                 if scene.world:
33                         out_node = next((n for n in scene.world.node_tree.nodes if n.type=='OUTPUT_WORLD'), None)
34                         if out_node:
35                                 from .util import get_linked_node_and_socket
36
37                                 surface_node, _ = get_linked_node_and_socket(scene.world.node_tree, out_node.inputs["Surface"])
38                                 if surface_node and surface_node.type=='BACKGROUND':
39                                         c = surface_node.inputs["Color"].default_value
40                                         s = surface_node.inputs["Strength"].default_value
41                                         self.ambient_light = mathutils.Color(c[:3])*s
42
43                 objects = scene.objects[:]
44                 objects.sort(key=lambda o:o.name)
45                 if obj_filter:
46                         objects = list(filter(obj_filter, objects))
47
48                 processed = set()
49                 for o in objects:
50                         if o.name in processed:
51                                 continue
52
53                         if o.type=='MESH':
54                                 clones = [c for c in objects if is_same_object(o, c)]
55                                 self.prototypes.append(o)
56                                 for c in clones:
57                                         self.instances.append(Instance(c, o))
58                                         processed.add(c.name)
59                         elif o.type=='LIGHT':
60                                 self.lights.append(o)
61
62         def get_chain(self):
63                 result = []
64                 if self.background_set:
65                         result = self.background_set.get_chain()
66                 result.append(self)
67                 return result
68
69 def get_all_collections(collection):
70         result = [collection]
71         for c in collection.children:
72                 result += get_all_collections(c)
73         return result
74
75 def create_scene_from_current(context, *, selected_only=False, visible_only=True):
76         obj_filters = []
77
78         if selected_only:
79                 obj_filters.append(lambda o: o.select_get())
80
81         if visible_only:
82                 visible_names = set()
83                 for c in get_all_collections(context.view_layer.layer_collection):
84                         if not c.hide_viewport and not c.collection.hide_viewport:
85                                 visible_names.update(o.name for o in c.collection.objects)
86                 obj_filters.append(lambda o: o.name in visible_names)
87
88         obj_filter = None
89         if len(obj_filters)==1:
90                 obj_filter = obj_filters[0]
91         if obj_filters:
92                 obj_filter = lambda o: all(f(o) for f in obj_filters)
93
94         return Scene(context.scene, obj_filter)
95
96 def create_scene(scene, *, visible_only=True):
97         obj_filter = None
98
99         if visible_only:
100                 visible_names = set()
101                 for c in get_all_collections(scene.collection):
102                         if not c.hide_viewport:
103                                 visible_names.update(o.name for o in c.objects)
104                 obj_filter = lambda o: o.name in visible_names
105
106         return Scene(scene, obj_filter)
107
108 def create_scene_chain(scene, cache, *, visible_only=True):
109         if cache is None:
110                 cache = {}
111
112         top = None
113         prev = None
114         while scene:
115                 converted = None
116                 if scene.name in cache:
117                         converted = cache[scene.name]
118                 else:
119                         converted = create_scene(scene, visible_only=visible_only)
120                         cache[scene.name] = converted
121
122                 if not top:
123                         top = converted
124                 if prev:
125                         prev.background_set = converted
126
127                 prev = converted
128                 scene = scene.background_set
129
130         return top