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Add a Blender operator to export the entire project at once
[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
27                 objects = scene.objects[:]
28                 objects.sort(key=lambda o:o.name)
29                 if obj_filter:
30                         objects = list(filter(obj_filter, objects))
31
32                 processed = set()
33                 for o in objects:
34                         if o.name in processed:
35                                 continue
36
37                         if o.type=='MESH':
38                                 clones = [c for c in objects if is_same_object(o, c)]
39                                 self.prototypes.append(o)
40                                 for c in clones:
41                                         self.instances.append(Instance(c, o))
42                                         processed.add(c.name)
43                         elif o.type=='LIGHT':
44                                 self.lights.append(o)
45
46         def get_chain(self):
47                 result = []
48                 if self.background_set:
49                         result = self.background_set.get_chain()
50                 result.append(self)
51                 return result
52
53 def get_all_collections(collection):
54         result = [collection]
55         for c in collection.children:
56                 result += get_all_collections(c)
57         return result
58
59 def create_scene_from_current(context, *, selected_only=False, visible_only=True):
60         obj_filters = []
61
62         if selected_only:
63                 obj_filters.append(lambda o: o.select_get())
64
65         if visible_only:
66                 visible_names = set()
67                 for c in get_all_collections(context.view_layer.layer_collection):
68                         if not c.hide_viewport and not c.collection.hide_viewport:
69                                 visible_names.update(o.name for o in c.collection.objects)
70                 obj_filters.append(lambda o: o.name in visible_names)
71
72         obj_filter = None
73         if len(obj_filters)==1:
74                 obj_filter = obj_filters[0]
75         if obj_filters:
76                 obj_filter = lambda o: all(f(o) for f in obj_filters)
77
78         return Scene(context.scene, obj_filter)
79
80 def create_scene(scene, *, visible_only=True):
81         obj_filter = None
82
83         if visible_only:
84                 visible_names = set()
85                 for c in get_all_collections(scene.collection):
86                         if not c.hide_viewport:
87                                 visible_names.update(o.name for o in c.objects)
88                 obj_filter = lambda o: o.name in visible_names
89
90         return Scene(scene, obj_filter)
91
92 def create_scene_chain(scene, cache, *, visible_only=True):
93         if cache is None:
94                 cache = {}
95
96         top = None
97         prev = None
98         while scene:
99                 converted = None
100                 if scene.name in cache:
101                         converted = cache[scene.name]
102                 else:
103                         converted = create_scene(scene, visible_only=visible_only)
104                         cache[scene.name] = converted
105
106                 if not top:
107                         top = converted
108                 if prev:
109                         prev.background_set = converted
110
111                 prev = converted
112                 scene = scene.background_set
113
114         return top