]> git.tdb.fi Git - libs/gl.git/blob - blender/io_mspgl/scene.py
Recognize transparent materials in Blender and export them accordingly
[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.export_disposition = scene.export_disposition
22                 self.background_set = None
23                 self.camera = scene.camera
24                 self.prototypes = []
25                 self.instances = []
26                 self.blended_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                 self.use_ao = scene.eevee.use_gtao
33                 self.ao_distance = scene.eevee.gtao_distance
34                 self.ao_samples = scene.ao_samples
35                 if scene.world:
36                         out_node = next((n for n in scene.world.node_tree.nodes if n.type=='OUTPUT_WORLD'), None)
37                         if out_node:
38                                 from .util import get_linked_node_and_socket
39
40                                 surface_node, _ = get_linked_node_and_socket(scene.world.node_tree, out_node.inputs["Surface"])
41                                 if surface_node and surface_node.type=='BACKGROUND':
42                                         c = surface_node.inputs["Color"].default_value
43                                         s = surface_node.inputs["Strength"].default_value
44                                         self.ambient_light = mathutils.Color(c[:3])*s
45
46                 objects = scene.objects[:]
47                 objects.sort(key=lambda o:o.name)
48                 if obj_filter:
49                         objects = list(filter(obj_filter, objects))
50
51                 processed = set()
52                 for o in objects:
53                         if o.name in processed:
54                                 continue
55
56                         if o.type=='MESH':
57                                 clones = [c for c in objects if is_same_object(o, c)]
58                                 self.prototypes.append(o)
59                                 instance_list = self.instances
60                                 if o.material_slots and o.material_slots[0].material and o.material_slots[0].material.blend_method=='BLEND':
61                                         instance_list = self.blended_instances
62                                 for c in clones:
63                                         instance_list.append(Instance(c, o))
64                                         processed.add(c.name)
65                         elif o.type=='LIGHT':
66                                 self.lights.append(o)
67
68         def get_chain(self):
69                 result = []
70                 if self.background_set:
71                         result = self.background_set.get_chain()
72                 result.append(self)
73                 return result
74
75 def get_all_collections(collection):
76         result = [collection]
77         for c in collection.children:
78                 result += get_all_collections(c)
79         return result
80
81 def create_scene_from_current(context, *, selected_only=False, visible_only=True):
82         obj_filters = []
83
84         if selected_only:
85                 obj_filters.append(lambda o: o.select_get())
86
87         if visible_only:
88                 visible_names = set()
89                 for c in get_all_collections(context.view_layer.layer_collection):
90                         if not c.hide_viewport and not c.collection.hide_viewport:
91                                 visible_names.update(o.name for o in c.collection.objects)
92                 obj_filters.append(lambda o: o.name in visible_names)
93
94         obj_filter = None
95         if len(obj_filters)==1:
96                 obj_filter = obj_filters[0]
97         if obj_filters:
98                 obj_filter = lambda o: all(f(o) for f in obj_filters)
99
100         return Scene(context.scene, obj_filter)
101
102 def create_scene(scene, *, visible_only=True):
103         obj_filter = None
104
105         if visible_only:
106                 visible_names = set()
107                 for c in get_all_collections(scene.collection):
108                         if not c.hide_viewport:
109                                 visible_names.update(o.name for o in c.objects)
110                 obj_filter = lambda o: o.name in visible_names
111
112         return Scene(scene, obj_filter)
113
114 def create_scene_chain(scene, cache, *, visible_only=True):
115         if cache is None:
116                 cache = {}
117
118         top = None
119         prev = None
120         while scene:
121                 converted = None
122                 if scene.name in cache:
123                         converted = cache[scene.name]
124                 else:
125                         converted = create_scene(scene, visible_only=visible_only)
126                         cache[scene.name] = converted
127
128                 if not top:
129                         top = converted
130                 if prev:
131                         prev.background_set = converted
132
133                 prev = converted
134                 scene = scene.background_set
135
136         return top