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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
27                 self.use_hdr = False
28                 if scene.world:
29                         self.use_hdr = scene.world.use_hdr
30
31                 objects = scene.objects[:]
32                 objects.sort(key=lambda o:o.name)
33                 if obj_filter:
34                         objects = list(filter(obj_filter, objects))
35
36                 processed = set()
37                 for o in objects:
38                         if o.name in processed:
39                                 continue
40
41                         if o.type=='MESH':
42                                 clones = [c for c in objects if is_same_object(o, c)]
43                                 self.prototypes.append(o)
44                                 for c in clones:
45                                         self.instances.append(Instance(c, o))
46                                         processed.add(c.name)
47                         elif o.type=='LIGHT':
48                                 self.lights.append(o)
49
50         def get_chain(self):
51                 result = []
52                 if self.background_set:
53                         result = self.background_set.get_chain()
54                 result.append(self)
55                 return result
56
57 def get_all_collections(collection):
58         result = [collection]
59         for c in collection.children:
60                 result += get_all_collections(c)
61         return result
62
63 def create_scene_from_current(context, *, selected_only=False, visible_only=True):
64         obj_filters = []
65
66         if selected_only:
67                 obj_filters.append(lambda o: o.select_get())
68
69         if visible_only:
70                 visible_names = set()
71                 for c in get_all_collections(context.view_layer.layer_collection):
72                         if not c.hide_viewport and not c.collection.hide_viewport:
73                                 visible_names.update(o.name for o in c.collection.objects)
74                 obj_filters.append(lambda o: o.name in visible_names)
75
76         obj_filter = None
77         if len(obj_filters)==1:
78                 obj_filter = obj_filters[0]
79         if obj_filters:
80                 obj_filter = lambda o: all(f(o) for f in obj_filters)
81
82         return Scene(context.scene, obj_filter)
83
84 def create_scene(scene, *, visible_only=True):
85         obj_filter = None
86
87         if visible_only:
88                 visible_names = set()
89                 for c in get_all_collections(scene.collection):
90                         if not c.hide_viewport:
91                                 visible_names.update(o.name for o in c.objects)
92                 obj_filter = lambda o: o.name in visible_names
93
94         return Scene(scene, obj_filter)
95
96 def create_scene_chain(scene, cache, *, visible_only=True):
97         if cache is None:
98                 cache = {}
99
100         top = None
101         prev = None
102         while scene:
103                 converted = None
104                 if scene.name in cache:
105                         converted = cache[scene.name]
106                 else:
107                         converted = create_scene(scene, visible_only=visible_only)
108                         cache[scene.name] = converted
109
110                 if not top:
111                         top = converted
112                 if prev:
113                         prev.background_set = converted
114
115                 prev = converted
116                 scene = scene.background_set
117
118         return top