]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/scene.py
Further refactoring of instance handling in the Blender exporter
[libs/gl.git] / blender / io_mspgl / scene.py
index 03e239e6a77dce8dcb601e59230512d73e9c6a1f..cb62a1b0d40401996427a15b1da11e230783c017 100644 (file)
@@ -1,3 +1,5 @@
+import itertools
+import bpy
 import mathutils
 
 def is_same_object(obj1, obj2):
@@ -8,11 +10,23 @@ def is_same_object(obj1, obj2):
 
        return True
 
-class Instance:
-       def __init__(self, obj, prototype):
+class ObjectPrototype:
+       def __init__(self, obj):
                self.name = obj.name
-               self.matrix_world = obj.matrix_world
-               self.rotation_mode = obj.rotation_mode
+               self.object = obj
+               self.instances = []
+               self.use_array = False
+
+class ObjectInstance:
+       def __init__(self, obj, prototype):
+               if type(obj)==bpy.types.DepsgraphObjectInstance:
+                       self.name = None
+                       self.matrix_world = mathutils.Matrix(obj.matrix_world)
+                       self.rotation_mode = prototype.object.rotation_mode
+               else:
+                       self.name = obj.name
+                       self.matrix_world = obj.matrix_world
+                       self.rotation_mode = obj.rotation_mode
                self.prototype = prototype
 
 class Scene:
@@ -25,6 +39,8 @@ class Scene:
                self.instances = []
                self.blended_instances = []
                self.lights = []
+               self.realtime_sky = False
+               self.sun_light = None
                self.ambient_light = mathutils.Color((0.0, 0.0, 0.0))
                self.exposure = scene.view_settings.exposure
 
@@ -43,27 +59,55 @@ class Scene:
                                        s = surface_node.inputs["Strength"].default_value
                                        self.ambient_light = mathutils.Color(c[:3])*s
 
+                       self.use_sky = scene.world.use_sky and scene.world.sun_light
+                       self.sun_light = scene.world.sun_light
+
+               self.use_shadow = False
+               self.use_ibl = False
+
                objects = scene.objects[:]
                objects.sort(key=lambda o:o.name)
                if obj_filter:
                        objects = list(filter(obj_filter, objects))
 
-               processed = set()
+               proto_map = {}
                for o in objects:
-                       if o.name in processed:
-                               continue
-
                        if o.type=='MESH':
-                               clones = [c for c in objects if is_same_object(o, c)]
-                               self.prototypes.append(o)
-                               instance_list = self.instances
-                               if o.material_slots and o.material_slots[0].material and o.material_slots[0].material.blend_method=='BLEND':
-                                       instance_list = self.blended_instances
-                               for c in clones:
-                                       instance_list.append(Instance(c, o))
-                                       processed.add(c.name)
+                               self.add_instance(o, o, proto_map)
                        elif o.type=='LIGHT':
                                self.lights.append(o)
+                               if o.data.use_shadow:
+                                       self.use_shadow = True
+
+               for i in scene.view_layers[0].depsgraph.object_instances:
+                       if i.is_instance and i.object.type=='MESH':
+                               self.add_instance(i, bpy.data.objects[i.object.name], proto_map)
+
+       def add_instance(self, obj, proto_obj, proto_map):
+               prototype = proto_map.get(proto_obj)
+               if not prototype:
+                       for p in proto_map.values():
+                               if is_same_object(proto_obj, p.object):
+                                       prototype = p
+                                       break
+
+                       if not prototype:
+                               prototype = ObjectPrototype(proto_obj)
+                               self.prototypes.append(prototype)
+
+                       proto_map[proto_obj] = prototype
+
+               instance_list = self.instances
+               if proto_obj.material_slots and proto_obj.material_slots[0].material:
+                       mat = proto_obj.material_slots[0].material
+                       if mat.blend_method=='BLEND':
+                               instance_list = self.blended_instances
+                       if mat.image_based_lighting:
+                               self.use_ibl = True
+
+               instance = ObjectInstance(obj, prototype)
+               instance_list.append(instance)
+               prototype.instances.append(instance)
 
        def get_chain(self):
                result = []
@@ -78,7 +122,7 @@ def get_all_collections(collection):
                result += get_all_collections(c)
        return result
 
-def create_scene_from_current(context, *, selected_only=False, visible_only=True):
+def create_scene_from_current(ctx, *, selected_only=False, visible_only=True):
        obj_filters = []
 
        if selected_only:
@@ -86,7 +130,7 @@ def create_scene_from_current(context, *, selected_only=False, visible_only=True
 
        if visible_only:
                visible_names = set()
-               for c in get_all_collections(context.view_layer.layer_collection):
+               for c in get_all_collections(ctx.context.view_layer.layer_collection):
                        if not c.hide_viewport and not c.collection.hide_viewport:
                                visible_names.update(o.name for o in c.collection.objects)
                obj_filters.append(lambda o: o.name in visible_names)
@@ -97,7 +141,7 @@ def create_scene_from_current(context, *, selected_only=False, visible_only=True
        if obj_filters:
                obj_filter = lambda o: all(f(o) for f in obj_filters)
 
-       return Scene(context.scene, obj_filter)
+       return Scene(ctx.context.scene, obj_filter)
 
 def create_scene(scene, *, visible_only=True):
        obj_filter = None