93 lines
3.6 KiB
Python
93 lines
3.6 KiB
Python
"""
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Common functions useful for exporting blender scenes to GLTF with bpy
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"""
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from pathlib import Path
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from sys import stderr
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import bpy
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from bpy.types import Object, Armature, Modifier, Mesh, Context, Collection
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from functools import reduce
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from operator import attrgetter, itemgetter, or_
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def clear_selection(ctx: Context):
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for obj in ctx.selected_objects:
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obj.select_set(False)
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def select_collection(ctx: Context, c: Collection):
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for obj in c.objects:
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obj.select_set(True)
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# https://blenderartists.org/t/how-to-apply-all-the-modifiers-with-python/1314483/2
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def apply_modifier(obj: Object, modifier: Modifier):
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with bpy.context.temp_override(object=obj, modifier=modifier):
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bpy.context.view_layer.update()
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bpy.ops.object.modifier_apply(modifier=modifier.name)
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bpy.context.view_layer.update()
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def sort_uv_layers(mesh: Mesh):
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# UV layers use non-pythonic reference semantics, safest to always reference by their indices
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assert len(
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mesh.uv_layers) <= 7, "There must be fewer than 8 UV maps to sort (one less than the Blender maximum of 8)"
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initial_layers = [[i, layer.name]
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for i, layer in enumerate(mesh.uv_layers)]
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initial_layers.sort(key=itemgetter(1))
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for i, layer_name in tuple(initial_layers):
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assert mesh.uv_layers[i].name == layer_name, mesh.uv_layers[i].name + \
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" " + layer_name
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mesh.uv_layers.active = mesh.uv_layers[i]
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new_layer = mesh.uv_layers.new(name=f"new_{mesh.uv_layers[i].name}")
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assert new_layer == mesh.uv_layers[-1]
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mesh.uv_layers.active = mesh.uv_layers[0]
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mesh.uv_layers.remove(mesh.uv_layers[i])
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for pair in initial_layers:
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if pair[0] > i:
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pair[0] -= 1
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for layer in mesh.uv_layers:
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layer.name = layer.name.replace("new_", "")
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mesh.uv_layers.active = mesh.uv_layers[0]
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def delete_uv_layer(mesh: Mesh, name: str):
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for layer in mesh.uv_layers:
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if layer.name == name:
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mesh.uv_layers.remove(layer)
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return
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raise Exception(f"failed to remove UV layer with name {name}")
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def convert_attribute(obj, attribute_name: str):
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"Don't convert this into a function that does multiple at once, indices are too fucky for that"
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for i, attr in enumerate(obj.data.attributes):
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if attr.name == attribute_name:
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obj.data.attributes.active_index = i
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bpy.context.view_layer.update()
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bpy.ops.geometry.attribute_convert(
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mode='VERTEX_GROUP', domain='POINT', data_type='FLOAT')
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bpy.context.view_layer.update()
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return
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raise Exception("attribute not found", attribute_name)
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def apply_bone_groups(rig: Armature, skinned: Object):
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"""May not be needed in future versions of Blender
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Converts geometry nodes attributes for bone groups back to vertex groups
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Something fishy with indices and attributes, so algorithm is not efficient just to be safe
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"""
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with bpy.context.temp_override(object=skinned):
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for bone_name in map(attrgetter("name"), rig.bones):
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for i, attribute in enumerate(skinned.data.attributes):
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if attribute.name == bone_name:
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skinned.data.attributes.active_index = i
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bpy.context.view_layer.update()
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bpy.ops.geometry.attribute_convert(
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mode='VERTEX_GROUP', domain='POINT', data_type='FLOAT')
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bpy.context.view_layer.update()
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break
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else:
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print("Failed to find attribute for", bone_name, file=stderr)
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