[Blender] Implemented tesselation for CAD-model, retopology and optimisation tesselation's result, assigning physical properties with assigned material

This commit is contained in:
brothermechanic 2023-06-24 13:54:49 +00:00 committed by Igor Brylyov
parent 9fa936cfba
commit 839ce36c70
19 changed files with 891 additions and 351 deletions

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@ -1,2 +1,7 @@
# -*- coding: utf-8 -*-
__version__ = "0.1"
'''
DESCRIPTION.
Tesselate and import FreeCAD parts as meshes to Bledner scene.
For asset creation pipeline.
'''

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@ -1,74 +0,0 @@
# -*- coding: utf-8 -*-
# Original code by (C) 2019 yorikvanhavre <yorik@uncreated.net>
# Copyright (C) 2023 Ilia Kurochkin <brothermechanic@gmail.com>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
import xml.sax
class FreeCAD_xml_handler(xml.sax.ContentHandler):
"""A XML handler to process the FreeCAD GUI xml data"""
# this creates a dictionary where each key is a FC object name,
# and each value is a dictionary of property:value pairs
def __init__(self):
self.guidata = {}
self.current = None
self.properties = {}
self.currentprop = None
self.currentval = None
# Call when an element starts
def startElement(self, tag, attributes):
if tag == "ViewProvider":
self.current = attributes["name"]
elif tag == "Property":
name = attributes["name"]
if name in ["Visibility","ShapeColor","Transparency","DiffuseColor"]:
self.currentprop = name
elif tag == "Bool":
if attributes["value"] == "true":
self.currentval = True
else:
self.currentval = False
elif tag == "PropertyColor":
c = int(attributes["value"])
r = float((c>>24)&0xFF)/255.0
g = float((c>>16)&0xFF)/255.0
b = float((c>>8)&0xFF)/255.0
self.currentval = (r,g,b)
elif tag == "Integer":
self.currentval = int(attributes["value"])
elif tag == "Float":
self.currentval = float(attributes["value"])
elif tag == "ColorList":
self.currentval = attributes["file"]
# Call when an elements ends
def endElement(self, tag):
if tag == "ViewProvider":
if self.current and self.properties:
self.guidata[self.current] = self.properties
self.current = None
self.properties = {}
elif tag == "Property":
if self.currentprop and (self.currentval != None):
self.properties[self.currentprop] = self.currentval
self.currentprop = None
self.currentval = None

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@ -11,9 +11,21 @@
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
__version__ = "0.2"
'''
DESCRIPTION.
Main module:
- Reads a FreeCAD .FCStd file.
- Set tesselation parts to mesh.
- Inport meshes in Blender scene.
- Setup hierarchy.
- Setup materials.
- Setup LCS points.
- Apply FreeCAD to Bledner scene transforms.
'''
__version__ = '0.3'
import time
import FreeCAD
import Part, Mesh, MeshPart
import logging
import math
import xml
@ -21,174 +33,173 @@ import sys
import xml.sax
import zipfile
import os
import random
import bpy
from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
from import_fcstd.handler import FreeCAD_xml_handler
from import_fcstd.import_hierarchy import import_hierarchy
from import_fcstd.import_materials import import_materials
from import_fcstd.import_hierarchy import (hierarchy,
placement)
from import_fcstd.import_materials import (assign_materials,
assign_black)
from import_fcstd.is_object_solid import is_object_solid
from utils.object_transforms import apply_transforms
logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
# COLLECTIONS NAMIG CONVENTION
parts_col_name = 'Import Parts'
lcs_col_name = 'Import LCS'
hierarchy_col_name = 'Import Hierarchy'
lowpoly_col_name = 'Lowpoly Parts'
# LCS POINT'S SUFFIXES CONVENTION
inlet = '_in'
outlet = '_out'
root = '_root'
# CG ASSETS SUFFIXES CONVENTION
hightpoly = '_hp'
lowpoly = '_lp'
render = '_render'
def obj_importer(filename,
linear_deflection,
angular_deflection,
update=False,
placement=True,
scene_placement=True,
skiphidden=True,
scale=0.001,
select=True,
report=None):
nonsolid_property = 'Robossembler_NonSolid'):
"""Reads a FreeCAD .FCStd file and creates Blender objects"""
guidata = {}
zdoc = zipfile.ZipFile(filename)
if zdoc:
if "GuiDocument.xml" in zdoc.namelist():
gf = zdoc.open("GuiDocument.xml")
guidata = gf.read()
gf.close()
Handler = FreeCAD_xml_handler()
xml.sax.parseString(guidata, Handler)
guidata = Handler.guidata
for key,properties in guidata.items():
# open each diffusecolor files and retrieve values
# first 4 bytes are the array length, then each group of 4 bytes is abgr
if "DiffuseColor" in properties:
#logger.debug ("opening:",guidata[key]["DiffuseColor"])
df = zdoc.open(guidata[key]["DiffuseColor"])
buf = df.read()
#logger.debug (buf," length ",len(buf))
df.close()
cols = []
for i in range(1,int(len(buf)/4)):
cols.append((buf[i*4+3],buf[i*4+2],buf[i*4+1],buf[i*4]))
guidata[key]["DiffuseColor"] = cols
zdoc.close()
''' Reads a FreeCAD .FCStd file and creates Blender objects '''
doc = FreeCAD.open(filename)
docname = doc.Name
if not doc:
logger.debug("Unable to open the given FreeCAD file")
if report:
report({'ERROR'},"Unable to open the given FreeCAD file")
return {'CANCELLED'}
# import some FreeCAD modules needed below. After "import FreeCAD" these modules become available
import Part, Mesh, MeshPart
if not update:
parts_collection = bpy.data.collections.new(parts_col_name)
bpy.context.scene.collection.children.link(parts_collection)
def hascurves(shape):
lcs_collection = bpy.data.collections.new(lcs_col_name)
bpy.context.scene.collection.children.link(lcs_collection)
for e in shape.Edges:
if not isinstance(e.Curve,(Part.Line,Part.LineSegment)):
return True
return False
parts_collection = bpy.data.collections.new("Import Parts")
bpy.context.scene.collection.children.link(parts_collection)
hierarchy_collection = bpy.data.collections.new(hierarchy_col_name)
bpy.context.scene.collection.children.link(hierarchy_collection)
# collect all materials
fem_mats = []
for fem_mat in doc.Objects:
if fem_mat.isDerivedFrom("App::MaterialObjectPython"):
if fem_mat.isDerivedFrom('App::MaterialObjectPython'):
fem_mats.append(fem_mat)
bobjs = []
bobjs_for_render = []
for obj in doc.Objects:
# logger.debug("Importing",obj.Label)
bobj = None
if skiphidden:
if obj.Name in guidata:
if "Visibility" in guidata[obj.Name]:
if guidata[obj.Name]["Visibility"] == False:
# logger.debug(obj.Label,"is invisible. Skipping.")
# TODO add parent visibility check
continue
if not obj.Visibility:
continue
# process simple parts only
if not obj.isDerivedFrom("Part::Feature"):
logger.debug('%s is not simple part', obj.Label)
continue
# process solids only
if not is_object_solid(obj):
logger.debug('%s is not solid', obj.Label)
continue
verts = []
edges = []
faces = []
# create mesh from shape
shape = obj.Shape
if placement:
placement = obj.Placement
shape = obj.Shape.copy()
shape.Placement = placement.inverse().multiply(shape.Placement)
meshfromshape = doc.addObject("Mesh::Feature","Mesh")
meshfromshape.Mesh = MeshPart.meshFromShape(
Shape=shape,
LinearDeflection=linear_deflection,
AngularDeflection=math.radians(angular_deflection),
Relative=False)
t = meshfromshape.Mesh.Topology
verts = [[v.x,v.y,v.z] for v in t[0]]
faces = t[1]
if verts and faces:
# create or update object with mesh and material data
bobj = None
bmat = None
if obj.isDerivedFrom('PartDesign::CoordinateSystem'):
if update:
# locate existing object (mesh with same name)
# locate existing object
for o in bpy.data.objects:
if o.data.name == obj.Name:
if o.name == obj.Label:
bobj = o
logger.debug('Replacing existing %s', obj.Label)
bmesh = bpy.data.meshes.new(name=obj.Name)
bmesh.from_pydata(verts, edges, faces)
bmesh.update()
if bobj:
logger.debug('Updating the mesh of existing %s', obj.Label)
# update only the mesh of existing object. Don't touch materials
bobj.data = bmesh
else:
# create new object
bobj = bpy.data.objects.new(obj.Label, bmesh)
if placement:
bobj.location = placement.Base.multiply(scale)
m = bobj.rotation_mode
bobj.rotation_mode = 'QUATERNION'
if placement.Rotation.Angle:
# FreeCAD Quaternion is XYZW while Blender is WXYZ
q = (placement.Rotation.Q[3],)+placement.Rotation.Q[:3]
bobj.rotation_quaternion = (q)
bobj.rotation_mode = m
bobj.scale = (scale, scale, scale)
bobj = bpy.data.objects.new(obj.Label, None)
bobj.empty_display_type = 'ARROWS'
bobj.empty_display_size = round(random.uniform(0.05, 0.15), 3)
bobj.show_in_front = True
lcs_collection.objects.link(bobj)
# one material for the whole object
for fem_mat in fem_mats:
for ref in fem_mat.References:
if ref[0].Label == bobj.name:
import_materials(bobj, fem_mat)
elif obj.isDerivedFrom('Part::Feature'):
# filter for nonsolids
if is_object_solid(obj) or hasattr(obj, nonsolid_property):
verts = []
edges = []
faces = []
# create mesh from shape
shape = obj.Shape
if scene_placement:
shape = obj.Shape.copy()
shape.Placement = obj.Placement.inverse().multiply(shape.Placement)
meshfromshape = doc.addObject('Mesh::Feature','Mesh')
meshfromshape.Mesh = MeshPart.meshFromShape(
Shape=shape,
LinearDeflection=linear_deflection,
AngularDeflection=math.radians(angular_deflection),
Relative=False)
t = meshfromshape.Mesh.Topology
verts = [[v.x,v.y,v.z] for v in t[0]]
faces = t[1]
parts_collection.objects.link(bobj)
if verts and faces:
# create or update object with mesh and material data
bmesh = bpy.data.meshes.new(name=obj.Label)
bmesh.from_pydata(verts, edges, faces)
bmesh.update()
if update:
# locate existing object
for o in bpy.data.objects:
if o.name == obj.Label:
bobj = o
bobj.data = bmesh
logger.debug('Replacing existing %s', obj.Label)
else:
bobj = bpy.data.objects.new(obj.Label, bmesh)
parts_collection.objects.link(bobj)
# skip for other object's types
else:
continue
if bobj and scene_placement and not update:
placement(bobj, obj, scale)
if bobj.type == 'MESH':
bobj.scale = (scale, scale, scale)
apply_transforms(bobj, scale=True)
# construct assembly hierarchy
obj_parent = obj.getParentGeoFeatureGroup()
if obj_parent:
import_hierarchy(obj, bobj, scale)
hierarchy_objs = hierarchy(bobj, obj, scale)
for hierarchy_obj in hierarchy_objs:
hierarchy_collection.objects.link(hierarchy_obj)
if select:
bpy.context.view_layer.objects.active = bobj
bobj.select_set(True)
# one material for the whole object
if bobj.type == 'MESH':
for fem_mat in fem_mats:
for ref in fem_mat.References:
if ref[0].Label == bobj.name:
assign_materials(bobj, fem_mat)
bobjs_for_render.append(bobj)
continue
# looks like this is hidden internal object
if not bobj.material_slots:
assign_black(bobj)
# optional select object after importing
if bobj and select:
bpy.context.view_layer.objects.active = bobj
bobj.select_set(True)
bobjs.append(bobj)
# losted root lcs inlet workaround
lcs_objects = lcs_collection.objects
root_lcs = [lcs for lcs in lcs_objects if lcs.name.endswith(root)][0]
root_inlet_name = ('{}{}'.format(root_lcs.name.split(root)[0], inlet))
if not bpy.data.objects.get(root_inlet_name):
root_inlet = bpy.data.objects.new(root_inlet_name, None)
root_inlet.empty_display_type = 'ARROWS'
root_inlet.empty_display_size = 0.1
root_inlet.show_in_front = True
root_inlet.location = root_lcs.location
root_inlet.rotation_euler = root_lcs.rotation_euler
root_inlet.parent = root_lcs.parent
lcs_collection.objects.link(root_inlet)
FreeCAD.closeDocument(docname)
# TODO
# update do not dork
logger.info("Import freecad scene finished without errors")
return {'FINISHED'}
logger.info('Imported %s objects without errors', len(bobjs))
return bobjs_for_render

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@ -11,9 +11,11 @@
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
#DESCRIPTION.
# Import from json exported FreeCAD's asm4 coordinates as Blender's empty object.
__version__ = "0.1"
'''
DESCRIPTION.
Import from json exported FreeCAD's asm4 coordinates as Blender's empty object.
'''
__version__ = '0.2'
import logging
import bpy
@ -23,19 +25,20 @@ logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
def empty_importer(path_json):
def lcs_json_importer(path_json):
''' Import json LCS as Bledner's Empty object. '''
with open(path_json) as f:
data = json.load(f)
pivot_name = data['label']
pivot_parent_name = data['parent_label']
pivot_pose = data['placement']
loc = tuple(pivot_pose['position'].values())
fori = tuple(pivot_pose['orientation'].values())
lcs_name = data['label']
lcs_parent_name = data['parent_label']
lcs_pose = data['placement']
loc = tuple(lcs_pose['position'].values())
fori = tuple(lcs_pose['orientation'].values())
bori = (fori[3],)+fori[:3]
if not bpy.data.collections.get('Import LCS'):
lcs_collection = bpy.data.collections.new("Import LCS")
lcs_collection = bpy.data.collections.new('Import LCS')
bpy.context.scene.collection.children.link(lcs_collection)
bpy.context.view_layer.active_layer_collection = \
bpy.context.view_layer.layer_collection.children['Import LCS']
@ -45,16 +48,17 @@ def empty_importer(path_json):
bpy.ops.object.empty_add(
type='ARROWS', radius=0.1, align='WORLD',
location=(0, 0, 0), rotation=(0, 0, 0))
pivot_obj = bpy.context.active_object # or bpy.context.object
pivot_obj.name = pivot_name
pivot_obj.rotation_mode = 'QUATERNION'
pivot_obj.location = loc
pivot_obj.rotation_quaternion = bori
pivot_obj.rotation_mode = 'XYZ'
pivot_obj.show_in_front = True
lcs_obj = bpy.context.active_object # or bpy.context.object
lcs_obj.name = lcs_name
lcs_obj.rotation_mode = 'QUATERNION'
lcs_obj.location = loc
lcs_obj.rotation_quaternion = bori
lcs_obj.rotation_mode = 'XYZ'
lcs_obj.show_in_front = True
if pivot_parent_name:
pivot_obj.parent = bpy.data.objects[pivot_parent_name]
if lcs_parent_name:
lcs_obj.parent = bpy.data.objects[lcs_parent_name]
f.close()
logger.info('Point %s imported without errors', pivot_name)
logger.info('Point %s imported without errors', lcs_name)
return lcs_obj

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@ -10,8 +10,11 @@
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
# DESCRIPTION.
# Collecting all parents and reconstruct this hierarhy in bledner.
'''
DESCRIPTION.
Collecting all parents and reconstruct this hierarhy in bledner.
'''
__version__ = '0.2'
import logging
import bpy
@ -19,42 +22,39 @@ logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
def import_hierarchy(fc_obj, b_obj, scale):
"""FreeCAD object, Blender object, scene scale"""
def placement(bobj, obj, scale):
''' blender object, freecad object, scale factor '''
bobj.location = obj.Placement.Base.multiply(scale)
m = bobj.rotation_mode
bobj.rotation_mode = 'QUATERNION'
if obj.Placement.Rotation.Angle:
# FreeCAD Quaternion is XYZW while Blender is WXYZ
q = (obj.Placement.Rotation.Q[3],)+obj.Placement.Rotation.Q[:3]
bobj.rotation_quaternion = (q)
bobj.rotation_mode = m
return bobj
if not bpy.data.collections.get('Import Hierarchy'):
hierarchy_collection = bpy.data.collections.new("Import Hierarchy")
bpy.context.scene.collection.children.link(hierarchy_collection)
bpy.context.view_layer.active_layer_collection = \
bpy.context.view_layer.layer_collection.children['Import Hierarchy']
else:
hierarchy_collection = bpy.data.collections['Import Hierarchy']
obj_parent = fc_obj.getParentGeoFeatureGroup()
def hierarchy(bobj, obj, scale):
''' blender object, freecad object, scale factor '''
obj_parent = obj.getParentGeoFeatureGroup()
obj_child_name = None
parents = []
while obj_parent:
if hierarchy_collection.objects.get(obj_parent.Label):
if bpy.data.objects.get(obj_parent.Label):
empty = bpy.data.objects[obj_parent.Label]
else:
bpy.ops.object.empty_add(
type='CUBE', radius=0.01, align='WORLD',
location=(0, 0, 0), rotation=(0, 0, 0))
empty = bpy.data.objects['Empty']
empty.name = obj_parent.Label
placement = obj_parent.Placement
empty.location = placement.Base.multiply(scale)
rm = empty.rotation_mode
if placement.Rotation.Angle:
empty.rotation_mode = 'QUATERNION'
q = (placement.Rotation.Q[3],)+placement.Rotation.Q[:3]
empty.rotation_quaternion = (q)
empty.rotation_mode = rm
if not b_obj.parent:
b_obj.parent = empty
empty = bpy.data.objects.new(obj_parent.Label, None)
empty.empty_display_type = 'CUBE'
empty.empty_display_size = 0.01
placement(empty, obj_parent, scale)
parents.append(empty)
if not bobj.parent:
bobj.parent = empty
else:
bpy.data.objects[obj_child_name].parent = empty
obj_child_name = obj_parent.Label
obj_parent = obj_parent.getParentGeoFeatureGroup()
empty.select_set(False)
logger.debug('Add parent %s to object %s', empty.name, b_obj.name)
logger.debug('Add parent %s to object %s', empty.name, bobj.name)
return parents

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@ -10,6 +10,7 @@
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
__version__ = '0.2'
import logging
import sys
import bpy
@ -20,11 +21,12 @@ logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
def import_materials(bobj, fem_mat):
""" Build Blender Shader from FreeCAD's FEM material """
def assign_materials(bobj, fem_mat):
''' Build Blender shader from FreeCAD's FEM material '''
fem_mat_name = fem_mat.Material['Name']
if fem_mat_name in bpy.data.materials:
# prepare for reimport
if len(bobj.material_slots) < 1:
bobj.data.materials.append(bpy.data.materials[fem_mat_name])
else:
@ -73,6 +75,43 @@ def import_materials(bobj, fem_mat):
principled.roughness = rg
principled.emission_color = e_col
principled.alpha = alpha
bobj.data.materials.append(bmat)
# prepare for reimport
if len(bobj.material_slots) < 1:
bobj.data.materials.append(bmat)
else:
bobj.material_slots[0].material = bmat
logger.debug('Assign %s to object %s', fem_mat_name, bobj.name)
return bobj
def assign_black(bobj):
''' Set absolute black Blender shader '''
fem_mat_name = 'black_mat'
if fem_mat_name in bpy.data.materials:
# prepare for reimport
if len(bobj.material_slots) < 1:
bobj.data.materials.append(bpy.data.materials[fem_mat_name])
else:
bobj.material_slots[0].material = bpy.data.materials[fem_mat_name]
else:
bmat = bpy.data.materials.new(name=fem_mat_name)
bmat.use_nodes = True
bmat.diffuse_color = (0, 0, 0, 1)
bmat.node_tree.nodes.remove(bmat.node_tree.nodes['Principled BSDF'])
emission = bmat.node_tree.nodes.new(type='ShaderNodeEmission')
emission.location = 0, 300
emission.inputs['Color'].default_value = (0, 0, 0, 1)
emission.inputs['Strength'].default_value = 0
bmat.node_tree.links.new(
emission.outputs['Emission'],
bmat.node_tree.nodes['Material Output'].inputs['Surface'])
# prepare for reimport
if len(bobj.material_slots) < 1:
bobj.data.materials.append(bmat)
else:
bobj.material_slots[0].material = bmat
logger.debug('Assign %s to object %s', fem_mat_name, bobj.name)
return bobj

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@ -10,14 +10,16 @@
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
#DESCRIPTION.
# Simple FreeCAD's object test for manifold mawater-tight surface.
'''
DESCRIPTION.
Simple FreeCAD's object test for manifold mawater-tight surface.
'''
__version__ = '0.2'
import FreeCAD
def is_object_solid(obj):
"""If obj is solid return True"""
'''If obj is solid return True'''
if not isinstance(obj, FreeCAD.DocumentObject):
return False

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@ -0,0 +1,158 @@
# -*- coding: utf-8 -*-
# Copyright (C) 2023 Ilia Kurochkin <brothermechanic@gmail.com>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
'''
DESCRIPTION.
Reorganization and restructuring of assembly structure
based on LCS point objects.
'''
__version__ = '0.1'
import logging
import math
import bpy
from mathutils import Matrix
from utils.object_relations import (parenting,
unparenting)
from utils.object_transforms import round_transforms
logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
# COLLECTIONS NAMIG CONVENTION
parts_col_name = 'Import Parts'
lcs_col_name = 'Import LCS'
hierarchy_col_name = 'Import Hierarchy'
lowpoly_col_name = 'Lowpoly Parts'
# LCS POINT'S SUFFIXES CONVENTION
inlet = '_in'
outlet = '_out'
root = '_root'
# CG ASSETS SUFFIXES CONVENTION
hightpoly = '_hp'
lowpoly = '_lp'
render = '_render'
def retree_by_lcs(lcs_objects, root_lcs):
''' Organizing project structure based on LCS. '''
for lcs in lcs_objects:
locator = lcs.parent
if lcs.name.endswith(inlet):
unparenting(lcs)
round_transforms(lcs)
if locator.parent:
unparenting(locator)
parenting(lcs, locator)
parenting(root_lcs, lcs)
for lcs in lcs_objects:
if lcs.name.endswith(outlet):
unparenting(lcs)
round_transforms(lcs)
parenting(
lcs_objects[lcs_objects.index(
bpy.data.objects[
'{}{}'.format(lcs.name.split(outlet)[0], inlet)])],
lcs)
root_lcs.matrix_world = Matrix()
return lcs_objects
def closest_lcs(lcs_objects):
''' Finding closest outlet to inlet LCS. '''
target_dists = {}
for target in lcs_objects:
if target.name.endswith(inlet):
dists = {}
for lcs in lcs_objects:
if lcs.name.endswith(outlet):
dist = math.dist(
target.matrix_world.translation,
lcs.matrix_world.translation)
dists[lcs.name] = dist
min_dist = min(dists.values())
if min_dist < 0.01:
min_lcs = [k for k, v in dists.items() if v == min_dist][0]
target_dists[target.name] = min_lcs
return target_dists
def lcs_constrainting(lcs_objects, root_lcs):
''' Placing inlet right on outlet LCS. '''
closests = closest_lcs(lcs_objects)
for lcs in lcs_objects:
if lcs.name in closests:
constraint = lcs.constraints.new(type='COPY_TRANSFORMS')
constraint.target = bpy.data.objects[closests[lcs.name]]
if lcs.name.endswith(outlet):
constraint = lcs.constraints.new(type='COPY_TRANSFORMS')
constraint.target = root_lcs
constraint.enabled = False
for lcs in lcs_objects:
if len(lcs.constraints) == 0:
constraint = lcs.constraints.new(type='COPY_TRANSFORMS')
constraint.target = root_lcs
constraint.enabled = False
return lcs_objects
def unlink_from_col(obj):
''' Unlinking object from all collections. '''
for col in bpy.data.collections:
if obj.name in col.objects:
col.objects.unlink(obj)
return obj
def lcs_collections(root_lcs, lcs_objects):
''' Create LCS based hierarchy. '''
for lcs in root_lcs.children:
lcs_col = bpy.data.collections.new(
'{}{}'.format(lcs.name.split(inlet)[0], hightpoly))
bpy.data.collections[parts_col_name].children.link(lcs_col)
for obj in lcs.children_recursive:
unlink_from_col(obj)
lcs_col.objects.link(obj)
if lcs not in lcs_objects:
unlink_from_col(lcs)
lcs_col.objects.link(lcs)
return root_lcs.children
def restruct_hierarchy():
''' Execute restructurisation. '''
lcs_objects = bpy.data.collections[lcs_col_name].objects
main_locator = [obj for obj in bpy.data.objects if not obj.parent][0]
root_lcs = [lcs for lcs in lcs_objects if lcs.name.endswith(root)][0]
lcs_objects = [lcs for lcs in lcs_objects if lcs != root_lcs]
root_locator = root_lcs.parent
unparenting(root_lcs)
round_transforms(root_lcs)
unparenting(root_locator)
parenting(root_lcs, root_locator)
parenting(root_lcs, main_locator)
retree_by_lcs(lcs_objects, root_lcs)
lcs_constrainting(lcs_objects, root_lcs)
lcs_collections(root_lcs, lcs_objects)
# remove unused for now collection
bpy.data.collections.remove(bpy.data.collections[hierarchy_col_name])
logger.info('Restructuring pipeline finished!')
return lcs_objects

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@ -1,62 +1,7 @@
# -*- coding: utf-8 -*-
"""
'''
DESCRIPTION.
Basic mesh processing for asset pipeline.
Early WIP!
"""
__version__ = "0.1"
import logging
import sys
import bpy
import math
from utils.apply_transforms import apply_transforms
logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
def asset_setup(transforms=True, sharpness=True, shading=True):
""" asset setup pipeline """
for ob in bpy.context.scene.objects:
if not ob.type == 'MESH':
continue
bpy.ops.object.select_all(action='DESELECT')
ob.select_set(state=True)
bpy.context.view_layer.objects.active = ob
# apply scale
apply_transforms(ob, location=False, rotation=False, scale=True)
if transforms:
# remove doubles
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles(threshold = 0.00001)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.select_mode(type = 'FACE')
bpy.ops.mesh.select_interior_faces()
bpy.ops.mesh.delete(type='FACE')
bpy.ops.object.mode_set(mode='OBJECT')
if sharpness:
# set shaps and unwrap
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.select_mode(type='EDGE')
bpy.ops.mesh.edges_select_sharp( sharpness = math.radians(10) )
bpy.ops.mesh.mark_sharp()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project()
bpy.ops.object.mode_set(mode='OBJECT')
if shading:
#fix shading
bpy.ops.object.shade_smooth()
bpy.context.view_layer.objects.active.data.use_auto_smooth = 1
bpy.context.view_layer.objects.active.modifiers.new(type='DECIMATE', name='decimate')
bpy.context.view_layer.objects.active.modifiers["decimate"].decimate_type = "DISSOLVE"
bpy.context.view_layer.objects.active.modifiers["decimate"].angle_limit = 0.00872665
bpy.context.object.modifiers["decimate"].show_expanded = 0
bpy.context.view_layer.objects.active.modifiers.new(type='TRIANGULATE', name='triangulate')
bpy.context.object.modifiers["triangulate"].keep_custom_normals = 1
bpy.context.object.modifiers["triangulate"].show_expanded = 0
Mesh processing for asset creation pipeline.
Setup and prepare highpoly objects.
Create and prepare lowpoly_objects.
'''

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@ -0,0 +1,72 @@
# -*- coding: utf-8 -*-
# Copyright (C) 2023 Ilia Kurochkin <brothermechanic@gmail.com>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
'''
DESCRIPTION.
Basic mesh processing for asset pipeline.
'''
__version__ = '0.2'
import logging
import sys
import bpy
import math
logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
def setup_meshes(bobjs, cleanup=False, sharpness=False, shading=False):
''' Setup raw meshes list after importing '''
logger.info('Hightpoly meshes setup launched...')
for bobj in bobjs:
if not bobj.type == 'MESH':
continue
bpy.ops.object.select_all(action='DESELECT')
bobj.select_set(state=True)
bpy.context.view_layer.objects.active = bobj
if cleanup:
# remove doubles
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles(threshold=0.00001)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.select_mode(type='FACE')
bpy.ops.mesh.select_interior_faces()
bpy.ops.mesh.delete(type='FACE')
bpy.ops.object.mode_set(mode='OBJECT')
if sharpness:
# set shaps and unwrap
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.select_mode(type='EDGE')
bpy.ops.mesh.edges_select_sharp( sharpness=math.radians(12) )
bpy.ops.mesh.mark_sharp()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project()
bpy.ops.object.mode_set(mode='OBJECT')
if shading:
# fix shading
bpy.ops.object.shade_smooth()
bpy.context.view_layer.objects.active.data.use_auto_smooth = 1
bpy.context.view_layer.objects.active.modifiers.new(type='DECIMATE', name='decimate')
bpy.context.view_layer.objects.active.modifiers['decimate'].decimate_type = 'DISSOLVE'
bpy.context.view_layer.objects.active.modifiers['decimate'].angle_limit = 0.00872665
bpy.context.object.modifiers['decimate'].show_expanded = 0
bpy.context.view_layer.objects.active.modifiers.new(type='TRIANGULATE', name='triangulate')
bpy.context.object.modifiers['triangulate'].keep_custom_normals = 1
bpy.context.object.modifiers['triangulate'].show_expanded = 0
return logger.info('Hightpoly meshes setup finished!')

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@ -0,0 +1,86 @@
# -*- coding: utf-8 -*-
# Copyright (C) 2023 Ilia Kurochkin <brothermechanic@gmail.com>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
'''
DESCRIPTION.
Create lowpoly shells from parts collections.
'''
__version__ = '0.1'
import logging
import sys
import bpy
import math
from utils.generative_modifiers import shell_remesher
from utils.object_converter import convert_mesh_to_mesh
from utils.object_relations import parenting
logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
# COLLECTIONS NAMIG CONVENTION
parts_col_name = 'Import Parts'
lcs_col_name = 'Import LCS'
hierarchy_col_name = 'Import Hierarchy'
lowpoly_col_name = 'Lowpoly Parts'
# LCS POINT'S SUFFIXES CONVENTION
inlet = '_in'
outlet = '_out'
root = '_root'
# CG ASSETS SUFFIXES CONVENTION
hightpoly = '_hp'
lowpoly = '_lp'
render = '_render'
def parts_to_shells(hightpoly_part_names):
''' Create lowpoly shells from parts collections. '''
logger.info('Lowpoly shells creation launched...')
lowpoly_col = bpy.data.collections.new(lowpoly_col_name)
bpy.context.scene.collection.children.link(lowpoly_col)
for part_name in hightpoly_part_names:
# generate lowpoly objects from part collections
lowpoly_name = ('{}{}'.format(part_name, lowpoly))
lowpoly_mesh = bpy.data.meshes.new(lowpoly_name)
lowpoly_obj = bpy.data.objects.new(lowpoly_name, lowpoly_mesh)
bpy.context.view_layer.update()
part_inlet = bpy.data.objects.get('{}{}'.format(part_name, inlet))
lowpoly_obj.matrix_world = part_inlet.matrix_world.copy()
parenting(part_inlet, lowpoly_obj)
lowpoly_col.objects.link(lowpoly_obj)
shell_remesher(lowpoly_obj, 'remesh_nodes', 'robossembler')
part_col = bpy.data.collections[('{}{}'.format(part_name, hightpoly))]
lowpoly_obj.modifiers['remesh_nodes']['Input_0'] = part_col
remesh_voxel = lowpoly_obj.modifiers.new('remesh_voxel', type='REMESH')
remesh_voxel.mode = 'VOXEL'
remesh_voxel.voxel_size = 0.001
remesh_sharp = lowpoly_obj.modifiers.new('remesh_sharp', type='REMESH')
remesh_sharp.mode = 'SHARP'
remesh_sharp.octree_depth = 7
decimate = lowpoly_obj.modifiers.new('decimate', type='DECIMATE')
decimate.decimate_type = 'COLLAPSE'
decimate.ratio = 0.1
# apply all modifiers to mesh
parenting(part_inlet, convert_mesh_to_mesh(lowpoly_obj))
logger.info('Lowpoly shells created successfully!')
return lowpoly_col.objects

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@ -10,13 +10,13 @@
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
__version__ = "0.1"
__version__ = '0.1'
import bpy
def cleanup_orphan_data():
"""Removes all data without users"""
'''Removes all data without users'''
for block in bpy.data.meshes:
if block.users == 0:
bpy.data.meshes.remove(block)

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@ -0,0 +1,161 @@
# -*- coding: utf-8 -*-
# Copyright (C) 2023 Ilia Kurochkin <brothermechanic@gmail.com>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
'''
DESCRIPTION.
Basic mesh processing for asset pipeline.
'''
__version__ = '0.1'
import logging
import bpy
logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
def shell_remesher(lowpoly_obj, mod_name='shell_mod', tree_name='shell_tree'):
''' Conctruct geometry nodes modifier. '''
modifier = lowpoly_obj.modifiers.new(mod_name, type='NODES')
tree = bpy.data.node_groups.new(name=tree_name, type='GeometryNodeTree')
modifier.node_group = tree
group_input = tree.nodes.new(type='NodeGroupInput')
collection_info = tree.nodes.new(type='GeometryNodeCollectionInfo')
collection_info.location = (300, 0)
collection_info.transform_space = 'RELATIVE'
tree.inputs.new('NodeSocketCollection', 'Collection')
tree.links.new(group_input.outputs['Collection'],
collection_info.inputs['Collection'])
realize_instances = tree.nodes.new(type='GeometryNodeRealizeInstances')
realize_instances.location = (600, 0)
tree.links.new(collection_info.outputs[0],
realize_instances.inputs['Geometry'])
mesh_to_volume = tree.nodes.new(type='GeometryNodeMeshToVolume')
mesh_to_volume.location = (900, 0)
mesh_to_volume.resolution_mode = 'VOXEL_SIZE'
mesh_to_volume.inputs['Density'].default_value = 10.0
mesh_to_volume.inputs['Voxel Size'].default_value = 0.005
mesh_to_volume.inputs['Exterior Band Width'].default_value = 0.005
tree.links.new(realize_instances.outputs['Geometry'],
mesh_to_volume.inputs['Mesh'])
volume_to_mesh = tree.nodes.new(type='GeometryNodeVolumeToMesh')
volume_to_mesh.location = (1200, 0)
tree.links.new(mesh_to_volume.outputs['Volume'],
volume_to_mesh.inputs['Volume'])
extrude_mesh = tree.nodes.new(type='GeometryNodeExtrudeMesh')
extrude_mesh.location = (1500, 0)
extrude_mesh.inputs['Offset Scale'].default_value = 0.001
extrude_mesh.inputs['Individual'].default_value = False
tree.links.new(volume_to_mesh.outputs['Mesh'],
extrude_mesh.inputs['Mesh'])
# 1 pass
mesh_to_volume = tree.nodes.new(type='GeometryNodeMeshToVolume')
mesh_to_volume.location = (1800, 0)
mesh_to_volume.resolution_mode = 'VOXEL_SIZE'
mesh_to_volume.inputs['Density'].default_value = 1.0
mesh_to_volume.inputs['Voxel Size'].default_value = 0.003
mesh_to_volume.inputs['Exterior Band Width'].default_value = 0.003
tree.links.new(extrude_mesh.outputs['Mesh'],
mesh_to_volume.inputs['Mesh'])
volume_to_mesh = tree.nodes.new(type='GeometryNodeVolumeToMesh')
volume_to_mesh.location = (2100, 0)
tree.links.new(mesh_to_volume.outputs['Volume'],
volume_to_mesh.inputs['Volume'])
set_position_01 = tree.nodes.new(type='GeometryNodeSetPosition')
set_position_01.location = (2400, -300)
tree.links.new(volume_to_mesh.outputs['Mesh'],
set_position_01.inputs['Geometry'])
# 2 pass
mesh_to_volume = tree.nodes.new(type='GeometryNodeMeshToVolume')
mesh_to_volume.location = (2700, 0)
mesh_to_volume.resolution_mode = 'VOXEL_SIZE'
mesh_to_volume.inputs['Density'].default_value = 1.0
mesh_to_volume.inputs['Voxel Size'].default_value = 0.001
mesh_to_volume.inputs['Exterior Band Width'].default_value = 0.001
tree.links.new(set_position_01.outputs['Geometry'],
mesh_to_volume.inputs['Mesh'])
volume_to_mesh = tree.nodes.new(type='GeometryNodeVolumeToMesh')
volume_to_mesh.location = (3000, 0)
tree.links.new(mesh_to_volume.outputs['Volume'],
volume_to_mesh.inputs['Volume'])
set_position_02 = tree.nodes.new(type='GeometryNodeSetPosition')
set_position_02.location = (3300, -300)
tree.links.new(volume_to_mesh.outputs['Mesh'],
set_position_02.inputs['Geometry'])
# 3 pass
mesh_to_volume = tree.nodes.new(type='GeometryNodeMeshToVolume')
mesh_to_volume.location = (3600, 0)
mesh_to_volume.resolution_mode = 'VOXEL_SIZE'
mesh_to_volume.inputs['Density'].default_value = 1.0
mesh_to_volume.inputs['Voxel Size'].default_value = 0.0005
mesh_to_volume.inputs['Exterior Band Width'].default_value = 0.0001
tree.links.new(set_position_02.outputs['Geometry'],
mesh_to_volume.inputs['Mesh'])
volume_to_mesh = tree.nodes.new(type='GeometryNodeVolumeToMesh')
volume_to_mesh.location = (3900, 0)
tree.links.new(mesh_to_volume.outputs['Volume'],
volume_to_mesh.inputs['Volume'])
set_position_03 = tree.nodes.new(type='GeometryNodeSetPosition')
set_position_03.location = (4200, -300)
tree.links.new(volume_to_mesh.outputs['Mesh'],
set_position_03.inputs['Geometry'])
group_output = tree.nodes.new(type='NodeGroupOutput')
group_output.location = (4500, 0)
tree.outputs.new('NodeSocketGeometry', 'Geometry')
tree.links.new(set_position_03.outputs['Geometry'],
group_output.inputs['Geometry'])
geometry_proximity = tree.nodes.new(type='GeometryNodeProximity')
geometry_proximity.location = (1200, -1000)
tree.links.new(realize_instances.outputs['Geometry'],
geometry_proximity.inputs['Target'])
tree.links.new(geometry_proximity.outputs['Position'],
set_position_01.inputs['Position'])
tree.links.new(geometry_proximity.outputs['Position'],
set_position_02.inputs['Position'])
tree.links.new(geometry_proximity.outputs['Position'],
set_position_03.inputs['Position'])
return modifier

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@ -0,0 +1,40 @@
# -*- coding: utf-8 -*-
# Copyright (C) 2023 Ilia Kurochkin <brothermechanic@gmail.com>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
'''
DESCRIPTION.
Convert all deformers and modifiers of object to it's mesh.
'''
__version__ = '0.1'
import bpy
def convert_mesh_to_mesh(obj):
''' Convert all deformers and modifiers of object to it's mesh. '''
if obj and obj.type == 'MESH':
deg = bpy.context.evaluated_depsgraph_get()
eval_mesh = obj.evaluated_get(deg).data.copy()
orig_name = obj.name
obj.name = ('{}_temp'.format(orig_name))
converted_obj = bpy.data.objects.new(orig_name, eval_mesh)
converted_obj.matrix_world = obj.matrix_world
bpy.context.view_layer.update()
converted_obj.matrix_world = obj.matrix_world.copy()
obj.users_collection[0].objects.link(converted_obj)
bpy.data.objects.remove(obj, do_unlink=True)
return converted_obj

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@ -0,0 +1,33 @@
# -*- coding: utf-8 -*-
# Copyright (C) 2023 Ilia Kurochkin <brothermechanic@gmail.com>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
__version__ = '0.1'
import bpy
def parenting(parent, child):
''' Parenting child object to parent object. '''
child.parent = parent
child.matrix_parent_inverse = parent.matrix_world.inverted()
return child
def unparenting(child):
''' Unarenting child object from parent object. '''
# update database
bpy.context.view_layer.update()
world_matrix = child.matrix_world.copy()
child.parent = None
child.matrix_world = world_matrix
return child

View file

@ -1,10 +1,6 @@
# -*- coding: utf-8 -*-
# original idea from https://github.com/machin3io/MACHIN3tools
# Copyright (C) 2023 Ilia Kurochkin <brothermechanic@gmail.com>
#
# -*- coding: utf-8 -*-
# Copyright 2023 by brothermechanic. All Rights Reserved.
# Based on https://github.com/machin3io/MACHIN3tools/blob/master/operators/apply.py
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
@ -14,13 +10,18 @@
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
__version__ = "0.2"
__version__ = '0.3'
from mathutils import Matrix, Vector, Quaternion
import bpy
def apply_transforms(obj, location=False, rotation=False, scale=False):
""" bake local object transforms """
''' bake local object transforms '''
# original idea from https://github.com/machin3io/MACHIN3tools
# update database
bpy.context.view_layer.update()
def get_loc_matrix(location):
return Matrix.Translation(location)
@ -33,7 +34,6 @@ def apply_transforms(obj, location=False, rotation=False, scale=False):
scale_martix[i][i] = scale[i]
return scale_martix
if location and rotation and scale:
loc, rot, sca = obj.matrix_world.decompose()
mesh_martix = get_loc_matrix(loc) @ get_rot_matrix(rot) @ get_sca_matrix(sca)
@ -42,7 +42,7 @@ def apply_transforms(obj, location=False, rotation=False, scale=False):
obj.matrix_world = apply_matrix
else:
if location:
raise Exception("Location only applies with all transformations (rotate and scale) together!")
raise Exception('Location only applies with all transformations (rotate and scale) together!')
if rotation:
loc, rot, sca = obj.matrix_world.decompose()
mesh_martix = get_rot_matrix(rot)
@ -58,3 +58,11 @@ def apply_transforms(obj, location=False, rotation=False, scale=False):
obj.matrix_world = apply_matrix
obj.rotation_mode = 'XYZ'
return obj
def round_transforms(obj):
''' Geting location of object and round it. '''
for idx, axis in enumerate(obj.location[:]):
obj.location[idx] = round(axis, 5)
return obj.location

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@ -10,7 +10,7 @@
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
__version__ = "0.1"
__version__ = '0.1'
import logging
import bpy
@ -20,7 +20,7 @@ logging.basicConfig(level=logging.INFO)
def remove_collections(collection_name=None):
"""Removes all all collection or collection_name only"""
'''Removes all all collection or collection_name only'''
if collection_name:
collection = bpy.data.collections.get(collection_name)
try:

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@ -11,13 +11,13 @@
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
__version__ = "0.1"
__version__ = '0.1'
import math
def shiny_to_rough(shininess):
""" convert shiny to roughness """
''' convert shiny to roughness '''
a, b = -1.0, 2.0
c = (shininess / 100.0) - 1.0
D = math.pow(b,2) - (4 * a * c)

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@ -1,22 +1,24 @@
# -*- coding: utf-8 -*-
"""
'''
DESCRIPTION.
Convert and setup FreeCAD solid objects to 3d assets mesh files.
Support Blender compiled as a Python Module only!
"""
__version__ = "0.3"
'''
__version__ = '0.4'
import logging
import os
import sys
sys.path.append('../blender/')
from import_fcstd.import_cad_objects import obj_importer
from import_fcstd.import_coordinate_point import empty_importer
from utils.apply_transforms import apply_transforms
from import_fcstd.restruct_hierarchy_by_lcs import restruct_hierarchy
from import_fcstd.import_coordinate_point import lcs_json_importer
from utils.remove_collections import remove_collections
from utils.cleanup_orphan_data import cleanup_orphan_data
from utils.sdf_mesh_selector import sdf_mesh_selector
from remesh import asset_setup
from remesh.highpoly_setup import setup_meshes
from remesh.lowpoly_setup import parts_to_shells
from export.dae import export_dae
from export.collision import export_col_stl
import bpy
@ -25,6 +27,37 @@ import mathutils
logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
'''
IMPORT COLLECTIONS NAMIG CONVENTION:
Import Parts - collection for mesh objects
Import LCS - collection for location points
Import Hierarchy - collection for hierarchy locators
LCS POINT'S SUFFIXES CONVENTION:
'_in' - inlet suffix
'_out' - outlet suffix
'_root' - root suffix
CG ASSETS SUFFIXES CONVENTION:
'_hp' - hightpoly asset (reference baking source)
'_lp' - lowpoly asset (prepared for game engines)
'_render' - root suffix (prepared for render engines)
'''
# COLLECTIONS NAMIG CONVENTION
parts_col_name = 'Import Parts'
lcs_col_name = 'Import LCS'
hierarchy_col_name = 'Import Hierarchy'
lowpoly_col_name = 'Lowpoly Parts'
# LCS POINT'S SUFFIXES CONVENTION
inlet = '_in'
outlet = '_out'
root = '_root'
# CG ASSETS SUFFIXES CONVENTION
hightpoly = '_hp'
lowpoly = '_lp'
render = '_render'
def freecad_asset_pipeline(fcstd_path,
linear_deflection,
@ -33,28 +66,45 @@ def freecad_asset_pipeline(fcstd_path,
json_path=None,
blend_path=None,
sdf_path=None):
""" Setup FreeCAD scene to CG asset """
''' Setup FreeCAD scene to CG asset '''
# prepare blend file
remove_collections()
cleanup_orphan_data()
# import objects
obj_importer(fcstd_path, linear_deflection, angular_deflection)
objs_for_render = obj_importer(fcstd_path,
linear_deflection,
angular_deflection)
# restructuring hierarchy by lcs points
lcs_objects = restruct_hierarchy()
# import lcs
if json_path is None:
json_path = os.path.dirname(fcstd_path)
for f in os.listdir(os.path.dirname(fcstd_path)):
if f.endswith('.json'):
json_file = os.path.join(json_path, f)
empty_importer(json_file)
if not bpy.data.collections.get(lcs_col_name):
if not bpy.data.collections[lcs_col_name].objects:
if json_path is None:
json_path = os.path.dirname(fcstd_path)
for f in os.listdir(os.path.dirname(fcstd_path)):
if f.endswith('.json'):
json_file = os.path.join(json_path, f)
lcs_json_importer(json_file)
# sdf setup WIP
if sdf_path is not None:
sdf_mesh_selector(sdf_path)
# save blender scene
if blend_path is not None:
if not os.path.isdir(os.path.dirname(blend_path)):
os.makedirs(os.path.dirname(blend_path))
bpy.ops.wm.save_as_mainfile(filepath=blend_path)
# retopo
asset_setup()
setup_meshes(objs_for_render, sharpness=True, shading=True)
part_names = [p.name.split(inlet)[0] for p in lcs_objects if p.name.endswith(inlet)]
parts_to_shells(part_names)
# save blender scene
if blend_path is not None:
@ -102,4 +152,4 @@ if __name__ == '__main__':
args.blend_path,
args.sdf_path)
logger.info("Assets setup finished without errors")
logger.info('Assets setup completed!')