RCG: data base names #253

Merged
brothermechanic merged 1 commit from 155-rcg-db-names into master 2024-04-10 11:47:40 +03:00
4 changed files with 77 additions and 93 deletions

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@ -28,10 +28,8 @@ sys.path.append('/nix/store/ip49yhfl2l8gphylj4i43kdpq5qnq93i-bpy-4.1.0/lib/pytho
sys.path.append('/media/disk/robossembler/project/collab/150-cg-render-assets/rcg_pipeline')
sys.path.append('/nix/store/x1rqfn240xn6m6p6077gxfqxdxxj1cmc-python3.11-numpy-1.26.4/lib/python3.11/site-packages')
import rcg_pipeline
project_dir = '/path/to/<my_freecad_project>'
parts_tree_path = '/path/to/<my_assembly>_tree_version.json'
libs_data_path = '/path/to/<my_freecad_project>_libs_data.json'
project_dir = '/path/to/<my_project_dir>'
rcg_pipeline.libs.generate_libs_database(project_dir)
rcg_pipeline.render_asset.build_render_asset(parts_tree_path, libs_data_path, project_dir)
rcg_pipeline.render_asset.build_render_assets(project_dir)
```

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@ -42,7 +42,6 @@ __license__ = 'GPL-3'
#__all__ = ['libs', 'render_asset', 'rcg_full_pipeline']
import logging
import os
from . import libs
from . import render_asset
@ -55,13 +54,9 @@ def rcg_full_pipeline(project_dir):
'''
'''
# 1 generate libs
libs_data_path = libs.generate_libs_database(project_dir)
libs.generate_libs_database(project_dir)
# 2 build render assets
parts_tree_names = [
data for data in os.listdir(project_dir)
if data.endswith('tree_version.json')]
for parts_tree_name in parts_tree_names:
parts_tree_path = os.path.join(project_dir, parts_tree_name)
render_asset.build_render_asset(parts_tree_path, libs_data_path, project_dir)
render_asset.build_render_assets(project_dir)
return True

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@ -52,16 +52,9 @@ logger = logging.getLogger(__name__)
def generate_libs_database(project_dir):
''' Generate Blender LIBS database from PARTs database. '''
parts_data_name = [
data for data in os.listdir(project_dir)
if data.endswith('_parts_data.json')]
if len(parts_data_name) != 1:
raise Exception(
'No database! Only single supported! Check %s directory' % project_dir)
parts_data_path = os.path.join(project_dir, parts_data_name[0])
data_name = parts_data_name[0].split('_parts_data.json')[0]
parts_data_path = os.path.join(project_dir, 'parts.json')
if not os.path.exists(parts_data_path):
raise Exception('No parts database found! Check %s directory' % project_dir)
with open(parts_data_path, encoding='utf-8') as data:
parts_data = json.load(data)
@ -200,7 +193,7 @@ def generate_libs_database(project_dir):
)
# write db file
libs_data_path = os.path.join(project_dir, data_name + '_libs_data.json')
libs_data_path = os.path.join(project_dir, 'libs.json')
with open(libs_data_path, 'w', encoding='utf-8') as libs_data_file:
json.dump(libs_data, libs_data_file, ensure_ascii=False, indent=4)
logger.info('Database saved successfully to %s!', libs_data_path)

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@ -65,74 +65,64 @@ def assembly_builder(item, libs_data, libs_data_dir, collection=None, parent=Non
'''
if not collection:
collection = bpy.context.scene.collection
item_obj = None
if item['type'] == 'LOCATOR':
item_obj = bpy.data.objects.new(item['name'], None)
item_obj.empty_display_type = 'CUBE'
item_obj.empty_display_size = 0.01
collection.objects.link(item_obj)
elif item['type'] == 'LCS':
item_obj = bpy.data.objects.new(item['name'], None)
item_obj.empty_display_type = 'ARROWS'
item_obj.empty_display_size = round(random.uniform(0.05, 0.15), 3)
item_obj.show_in_front = True
collection.objects.link(item_obj)
elif item['type'] == 'PART':
# link clones
if item.get('base_name'):
item_data = [
data for data in libs_data
if data['type'] == 'OBJECT'
if data['name'] == item['base_name']]
if not item_data:
logger.error('No %s in database!', item['name'])
return False
# if there is local base_named object in scene -> rename it
item_data = [
data for data in libs_data
if data['type'] == 'OBJECT'
if data['name'] == item['base_name']]
if not item_data:
logger.error('No %s in database!', item['base_name'])
return False
# if there is local base_named object in scene -> rename it
local_obj = None
# for clones
if item['base_name'] != item['name']:
local_obj = [
loc for loc in bpy.data.objects
if loc.name == item['base_name']
if not loc.library]
if local_obj:
local_obj[0].name += '_loc'
item_file_path = os.path.join(libs_data_dir, item_data[0]['path'])
# TODO already linked
bpy.ops.wm.link(
filepath=item_file_path,
directory=os.path.join(item_file_path, 'Collection'),
filename=item['base_name'],
relative_path=True,
do_reuse_local_id=True,
active_collection=True,
)
item_obj = bpy.data.objects[item['base_name']]
item_file_path = os.path.join(libs_data_dir, item_data[0]['path'])
# TODO already linked
bpy.ops.wm.link(
filepath=item_file_path,
directory=os.path.join(item_file_path, 'Collection'),
filename=item['base_name'],
relative_path=True,
do_reuse_local_id=True,
active_collection=True,
)
item_obj = bpy.data.objects[item['base_name']]
# for clones
if item['base_name'] != item['name']:
item_obj.name = item['name']
# rename local back
if local_obj:
local_obj[0].name = item['base_name']
# link unical
else:
item_data = [
data for data in libs_data
if data['type'] == 'OBJECT'
if data['name'] == item['name']]
if not item_data:
logger.error('No %s in database!', item['name'])
return False
item_file_path = os.path.join(libs_data_dir, item_data[0]['path'])
bpy.ops.wm.link(
filepath=item_file_path,
directory=os.path.join(item_file_path, 'Collection'),
filename=item['name'],
relative_path=True,
do_reuse_local_id=True,
active_collection=True,
)
item_obj = bpy.data.objects[item['name']]
item_obj.empty_display_type = 'PLAIN_AXES'
item_obj.empty_display_size = 0.01
else:
logger.error('Unknown object type %s of %s', item['type'], item['name'])
return False
item_obj.location = Vector(item['pose'][0]['loc_xyz']) * 0.001
item_obj.rotation_mode = 'QUATERNION'
item_obj.rotation_quaternion = [
@ -197,42 +187,50 @@ def assembly_rebuilder():
return default_origin
def build_render_asset(parts_tree_path, libs_data_path, project_dir):
def build_render_assets(project_dir):
'''
'''
# start from stratch
bpy.ops.wm.read_homefile()
remove_collections_with_objects()
cleanup_orphan_data()
with open(parts_tree_path, encoding='utf-8') as data:
parts_tree_item = json.load(data)
libs_data_path = os.path.join(project_dir, 'libs.json')
if not os.path.exists(libs_data_path):
raise Exception('No libs database found! Check %s directory' % project_dir)
with open(libs_data_path, encoding='utf-8') as data:
libs_data = json.load(data)
trees_path = os.path.join(project_dir, 'trees.json')
if not os.path.exists(trees_path):
raise Exception('No trees database found! Check %s directory' % project_dir)
with open(trees_path, encoding='utf-8') as data:
tree_item_list = json.load(data)
# create redner collection
render_collection = bpy.data.collections.new(parts_tree_item['name'])
bpy.context.scene.collection.children.link(render_collection)
active_collection = recursive_layer_collection(
bpy.context.view_layer.layer_collection,
render_collection.name)
bpy.context.view_layer.active_layer_collection = active_collection
for tree_item in tree_item_list:
# start from stratch
bpy.ops.wm.read_homefile()
remove_collections_with_objects()
cleanup_orphan_data()
# build original hierarchy
assembly_builder(parts_tree_item, libs_data, project_dir, render_collection)
# rebuild to LCS hierarchy
assembly_rebuilder()
# create redner collection
render_collection = bpy.data.collections.new(tree_item['name'])
bpy.context.scene.collection.children.link(render_collection)
active_collection = recursive_layer_collection(
bpy.context.view_layer.layer_collection,
render_collection.name)
bpy.context.view_layer.active_layer_collection = active_collection
# render assets dir
render_assets_dir = os.path.join(project_dir, 'assets', 'render')
if os.path.exists(render_assets_dir):
shutil.rmtree(render_assets_dir)
os.makedirs(render_assets_dir)
else:
os.makedirs(render_assets_dir)
# build original hierarchy
assembly_builder(tree_item, libs_data, project_dir, render_collection)
# rebuild to LCS hierarchy
assembly_rebuilder()
blend_path = os.path.join(render_assets_dir, parts_tree_item['name'] + '.blend')
bpy.ops.wm.save_as_mainfile(filepath=blend_path)
logger.info('Render asset %s generated!', parts_tree_item['name'])
# render assets dir
render_assets_dir = os.path.join(project_dir, 'assets', 'render')
if os.path.exists(render_assets_dir):
shutil.rmtree(render_assets_dir)
os.makedirs(render_assets_dir)
else:
os.makedirs(render_assets_dir)
return blend_path
blend_path = os.path.join(render_assets_dir, tree_item['name'] + '.blend')
bpy.ops.wm.save_as_mainfile(filepath=blend_path)
logger.info('Render asset %s generated!', tree_item['name'])
logger.info('%s Render Assets was generated!', len(tree_item_list))
return render_assets_dir