framework/cg/blender/import_cad/import_materials.py
2023-10-17 07:53:39 +00:00

118 lines
4.3 KiB
Python

# -*- 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__ = '0.3'
import logging
import bpy
from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
from blender.utils.shininess_to_roughness import shiny_to_rough
logger = logging.getLogger(__name__)
logging.basicConfig(level=logging.INFO)
blackbody_mat_name = 'Robossembler_Black_Body'
def assign_materials(bobj, fem_mat):
''' Build Blender shader from FreeCAD's FEM material '''
fem_mat_name = fem_mat['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:
bobj.material_slots[0].material = bpy.data.materials[fem_mat_name]
else:
if 'DiffuseColor' in fem_mat.keys():
d_col_str = fem_mat['DiffuseColor']
d_col4 = tuple(map(float, d_col_str[1:-1].split(', ')))
d_col = d_col4[:-1]
else:
d_col = (0.5, 0.5, 0.5)
if 'Father' in fem_mat.keys():
if fem_mat['Father'] == 'Metal':
me = 1
else:
me = 0
else:
me = 0
if 'Shininess' in fem_mat.keys():
shiny = float(fem_mat['Shininess'])
if shiny == 0:
rg = 0.5
else:
rg = shiny_to_rough(shiny)
else:
rg = 0.5
if 'EmissiveColor' in fem_mat.keys():
e_col_str = fem_mat['EmissiveColor']
e_col4 = tuple(map(float, e_col_str[1:-1].split(', ')))
e_col = e_col4[:-1]
else:
e_col = (0.0, 0.0, 0.0)
if 'Transparency' in fem_mat.keys():
tr_str = fem_mat['Transparency']
alpha = 1.0 - float(tr_str)
else:
alpha = 1.0
bmat = bpy.data.materials.new(name=fem_mat_name)
bmat.use_nodes = True
principled = PrincipledBSDFWrapper(bmat, is_readonly=False)
principled.base_color = d_col
principled.metallic = me
principled.roughness = rg
principled.emission_color = e_col
principled.alpha = alpha
bevel = bmat.node_tree.nodes.new(type="ShaderNodeBevel")
bevel.location = -300, -300
bevel.samples = 32
bevel.inputs[0].default_value = 0.001
principled_node = bmat.node_tree.nodes["Principled BSDF"]
bmat.node_tree.links.new(bevel.outputs['Normal'], principled_node.inputs['Normal'])
# 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 body shader '''
fem_mat_name = blackbody_mat_name
if fem_mat_name in bpy.data.materials:
# prepare for reimport TODO
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)
principled = bmat.node_tree.nodes['Principled BSDF']
principled.inputs['Base Color'].default_value = (0, 0, 0, 1)
principled.inputs['Specular'].default_value = 0.0
principled.inputs['Roughness'].default_value = 1.0
# 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