framework/cg/blender/import_cad/build_blender_scene.py
2023-11-13 13:07:33 +00:00

102 lines
3.9 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.
'''
DESCRIPTION.
- Build Blender scene from JSON data.
- Setup hierarchy.
- Setup materials.
- Setup LCS points.
- Apply Bledner scene transforms.
'''
__version__ = '0.2'
import collections
import logging
import random
import bpy
from blender.utils.object_transforms import apply_transforms
from blender.import_cad.import_hierarchy import (fc_placement,
hierarchy_list)
from blender.import_cad.import_materials import (assign_materials,
assign_black)
logger = logging.getLogger(__name__)
scene_scale = 0.001
blackbody_mat_name = 'Robossembler_Black_Body'
def json_to_blend(js_data, **cg_config):
''' Reads JSON data and creates Blender scene '''
lcs_collection = bpy.data.collections.new(cg_config['lcs_col_name'])
bpy.context.scene.collection.children.link(lcs_collection)
parts_collection = bpy.data.collections.new(cg_config['parts_col_name'])
bpy.context.scene.collection.children.link(parts_collection)
fc_file = list(js_data.keys())[0]
imported_objects = collections.defaultdict(list)
for js_obj in js_data[fc_file]:
bobj = None
if js_data[fc_file][js_obj]['type'] == 'LCS':
bobj = bpy.data.objects.new(js_obj, 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)
imported_objects['objs_lcs'].append(bobj.name)
elif js_data[fc_file][js_obj]['type'] == 'PART':
if js_data[fc_file][js_obj].get('mesh'):
verts = js_data[fc_file][js_obj]['mesh'][0]
edges = []
faces = js_data[fc_file][js_obj]['mesh'][1]
# create blender object data
bmesh = bpy.data.meshes.new(name=js_obj)
bmesh.from_pydata(verts, edges, faces)
bmesh.update()
bobj = bpy.data.objects.new(js_obj, bmesh)
parts_collection.objects.link(bobj)
if bobj:
fc_placement(bobj,
js_data[fc_file][js_obj]['fc_location'],
js_data[fc_file][js_obj]['fc_rotation'],
scene_scale)
if bobj.type == 'MESH':
bobj.scale = (scene_scale, scene_scale, scene_scale)
apply_transforms(bobj, scale=True)
# construct assembly hierarchy
hierarchy_objs = hierarchy_list(
bobj, js_data[fc_file][js_obj]['hierarchy'], scene_scale)
for hierarchy_obj in hierarchy_objs:
parts_collection.objects.link(hierarchy_obj)
imported_objects['objs_hierarchy'].append(hierarchy_obj.name)
# one material for the whole object
if bobj.type == 'MESH':
if js_data[fc_file][js_obj].get('material'):
fem_mat = js_data[fc_file][js_obj]['material']
assign_materials(bobj, fem_mat)
imported_objects['objs_foreground'].append(bobj.name)
else:
assign_black(bobj)
imported_objects['objs_background'].append(bobj.name)
logger.info('Generated %s objects without errors',
len(sum(list(imported_objects.values()), [])))
return imported_objects