rcg-pipeline/rcg_pipeline/render_asset.py

256 lines
8.5 KiB
Python

# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2021-2024 Robossembler LLC
#
# Created by Ilia Kurochkin (brothermechanic)
# contact: brothermechanic@yandex.com
#
# This file is part of Robossembler Framework
# project repo: https://gitlab.com/robossembler/framework
#
# Robossembler Framework 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.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, see <https://www.gnu.org/licenses/>.
#
# ***** END GPL LICENSE BLOCK *****
#
# coding: utf-8
'''
DESCRIPTION.
Generate render asset from assembly tree and CG libs database.
'''
__version__ = '1.0'
import logging
import json
import os
import random
import shutil
import bpy
from mathutils import Vector, Matrix
from .utils.collection_tools import remove_collections_with_objects
from .utils.cleanup_orphan_data import cleanup_orphan_data
from .utils.object_relations import unparenting, parenting
from .utils.object_transforms import round_transforms
logger = logging.getLogger(__name__)
def recursive_layer_collection(layer_coll, coll_name):
found = None
if layer_coll.name == coll_name:
return layer_coll
for layer in layer_coll.children:
found = recursive_layer_collection(layer, coll_name)
if found:
return found
return False
def assembly_builder(item, libs_data, libs_data_dir, collection=None, parent=None):
'''
'''
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 = 0.0005
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':
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']]
# 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']
item_obj.empty_display_type = 'PLAIN_AXES'
item_obj.empty_display_size = 0.0005
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 = [
item['pose'][1]['rot_xyzw'][3]] + item['pose'][1]['rot_xyzw'][:3]
if item.get('attributes'):
for attr in item['attributes']:
item_obj[list(attr)[0]] = attr[list(attr)[0]]
item_obj.parent = parent
if item.get('children'):
for child_item in item.get('children'):
assembly_builder(
child_item, libs_data, libs_data_dir, collection, parent=item_obj)
return True
def assembly_rebuilder():
''' Restructure assembling hierarchy. '''
default_origin = [
lcs for lcs in bpy.data.objects
if lcs.type == 'EMPTY'
if lcs.get('Robossembler_SocketFlow') == 'inlet'
if lcs.get('Robossembler_DefaultOrigin')]
if not default_origin:
raise Exception('Default Origin not found!')
if len(default_origin) > 1:
raise Exception('Several Default Origins do not supported!')
default_origin = default_origin[0]
root_locator = [
obj for obj in bpy.data.objects
if not obj.parent
if not obj.library]
for i in root_locator:
print(i.name)
if len(root_locator) > 1:
raise Exception('Render asset should consist of only one hierarchy!')
root_locator = root_locator[0]
# retree_by lcs
for lcs in bpy.data.objects:
if lcs.type == 'EMPTY':
if lcs.get('Robossembler_SocketFlow'):
unparenting(lcs)
round_transforms(lcs)
parenting(default_origin, root_locator)
for lcs in bpy.data.objects:
if lcs.type == 'EMPTY':
if lcs.get('Robossembler_SocketFlow'):
if lcs != default_origin:
parenting(default_origin, lcs)
default_origin.matrix_world = Matrix()
logger.info('Restructuring assembling hierarchy finished!')
return default_origin
def build_render_assets(project_dir):
'''
'''
assets_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)
# 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)
for tree_item in tree_item_list:
# start from stratch
bpy.ops.wm.read_homefile()
remove_collections_with_objects()
cleanup_orphan_data()
# 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
# build original hierarchy
assembly_builder(tree_item, libs_data, project_dir, render_collection)
# rebuild to LCS hierarchy
assembly_rebuilder()
# mark as asset
render_collection.asset_mark()
# TODO collection thumbnail
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'])
assets_data.append(
{
'type': 'RENDER',
'name': tree_item['name'],
'path': os.path.relpath(blend_path, project_dir),
'thumbnail': ''
}
)
logger.info('%s Render Assets was generated!', len(tree_item_list))
# write db file
assets_data_path = os.path.join(project_dir, 'assets.json')
with open(assets_data_path, 'w', encoding='utf-8') as assets_data_file:
json.dump(assets_data, assets_data_file, ensure_ascii=False, indent=4)
logger.info('Database saved successfully to %s!', assets_data_path)
return render_assets_dir