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Jedd Morgan ae0280a630 format
2025-07-22 11:33:44 +01:00

189 lines
6.4 KiB
Python

from typing import Tuple, List, Optional
import bpy
import mathutils
from specklepy.objects import Base
from specklepy.objects.graph_traversal.default_traversal import (
create_default_traversal_function,
)
def to_rgba(argb_int: int) -> Tuple[float, float, float, float]:
"""
converts the int representation of a colour into a RGBA tuple
"""
alpha = ((argb_int >> 24) & 255) / 255
red = ((argb_int >> 16) & 255) / 255
green = ((argb_int >> 8) & 255) / 255
blue = (argb_int & 255) / 255
return (red, green, blue, alpha)
def to_argb_int(rgba_color: List[float]) -> int:
"""
converts an RGBA array to an ARGB integer
"""
argb_color = rgba_color[-1:] + rgba_color[:3]
int_color = [int(val * 255) for val in argb_color]
return int.from_bytes(int_color, byteorder="big", signed=True)
def create_material_from_proxy(
render_material, material_name: str
) -> bpy.types.Material:
"""
creates a Blender material from a Speckle RenderMaterial
"""
if material_name in bpy.data.materials:
return bpy.data.materials[material_name]
# create new material
material = bpy.data.materials.new(name=material_name)
material.use_nodes = True
node_tree = material.node_tree
nodes = node_tree.nodes
for node in nodes:
nodes.remove(node)
bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
output = nodes.new(type="ShaderNodeOutputMaterial")
node_tree.links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
if hasattr(render_material, "diffuse"):
diffuse_rgba = to_rgba(render_material.diffuse)
bsdf.inputs["Base Color"].default_value = (
diffuse_rgba[0],
diffuse_rgba[1],
diffuse_rgba[2],
1.0,
)
if hasattr(render_material, "opacity"):
opacity = float(render_material.opacity)
if opacity < 1.0:
material.blend_method = "BLEND"
bsdf.inputs["Alpha"].default_value = opacity
if hasattr(render_material, "metalness"):
metalness = float(render_material.metalness)
bsdf.inputs["Metallic"].default_value = metalness
if hasattr(render_material, "roughness"):
roughness = float(render_material.roughness)
bsdf.inputs["Roughness"].default_value = roughness
if (
hasattr(render_material, "emissive") and render_material.emissive != -16777216
): # default black
emissive_rgba = to_rgba(render_material.emissive)
# only add emission if it's not black (default)
if any(val > 0.01 for val in emissive_rgba[:3]):
bsdf.inputs["Emission Color"].default_value = (
emissive_rgba[0],
emissive_rgba[1],
emissive_rgba[2],
1.0,
)
bsdf.inputs["Emission Strength"].default_value = 1.0
# set viewport display color
if hasattr(render_material, "diffuse") and hasattr(render_material, "opacity"):
material.diffuse_color = (
diffuse_rgba[0],
diffuse_rgba[1],
diffuse_rgba[2],
opacity,
)
return material
def transform_matrix(transform: List[float]) -> mathutils.Matrix:
"""
converts a speckle transform array to a 4x4 matrix (blender needs it)
"""
if len(transform) != 16:
raise ValueError(f"Expected transform with 16 values, got {len(transform)}")
return mathutils.Matrix(
(
(transform[0], transform[4], transform[8], transform[12]),
(transform[1], transform[5], transform[9], transform[13]),
(transform[2], transform[6], transform[10], transform[14]),
(transform[3], transform[7], transform[11], transform[15]),
)
)
def find_object_by_id(root_object: Base, target_id: str) -> Optional[Base]:
"""
finds an object using traversal, checking both id and applicationId
"""
if hasattr(root_object, "__closure") and root_object.__closure:
if target_id in root_object.__closure:
if hasattr(root_object, "elements"):
for element in root_object.elements:
if hasattr(element, "id") and element.id == target_id:
return element
if (
hasattr(element, "referencedId")
and element.referencedId == target_id
):
return find_object_by_id(root_object, element.referencedId)
if hasattr(root_object, "@elements"):
for element in root_object["@elements"]:
if hasattr(element, "id") and element.id == target_id:
return element
if (
hasattr(element, "referencedId")
and element.referencedId == target_id
):
return find_object_by_id(root_object, element.referencedId)
traversal_function = create_default_traversal_function()
for traversal_item in traversal_function.traverse(root_object):
obj = traversal_item.current
if not hasattr(obj, "id"):
continue
if obj.id == target_id:
return obj
if hasattr(obj, "applicationId"):
app_id = obj.applicationId
if app_id == target_id:
return obj
def deep_search(search_obj):
if hasattr(search_obj, "id") and search_obj.id == target_id:
return search_obj
elements_attrs = ["elements", "@elements"]
for attr in elements_attrs:
if hasattr(search_obj, attr):
elements = getattr(search_obj, attr)
if elements and isinstance(elements, list):
for element in elements:
if hasattr(element, "id") and element.id == target_id:
return element
if (
hasattr(element, "referencedId")
and element.referencedId == target_id
):
ref_obj = find_object_by_id(
root_object, element.referencedId
)
if ref_obj:
return ref_obj
result = deep_search(element)
if result:
return result
return None
return deep_search(root_object)