feat(preview): add low poly vehicle library
This commit is contained in:
334
blender/tools/split_lowpoly_cars.py
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334
blender/tools/split_lowpoly_cars.py
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#!/usr/bin/env python3
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"""Split the downloaded LowPoly Cars Blend into a browsable, reusable asset kit.
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Run through Blender because the source Blend is not safe to open in the sandbox:
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blender --factory-startup --background --python blender/tools/split_lowpoly_cars.py -- \
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--source /Users/que01/Downloads/011.+LowPoly_Cars_01_blend.blend \
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--textures /Users/que01/Downloads/textures111 \
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--output assets/models/custom/lowpoly_cars
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"""
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import json
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import math
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import os
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import shutil
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import sys
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import bpy
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from mathutils import Matrix, Vector
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TEXTURE_NAME = "color_512x512.jpg"
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PREVIEW_SIZE = 640
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CESIUM_ALBEDO_GAIN = 2.6
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def cli_args():
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argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
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values = {}
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while argv:
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key = argv.pop(0)
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if not key.startswith("--"):
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raise RuntimeError("Expected a --key argument, got " + key)
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if not argv:
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raise RuntimeError("Missing value for " + key)
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values[key[2:]] = argv.pop(0)
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return values
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def require_file(path, label):
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if not path or not os.path.isfile(path):
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raise RuntimeError(label + " does not exist: " + str(path))
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def category_for(name):
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return name.split("_", 1)[0]
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def roots():
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return sorted(
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(obj for obj in bpy.data.objects if obj.type == "EMPTY" and obj.children),
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key=lambda obj: obj.name,
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)
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def descendants(root):
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found = []
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pending = list(root.children)
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while pending:
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obj = pending.pop()
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found.append(obj)
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pending.extend(obj.children)
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return [obj for obj in found if obj.type == "MESH"]
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def world_vertices(meshes):
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return [obj.matrix_world @ vertex.co for obj in meshes for vertex in obj.data.vertices]
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def longitudinal_angle(points):
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"""Align the longest ground-plane PCA axis with +X for consistent previews."""
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mean_x = sum(point.x for point in points) / len(points)
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mean_y = sum(point.y for point in points) / len(points)
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xx = sum((point.x - mean_x) ** 2 for point in points)
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yy = sum((point.y - mean_y) ** 2 for point in points)
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xy = sum((point.x - mean_x) * (point.y - mean_y) for point in points)
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return 0.5 * math.atan2(2.0 * xy, xx - yy)
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def bounds(objects):
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points = [obj.matrix_world @ Vector(corner) for obj in objects for corner in obj.bound_box]
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lower = Vector(tuple(min(point[axis] for point in points) for axis in range(3)))
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upper = Vector(tuple(max(point[axis] for point in points) for axis in range(3)))
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return lower, upper
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def reset_temp_collection(collection):
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for obj in list(collection.objects):
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mesh = obj.data if obj.type == "MESH" else None
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bpy.data.objects.remove(obj, do_unlink=True)
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if mesh and mesh.users == 0:
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bpy.data.meshes.remove(mesh)
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def make_normalized_objects(root, collection):
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source_meshes = descendants(root)
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points = world_vertices(source_meshes)
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if not points:
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raise RuntimeError(root.name + " has no mesh descendants")
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lower = Vector(tuple(min(point[axis] for point in points) for axis in range(3)))
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upper = Vector(tuple(max(point[axis] for point in points) for axis in range(3)))
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center = Vector(((lower.x + upper.x) / 2.0, (lower.y + upper.y) / 2.0, lower.z))
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rotation = Matrix.Rotation(-longitudinal_angle(points), 4, "Z")
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transform = rotation @ Matrix.Translation(-center)
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result = []
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for source in source_meshes:
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mesh = source.data.copy()
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mesh.transform(transform @ source.matrix_world)
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obj = bpy.data.objects.new(source.name, mesh)
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collection.objects.link(obj)
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for material in source.data.materials:
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mesh.materials.append(material)
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result.append(obj)
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return result
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def select_only(objects):
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bpy.ops.object.select_all(action="DESELECT")
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for obj in objects:
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obj.select_set(True)
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bpy.context.view_layer.objects.active = objects[0]
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def bake_cesium_texture(texture_path, output_path):
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"""Bake the Cesium albedo gain into the shared JPEG pixels."""
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source = bpy.data.images.load(texture_path, check_existing=False)
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source.name = "LowPolyCarsSourceTexture"
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result = bpy.data.images.new("LowPolyCarsCesiumTexture", source.size[0], source.size[1], alpha=False)
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pixels = list(source.pixels)
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for index in range(0, len(pixels), 4):
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pixels[index] = min(1.0, pixels[index] * CESIUM_ALBEDO_GAIN)
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pixels[index + 1] = min(1.0, pixels[index + 1] * CESIUM_ALBEDO_GAIN)
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pixels[index + 2] = min(1.0, pixels[index + 2] * CESIUM_ALBEDO_GAIN)
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pixels[index + 3] = 1.0
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result.pixels = pixels
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result.filepath_raw = output_path
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result.file_format = "JPEG"
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result.save()
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return result
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def setup_material_texture(image):
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# The source Blend retains a broken relative image datablock. Loading a
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# fresh datablock, rather than mutating that stale reference, is required
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# for both Eevee thumbnails and glTF image export.
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for material in bpy.data.materials:
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if not material.use_nodes or not material.node_tree:
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continue
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for node in material.node_tree.nodes:
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if node.type == "TEX_IMAGE":
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node.image = image
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def export_gltf(objects, asset_dir):
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gltf_path = os.path.join(asset_dir, "model.gltf")
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select_only(objects)
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bpy.ops.export_scene.gltf(
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filepath=gltf_path,
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export_format="GLTF_SEPARATE",
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use_selection=True,
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export_keep_originals=True,
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export_image_format="AUTO",
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)
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with open(gltf_path, "r", encoding="utf-8") as handle:
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gltf = json.load(handle)
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for image in gltf.get("images", []):
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uri = image.get("uri")
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if not uri:
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continue
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# Do not delete the exporter URI. Blender can write it as an absolute
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# path or a relative traversal back to the user's downloaded source.
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# The final manifest owns one copied texture under textures/ instead.
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image["uri"] = "../textures/" + TEXTURE_NAME
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with open(gltf_path, "w", encoding="utf-8") as handle:
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json.dump(gltf, handle, indent=2)
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handle.write("\n")
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def render_preview(objects, path):
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scene = bpy.context.scene
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lower, upper = bounds(objects)
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span = upper - lower
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target = (lower + upper) / 2.0
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target.z = lower.z + span.z * 0.42
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camera_data = bpy.data.cameras.new("AssetPreviewCamera")
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camera = bpy.data.objects.new("AssetPreviewCamera", camera_data)
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scene.collection.objects.link(camera)
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camera.location = Vector((span.x * 1.18, -max(span.x, span.y) * 1.42, span.z * 0.92))
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direction = target - camera.location
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camera.rotation_euler = direction.to_track_quat("-Z", "Y").to_euler()
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camera.data.lens = 52
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scene.camera = camera
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floor_mesh = bpy.data.meshes.new("AssetPreviewFloor")
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floor_mesh.from_pydata([(-20, -20, 0), (20, -20, 0), (20, 20, 0), (-20, 20, 0)], [], [(0, 1, 2, 3)])
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floor = bpy.data.objects.new("AssetPreviewFloor", floor_mesh)
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scene.collection.objects.link(floor)
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floor_material = bpy.data.materials.new("AssetPreviewFloor")
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floor_material.diffuse_color = (0.13, 0.16, 0.18, 1.0)
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floor.data.materials.append(floor_material)
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for name, location, energy, size in (
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("AssetPreviewKey", (span.x, -span.y, span.z * 2.2), 1100, 5.0),
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("AssetPreviewFill", (-span.x, -span.y * 0.5, span.z * 1.2), 650, 4.0),
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("AssetPreviewRim", (0, span.y, span.z * 2.4), 900, 3.0),
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):
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data = bpy.data.lights.new(name, "AREA")
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data.energy = energy
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data.shape = "DISK"
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data.size = size
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light = bpy.data.objects.new(name, data)
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scene.collection.objects.link(light)
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light.location = location
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light.rotation_euler = (0, 0, 0)
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light.rotation_euler = (target - light.location).to_track_quat("-Z", "Y").to_euler()
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scene.render.engine = "BLENDER_EEVEE_NEXT"
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scene.render.resolution_x = PREVIEW_SIZE
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scene.render.resolution_y = PREVIEW_SIZE
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scene.render.resolution_percentage = 100
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scene.render.image_settings.file_format = "PNG"
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scene.render.filepath = path
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scene.world.color = (0.035, 0.045, 0.055)
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bpy.ops.render.render(write_still=True)
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for obj in [camera, floor] + [obj for obj in scene.objects if obj.name.startswith("AssetPreview") and obj not in {camera, floor}]:
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if obj.name in bpy.data.objects:
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bpy.data.objects.remove(obj, do_unlink=True)
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def metrics(objects):
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lower, upper = bounds(objects)
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return {
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"vertices": sum(len(obj.data.vertices) for obj in objects),
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"triangles": sum(len(loop.vertices) - 2 for obj in objects for loop in obj.data.polygons),
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"dimensions": [round(value, 4) for value in upper - lower],
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"materials": sorted({material.name for obj in objects for material in obj.data.materials if material}),
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}
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def gallery_html(assets):
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cards = "\n".join(
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"<article><img src=\"{preview}\" alt=\"{name}\"><h2>{name}</h2>"
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"<p>{category} · {triangles:,} tris</p><p>{dims} m</p><p>{materials}</p></article>".format(
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preview=asset["preview"], name=asset["name"], category=asset["category"],
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triangles=asset["metrics"]["triangles"],
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dims=" x ".join(str(value) for value in asset["metrics"]["dimensions"]),
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materials=", ".join(asset["metrics"]["materials"]),
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) for asset in assets
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)
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return """<!doctype html><meta charset=\"utf-8\"><title>LowPoly Cars</title>
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<style>body{margin:24px;font:14px system-ui,sans-serif;background:#edf1f3;color:#16212a}main{display:grid;grid-template-columns:repeat(auto-fill,minmax(220px,1fr));gap:14px}article{background:#fff;border:1px solid #cbd5db;border-radius:6px;padding:10px}img{width:100%;aspect-ratio:1;object-fit:contain;background:#20282e}h2{font-size:15px;margin:8px 0 4px}p{margin:3px 0;color:#4a5862}</style><main>""" + cards + "</main>\n"
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def verify(output):
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manifest_path = os.path.join(output, "manifest.json")
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require_file(manifest_path, "manifest")
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with open(manifest_path, "r", encoding="utf-8") as handle:
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manifest = json.load(handle)
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if not manifest.get("license"):
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raise RuntimeError("Manifest must state the source license status")
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ids = [asset["id"] for asset in manifest.get("assets", [])]
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if len(ids) != len(set(ids)) or not ids:
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raise RuntimeError("Manifest has missing or duplicate asset IDs")
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for asset in manifest["assets"]:
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for field in ("model", "bin", "preview"):
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require_file(os.path.join(output, asset[field]), asset["id"] + " " + field)
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if asset["metrics"]["vertices"] <= 0 or asset["metrics"]["triangles"] <= 0:
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raise RuntimeError(asset["id"] + " has empty geometry")
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with open(os.path.join(output, asset["model"]), "r", encoding="utf-8") as handle:
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gltf = json.load(handle)
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uris = [image.get("uri") for image in gltf.get("images", [])]
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if uris != ["../textures/" + TEXTURE_NAME]:
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raise RuntimeError(asset["id"] + " does not reference the shared texture")
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require_file(os.path.join(output, "textures", TEXTURE_NAME), "shared texture")
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print("LOWPOLY_CARS_VERIFY", json.dumps({"assets": len(ids), "ids": ids}))
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def main():
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args = cli_args()
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if "verify" in args:
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verify(os.path.abspath(args["verify"]))
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return
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source = os.path.abspath(args.get("source", ""))
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texture_dir = os.path.abspath(args.get("textures", ""))
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output = os.path.abspath(args.get("output", ""))
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require_file(source, "source Blend")
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texture_path = os.path.join(texture_dir, TEXTURE_NAME)
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require_file(texture_path, "required shared texture")
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if os.path.exists(output):
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raise RuntimeError("Output already exists; remove it only after reviewing its contents: " + output)
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bpy.ops.wm.open_mainfile(filepath=source)
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# The source Blend is a display lineup. Hide it before thumbnail rendering;
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# the normalized temporary mesh objects remain renderable.
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for obj in bpy.context.scene.objects:
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obj.hide_render = True
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os.makedirs(output)
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shared_textures = os.path.join(output, "textures")
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os.makedirs(shared_textures)
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# Match the Cesium tree profile by baking the gain into the output pixels.
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setup_material_texture(bake_cesium_texture(texture_path, os.path.join(shared_textures, TEXTURE_NAME)))
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temp = bpy.data.collections.new("LowPolyCarsExport")
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bpy.context.scene.collection.children.link(temp)
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assets = []
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for root in roots():
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asset_dir = os.path.join(output, root.name)
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os.makedirs(asset_dir)
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objects = make_normalized_objects(root, temp)
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export_gltf(objects, asset_dir)
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render_preview(objects, os.path.join(asset_dir, "preview.png"))
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assets.append({
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"id": root.name,
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"name": root.name.replace("_", " ").title(),
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"category": category_for(root.name),
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"sourceRoot": root.name,
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"model": root.name + "/model.gltf",
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"bin": root.name + "/model.bin",
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"preview": root.name + "/preview.png",
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"metrics": metrics(objects),
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})
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reset_temp_collection(temp)
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manifest = {
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"source": os.path.basename(source),
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"license": "Unknown; verify the original download license before redistribution.",
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"texture": "textures/" + TEXTURE_NAME,
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"layout": "Each asset has model.gltf/model.bin/preview.png; the 512px color texture is shared in textures/.",
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"assets": assets,
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}
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with open(os.path.join(output, "manifest.json"), "w", encoding="utf-8") as handle:
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json.dump(manifest, handle, indent=2)
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handle.write("\n")
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with open(os.path.join(output, "index.html"), "w", encoding="utf-8") as handle:
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handle.write(gallery_html(assets))
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verify(output)
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print("LOWPOLY_CARS_DONE", json.dumps({"assets": len(assets), "output": output}))
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if __name__ == "__main__":
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main()
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Reference in New Issue
Block a user