feat: 接入 Poly Haven island_tree_01 真实扫描树模型
tree_style 新增 'polyhaven' 选项,用 wm.append 从 vendored .blend 加载 LOD1 网格(4 种 branch+leaf 组合),通过实例化放置场景中的树。 每棵树约 625 tris / 2 meshes (branch+leaf),比旧 procedural tree (~400 tris) 多了约 60%,但换来真实树形和 PBR 贴图,树叶有 alpha 透明度,在 Cesium 远距离比纯几何球体更可读。 纹理从 ~/Downloads 手动下载(Poly Haven CDN 的 API URL 不可用), 存放在 assets/models/polyhaven/island_tree_01/textures/(不入 git)。 默认 tree_style 仍为 'natural',parity 保持不变。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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102
blender/osmassets/tree.py
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102
blender/osmassets/tree.py
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"""Import Poly Haven island_tree_01 as instanced-tree asset.
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This is the analog of load_tuft_variants() for trees. It appends only the
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LOD1 meshes from the vendored .blend, which automatically pulls in their
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material definitions and texture images. The top-level object parenting
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(branch and leaf parts share one origin) is handled by the caller who
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instances them as a single logical tree.
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"""
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import os
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import bpy
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TREE_BLEND = os.path.join(
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os.path.dirname(os.path.abspath(__file__)), "..", "..",
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"assets", "models", "polyhaven", "island_tree_01",
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"island_tree_01_1k.blend",
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)
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# Branch / leaf LOD1 pairings for the four variants.
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# Each pairing is a single logical tree that the caller instances as one.
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VARIANT_PAIRS = [("a", "b"), ("b", "a"), ("c", "a"), ("d", "b")]
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def load_tree_variants():
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"""Import the vendored Poly Haven tree and return meshes ready to instance.
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Returns a list of (branch_mesh, leaf_mesh) tuples, one per variant. The
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meshes share the material datablocks that were appended alongside them, so
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the textures and shader nodes are wired up automatically.
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Returns [] when the source .blend is absent so a clean checkout still
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builds. The caller falls back to procedural trees.
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"""
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if not os.path.exists(TREE_BLEND):
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return []
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before_objects = set(bpy.data.objects)
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before_meshes = set(bpy.data.meshes)
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# Gather the object names we need from the library.
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wanted = []
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for branch_id, leaf_id in VARIANT_PAIRS:
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wanted.append(f"island_tree_01_branches_{branch_id}_LOD1")
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wanted.append(f"island_tree_01_leaves_{leaf_id}_LOD1")
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# bpy.ops.wm.append cannot handle a list of files in a single call
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# reliably (it may crash when objects in the same library share data
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# that was already linked by an earlier append in the same batch), so
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# we append one at a time and skip the "already linked" warning.
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for name in wanted:
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try:
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bpy.ops.wm.append(
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filepath=TREE_BLEND + "/Object/" + name,
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directory=TREE_BLEND + "/Object/",
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files=[{"name": name}],
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link=False,
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)
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except RuntimeError:
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# Object already linked by an earlier append of a sibling mesh
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# that shared materials; this is expected and harmless.
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pass
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imported = [obj for obj in set(bpy.data.objects) - before_objects
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if obj.type == "MESH"]
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# Pair branch + leaf into variants. We append in the order above so
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# a simple zip works.
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variant_meshes = []
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for i in range(0, len(imported), 2):
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if i + 1 >= len(imported):
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break
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# The import order is interleaved (branch, leaf, branch, leaf, …)
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# because `wanted` alternated. Sort by name to be safe.
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pass
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# Rebuild the pairs from the imported object names.
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variants = []
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for branch_id, leaf_id in VARIANT_PAIRS:
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b_obj = bpy.data.objects.get(
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f"island_tree_01_branches_{branch_id}_LOD1")
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l_obj = bpy.data.objects.get(
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f"island_tree_01_leaves_{leaf_id}_LOD1")
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if b_obj and l_obj:
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# Copy the meshes so they survive object removal.
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b_mesh = b_obj.data.copy()
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b_mesh.name = "PolyHavenTree_Branch_" + branch_id
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b_mesh.use_fake_user = True
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l_mesh = l_obj.data.copy()
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l_mesh.name = "PolyHavenTree_Leaf_" + leaf_id
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l_mesh.use_fake_user = True
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variants.append((b_mesh, l_mesh))
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for obj in imported:
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bpy.data.objects.remove(obj, do_unlink=True)
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tris = sum(len(bm.loop_triangles) + len(lm.loop_triangles)
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for bm, lm in variants)
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print(f"Poly Haven tree variants loaded: {len(variants)} "
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f"({tris} tris per instance)")
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return variants
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