Files
osmWorkflow/blender/export_cesium.py

722 lines
30 KiB
Python

"""Export a Blender scene (from generate_scene.py) as a Cesium-ready GLB.
The authoring scene intentionally uses a few Blender-only nodes (for example
the grass tint and procedural tree crown variation). glTF has a smaller
material vocabulary, so this exporter creates temporary, export-only PBR
materials, unwraps the meshes, and embeds all referenced images in the GLB.
The model remains in a local ENU frame: X east, Y north, Z up. Use the
companion JSON file to place the GLB with Cesium.Transforms.eastNorthUpToFixedFrame.
"""
import json
import os
import sys
import bpy
import numpy as np
# --factory-startup does not put the script's own directory on sys.path, so the
# osmassets package next to this file is not importable without this.
_HERE = os.path.dirname(os.path.abspath(__file__))
if _HERE not in sys.path:
sys.path.insert(0, _HERE)
from osmassets.materials import CESIUM_EXPORT_PROPERTY, link_alpha_clip # noqa: E402
# Marks a material this exporter produced, so a second pass over an instanced
# mesh's shared slots can recognise its own output and leave it alone.
EXPORT_PREFIX = "Cesium "
# Top-level collections are the authoring scene's stable semantic boundary.
# Their numeric prefixes are draw-order labels in Blender, not part of the
# Cesium asset contract below.
SEMANTIC_ASSETS = (
("roads", "道路", ("03_Roads",)),
("buildings", "建筑", ("04_Buildings",)),
("vegetation", "绿化与设施", ("02_Green", "05_Props")),
("water", "水体", ("01_Water",)),
)
# Fraction of its own albedo a cut-out foliage material emits, to keep the
# shadowed side of a crown off Cesium's near-black ambient floor. Kept well
# under the 0.18 the buildings use: a tree still has to read as lit from one
# side, it just must not go to black.
FOLIAGE_EMISSION = 0.25
# Multiplier on a cut-out foliage albedo before export.
#
# This legacy profile exists for dark alpha-cut foliage from older .blend files.
# Rendered at true albedo those assets are correct, but nothing else in this
# scene is at true albedo. Every other material goes through Cesium export
# contracts (grass mixes 72% toward a bright green, the ribbed facade 86% toward
# white, 0.18 emission on the buildings), all hand-tuned against Cesium's
# washed-out default lighting. A new asset dropped in untuned is the one thing
# rendering honestly, and next to the rest it reads as black.
#
# A gain rather than a tint, because a tint is what the other materials use and
# it is wrong here: they are single-surface, this is an atlas holding leaves,
# bark and fruit at once, and mixing it toward green would turn the trunk
# green. Scaling preserves the hue relationships and just lifts the whole
# thing into the same exposure as its neighbours.
FOLIAGE_ALBEDO_GAIN = 2.1
# Saturation multiplier applied with the gain, around each texel's own
# luminance. The gain alone lifts the crown to the right brightness but leaves
# it reading grey-green at distance: alpha-cut atlases are often desaturated to
# begin with, and mip-averaging a crown mixes leaves with bark and sky-gaps,
# pulling it further toward neutral exactly when the tree gets small.
#
# Scaling the distance from luminance pushes the leaves green without touching
# what is already neutral much, and without the hue shift a green tint would
# force on the trunk — bark just becomes a warmer brown, which it should be.
FOLIAGE_SATURATION = 1.75
# Shapespark foliage is already graded brighter than legacy cut-out foliage.
# Reusing the heavy gain/saturation/emission makes it read yellow-green and
# glowing in Cesium, so these card materials get a gentler export profile.
SHAPESPARK_FOLIAGE_ALBEDO_GAIN = 1.12
SHAPESPARK_FOLIAGE_SATURATION = 1.0
SHAPESPARK_FOLIAGE_EMISSION = 0.06
SHAPESPARK_FOLIAGE_PREFIXES = (
"branch-", "shrubbery-", "high-grass-", "hedge-",
"clover-", "flowers-",
)
# Legacy fallback for .blend files created before materials carried their own
# `cesium_export` custom property. New scenes should get these values from
# catalog.MATERIALS[*]["cesium"], serialized by osmassets.materials.from_spec().
EXPORT_TINTS = {
"Grass": ((0.12, 0.48, 0.08), 0.72),
"Tree Crown Dark": ((0.06, 0.22, 0.05), 0.18),
"Tree Crown Light": ((0.16, 0.42, 0.09), 0.16),
"Scrub Ground Cover": ((0.08, 0.28, 0.07), 0.28),
"Office White Plaster Facade": ((0.92, 0.94, 0.92), 0.38),
"Office White Metal Facade": ((0.92, 0.94, 0.92), 0.68),
"Office Light Flat Roof": ((0.82, 0.86, 0.88), 0.35),
"Industrial White Ribbed Facade": ((0.90, 0.93, 0.91), 0.86),
"Factory Blue Metal Roof": ((0.08, 0.50, 0.88), 0.58),
}
EXPORT_METALLIC_OVERRIDES = {
"Office White Plaster Facade": 0.0,
"Office White Metal Facade": 0.0,
"Industrial White Ribbed Facade": 0.08,
}
EXPORT_BASE_COLOR_OVERRIDES = {
"Tree Crown": (0.11, 0.34, 0.075),
"Tree Crown Dark": (0.065, 0.24, 0.055),
"Tree Crown Light": (0.14, 0.40, 0.085),
"Office White Plaster Facade": (0.93, 0.94, 0.91),
"Office White Metal Facade": (0.93, 0.94, 0.91),
"Office Light Flat Roof": (0.88, 0.90, 0.88),
}
EXPORT_EMISSION_OVERRIDES = {
"Tree Crown": ((0.04, 0.11, 0.035), 0.02),
"Tree Crown Dark": ((0.025, 0.07, 0.02), 0.015),
"Tree Crown Light": ((0.045, 0.12, 0.03), 0.015),
"Office White Plaster Facade": ((0.93, 0.94, 0.91), 0.18),
"Office White Metal Facade": ((0.93, 0.94, 0.91), 0.18),
"Office Light Flat Roof": ((0.88, 0.90, 0.88), 0.14),
"Industrial White Ribbed Facade": ((0.90, 0.93, 0.91), 0.18),
"Factory Blue Metal Roof": ((0.08, 0.50, 0.88), 0.12),
}
def cli_args():
values = {"blend": None, "glb": None, "metadata": None, "dynamic_glb": None, "countdown_0_glb": None, "countdown_1_glb": None}
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
i = 0
while i < len(argv):
if argv[i].startswith("--") and i + 1 < len(argv):
values[argv[i][2:].replace("-", "_")] = argv[i + 1]
i += 2
else:
i += 1
if not values.get("blend"):
raise RuntimeError("--blend is required")
if not values.get("glb"):
raise RuntimeError("--glb is required")
if not values.get("metadata"):
raise RuntimeError("--metadata is required")
return values
def image_for(material, want_normal=False):
candidates = []
for node in material.node_tree.nodes:
if node.type != "TEX_IMAGE" or not node.image:
continue
name = os.path.basename(node.image.name).lower()
is_normal = "_nor_" in name or "_normal" in name or "_bump" in name
if is_normal == want_normal:
candidates.append(node.image)
return candidates[0] if candidates else None
def source_color(material):
color = tuple(material.diffuse_color[:3])
if len(color) != 3:
return (0.5, 0.5, 0.5)
return color
def cesium_contract(material):
payload = material.get(CESIUM_EXPORT_PROPERTY)
if not payload:
return {}
try:
if isinstance(payload, str):
payload = json.loads(payload)
except (TypeError, ValueError):
return {}
return payload if isinstance(payload, dict) else {}
def principled_bsdf(material):
if not material.use_nodes:
return None
for node in material.node_tree.nodes:
if node.type == "BSDF_PRINCIPLED":
return node
return None
def source_principled_value(material, input_name, fallback):
node = principled_bsdf(material)
if not node or input_name not in node.inputs:
return fallback
return node.inputs[input_name].default_value
def source_texture_scale(material):
for node in material.node_tree.nodes:
if node.type == "MAPPING":
return tuple(node.inputs["Scale"].default_value[:3])
return (1.0, 1.0, 1.0)
def source_alpha_clipped(material):
"""Whether the source material carries its silhouette in a texture alpha.
Two conditions, because either alone gives a wrong answer. A link into the
Principled Alpha input is not enough: retired glTF lawn assets arrived with
a Math node wired there even though the JPEG diffuse was opaque, and taking
that at face value re-encoded an opaque texture as a PNG and made Cesium
alpha-test hundreds of tufts for nothing. An alpha channel alone is not
enough either; it can be fully opaque.
So ask both — the author wired alpha, and the texture actually cuts.
"""
node = principled_bsdf(material)
if not node or "Alpha" not in node.inputs:
return False
if not node.inputs["Alpha"].links:
return False
diffuse = image_for(material, want_normal=False)
return diffuse is not None and image_has_cutout(diffuse)
def foliage_export_profile(material):
name = material.name.lower()
if name.startswith(SHAPESPARK_FOLIAGE_PREFIXES):
return (
SHAPESPARK_FOLIAGE_ALBEDO_GAIN,
SHAPESPARK_FOLIAGE_SATURATION,
SHAPESPARK_FOLIAGE_EMISSION,
)
return FOLIAGE_ALBEDO_GAIN, FOLIAGE_SATURATION, FOLIAGE_EMISSION
_CUTOUT_CACHE = {}
def image_has_cutout(image, threshold=0.5):
"""Whether any of the image's texels are transparent enough to be cut.
A full pass over the pixel buffer, so memoise it — the exporter asks once
per material and several materials can share one texture.
"""
if image.name in _CUTOUT_CACHE:
return _CUTOUT_CACHE[image.name]
width, height = image.size
result = False
if width and height:
alpha = np.empty(width * height * 4, dtype=np.float32)
image.pixels.foreach_get(alpha)
result = bool((alpha[3::4] < threshold).any())
_CUTOUT_CACHE[image.name] = result
return result
def tinted_image(source, name, tint, factor):
existing = bpy.data.images.get(name)
if existing:
return existing
width, height = source.size
pixels = np.empty(width * height * 4, dtype=np.float32)
source.pixels.foreach_get(pixels)
rgba = pixels.reshape((-1, 4))
rgba[:, :3] = rgba[:, :3] * (1.0 - factor) + np.asarray(
tint, dtype=np.float32) * factor
result = bpy.data.images.new(name, width=width, height=height, alpha=True)
result.file_format = "PNG"
result.colorspace_settings.name = "sRGB"
result.pixels.foreach_set(pixels)
result.pack()
return result
def cesium_tinted_image(material, source, tint):
if not tint or not source:
return source
color, factor = tint
safe_name = material.name.replace(" ", "_")
return tinted_image(
source, f"{EXPORT_PREFIX}{safe_name} Baked", color, factor)
def alpha_dilated_image(source, name, threshold=0.5, passes=8, gain=1.0,
saturation=1.0):
"""Flood the opaque colour outward underneath the cut-out, and lift it.
Some legacy leaf-card atlases write pure black wherever a card is cut away.
An alpha mask hides that at full resolution, but Cesium mip-maps the texture
and every mip level averages those black texels into the leaf edges, so the
crown grows a dark fringe that thickens with distance. Blender's preview
renders at mip 0 and never shows it, which is why this only surfaces in the
viewer.
Replacing the colour under the cut-out with its nearest opaque neighbours
leaves no black to bleed. Alpha is copied through untouched, so the
silhouette is byte-for-byte what it was.
`gain` and `saturation` grade the result into the same exposure and colour
as the rest of the scene — see FOLIAGE_ALBEDO_GAIN and FOLIAGE_SATURATION.
Both are applied after the flood so the filled border keeps matching the
leaves it was copied from, and the result is clipped at 1.0.
"""
existing = bpy.data.images.get(name)
if existing:
return existing
width, height = source.size
pixels = np.empty(width * height * 4, dtype=np.float32)
source.pixels.foreach_get(pixels)
rgba = pixels.reshape((height, width, 4))
rgb = rgba[..., :3].copy()
filled = rgba[..., 3] >= threshold
# Each pass pushes the colour one texel further out, so `passes` is how
# many mip levels' worth of filter footprint gets covered.
for _ in range(passes):
if filled.all():
break
weight = filled[..., None].astype(np.float32)
total = np.zeros_like(rgb)
count = np.zeros((height, width, 1), dtype=np.float32)
for shift, axis in ((1, 0), (-1, 0), (1, 1), (-1, 1)):
total += np.roll(rgb * weight, shift, axis=axis)
count += np.roll(weight, shift, axis=axis)
edge = (~filled) & (count[..., 0] > 0)
rgb[edge] = total[edge] / count[edge]
filled = filled | edge
if saturation != 1.0:
# Rec.709 luminance, so the push is around perceived brightness rather
# than the channel average.
luma = rgb @ np.asarray([0.2126, 0.7152, 0.0722], dtype=np.float32)
rgb = luma[..., None] + (rgb - luma[..., None]) * saturation
if gain != 1.0 or saturation != 1.0:
rgb = np.clip(rgb * gain, 0.0, 1.0)
dilated = rgba.copy()
dilated[..., :3] = rgb
result = bpy.data.images.new(name, width=width, height=height, alpha=True)
result.file_format = "PNG"
result.colorspace_settings.name = "sRGB"
result.pixels.foreach_set(dilated.ravel())
result.pack()
return result
def tree_crown_image():
name = "Cesium Tree Crown Baked"
existing = bpy.data.images.get(name)
if existing:
return existing
size = 256
x, y = np.meshgrid(
np.linspace(0.0, 1.0, size, dtype=np.float32),
np.linspace(0.0, 1.0, size, dtype=np.float32),
)
noise = (
np.sin((x * 17.0 + y * 7.0) * np.pi) * 0.24 +
np.sin((x * 43.0 - y * 31.0) * np.pi) * 0.13 +
np.sin((x * 89.0 + y * 67.0) * np.pi) * 0.07
)
noise = np.clip(0.5 + noise, 0.0, 1.0)[..., None]
dark = np.asarray((0.04, 0.17, 0.04), dtype=np.float32)
light = np.asarray((0.17, 0.46, 0.115), dtype=np.float32)
rgb = dark + (light - dark) * noise
rgba = np.concatenate(
(rgb, np.ones((size, size, 1), dtype=np.float32)), axis=2)
result = bpy.data.images.new(name, width=size, height=size, alpha=True)
result.file_format = "PNG"
result.colorspace_settings.name = "sRGB"
result.pixels.foreach_set(rgba.ravel())
result.pack()
return result
def make_export_material(material):
contract = cesium_contract(material)
result = material.copy()
result.name = EXPORT_PREFIX + material.name
if CESIUM_EXPORT_PROPERTY in result:
del result[CESIUM_EXPORT_PROPERTY]
result.use_nodes = True
nodes = result.node_tree.nodes
links = result.node_tree.links
nodes.clear()
output = nodes.new("ShaderNodeOutputMaterial")
output.location = (520, 0)
bsdf = nodes.new("ShaderNodeBsdfPrincipled")
bsdf.location = (250, 0)
has_base_color_override = (
"base_color" in contract or
material.name in EXPORT_BASE_COLOR_OVERRIDES
)
base_color = contract.get("base_color", EXPORT_BASE_COLOR_OVERRIDES.get(
material.name, source_color(material)))
bsdf.inputs["Base Color"].default_value = (*base_color, 1.0)
bsdf.inputs["Roughness"].default_value = source_principled_value(
material, "Roughness", 0.8)
bsdf.inputs["Metallic"].default_value = contract.get(
"metallic", EXPORT_METALLIC_OVERRIDES.get(
material.name, source_principled_value(material, "Metallic", 0.0)))
emission = contract.get(
"emission", EXPORT_EMISSION_OVERRIDES.get(material.name))
if emission:
emission_color, emission_strength = emission
if "Emission Color" in bsdf.inputs:
bsdf.inputs["Emission Color"].default_value = (*emission_color, 1.0)
elif "Emission" in bsdf.inputs:
bsdf.inputs["Emission"].default_value = (*emission_color, 1.0)
if "Emission Strength" in bsdf.inputs:
bsdf.inputs["Emission Strength"].default_value = emission_strength
links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
diffuse = image_for(material, want_normal=False)
normal = image_for(material, want_normal=True)
# Foliage that carries its silhouette in the texture's alpha has to keep
# that channel; every other material is flattened to opaque below.
alpha_clipped = source_alpha_clipped(material)
foliage_gain, foliage_saturation, foliage_emission = foliage_export_profile(material)
if material.name == "Tree Crown":
diffuse = tree_crown_image()
else:
tint = contract.get("tint", EXPORT_TINTS.get(material.name))
diffuse = cesium_tinted_image(material, diffuse, tint)
if alpha_clipped and diffuse is not None:
safe_name = material.name.replace(" ", "_")
diffuse = alpha_dilated_image(
diffuse, f"{EXPORT_PREFIX}{safe_name} Dilated",
gain=foliage_gain, saturation=foliage_saturation)
if has_base_color_override:
diffuse = None
normal = None
mapping = None
if diffuse or normal:
texcoord = nodes.new("ShaderNodeTexCoord")
texcoord.location = (-650, 0)
mapping = nodes.new("ShaderNodeMapping")
mapping.location = (-450, 0)
mapping.inputs["Scale"].default_value = source_texture_scale(material)
links.new(texcoord.outputs["UV"], mapping.inputs["Vector"])
diffuse_node = None
if diffuse:
image = nodes.new("ShaderNodeTexImage")
image.location = (-200, 80)
image.image = diffuse
image.extension = "REPEAT"
links.new(mapping.outputs["Vector"], image.inputs["Vector"])
links.new(image.outputs["Color"], bsdf.inputs["Base Color"])
diffuse_node = image
if normal:
normal_tex = nodes.new("ShaderNodeTexImage")
normal_tex.location = (-200, -180)
normal_tex.image = normal
normal_tex.image.colorspace_settings.name = "Non-Color"
normal_tex.extension = "REPEAT"
normal_map = nodes.new("ShaderNodeNormalMap")
normal_map.location = (20, -160)
normal_map.inputs["Strength"].default_value = 0.52
links.new(mapping.outputs["Vector"], normal_tex.inputs["Vector"])
links.new(normal_tex.outputs["Color"], normal_map.inputs["Color"])
links.new(normal_map.outputs["Normal"], bsdf.inputs["Normal"])
if alpha_clipped and diffuse_node is not None:
# A leaf crown is a handful of quads whose shape lives entirely in this
# channel. Pinning Alpha to 1.0 — which is what the rest of the scene
# wants — exports those quads whole, and the cut-away regions of a
# SpeedTree atlas are black, so Cesium draws black slabs.
link_alpha_clip(result, diffuse_node.outputs["Alpha"], bsdf,
cutoff=material.alpha_threshold)
# Lift the crown out of Cesium's ambient. The preview configures no
# environment map, so anything the sun does not hit directly falls to a
# weak default spherical-harmonic term — which is why every other
# material here carries an emission override. A crown is mostly
# self-shadowed leaf cards facing away from the sun, so at distance it
# collapses into one dark mass while a sunlit close-up still reads fine.
#
# Feed the diffuse back in as the emissive texture rather than using a
# flat colour: a constant would wash the bark with leaf green, whereas
# this floors every texel at a fraction of its own albedo. It costs no
# extra bytes — the exporter points emissiveTexture at the image the
# base colour already uses.
if "Emission Color" in bsdf.inputs:
links.new(diffuse_node.outputs["Color"], bsdf.inputs["Emission Color"])
elif "Emission" in bsdf.inputs:
links.new(diffuse_node.outputs["Color"], bsdf.inputs["Emission"])
if "Emission Strength" in bsdf.inputs:
bsdf.inputs["Emission Strength"].default_value = foliage_emission
elif "Alpha" in bsdf.inputs:
bsdf.inputs["Alpha"].default_value = 1.0
return result
def unwrap_mesh(obj):
if obj.type != "MESH" or not obj.data.polygons:
return
# Imported assets ship authored UVs that map onto their own texture atlas;
# smart_project would scramble the leaves. Only the procedurally built
# meshes arrive without a UV layer, so that is the reliable discriminator.
if obj.data.uv_layers:
return
bpy.ops.object.select_all(action="DESELECT")
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="SELECT")
try:
bpy.ops.uv.smart_project(island_margin=0.025, area_weight=0.0)
finally:
bpy.ops.object.mode_set(mode="OBJECT")
def apply_mesh_modifiers(obj):
if obj.type != "MESH":
return
bpy.ops.object.select_all(action="DESELECT")
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
for modifier in list(obj.modifiers):
try:
bpy.ops.object.modifier_apply(modifier=modifier.name)
except RuntimeError:
pass
def triangulate_mesh(obj):
"""Split n-gons into triangles ahead of the exporter.
glTF has no n-gons, so the exporter triangulates on the way out regardless
— doing it here does not change a single output triangle. What it changes
is tangents: Blender can only build a tangent basis on tris and quads, and
every footprint this pipeline extrudes from OSM is an n-gon, so with
export_tangents on each one logged "切向空间只能只算三角/四边形" and shipped
without a basis. Triangulating first turns ~55 failures into tangents.
Skipped for meshes that are already triangles, which covers the instanced
props — those share one datablock across hundreds of objects and
modifier_apply refuses to touch multi-user data.
"""
if obj.type != "MESH" or not obj.data.polygons:
return
if all(len(polygon.vertices) <= 3 for polygon in obj.data.polygons):
return
bpy.ops.object.select_all(action="DESELECT")
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
modifier = obj.modifiers.new("ExportTriangulate", "TRIANGULATE")
modifier.min_vertices = 4
try:
bpy.ops.object.modifier_apply(modifier=modifier.name)
except RuntimeError:
# Multi-user data. The exporter still triangulates it, we just lose the
# tangent basis for that mesh.
obj.modifiers.remove(modifier)
def export_glb(filepath, meshes):
"""Export a prepared object subset without changing authoring visibility."""
bpy.ops.object.select_all(action="DESELECT")
for obj in meshes:
obj.select_set(True)
bpy.context.view_layer.objects.active = meshes[0] if meshes else None
os.makedirs(os.path.dirname(filepath), exist_ok=True)
bpy.ops.export_scene.gltf(
filepath=filepath,
export_format="GLB",
use_selection=True,
export_apply=False,
export_texcoords=True,
export_normals=True,
export_materials="EXPORT",
export_image_format="AUTO",
export_tangents=True,
export_extras=True,
export_cameras=False,
export_lights=False,
)
def semantic_asset_specs(glb_path, meshes):
"""Derive optional inspection assets from the scene's named collections."""
model_dir, filename = os.path.split(glb_path)
_, extension = os.path.splitext(filename)
by_collection = {}
for collection in bpy.context.scene.collection.children:
by_collection[collection.name] = set(collection.all_objects)
specs = []
for asset_id, label, collection_names in SEMANTIC_ASSETS:
objects = set()
for name in collection_names:
objects.update(by_collection.get(name, set()))
subset = [obj for obj in meshes if obj in objects]
if not subset:
continue
path = os.path.join(model_dir, asset_id + extension)
specs.append({
"id": asset_id,
"label": label,
"path": path,
"meshes": subset,
})
return specs
def export(args):
if not os.path.exists(args["blend"]):
raise FileNotFoundError(args["blend"])
bpy.ops.wm.open_mainfile(filepath=args["blend"])
material_map = {}
meshes = []
dynamic_meshes = []
countdown_meshes = {0: [], 1: []}
unwrapped = set()
for obj in bpy.context.scene.objects:
if obj.type != "MESH":
continue
if obj.name == "Ground Plane":
continue
if obj.hide_viewport or obj.hide_render:
continue
if any(c.name == "06_TrafficSignalsDynamic" for c in obj.users_collection):
groups = {slot.material.name for slot in obj.material_slots if slot.material}
group = (0 if any("Countdown Group 0" in name for name in groups)
else 1 if any("Countdown Group 1" in name for name in groups)
else None)
(countdown_meshes[group] if group is not None else dynamic_meshes).append(obj)
else:
meshes.append(obj)
apply_mesh_modifiers(obj)
# Hundreds of grass tufts share four mesh datablocks; unwrapping and
# triangulating are properties of the mesh, so once per datablock.
if obj.data.name not in unwrapped:
unwrapped.add(obj.data.name)
triangulate_mesh(obj)
unwrap_mesh(obj)
for slot in obj.material_slots:
if not slot.material:
continue
source = slot.material
# Instanced props share one mesh datablock, and material slots live
# on the mesh, so the first tree already swapped in the export
# material for all 181 of them. Without this the next instance
# wraps that result again — "Cesium Cesium Cesium ..." — and since
# the baked-image cache is keyed by material name, every round
# embeds another multi-megabyte copy of the same texture.
if source.name.startswith(EXPORT_PREFIX):
continue
if source.name not in material_map:
material_map[source.name] = make_export_material(source)
slot.material = material_map[source.name]
export_glb(args["glb"], meshes)
if args.get("dynamic_glb"):
if not dynamic_meshes:
raise RuntimeError("Dynamic traffic signal collection is empty")
export_glb(args["dynamic_glb"], dynamic_meshes)
for group, key in ((0, "countdown_0_glb"), (1, "countdown_1_glb")):
if not countdown_meshes[group]:
raise RuntimeError("Traffic countdown collection %d is empty" % group)
export_glb(args[key], countdown_meshes[group])
semantic_assets = semantic_asset_specs(args["glb"], meshes)
for asset in semantic_assets:
export_glb(asset["path"], asset["meshes"])
scene = bpy.context.scene
try:
bounds = json.loads(scene.get("osm_bounds", "{}"))
except (TypeError, ValueError):
bounds = {}
if bounds:
center_lon = (bounds["min_lon"] + bounds["max_lon"]) / 2.0
center_lat = (bounds["min_lat"] + bounds["max_lat"]) / 2.0
else:
center_lon = center_lat = 0.0
area_id = os.path.splitext(os.path.basename(args["glb"]))[0]
runtime_assets = []
if args.get("dynamic_glb"):
runtime_assets.append({"id": "traffic-signals-dynamic", "type": "traffic-signal-lenses", "uri": "runtime/traffic-signals-dynamic.glb"})
if args.get("countdown_0_glb"):
runtime_assets.append({"id": "traffic-signals-countdown-0", "type": "traffic-signal-countdown", "phaseGroup": 0, "uri": "runtime/traffic-signals-countdown-0.glb"})
if args.get("countdown_1_glb"):
runtime_assets.append({"id": "traffic-signals-countdown-1", "type": "traffic-signal-countdown", "phaseGroup": 1, "uri": "runtime/traffic-signals-countdown-1.glb"})
metadata = {
"schema": "osm-asset-package/v1",
"packageVersion": "1.0.0",
"areaId": area_id,
"coordinateSystem": {"axes": "ENU", "units": "meters", "x": "east", "y": "north", "z": "up"},
"placement": {"longitude": center_lon, "latitude": center_lat, "height": 0.35, "headingCorrectionDegrees": -90.0},
"bounds": {"minLon": bounds.get("min_lon", center_lon), "minLat": bounds.get("min_lat", center_lat), "maxLon": bounds.get("max_lon", center_lon), "maxLat": bounds.get("max_lat", center_lat)},
"assets": [{"id": "main", "role": "scene", "category": "scene", "uri": "models/" + os.path.basename(args["glb"]), "defaultLoad": True}] + [{
"id": asset["id"], "role": "layer", "category": asset["id"],
"uri": "models/" + os.path.basename(asset["path"]), "defaultLoad": False,
} for asset in semantic_assets],
"runtime": runtime_assets,
"sceneStats": {
"buildings": scene.get("building_count", 0),
"industrial_buildings": scene.get("industrial_building_count", 0),
"lake_polygons": scene.get("lake_count", 0),
"trees": scene.get("tree_count", 0),
"grass_polygons": scene.get("grass_count", 0),
"scrub_polygons": scene.get("scrub_count", 0),
"fountains": scene.get("fountain_count", 0),
},
}
os.makedirs(os.path.dirname(args["metadata"]), exist_ok=True)
with open(args["metadata"], "w", encoding="utf-8") as handle:
json.dump(metadata, handle, ensure_ascii=False, indent=2)
handle.write("\n")
print("CESIUM_EXPORT_DONE", json.dumps({
"glb": args["glb"], "metadata": args["metadata"],
"meshes": len(meshes), "materials": len(material_map),
"semantic_assets": [asset["id"] for asset in semantic_assets],
"anchor": [center_lon, center_lat],
}, ensure_ascii=True))
if __name__ == "__main__":
export(cli_args())