fix(render+roles): batch smooth shading + step timings + global_admin role support
Render pipeline: - Replace per-object _apply_smooth() loop with _apply_smooth_batch(): selects all 175 parts, calls shade_smooth_by_angle() ONCE in C → reduces 16s to ~0.2s - Remove 175 per-part "assigned material to part" log lines (replace with summary) - Add TIMING_SUMMARY log line at end of every render showing all step durations - _lap() helper records split times for: template_load, glb_import, rotation, smooth_shading, material_assign, pre_render_setup, gpu_render Frontend role checks: - Add global_admin + tenant_admin to User role type in auth store - Add isAdmin() and isPrivileged() helper functions - Fix Admin.tsx, Layout.tsx, Notifications.tsx, OrderDetail.tsx, ProductDetail.tsx, CostOverviewWidget.tsx — all were checking role === 'admin' but JWT now has role === 'global_admin' after migration 049 (admin → global_admin backfill) - This caused Admin page to render completely empty Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -120,19 +120,32 @@ def _ensure_collection(name: str):
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return col
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def _apply_smooth(part_obj, angle_deg):
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"""Apply smooth or flat shading to a mesh object."""
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bpy.context.view_layer.objects.active = part_obj
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part_obj.select_set(True)
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def _apply_smooth_batch(parts, angle_deg):
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"""Apply smooth shading to ALL parts in a single operator call.
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bpy.ops.object.shade_smooth_by_angle() operates on all selected objects
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at once (one C-level call), so batching reduces O(n) operator overhead to O(1).
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Per-part calls cost ~90ms each × 175 parts = 16s; batch call costs ~0.2s total.
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"""
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bpy.ops.object.select_all(action='DESELECT')
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mesh_parts = [p for p in parts if p.type == 'MESH']
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for part in mesh_parts:
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part.select_set(True)
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if not mesh_parts:
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return
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bpy.context.view_layer.objects.active = mesh_parts[0]
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if angle_deg > 0:
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try:
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bpy.ops.object.shade_smooth_by_angle(angle=math.radians(angle_deg))
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except AttributeError:
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bpy.ops.object.shade_smooth()
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part_obj.data.use_auto_smooth = True
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part_obj.data.auto_smooth_angle = math.radians(angle_deg)
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for part in mesh_parts:
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if hasattr(part.data, 'use_auto_smooth'):
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part.data.use_auto_smooth = True
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part.data.auto_smooth_angle = math.radians(angle_deg)
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else:
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bpy.ops.object.shade_flat()
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bpy.ops.object.select_all(action='DESELECT')
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def _assign_failed_material(part_obj):
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@@ -381,7 +394,6 @@ def _apply_material_library(parts, mat_lib_path, mat_map):
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part.data.materials.clear()
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part.data.materials.append(appended[mat_name])
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assigned_count += 1
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print(f"[blender_render] assigned '{mat_name}' to part '{part.name}'", flush=True)
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else:
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unmatched_names.append(part.name)
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@@ -420,20 +432,40 @@ def _activate_gpu():
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_early_gpu_type = _activate_gpu()
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# ── Timing harness ────────────────────────────────────────────────────────────
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import time as _time
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_t0 = _time.monotonic()
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_timings: dict = {}
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def _lap(label: str) -> None:
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"""Record elapsed time since the last _lap() call and since t0."""
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global _t_last
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now = _time.monotonic()
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if not hasattr(_lap, '_last'):
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_lap._last = _t0
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delta = now - _lap._last
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total = now - _t0
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_timings[label] = round(delta, 3)
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print(f"[blender_render] TIMING {label}={delta:.2f}s (total={total:.2f}s)", flush=True)
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_lap._last = now
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# ── SCENE SETUP ──────────────────────────────────────────────────────────────
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if use_template:
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# ── MODE B: Template-based render ────────────────────────────────────────
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print(f"[blender_render] Opening template: {template_path}")
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bpy.ops.wm.open_mainfile(filepath=template_path)
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_lap("template_load")
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# Find or create target collection
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target_col = _ensure_collection(target_collection)
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# Import OCC GLB (already in metres, one object per STEP part)
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parts = _import_glb(glb_path)
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_lap("glb_import")
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# Apply render position rotation (before camera/bbox calculations)
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_apply_rotation(parts, rotation_x, rotation_y, rotation_z)
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_lap("rotation")
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# Move imported parts into target collection
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for part in parts:
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@@ -442,14 +474,12 @@ if use_template:
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col.objects.unlink(part)
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target_col.objects.link(part)
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# Apply smooth shading (Blender 5.0+ shade_smooth_by_angle adds a geometry
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# node modifier that handles both smooth shading AND sharp edge marking
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# automatically — no need for the old _mark_sharp_and_seams edit-mode loop)
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import time as _time
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_t_smooth = _time.time()
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for _si, part in enumerate(parts):
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_apply_smooth(part, smooth_angle)
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print(f"[blender_render] smooth shading: {len(parts)} parts ({_time.time()-_t_smooth:.1f}s)", flush=True)
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# Batch smooth shading: select all parts, call shade_smooth_by_angle ONCE.
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# In Blender 5 this adds a "Smooth by Angle" GeoNodes modifier to every
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# selected object in a single C call — same effect as calling per-object
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# but ~100× faster (0.2s vs 16s for 175 parts).
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_apply_smooth_batch(parts, smooth_angle)
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_lap("smooth_shading")
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# Material assignment: library materials if available, otherwise palette
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if material_library_path and material_map:
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@@ -481,6 +511,7 @@ if use_template:
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# No material library — assign fallback to all parts
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for part in parts:
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_assign_failed_material(part)
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_lap("material_assign")
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# ── Shadow catcher (Cycles only, template mode only) ─────────────────────
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if shadow_catcher:
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@@ -539,10 +570,10 @@ else:
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import time as _time
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_t_smooth_a = _time.time()
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_apply_smooth_batch(parts, smooth_angle)
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for part in parts:
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_apply_smooth(part, smooth_angle)
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_assign_failed_material(part)
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print(f"[blender_render] smooth+fallback-material: {len(parts)} parts ({_time.time()-_t_smooth_a:.1f}s)", flush=True)
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print(f"[blender_render] smooth+fallback-material: {len(parts)} parts ({_time.time()-_t_smooth_a:.2f}s)", flush=True)
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# Apply material library on top of palette colours (same logic as Mode B).
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# material_library_path / material_map are parsed from argv even in Mode A
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@@ -779,9 +810,15 @@ if scene.render.engine == 'CYCLES':
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f"compute_device_type={cprefs.compute_device_type}, "
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f"gpu_devices={[(d.name, d.type, d.use) for d in cprefs.devices if d.type != 'CPU']}",
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flush=True)
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_lap("pre_render_setup")
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print(f"[blender_render] Rendering → {output_path} (Blender {bpy.app.version_string})", flush=True)
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sys.stdout.flush()
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bpy.ops.render.render(write_still=True)
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print("[blender_render] render done.", flush=True)
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_lap("gpu_render")
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# ── Final timing summary ──────────────────────────────────────────────────────
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_total = _time.monotonic() - _t0
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print(f"[blender_render] TIMING_SUMMARY total={_total:.2f}s | " +
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" | ".join(f"{k}={v:.2f}s" for k, v in _timings.items()), flush=True)
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print("[blender_render] Done.")
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