feat(phase4+5): role hierarchy, tenant config, fallback material, dead code removal
Phase 4.1 — Role Hierarchy:
- UserRole enum: add global_admin (platform operator) + tenant_admin
(per-tenant admin); keep legacy 'admin' for backward compat
- Role sets: ADMIN_ROLES, TENANT_ADMIN_ROLES, PM_ROLES, RLS_BYPASS_ROLES
- New auth guards: require_global_admin(), require_tenant_admin_or_above(),
require_pm_or_above(), is_admin(), is_privileged()
- Legacy require_admin / require_admin_or_pm now check both old+new roles
- Migration 049: ADD VALUE global_admin + tenant_admin with AUTOCOMMIT
workaround; backfills admin → global_admin
- Seed: new admin users created with global_admin role
Phase 4.3 — RLS bypass updated for global_admin in get_db + set_tenant_context
Phase 4.4 — Tenant Feature Flags:
- Migration 050: tenant_config JSONB on tenants table
- Tenant model: tenant_config field + get_config() accessor
- Defaults: max_concurrent_renders=3, fallback_material, invoice_prefix etc.
Phase 5.1 — Fallback Material:
- blender_render.py: replace PALETTE_LINEAR/PALETTE_HEX/_assign_palette_material
with _assign_failed_material() → SCHAEFFLER_059999_FailedMaterial (magenta)
- Unmatched parts now logged explicitly before rendering
Phase 5.2 — Remove EEVEE fallback:
- render_blender.py: EEVEE→Cycles silent retry removed; hard failure on EEVEE error
Phase 5.3 — Remove Blender version check:
- render_blender.py: deleted MIN_BLENDER_VERSION = (5, 0, 1) constant
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -27,29 +27,8 @@ if hasattr(sys.stdout, "reconfigure"):
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import bpy
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from mathutils import Vector, Matrix
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# ── Colour palette (matches Three.js renderer) ───────────────────────────────
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PALETTE_HEX = [
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"#4C9BE8", "#E85B4C", "#4CBE72", "#E8A84C", "#A04CE8",
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"#4CD4E8", "#E84CA8", "#7EC850", "#E86B30", "#5088C8",
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]
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def _srgb_to_linear(c: int) -> float:
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"""Convert 0-255 sRGB integer to linear float."""
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v = c / 255.0
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return v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
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def _hex_to_linear(hex_color: str) -> tuple:
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"""Return (r, g, b, 1.0) in Blender linear colour space."""
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h = hex_color.lstrip('#')
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return (
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_srgb_to_linear(int(h[0:2], 16)),
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_srgb_to_linear(int(h[2:4], 16)),
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_srgb_to_linear(int(h[4:6], 16)),
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1.0,
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)
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PALETTE_LINEAR = [_hex_to_linear(h) for h in PALETTE_HEX]
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# Fallback material name — magenta, immediately visible when material assignment fails
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FAILED_MATERIAL_NAME = "SCHAEFFLER_059999_FailedMaterial"
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# ── Parse arguments ───────────────────────────────────────────────────────────
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@@ -156,20 +135,20 @@ def _apply_smooth(part_obj, angle_deg):
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bpy.ops.object.shade_flat()
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def _assign_palette_material(part_obj, index):
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"""Assign a palette colour material to a mesh part."""
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color = PALETTE_LINEAR[index % len(PALETTE_LINEAR)]
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mat = bpy.data.materials.new(name=f"Part_{index}")
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mat.use_nodes = True
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bsdf = mat.node_tree.nodes.get("Principled BSDF")
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if bsdf:
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bsdf.inputs["Base Color"].default_value = color
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bsdf.inputs["Metallic"].default_value = 0.35
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bsdf.inputs["Roughness"].default_value = 0.40
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try:
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bsdf.inputs["Specular IOR Level"].default_value = 0.5
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except KeyError:
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pass
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def _assign_failed_material(part_obj):
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"""Assign the standard fallback material (magenta) when no library material matches.
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Tries to reuse SCHAEFFLER_059999_FailedMaterial from the library first.
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Creates a simple magenta Principled BSDF if the library material is not loaded.
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"""
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mat = bpy.data.materials.get(FAILED_MATERIAL_NAME)
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if mat is None:
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mat = bpy.data.materials.new(name=FAILED_MATERIAL_NAME)
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mat.use_nodes = True
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bsdf = mat.node_tree.nodes.get("Principled BSDF")
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if bsdf:
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bsdf.inputs["Base Color"].default_value = (1.0, 0.0, 1.0, 1.0) # magenta
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bsdf.inputs["Roughness"].default_value = 0.6
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part_obj.data.materials.clear()
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part_obj.data.materials.append(mat)
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@@ -490,13 +469,18 @@ if use_template:
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if _stripped != kl:
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mat_map_lower.setdefault(_stripped, v)
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_apply_material_library(parts, material_library_path, mat_map_lower)
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# Parts not matched by library get palette fallback
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for i, part in enumerate(parts):
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# Parts not matched by library get the failed-material fallback (magenta)
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unmatched = []
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for part in parts:
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if not part.data.materials or len(part.data.materials) == 0:
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_assign_palette_material(part, i)
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_assign_failed_material(part)
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unmatched.append(part.name)
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if unmatched:
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print(f"[blender_render] WARNING: {len(unmatched)} parts unmatched, assigned {FAILED_MATERIAL_NAME}: {unmatched[:5]}", flush=True)
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else:
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for i, part in enumerate(parts):
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_assign_palette_material(part, i)
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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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# ── Shadow catcher (Cycles only, template mode only) ─────────────────────
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if shadow_catcher:
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@@ -555,10 +539,10 @@ else:
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import time as _time
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_t_smooth_a = _time.time()
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for i, part in enumerate(parts):
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for part in parts:
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_apply_smooth(part, smooth_angle)
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_assign_palette_material(part, i)
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print(f"[blender_render] smooth+palette: {len(parts)} parts ({_time.time()-_t_smooth_a:.1f}s)", flush=True)
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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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# 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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@@ -576,7 +560,7 @@ else:
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if _stripped != kl:
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mat_map_lower.setdefault(_stripped, v)
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_apply_material_library(parts, material_library_path, mat_map_lower)
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# Parts not matched by the library keep their palette material (already set above)
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# Parts not matched by the library keep their fallback material (already set above)
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if needs_auto_camera:
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# ── Combined bounding box / bounding sphere ──────────────────────────────
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