feat(K): Blender Asset Library + production exports (GLB + .blend)

- feat(migration): 045_asset_libraries — new asset_libraries table (blend_file_path, catalog JSONB)
- feat(model): AssetLibrary SQLAlchemy model in domains/materials/models.py
- feat(api): POST/GET/PATCH/DELETE /api/asset-libraries + /upload-blend + /refresh-catalog endpoints
- feat(celery): refresh_asset_library_catalog task on thumbnail_rendering queue — runs Blender headless
- feat(blender): catalog_assets.py — extracts asset-marked materials + node_groups from .blend
- feat(blender): asset_library.py — apply_asset_library_materials + apply_asset_library_node_groups helpers
- feat(blender): export_gltf.py — STEP→STL→GLB production export with optional asset library
- feat(blender): export_blend.py — STEP→STL→.blend production export with pack_all()
- feat(frontend): api/assetLibraries.ts — full CRUD API client
- feat(frontend): AssetLibraryPanel in Admin.tsx — upload, refresh, expand catalog view
- docs: Blender asset_data marking requirement learning in LEARNINGS.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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2026-03-06 20:56:26 +01:00
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"""Asset library helpers for Blender render scripts.
Provides functions to link materials and node groups from a .blend asset library
into the current scene, and apply them to mesh objects.
These functions are intended to be imported by still_render.py / turntable_render.py
when a RenderTemplate has an asset library associated.
"""
from __future__ import annotations
import logging
logger = logging.getLogger(__name__)
def apply_asset_library_materials(blend_path: str, material_map: dict) -> None:
"""Link materials from an asset library .blend and apply them to mesh slots.
Args:
blend_path: Absolute path to the .blend library file.
material_map: Mapping of current slot material name -> library material name.
E.g. {"Steel--Stahl": "SCHAEFFLER_010101_Steel-Bare"}
"""
import bpy # type: ignore[import]
if not material_map:
return
target_names = set(material_map.values())
# Link materials from the library
with bpy.data.libraries.load(blend_path, link=True, assets_only=True) as (src, dst):
dst.materials = [name for name in src.materials if name in target_names]
linked = {m.name for m in dst.materials if m is not None}
logger.info("Linked %d materials from %s", len(linked), blend_path)
# Apply to all mesh object material slots
for obj in bpy.data.objects:
if obj.type != "MESH":
continue
for slot in obj.material_slots:
if slot.material is None:
continue
resolved = material_map.get(slot.material.name)
if resolved and resolved in bpy.data.materials:
slot.material = bpy.data.materials[resolved]
def apply_asset_library_node_groups(blend_path: str, modifier_map: dict) -> None:
"""Link geometry node groups from an asset library and apply as modifiers.
Args:
blend_path: Absolute path to the .blend library file.
modifier_map: Mapping of object name substring -> node group name.
E.g. {"ring": "WearPattern_GeoNodes"}
"""
import bpy # type: ignore[import]
if not modifier_map:
return
target_names = set(modifier_map.values())
with bpy.data.libraries.load(blend_path, link=True, assets_only=True) as (src, dst):
dst.node_groups = [name for name in src.node_groups if name in target_names]
for obj in bpy.data.objects:
if obj.type != "MESH":
continue
for part_substr, ng_name in modifier_map.items():
if part_substr.lower() in obj.name.lower():
ng = bpy.data.node_groups.get(ng_name)
if ng:
mod = obj.modifiers.new(name=ng_name, type="NODES")
mod.node_group = ng
logger.info("Applied node group %s to %s", ng_name, obj.name)