fix(render): production GLB sharp edges + materials (25/25)

Sharp edges:
- OCC→Blender coordinate transform was wrong: Blender(X,Y,Z) = OCC(X×0.001, -Z×0.001, Y×0.001)
  (RWGltf Z→Y-up + Blender Y→Z-up cancel to Y↔Z swap with Z negated)
- Guard against degenerate edges (idx0==idx1) to prevent bmesh ValueError
- Use obj.matrix_world @ v.co for world-space KD-tree (assembly node transforms)

Materials:
- Single-material fallback: if only 1 library material loaded, apply to all
  unmatched objects (cadquery vs RWGltf part names differ, name-match covers ~2/25)
- Fix mesh data sharing: obj.data.copy() before materials.clear() to avoid
  clearing shared data blocks
- Use obj.name (not id(obj)) for cross-loop tracking — Blender Python wrappers
  can be recreated between iterations

Both fixes applied to export_gltf.py (production GLB) and blender_render.py (thumbnails).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-11 10:29:08 +01:00
parent 8933d0be17
commit a1d140d30f
3 changed files with 556 additions and 491 deletions
+131 -29
View File
@@ -34,50 +34,130 @@ def parse_args() -> argparse.Namespace:
parser.add_argument("--material_map", default="{}")
parser.add_argument("--smooth_angle", type=float, default=30.0,
help="Auto-smooth angle in degrees (default 30)")
parser.add_argument("--mesh_attributes", default="{}",
help="JSON dict from cad_file.mesh_attributes (sharp_edge_pairs etc.)")
return parser.parse_args(rest)
def _apply_sharp_edges_from_occ(mesh_objects: list, sharp_edge_pairs: list) -> None:
"""Mark edges sharp using OCC vertex-pair data (same approach as blender_render.py).
sharp_edge_pairs: [[x0,y0,z0],[x1,y1,z1]] in mm.
Blender mesh coords are in metres (×0.001 scale already applied by OCC export).
"""
if not sharp_edge_pairs:
return
import bmesh
import mathutils
SCALE = 0.001 # mm → m
TOL = 0.0005 # 0.5 mm tolerance in metres
# OCC STEP space (Z-up, mm) → Blender (Z-up, m):
# RWGltf applies Z→Y-up, Blender import applies Y→Z-up.
# Net: Blender(X, Y, Z) = OCC(X*0.001, -Z*0.001, Y*0.001)
occ_pairs = []
for pair in sharp_edge_pairs:
v0 = mathutils.Vector((pair[0][0] * SCALE, -pair[0][2] * SCALE, pair[0][1] * SCALE))
v1 = mathutils.Vector((pair[1][0] * SCALE, -pair[1][2] * SCALE, pair[1][1] * SCALE))
occ_pairs.append((v0, v1))
marked_total = 0
for obj in mesh_objects:
bm = bmesh.new()
bm.from_mesh(obj.data)
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()
# Build KD-tree in WORLD space — OCC pairs are world coords, but mesh
# vertices are in local space (assembly node transform in GLB hierarchy).
world_mat = obj.matrix_world
kd = mathutils.kdtree.KDTree(len(bm.verts))
for v in bm.verts:
kd.insert(world_mat @ v.co, v.index)
kd.balance()
marked = 0
for v0_occ, v1_occ in occ_pairs:
_co0, idx0, dist0 = kd.find(v0_occ)
_co1, idx1, dist1 = kd.find(v1_occ)
if dist0 > TOL or dist1 > TOL:
continue
if idx0 == idx1:
continue # degenerate — both endpoints map to same vertex
bv0, bv1 = bm.verts[idx0], bm.verts[idx1]
edge = bm.edges.get((bv0, bv1)) or bm.edges.get((bv1, bv0))
if edge is not None and edge.smooth:
edge.smooth = False
marked += 1
bm.to_mesh(obj.data)
bm.free()
marked_total += marked
print(f"OCC sharp edges applied: {marked_total} edges marked across {len(mesh_objects)} objects")
def main() -> None:
args = parse_args()
material_map: dict = json.loads(args.material_map)
mesh_attributes: dict = json.loads(args.mesh_attributes)
import bpy # type: ignore[import]
import math as _math
import re as _re
# Clean scene
bpy.ops.wm.read_factory_settings(use_empty=True)
# Import geometry GLB from export_step_to_gltf.py (already in metres, Y-up)
bpy.ops.import_scene.gltf(filepath=args.glb_path)
print(f"Imported geometry GLB: {args.glb_path} "
f"({len([o for o in bpy.data.objects if o.type == 'MESH'])} mesh objects)")
mesh_objects = [o for o in bpy.data.objects if o.type == "MESH"]
print(f"Imported geometry GLB: {args.glb_path} ({len(mesh_objects)} mesh objects)")
# Apply smooth shading using the configured angle threshold
smooth_rad = _math.radians(args.smooth_angle)
print(f"Applying smooth shading at {args.smooth_angle}° ({smooth_rad:.3f} rad)")
for obj in bpy.data.objects:
if obj.type == "MESH":
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
try:
bpy.ops.object.shade_smooth_by_angle(angle=smooth_rad)
except Exception:
# Fallback for older Blender API
bpy.ops.object.shade_smooth()
if obj.data.use_auto_smooth is not None:
obj.data.use_auto_smooth = True
obj.data.auto_smooth_angle = smooth_rad
for obj in mesh_objects:
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
try:
bpy.ops.object.shade_smooth_by_angle(angle=smooth_rad)
except Exception:
bpy.ops.object.shade_smooth()
if hasattr(obj.data, 'use_auto_smooth'):
obj.data.use_auto_smooth = True
obj.data.auto_smooth_angle = smooth_rad
# Apply OCC sharp edges if available (overrides pure dihedral-angle shading)
sharp_pairs = mesh_attributes.get("sharp_edge_pairs") or []
if sharp_pairs:
_apply_sharp_edges_from_occ(mesh_objects, sharp_pairs)
# Apply asset library materials if provided.
# link=False (append) is required: the GLTF exporter can only traverse
# local (appended) Principled BSDF node trees to extract PBR values.
#
# IMPORTANT: OCC-exported GLBs name materials generically (mat_0, mat_1, …)
# but preserve STEP part names as mesh OBJECT names. We therefore match by
# obj.name, not by slot.material.name (which is how blender_render.py works).
# Matching strategy (mirrors blender_render.py):
# Build mat_map_lower with BOTH the original key AND the _AF-stripped key,
# so keys like "RingOuter_AF0" match object names "RingOuter" and vice-versa.
# Object names from RWGltf_CafWriter preserve the original STEP part name
# (including any _AF suffixes), so we strip from both sides.
if args.asset_library_blend and material_map:
import re as _re
mat_map_lower = {k.lower().strip(): v for k, v in material_map.items()}
mat_map_lower: dict = {}
for k, v in material_map.items():
kl = k.lower().strip()
mat_map_lower[kl] = v
# Also add the _AF-stripped version so either form matches
stripped = kl
prev = None
while prev != stripped:
prev = stripped
stripped = _re.sub(r'_af\d+$', '', stripped)
if stripped != kl:
mat_map_lower.setdefault(stripped, v)
needed = set(mat_map_lower.values())
# Append materials from library (link=False so glTF exporter can read nodes)
@@ -101,38 +181,60 @@ def main() -> None:
if appended:
assigned = 0
mesh_objects = [o for o in bpy.data.objects if o.type == "MESH"]
assigned_names: set = set()
for obj in mesh_objects:
# Strip Blender's .001/.002 deduplication suffix
base_name = _re.sub(r'\.\d{3}$', '', obj.name)
# Strip OCC assembly-instance suffix (_AF0, _AF1, … added by
# RWGltf_CafWriter when the same part appears multiple times).
# Apply repeatedly in case of nested suffixes (_AF0_AF1, etc.)
# Also strip _AF suffix from object name so both directions match
prev = None
while prev != base_name:
prev = base_name
base_name = _re.sub(r'_AF\d+$', '', base_name, flags=_re.IGNORECASE)
mat_name = mat_map_lower.get(base_name.lower().strip())
lower_base = base_name.lower().strip()
mat_name = mat_map_lower.get(lower_base)
# Prefix fallback: some sub-assembly nodes have names that
# extend a known key (e.g. key="Ring" matches "Ring_inner_AF0").
# Sort by key length descending so the most-specific key wins.
# Prefix fallback for sub-assembly nodes
if not mat_name:
lower_base = base_name.lower().strip()
for key, val in sorted(mat_map_lower.items(), key=lambda x: len(x[0]), reverse=True):
if len(key) >= 5 and len(lower_base) >= 5 and (
if len(key) >= 3 and len(lower_base) >= 3 and (
lower_base.startswith(key) or key.startswith(lower_base)
):
mat_name = val
break
if mat_name and mat_name in appended:
# Make mesh data single-user before modifying material slots;
# otherwise clearing materials on a shared data block removes
# slots from ALL objects that share it.
if obj.data.users > 1:
obj.data = obj.data.copy()
obj.data.materials.clear()
obj.data.materials.append(appended[mat_name])
assigned += 1
assigned_names.add(obj.name)
else:
pass # name-matching miss — may be covered by single-material fallback below
print(f"Material substitution: {assigned}/{len(mesh_objects)} mesh objects assigned")
# Single-material fallback: if only one library material was loaded,
# apply it to every object that name-matching missed.
# (mat_map_lower may contain unresolvable pass-through values like
# "Stahl; Durotect CMT", so checking appended is more reliable.)
if len(appended) == 1:
default_mat_name, default_mat = next(iter(appended.items()))
if default_mat:
fallback = 0
for obj in mesh_objects:
if obj.name not in assigned_names:
if obj.data.users > 1:
obj.data = obj.data.copy()
obj.data.materials.clear()
obj.data.materials.append(default_mat)
fallback += 1
if fallback:
print(f"Single-material fallback: applied '{default_mat_name}' to {fallback} unmatched objects")
# Export production GLB with full PBR material data
try:
bpy.ops.export_scene.gltf(