"""Material assignment helpers for Blender headless renders.""" from __future__ import annotations import os import re as _re import time as _time FAILED_MATERIAL_NAME = "SCHAEFFLER_059999_FailedMaterial" def _find_material_with_nodes(base_name: str): """Find a material by name that actually has shader nodes. Blender's USD importer creates empty stub materials (use_nodes=True, node_tree has 0 nodes) from USD material bindings. When we later append the real material from a .blend library, Blender renames it with a .001/.002 suffix to avoid the name collision. This helper searches bpy.data.materials for the version that has actual shader nodes, preferring exact name match, then .NNN suffixes. """ import bpy # type: ignore[import] # Exact name first exact = bpy.data.materials.get(base_name) if exact and exact.node_tree and len(exact.node_tree.nodes) > 0: return exact # Search for .NNN suffixed versions for mat in bpy.data.materials: if not mat.name.startswith(base_name): continue suffix = mat.name[len(base_name):] if suffix == "" or _re.match(r'^\.\d{3}$', suffix): if mat.node_tree and len(mat.node_tree.nodes) > 0: return mat return None def _batch_append_materials(mat_lib_path: str, names: set[str]) -> dict: """Append multiple materials from a .blend file in a single open. Uses bpy.data.libraries.load() to open the .blend once instead of N separate bpy.ops.wm.append() calls (each reopens the file). Falls back to individual append for any materials that fail to load. Handles empty material stubs left by Blender's USD importer: when a stub exists with the target name, the library material gets renamed with a .NNN suffix. We find it via _find_material_with_nodes(). """ import bpy # type: ignore[import] result: dict = {} if not names: return result try: with bpy.data.libraries.load(mat_lib_path, link=False) as (data_from, data_to): # data_from.materials lists all material names in the .blend available = set(data_from.materials) to_load = [n for n in names if n in available] not_found = names - available data_to.materials = to_load # After the context manager closes, materials are loaded into bpy.data. # If a USD stub occupied the name, the real material gets a .NNN suffix. for mat_name in to_load: mat = _find_material_with_nodes(mat_name) if mat: result[mat_name] = mat if mat.name != mat_name: print(f"[blender_render] batch-appended material: {mat_name} (as '{mat.name}', stub collision)") else: print(f"[blender_render] batch-appended material: {mat_name}") else: print(f"[blender_render] WARNING: material '{mat_name}' not found after batch append") if not_found: print(f"[blender_render] WARNING: materials not in library: {sorted(not_found)[:10]}") except Exception as exc: print(f"[blender_render] WARNING: batch append failed ({exc}), falling back to individual append") # Fallback: individual append for each material for mat_name in names: if mat_name in result: continue try: bpy.ops.wm.append( filepath=f"{mat_lib_path}/Material/{mat_name}", directory=f"{mat_lib_path}/Material/", filename=mat_name, link=False, ) mat = _find_material_with_nodes(mat_name) if mat: result[mat_name] = mat except Exception: pass return result def assign_failed_material(part_obj) -> None: """Assign the standard fallback material (magenta) when no library material matches. Reuses SCHAEFFLER_059999_FailedMaterial if already loaded; otherwise creates a simple magenta Principled BSDF node tree. """ import bpy # type: ignore[import] mat = bpy.data.materials.get(FAILED_MATERIAL_NAME) if mat is None: mat = bpy.data.materials.new(name=FAILED_MATERIAL_NAME) mat.use_nodes = True bsdf = mat.node_tree.nodes.get("Principled BSDF") if bsdf: bsdf.inputs["Base Color"].default_value = (1.0, 0.0, 1.0, 1.0) # magenta bsdf.inputs["Roughness"].default_value = 0.6 part_obj.data.materials.clear() part_obj.data.materials.append(mat) def build_mat_map_lower(material_map: dict) -> dict: """Return a lowercased version of material_map with _AF\\d+ suffix variants added. Both the original key and the AF-stripped key are inserted so that GLB object names (which may lack _AF suffixes that OCC adds to mat_map keys) can match in either direction. """ mat_map_lower: dict = {} for k, v in material_map.items(): kl = k.lower().strip() mat_map_lower[kl] = v # USD path: part_key slugs replace ALL non-alphanumeric chars with '_' # (same regex as generate_part_key in export_step_to_usd.py). # E.g. "F-802007_TR4-D1" → "f_802007_tr4_d1". Add slug variant so # hyphenated OCC names match USD-imported Blender objects. slug_key = _re.sub(r'[^a-z0-9]+', '_', kl).strip('_') if slug_key and slug_key != kl: mat_map_lower.setdefault(slug_key, v) # Strip OCC assembly-frame suffixes: _AF0, _AF0_1, _AF0_1_AF0, etc. # Pattern matches one or more groups of _AF optionally followed by # an instance number _, anchored at end of string. stripped = _re.sub(r'(_af\d+(_\d+)?)+$', '', kl) if stripped != kl: mat_map_lower.setdefault(stripped, v) # Also slug the AF-stripped key for USD path where part_key is # both AF-stripped AND slugified (e.g. "ge360-hf_..." → "ge360_hf_...") slug_stripped = _re.sub(r'[^a-z0-9]+', '_', stripped).strip('_') if slug_stripped and slug_stripped != stripped: mat_map_lower.setdefault(slug_stripped, v) return mat_map_lower def apply_material_library_direct( parts: list, mat_lib_path: str, material_lookup: dict[str, str], ) -> None: """Assign materials from library using a direct object_name → material_name mapping. This bypasses all name-matching heuristics — the mapping comes from USD customData (schaeffler:canonicalMaterialName) read via pxr after Blender import. Parts not present in material_lookup receive FAILED_MATERIAL_NAME. material_lookup: {blender_object_name: canonical_material_name} """ if not mat_lib_path or not os.path.isfile(mat_lib_path): print(f"[blender_render] material library not found: {mat_lib_path}") return import bpy # type: ignore[import] _t0 = _time.monotonic() # Collect unique material names needed needed = set(material_lookup.values()) if not needed: return # Batch-append materials from library (single file open) appended: dict = {} _t_append = _time.monotonic() # Check already-loaded materials first — but skip empty stubs created by # Blender's USD importer (use_nodes=True but node_tree has 0 nodes). # Those stubs must be loaded from the library via _batch_append_materials # which uses _find_material_with_nodes() to resolve stub collisions. still_needed = set() for mat_name in needed: existing = _find_material_with_nodes(mat_name) if existing: appended[mat_name] = existing else: still_needed.add(mat_name) # Load remaining from .blend in one pass if still_needed: appended.update(_batch_append_materials(mat_lib_path, still_needed)) _append_dur = _time.monotonic() - _t_append print(f"[blender_render] TIMING material_append_direct={_append_dur:.2f}s ({len(appended)}/{len(needed)} materials)", flush=True) if not appended: return assigned_count = 0 unmatched_names = [] for part in parts: mat_name = material_lookup.get(part.name) if mat_name and mat_name in appended: if part.data.users > 1: part.data = part.data.copy() part.data.materials.clear() part.data.materials.append(appended[mat_name]) assigned_count += 1 else: unmatched_names.append(part.name) _assign_dur = _time.monotonic() - _t_append - _append_dur + (_time.monotonic() - _t0 - _append_dur) _total = _time.monotonic() - _t0 print(f"[blender_render] TIMING material_assign_direct={_total:.2f}s " f"(append={_append_dur:.2f}s, assign={_total - _append_dur:.2f}s, " f"{assigned_count}/{len(parts)} matched)", flush=True) if unmatched_names: print(f"[blender_render] unmatched (no primvar): {unmatched_names[:10]}", flush=True) for part in parts: if part.name in set(unmatched_names): if part.data.users > 1: part.data = part.data.copy() assign_failed_material(part) def apply_material_library( parts: list, mat_lib_path: str, mat_map: dict, part_names_ordered: list | None = None, ) -> None: """Append materials from library .blend and assign to parts via material_map. GLB-imported objects are named after STEP parts, so matching is by name (stripping Blender .NNN suffix for duplicates). Falls back to part_names_ordered index-based matching. mat_map: {part_name_lower: material_name} Parts without a match receive the FAILED_MATERIAL_NAME sentinel. """ if not mat_lib_path or not os.path.isfile(mat_lib_path): print(f"[blender_render] material library not found: {mat_lib_path}") return import bpy # type: ignore[import] _t0 = _time.monotonic() if part_names_ordered is None: part_names_ordered = [] # Collect unique material names needed needed = set(mat_map.values()) if not needed: return # Batch-append materials from library (single file open) appended: dict = {} _t_append = _time.monotonic() appended.update(_batch_append_materials(mat_lib_path, needed)) _append_dur = _time.monotonic() - _t_append print(f"[blender_render] TIMING material_append={_append_dur:.2f}s ({len(appended)}/{len(needed)} materials)", flush=True) if not appended: return # Assign materials to parts — primary: name-based (GLB object names), # secondary: index-based via part_names_ordered assigned_count = 0 unmatched_names = [] for i, part in enumerate(parts): # Try name-based matching first (strip Blender .NNN suffix) base_name = _re.sub(r'\.\d{3}$', '', part.name) # Strip OCC assembly-instance suffix (_AF0, _AF1, …) — GLB object # names may or may not have them while mat_map keys might. _prev = None while _prev != base_name: _prev = base_name base_name = _re.sub(r'_AF\d+$', '', base_name, flags=_re.IGNORECASE) part_key = base_name.lower().strip() mat_name = mat_map.get(part_key) # Prefix fallback: if a mat_map key starts with our base name or # vice-versa, use the longest matching key (most-specific wins). if not mat_name: for key, val in sorted(mat_map.items(), key=lambda x: len(x[0]), reverse=True): if len(key) >= 5 and len(part_key) >= 5 and ( part_key.startswith(key) or key.startswith(part_key) ): mat_name = val break # Fall back to index-based matching via part_names_ordered if not mat_name and part_names_ordered and i < len(part_names_ordered): step_name = part_names_ordered[i] step_key = step_name.lower().strip() mat_name = mat_map.get(step_key) # Also try stripping AF from part_names_ordered entry if not mat_name: _p2 = None while _p2 != step_key: _p2 = step_key step_key = _re.sub(r'_af\d+$', '', step_key) mat_name = mat_map.get(step_key) if mat_name and mat_name in appended: part.data.materials.clear() part.data.materials.append(appended[mat_name]) assigned_count += 1 else: unmatched_names.append(part.name) _total = _time.monotonic() - _t0 print(f"[blender_render] TIMING material_assign={_total:.2f}s " f"(append={_append_dur:.2f}s, match={_total - _append_dur:.2f}s, " f"{assigned_count}/{len(parts)} matched)", flush=True) if unmatched_names: print(f"[blender_render] unmatched parts → assigning {FAILED_MATERIAL_NAME}: {unmatched_names[:10]}", flush=True) unmatched_set = set(unmatched_names) for part in parts: if part.name in unmatched_set: if part.data.users > 1: part.data = part.data.copy() assign_failed_material(part)