"""Blender headless script: export a STEP-derived scene as a production GLB. Usage: blender --background --python export_gltf.py -- \\ --stl_path /path/to/file.stl \\ --output_path /path/to/output.glb \\ [--asset_library_blend /path/to/library.blend] \\ [--material_map '{"SrcMat": "LibMat"}'] The script: 1. Imports the STL file (with mm→m scale). 2. Optionally applies asset library materials from a .blend. 3. Exports as GLB (Draco-compressed if available, otherwise standard). """ from __future__ import annotations import argparse import json import sys import traceback def parse_args() -> argparse.Namespace: argv = sys.argv if "--" not in argv: print("No arguments after --", file=sys.stderr) sys.exit(1) rest = argv[argv.index("--") + 1:] parser = argparse.ArgumentParser() parser.add_argument("--glb_path", required=True, help="Geometry GLB from export_step_to_gltf.py (already in metres)") parser.add_argument("--output_path", required=True) parser.add_argument("--asset_library_blend", default=None) parser.add_argument("--material_map", default="{}") return parser.parse_args(rest) def main() -> None: args = parse_args() material_map: dict = json.loads(args.material_map) import bpy # type: ignore[import] import math as _math # 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)") # Apply smooth shading with 30° angle threshold (Blender 4.1+ API) 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=_math.radians(30)) except Exception: pass # 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. if args.asset_library_blend and material_map: import os sys.path.insert(0, os.path.dirname(__file__)) from asset_library import apply_asset_library_materials apply_asset_library_materials(args.asset_library_blend, material_map, link=False) # Export production GLB with full PBR material data try: bpy.ops.export_scene.gltf( filepath=args.output_path, export_format="GLB", export_apply=True, use_selection=False, export_materials="EXPORT", export_image_format="AUTO", ) except Exception as exc: print(f"GLB export failed: {exc}", file=sys.stderr) sys.exit(1) print(f"Production GLB exported to {args.output_path}") try: main() except SystemExit: raise except Exception: traceback.print_exc() sys.exit(1)