72123c5aa9
The geometry GLB from export_step_to_gltf.py contains a 'custom_normal' attribute (CORNER, INT16_2D) from OCC tessellation. If left in place, Blender's glTF exporter re-exports these pre-baked normals unchanged — ignoring shade_smooth_by_angle processing and our explicit sharp edge marks. Fix: remove the 'custom_normal' attribute from all imported mesh objects immediately after GLB import, before applying smooth shading. Also add orphans_purge() before export to remove palette materials (mat_0/1/2/3) that become users=0 after library material substitution. Same custom_normal clearing applied to blender_render.py for thumbnail renders. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
284 lines
12 KiB
Python
284 lines
12 KiB
Python
"""Blender headless script: export a STEP-derived scene as a production GLB.
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Usage:
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blender --background --python export_gltf.py -- \\
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--stl_path /path/to/file.stl \\
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--output_path /path/to/output.glb \\
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[--asset_library_blend /path/to/library.blend] \\
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[--material_map '{"SrcMat": "LibMat"}']
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The script:
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1. Imports the STL file (with mm→m scale).
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2. Optionally applies asset library materials from a .blend.
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3. Exports as GLB (Draco-compressed if available, otherwise standard).
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"""
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from __future__ import annotations
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import argparse
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import json
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import sys
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import traceback
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def parse_args() -> argparse.Namespace:
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argv = sys.argv
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if "--" not in argv:
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print("No arguments after --", file=sys.stderr)
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sys.exit(1)
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rest = argv[argv.index("--") + 1:]
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parser = argparse.ArgumentParser()
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parser.add_argument("--glb_path", required=True,
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help="Geometry GLB from export_step_to_gltf.py (already in metres)")
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parser.add_argument("--output_path", required=True)
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parser.add_argument("--asset_library_blend", default=None)
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parser.add_argument("--material_map", default="{}")
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parser.add_argument("--smooth_angle", type=float, default=30.0,
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help="Auto-smooth angle in degrees (default 30)")
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parser.add_argument("--mesh_attributes", default="{}",
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help="JSON dict from cad_file.mesh_attributes (sharp_edge_pairs etc.)")
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return parser.parse_args(rest)
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def _apply_sharp_edges_from_occ(mesh_objects: list, sharp_edge_pairs: list) -> None:
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"""Mark edges sharp using OCC vertex-pair data (same approach as blender_render.py).
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sharp_edge_pairs: [[x0,y0,z0],[x1,y1,z1]] in mm.
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Blender mesh coords are in metres (×0.001 scale already applied by OCC export).
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"""
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if not sharp_edge_pairs:
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return
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import bmesh
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import mathutils
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SCALE = 0.001 # mm → m
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TOL = 0.0005 # 0.5 mm tolerance in metres
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# OCC STEP space (Z-up, mm) → Blender (Z-up, m):
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# RWGltf applies Z→Y-up, Blender import applies Y→Z-up.
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# Net: Blender(X, Y, Z) = OCC(X*0.001, -Z*0.001, Y*0.001)
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occ_pairs = []
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for pair in sharp_edge_pairs:
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v0 = mathutils.Vector((pair[0][0] * SCALE, -pair[0][2] * SCALE, pair[0][1] * SCALE))
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v1 = mathutils.Vector((pair[1][0] * SCALE, -pair[1][2] * SCALE, pair[1][1] * SCALE))
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occ_pairs.append((v0, v1))
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marked_total = 0
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for obj in mesh_objects:
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bm = bmesh.new()
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bm.from_mesh(obj.data)
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bm.verts.ensure_lookup_table()
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bm.edges.ensure_lookup_table()
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# Build KD-tree in WORLD space — OCC pairs are world coords, but mesh
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# vertices are in local space (assembly node transform in GLB hierarchy).
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world_mat = obj.matrix_world
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kd = mathutils.kdtree.KDTree(len(bm.verts))
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for v in bm.verts:
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kd.insert(world_mat @ v.co, v.index)
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kd.balance()
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marked = 0
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for v0_occ, v1_occ in occ_pairs:
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_co0, idx0, dist0 = kd.find(v0_occ)
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_co1, idx1, dist1 = kd.find(v1_occ)
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if dist0 > TOL or dist1 > TOL:
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continue
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if idx0 == idx1:
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continue # degenerate — both endpoints map to same vertex
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bv0, bv1 = bm.verts[idx0], bm.verts[idx1]
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edge = bm.edges.get((bv0, bv1)) or bm.edges.get((bv1, bv0))
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if edge is not None and edge.smooth:
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edge.smooth = False
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marked += 1
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bm.to_mesh(obj.data)
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bm.free()
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marked_total += marked
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print(f"OCC sharp edges applied: {marked_total} edges marked across {len(mesh_objects)} objects")
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def main() -> None:
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args = parse_args()
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material_map: dict = json.loads(args.material_map)
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mesh_attributes: dict = json.loads(args.mesh_attributes)
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import bpy # type: ignore[import]
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import math as _math
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import re as _re
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# Clean scene
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bpy.ops.wm.read_factory_settings(use_empty=True)
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# Import geometry GLB from export_step_to_gltf.py (already in metres, Y-up)
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bpy.ops.import_scene.gltf(filepath=args.glb_path)
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mesh_objects = [o for o in bpy.data.objects if o.type == "MESH"]
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print(f"Imported geometry GLB: {args.glb_path} ({len(mesh_objects)} mesh objects)")
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# Remove OCC-baked custom normals from the geometry GLB.
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# RWGltf_CafWriter embeds per-corner normals from OCC tessellation as a
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# 'custom_normal' attribute (CORNER, INT16_2D). If left in place, Blender's
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# glTF exporter re-exports these pre-baked normals unchanged, ignoring our
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# shade_smooth_by_angle processing and sharp edge marks entirely.
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# Removing this attribute forces Blender to recompute normals from scratch.
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cleared_normals = 0
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for obj in mesh_objects:
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if "custom_normal" in obj.data.attributes:
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obj.data.attributes.remove(obj.data.attributes["custom_normal"])
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cleared_normals += 1
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if cleared_normals:
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print(f"Cleared OCC custom_normal attribute from {cleared_normals} mesh objects")
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# Apply smooth shading using the configured angle threshold
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smooth_rad = _math.radians(args.smooth_angle)
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print(f"Applying smooth shading at {args.smooth_angle}° ({smooth_rad:.3f} rad)")
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for obj in mesh_objects:
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bpy.context.view_layer.objects.active = obj
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obj.select_set(True)
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try:
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bpy.ops.object.shade_smooth_by_angle(angle=smooth_rad)
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except Exception:
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bpy.ops.object.shade_smooth()
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if hasattr(obj.data, 'use_auto_smooth'):
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obj.data.use_auto_smooth = True
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obj.data.auto_smooth_angle = smooth_rad
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# Apply OCC sharp edges if available (overrides pure dihedral-angle shading)
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sharp_pairs = mesh_attributes.get("sharp_edge_pairs") or []
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if sharp_pairs:
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_apply_sharp_edges_from_occ(mesh_objects, sharp_pairs)
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# Apply asset library materials if provided.
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# link=False (append) is required: the GLTF exporter can only traverse
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# local (appended) Principled BSDF node trees to extract PBR values.
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#
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# Matching strategy (mirrors blender_render.py):
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# Build mat_map_lower with BOTH the original key AND the _AF-stripped key,
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# so keys like "RingOuter_AF0" match object names "RingOuter" and vice-versa.
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# Object names from RWGltf_CafWriter preserve the original STEP part name
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# (including any _AF suffixes), so we strip from both sides.
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if args.asset_library_blend and material_map:
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mat_map_lower: dict = {}
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for k, v in material_map.items():
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kl = k.lower().strip()
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mat_map_lower[kl] = v
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# Also add the _AF-stripped version so either form matches
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stripped = kl
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prev = None
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while prev != stripped:
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prev = stripped
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stripped = _re.sub(r'_af\d+$', '', stripped)
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if stripped != kl:
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mat_map_lower.setdefault(stripped, v)
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needed = set(mat_map_lower.values())
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# Append materials from library (link=False so glTF exporter can read nodes)
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appended: dict = {}
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for mat_name in needed:
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try:
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bpy.ops.wm.append(
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filepath=f"{args.asset_library_blend}/Material/{mat_name}",
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directory=f"{args.asset_library_blend}/Material/",
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filename=mat_name,
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link=False,
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)
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if mat_name in bpy.data.materials:
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appended[mat_name] = bpy.data.materials[mat_name]
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print(f"Appended material: {mat_name}")
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else:
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print(f"WARNING: material '{mat_name}' not found in library after append",
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file=sys.stderr)
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except Exception as exc:
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print(f"WARNING: failed to append material '{mat_name}': {exc}", file=sys.stderr)
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if appended:
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assigned = 0
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assigned_names: set = set()
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for obj in mesh_objects:
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# Strip Blender's .001/.002 deduplication suffix
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base_name = _re.sub(r'\.\d{3}$', '', obj.name)
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# Also strip _AF suffix from object name so both directions match
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prev = None
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while prev != base_name:
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prev = base_name
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base_name = _re.sub(r'_AF\d+$', '', base_name, flags=_re.IGNORECASE)
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lower_base = base_name.lower().strip()
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mat_name = mat_map_lower.get(lower_base)
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# Prefix fallback for sub-assembly nodes
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if not mat_name:
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for key, val in sorted(mat_map_lower.items(), key=lambda x: len(x[0]), reverse=True):
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if len(key) >= 3 and len(lower_base) >= 3 and (
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lower_base.startswith(key) or key.startswith(lower_base)
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):
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mat_name = val
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break
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if mat_name and mat_name in appended:
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# Make mesh data single-user before modifying material slots;
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# otherwise clearing materials on a shared data block removes
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# slots from ALL objects that share it.
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if obj.data.users > 1:
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obj.data = obj.data.copy()
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obj.data.materials.clear()
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obj.data.materials.append(appended[mat_name])
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assigned += 1
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assigned_names.add(obj.name)
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else:
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pass # name-matching miss — may be covered by single-material fallback below
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print(f"Material substitution: {assigned}/{len(mesh_objects)} mesh objects assigned")
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# Single-material fallback: if only one library material was loaded,
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# apply it to every object that name-matching missed.
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# (mat_map_lower may contain unresolvable pass-through values like
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# "Stahl; Durotect CMT", so checking appended is more reliable.)
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if len(appended) == 1:
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default_mat_name, default_mat = next(iter(appended.items()))
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if default_mat:
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fallback = 0
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for obj in mesh_objects:
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if obj.name not in assigned_names:
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if obj.data.users > 1:
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obj.data = obj.data.copy()
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obj.data.materials.clear()
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obj.data.materials.append(default_mat)
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fallback += 1
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if fallback:
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print(f"Single-material fallback: applied '{default_mat_name}' to {fallback} unmatched objects")
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# Purge orphan data-blocks (palette materials mat_0/mat_1/... from the geometry
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# GLB that now have users=0 after library material substitution).
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# This prevents stale materials from appearing as duplicates in the export.
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try:
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bpy.ops.outliner.orphans_purge(do_recursive=True)
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except Exception:
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pass # non-critical; export proceeds regardless
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# Export production GLB with full PBR material data
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try:
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bpy.ops.export_scene.gltf(
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filepath=args.output_path,
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export_format="GLB",
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export_apply=True,
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use_selection=False,
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export_materials="EXPORT",
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export_image_format="AUTO",
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)
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except Exception as exc:
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print(f"GLB export failed: {exc}", file=sys.stderr)
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sys.exit(1)
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print(f"Production GLB exported to {args.output_path}")
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try:
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main()
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except SystemExit:
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raise
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except Exception:
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traceback.print_exc()
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sys.exit(1)
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