Files
HartOMat/render-worker/scripts/_blender_import.py
T
Hartmut 47b5d42bb5 refactor(P1): M1 dead code removal + M3 blender_render.py split
M1 — dead code removed:
- Delete blender-renderer/ and threejs-renderer/ source files
- Remove PIL/Pillow fallback block from step_processor.py
  (_generate_thumbnail_placeholder, _finalise_image JPG path)
- Remove stl_quality param from render_blender.py, render_still_task,
  render_turntable_task (was always "low"; hardcode deflection values)
- render_turntable_task now reads scene_linear/angular_deflection from
  system_settings (consistent with export_glb.py pipeline)

M3 — blender_render.py split from 263 → 68 lines:
- _blender_args.py: parse_args() — all 25 positional + named args
- _blender_scene_setup.py: setup_scene() — MODE A/B including USD import
- _blender_render_config.py: configure_and_render() — engine + output

Post-review fixes:
- _db_engine.dispose() after settings read in render_turntable_task
- _finalise_image() fmt param removed (always PNG; PIL never installed)
- _blender_import.py committed together with new submodules to satisfy
  import_usd_file dependency

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-12 12:54:40 +01:00

92 lines
3.6 KiB
Python

"""GLB import and geometry helpers for Blender headless renders."""
from __future__ import annotations
import math
import sys
def import_glb(glb_file: str) -> list:
"""Import OCC-generated GLB into Blender.
OCC exports one mesh object per STEP part, already in metres.
Blender's native GLTF importer preserves part names.
Returns list of Blender mesh objects, centred at world origin.
"""
import bpy # type: ignore[import]
from mathutils import Vector # type: ignore[import]
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.import_scene.gltf(filepath=glb_file)
parts = [o for o in bpy.context.selected_objects if o.type == 'MESH']
if not parts:
print(f"ERROR: No mesh objects imported from {glb_file}")
sys.exit(1)
print(f"[blender_render] imported {len(parts)} part(s) from GLB: "
f"{[p.name for p in parts[:5]]}")
# Remove OCC-baked custom normals so shade_smooth_by_angle can recompute
# normals from scratch (respecting our sharp edge marks).
cleared = 0
for p in parts:
if "custom_normal" in p.data.attributes:
p.data.attributes.remove(p.data.attributes["custom_normal"])
cleared += 1
if cleared:
print(f"[blender_render] cleared OCC custom_normal from {cleared} mesh objects")
# Centre combined bbox at world origin
all_corners = []
for p in parts:
all_corners.extend(p.matrix_world @ Vector(c) for c in p.bound_box)
if all_corners:
mins = Vector((min(v.x for v in all_corners),
min(v.y for v in all_corners),
min(v.z for v in all_corners)))
maxs = Vector((max(v.x for v in all_corners),
max(v.y for v in all_corners),
max(v.z for v in all_corners)))
center = (mins + maxs) * 0.5
# Move root objects (parentless) to centre. Adjusting a child's local
# .location by a world-space vector gives wrong results when the GLB has
# Empty parent nodes (OCC assembly hierarchy). Shifting the root moves
# the entire hierarchy correctly.
all_imported = list(bpy.context.selected_objects)
root_objects = [o for o in all_imported if o.parent is None]
for obj in root_objects:
obj.location -= center
return parts
def apply_rotation(parts: list, rx: float, ry: float, rz: float) -> None:
"""Apply Euler rotation (degrees, XYZ order) to all parts around world origin.
After import_glb the combined bbox center is at world origin,
so rotating around origin is equivalent to rotating around the assembly center.
"""
if not parts or (rx == 0.0 and ry == 0.0 and rz == 0.0):
return
import bpy # type: ignore[import]
from mathutils import Euler # type: ignore[import]
rot_mat = Euler((math.radians(rx), math.radians(ry), math.radians(rz)), 'XYZ').to_matrix().to_4x4()
for p in parts:
p.matrix_world = rot_mat @ p.matrix_world
# Bake rotation into mesh data so camera bbox calculations see the rotated geometry
bpy.ops.object.select_all(action='DESELECT')
for p in parts:
p.select_set(True)
bpy.context.view_layer.objects.active = parts[0]
bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
print(f"[blender_render] applied rotation ({rx}°, {ry}°, {rz}°) to {len(parts)} parts")
def import_usd_file(usd_path: str) -> list:
"""Import USD stage into current Blender scene — delegates to import_usd module."""
from import_usd import import_usd_file as _impl
return _impl(usd_path)