393e4b92a7
M1 dead code removal: - admin.py: remove VALID_STL_QUALITIES + stl_quality (7 locations) - frontend: remove stl_quality from 6 files (api/orders.ts, api/worker.ts, WorkerActivity.tsx, RenderInfoModal.tsx, helpTexts.ts, mocks/handlers.ts) - blender_render.py: delete _mark_sharp_and_seams() — dead, never called (62 lines) - step_processor.py: delete _render_via_service() + 2 elif renderer=="threejs" branches - renderproblems_tmp/: remove 3 orphaned debug images M3 blender_render.py decomposition (858 → 248 lines): - _blender_gpu.py: activate_gpu(), configure_engine() - _blender_import.py: import_glb(), apply_rotation() - _blender_materials.py: FAILED_MATERIAL_NAME, assign_failed_material(), build_mat_map_lower(), apply_material_library() - _blender_camera.py: setup_auto_camera(), setup_auto_lights() - _blender_scene.py: ensure_collection(), apply_smooth_batch(), apply_sharp_edges_from_occ(), setup_shadow_catcher() - Entry-point: sys.path.insert for submodule discovery; arg-parse + Mode A/B orchestration only Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
157 lines
5.8 KiB
Python
157 lines
5.8 KiB
Python
"""Material assignment helpers for Blender headless renders."""
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from __future__ import annotations
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import os
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import re as _re
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FAILED_MATERIAL_NAME = "SCHAEFFLER_059999_FailedMaterial"
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def assign_failed_material(part_obj) -> None:
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"""Assign the standard fallback material (magenta) when no library material matches.
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Reuses SCHAEFFLER_059999_FailedMaterial if already loaded; otherwise
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creates a simple magenta Principled BSDF node tree.
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"""
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import bpy # type: ignore[import]
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mat = bpy.data.materials.get(FAILED_MATERIAL_NAME)
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if mat is None:
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mat = bpy.data.materials.new(name=FAILED_MATERIAL_NAME)
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mat.use_nodes = True
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bsdf = mat.node_tree.nodes.get("Principled BSDF")
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if bsdf:
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bsdf.inputs["Base Color"].default_value = (1.0, 0.0, 1.0, 1.0) # magenta
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bsdf.inputs["Roughness"].default_value = 0.6
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part_obj.data.materials.clear()
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part_obj.data.materials.append(mat)
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def build_mat_map_lower(material_map: dict) -> dict:
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"""Return a lowercased version of material_map with _AF\\d+ suffix variants added.
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Both the original key and the AF-stripped key are inserted so that GLB
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object names (which may lack _AF suffixes that OCC adds to mat_map keys)
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can match in either direction.
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"""
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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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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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return mat_map_lower
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def apply_material_library(
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parts: list,
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mat_lib_path: str,
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mat_map: dict,
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part_names_ordered: list | None = None,
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) -> None:
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"""Append materials from library .blend and assign to parts via material_map.
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GLB-imported objects are named after STEP parts, so matching is by name
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(stripping Blender .NNN suffix for duplicates). Falls back to
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part_names_ordered index-based matching.
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mat_map: {part_name_lower: material_name}
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Parts without a match receive the FAILED_MATERIAL_NAME sentinel.
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"""
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if not mat_lib_path or not os.path.isfile(mat_lib_path):
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print(f"[blender_render] material library not found: {mat_lib_path}")
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return
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import bpy # type: ignore[import]
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if part_names_ordered is None:
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part_names_ordered = []
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# Collect unique material names needed
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needed = set(mat_map.values())
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if not needed:
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return
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# Append materials from library
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appended: dict = {}
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for mat_name in needed:
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inner_path = f"{mat_lib_path}/Material/{mat_name}"
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try:
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bpy.ops.wm.append(
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filepath=inner_path,
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directory=f"{mat_lib_path}/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"[blender_render] appended material: {mat_name}")
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else:
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print(f"[blender_render] WARNING: material '{mat_name}' not found after append")
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except Exception as exc:
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print(f"[blender_render] WARNING: failed to append material '{mat_name}': {exc}")
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if not appended:
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return
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# Assign materials to parts — primary: name-based (GLB object names),
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# secondary: index-based via part_names_ordered
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assigned_count = 0
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unmatched_names = []
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for i, part in enumerate(parts):
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# Try name-based matching first (strip Blender .NNN suffix)
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base_name = _re.sub(r'\.\d{3}$', '', part.name)
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# Strip OCC assembly-instance suffix (_AF0, _AF1, …) — GLB object
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# names may or may not have them while mat_map keys might.
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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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part_key = base_name.lower().strip()
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mat_name = mat_map.get(part_key)
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# Prefix fallback: if a mat_map key starts with our base name or
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# vice-versa, use the longest matching key (most-specific wins).
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if not mat_name:
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for key, val in sorted(mat_map.items(), key=lambda x: len(x[0]), reverse=True):
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if len(key) >= 5 and len(part_key) >= 5 and (
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part_key.startswith(key) or key.startswith(part_key)
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):
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mat_name = val
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break
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# Fall back to index-based matching via part_names_ordered
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if not mat_name and part_names_ordered and i < len(part_names_ordered):
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step_name = part_names_ordered[i]
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step_key = step_name.lower().strip()
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mat_name = mat_map.get(step_key)
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# Also try stripping AF from part_names_ordered entry
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if not mat_name:
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_p2 = None
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while _p2 != step_key:
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_p2 = step_key
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step_key = _re.sub(r'_af\d+$', '', step_key)
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mat_name = mat_map.get(step_key)
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if mat_name and mat_name in appended:
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part.data.materials.clear()
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part.data.materials.append(appended[mat_name])
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assigned_count += 1
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else:
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unmatched_names.append(part.name)
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print(f"[blender_render] material assignment: {assigned_count}/{len(parts)} parts matched", flush=True)
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if unmatched_names:
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print(f"[blender_render] unmatched parts → assigning {FAILED_MATERIAL_NAME}: {unmatched_names[:10]}", flush=True)
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unmatched_set = set(unmatched_names)
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for part in parts:
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if part.name in unmatched_set:
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if part.data.users > 1:
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part.data = part.data.copy()
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assign_failed_material(part)
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