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HartOMat/render-worker/scripts/export_gltf.py
T
Hartmut e189934b12 fix(export_gltf): use edit-mode mark_sharp+mark_seam for proper GLB sharp edges
Replace shade_smooth_by_angle with explicit edit-mode operators:
- edges_select_sharp(angle) → mark_sharp() + mark_seam()
- Produces vertex splits at sharp edges (6027 split positions verified)
- Remove OCC custom_normal attribute before processing to prevent
  pre-baked normals overriding Blender's sharp edge processing
- Update comment: calc_normals_split() removed in Blender 5.0

Verified: production GLB has 812 extra vertices vs geometry GLB,
6027 positions with multiple normals = sharp edges correctly encoded.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-11 11:20:54 +01:00

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"""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="{}")
parser.add_argument("--smooth_angle", type=float, default=30.0,
help="Auto-smooth angle in degrees (default 30)")
parser.add_argument("--mesh_attributes", default="{}",
help="JSON dict from cad_file.mesh_attributes (sharp_edge_pairs etc.)")
return parser.parse_args(rest)
def _apply_sharp_edges_from_occ(mesh_objects: list, sharp_edge_pairs: list) -> None:
"""Mark edges sharp using OCC vertex-pair data (same approach as blender_render.py).
sharp_edge_pairs: [[x0,y0,z0],[x1,y1,z1]] in mm.
Blender mesh coords are in metres (×0.001 scale already applied by OCC export).
"""
if not sharp_edge_pairs:
return
import bmesh
import mathutils
SCALE = 0.001 # mm → m
TOL = 0.0005 # 0.5 mm tolerance in metres
# OCC STEP space (Z-up, mm) → Blender (Z-up, m):
# RWGltf applies Z→Y-up, Blender import applies Y→Z-up.
# Net: Blender(X, Y, Z) = OCC(X*0.001, -Z*0.001, Y*0.001)
occ_pairs = []
for pair in sharp_edge_pairs:
v0 = mathutils.Vector((pair[0][0] * SCALE, -pair[0][2] * SCALE, pair[0][1] * SCALE))
v1 = mathutils.Vector((pair[1][0] * SCALE, -pair[1][2] * SCALE, pair[1][1] * SCALE))
occ_pairs.append((v0, v1))
marked_total = 0
for obj in mesh_objects:
bm = bmesh.new()
bm.from_mesh(obj.data)
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()
# Build KD-tree in WORLD space — OCC pairs are world coords, but mesh
# vertices are in local space (assembly node transform in GLB hierarchy).
world_mat = obj.matrix_world
kd = mathutils.kdtree.KDTree(len(bm.verts))
for v in bm.verts:
kd.insert(world_mat @ v.co, v.index)
kd.balance()
marked = 0
for v0_occ, v1_occ in occ_pairs:
_co0, idx0, dist0 = kd.find(v0_occ)
_co1, idx1, dist1 = kd.find(v1_occ)
if dist0 > TOL or dist1 > TOL:
continue
if idx0 == idx1:
continue # degenerate — both endpoints map to same vertex
bv0, bv1 = bm.verts[idx0], bm.verts[idx1]
edge = bm.edges.get((bv0, bv1)) or bm.edges.get((bv1, bv0))
if edge is not None and edge.smooth:
edge.smooth = False
marked += 1
bm.to_mesh(obj.data)
bm.free()
marked_total += marked
print(f"OCC sharp edges applied: {marked_total} edges marked across {len(mesh_objects)} objects")
def main() -> None:
args = parse_args()
material_map: dict = json.loads(args.material_map)
mesh_attributes: dict = json.loads(args.mesh_attributes)
import bpy # type: ignore[import]
import math as _math
import re as _re
# 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)
mesh_objects = [o for o in bpy.data.objects if o.type == "MESH"]
print(f"Imported geometry GLB: {args.glb_path} ({len(mesh_objects)} mesh objects)")
# Remove OCC-baked custom normals from the geometry GLB.
# RWGltf_CafWriter embeds per-corner normals from OCC tessellation as a
# 'custom_normal' attribute (CORNER, INT16_2D). If left in place, Blender's
# glTF exporter re-exports these pre-baked normals unchanged, ignoring our
# shade_smooth_by_angle processing and sharp edge marks entirely.
# Removing this attribute forces Blender to recompute normals from scratch.
cleared_normals = 0
for obj in mesh_objects:
if "custom_normal" in obj.data.attributes:
obj.data.attributes.remove(obj.data.attributes["custom_normal"])
cleared_normals += 1
if cleared_normals:
print(f"Cleared OCC custom_normal attribute from {cleared_normals} mesh objects")
# Mark sharp edges and seams using the configured angle threshold.
# We use Blender's edit-mode operators (mark_sharp + mark_seam) rather than
# shade_smooth_by_angle alone, because:
# 1. mark_sharp() sets the sharp_edge boolean attribute on edges — the glTF
# exporter creates vertex splits (duplicate vertices with different normals)
# at sharp edges, which is how glTF encodes hard edges.
# 2. mark_seam() ensures UV splits at the same edges (stepper-addon behaviour).
# Note: calc_normals_split() was removed in Blender 5.0 — not needed here
# because export_apply=True triggers vertex splitting automatically.
smooth_rad = _math.radians(args.smooth_angle)
print(f"Marking sharp edges + seams at {args.smooth_angle}° ({smooth_rad:.3f} rad)")
bpy.ops.object.select_all(action='DESELECT')
total_sharp = 0
for obj in mesh_objects:
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
# Set all faces smooth
bpy.ops.object.mode_set(mode='OBJECT')
for poly in obj.data.polygons:
poly.use_smooth = True
# Enter edit mode, deselect, select sharp edges by angle, mark sharp+seam
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.edges_select_sharp(sharpness=smooth_rad)
bpy.ops.mesh.mark_sharp()
bpy.ops.mesh.mark_seam()
bpy.ops.object.mode_set(mode='OBJECT')
# Count how many edges were marked
n_sharp = sum(1 for e in obj.data.edges if e.use_edge_sharp)
total_sharp += n_sharp
obj.select_set(False)
print(f"Marked {total_sharp} sharp/seam edges across {len(mesh_objects)} objects")
# Apply OCC sharp edges if available (additional explicit sharp edges from CAD data)
sharp_pairs = mesh_attributes.get("sharp_edge_pairs") or []
if sharp_pairs:
_apply_sharp_edges_from_occ(mesh_objects, sharp_pairs)
# 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.
#
# Matching strategy (mirrors blender_render.py):
# Build mat_map_lower with BOTH the original key AND the _AF-stripped key,
# so keys like "RingOuter_AF0" match object names "RingOuter" and vice-versa.
# Object names from RWGltf_CafWriter preserve the original STEP part name
# (including any _AF suffixes), so we strip from both sides.
if args.asset_library_blend and material_map:
mat_map_lower: dict = {}
for k, v in material_map.items():
kl = k.lower().strip()
mat_map_lower[kl] = v
# Also add the _AF-stripped version so either form matches
stripped = kl
prev = None
while prev != stripped:
prev = stripped
stripped = _re.sub(r'_af\d+$', '', stripped)
if stripped != kl:
mat_map_lower.setdefault(stripped, v)
needed = set(mat_map_lower.values())
# Append materials from library (link=False so glTF exporter can read nodes)
appended: dict = {}
for mat_name in needed:
try:
bpy.ops.wm.append(
filepath=f"{args.asset_library_blend}/Material/{mat_name}",
directory=f"{args.asset_library_blend}/Material/",
filename=mat_name,
link=False,
)
if mat_name in bpy.data.materials:
appended[mat_name] = bpy.data.materials[mat_name]
print(f"Appended material: {mat_name}")
else:
print(f"WARNING: material '{mat_name}' not found in library after append",
file=sys.stderr)
except Exception as exc:
print(f"WARNING: failed to append material '{mat_name}': {exc}", file=sys.stderr)
if appended:
assigned = 0
assigned_names: set = set()
for obj in mesh_objects:
# Strip Blender's .001/.002 deduplication suffix
base_name = _re.sub(r'\.\d{3}$', '', obj.name)
# Also strip _AF suffix from object name so both directions match
prev = None
while prev != base_name:
prev = base_name
base_name = _re.sub(r'_AF\d+$', '', base_name, flags=_re.IGNORECASE)
lower_base = base_name.lower().strip()
mat_name = mat_map_lower.get(lower_base)
# Prefix fallback for sub-assembly nodes
if not mat_name:
for key, val in sorted(mat_map_lower.items(), key=lambda x: len(x[0]), reverse=True):
if len(key) >= 3 and len(lower_base) >= 3 and (
lower_base.startswith(key) or key.startswith(lower_base)
):
mat_name = val
break
if mat_name and mat_name in appended:
# Make mesh data single-user before modifying material slots;
# otherwise clearing materials on a shared data block removes
# slots from ALL objects that share it.
if obj.data.users > 1:
obj.data = obj.data.copy()
obj.data.materials.clear()
obj.data.materials.append(appended[mat_name])
assigned += 1
assigned_names.add(obj.name)
else:
pass # name-matching miss — may be covered by single-material fallback below
print(f"Material substitution: {assigned}/{len(mesh_objects)} mesh objects assigned")
# Single-material fallback: if only one library material was loaded,
# apply it to every object that name-matching missed.
# (mat_map_lower may contain unresolvable pass-through values like
# "Stahl; Durotect CMT", so checking appended is more reliable.)
if len(appended) == 1:
default_mat_name, default_mat = next(iter(appended.items()))
if default_mat:
fallback = 0
for obj in mesh_objects:
if obj.name not in assigned_names:
if obj.data.users > 1:
obj.data = obj.data.copy()
obj.data.materials.clear()
obj.data.materials.append(default_mat)
fallback += 1
if fallback:
print(f"Single-material fallback: applied '{default_mat_name}' to {fallback} unmatched objects")
# Purge orphan data-blocks (palette materials mat_0/mat_1/... from the geometry
# GLB that now have users=0 after library material substitution).
# This prevents stale materials from appearing as duplicates in the export.
try:
bpy.ops.outliner.orphans_purge(do_recursive=True)
except Exception:
pass # non-critical; export proceeds regardless
# 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)