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blender-portable-repo/extensions/user_default/blenderkit/append_link.py
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2026-03-17 14:30:01 -06:00

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
import logging
import uuid
import bpy
from . import utils, reports
bk_logger = logging.getLogger(__name__)
def find_layer_collection(layer_collection, collection_name):
"""Helper function to find a layer_collection by name"""
if layer_collection.collection.name == collection_name:
return layer_collection
for child in layer_collection.children:
result = find_layer_collection(child, collection_name)
if result:
return result
return None
def append_brush(file_name, brushname=None, link=False, fake_user=True):
"""append a brush"""
with bpy.data.libraries.load(file_name, link=link, relative=True) as (
data_from,
data_to,
):
for m in data_from.brushes:
if m == brushname or brushname is None:
data_to.brushes = [m]
brushname = m
brush = bpy.data.brushes[brushname]
brush.use_fake_user = fake_user
return brush
def append_nodegroup(
file_name, nodegroupname=None, link=False, fake_user=True, node_x=0, node_y=0
):
"""Append selected node group. If nodegroupname is None, first node group is appended.
If node group with the same name is already in the scene, it is not appended again.
Try to look for a suitable node editor and insert the node group there, in the middle of the area.
Returns:
tuple: (nodegroup, added_to_editor) - The nodegroup and whether it was added to an editor
"""
with bpy.data.libraries.load(file_name, link=link, relative=True) as (
data_from,
data_to,
):
for g in data_from.node_groups:
print(g)
if g == nodegroupname or nodegroupname is None:
data_to.node_groups = [g]
nodegroupname = g
nodegroup = bpy.data.node_groups[nodegroupname]
nodegroup.use_fake_user = fake_user
# Mapping dict for node editor tree types to node group node types
sdict = {
"GeometryNodeTree": "GeometryNodeGroup",
"ShaderNodeTree": "ShaderNodeGroup",
"CompositorNodeTree": "CompositorNodeGroup",
}
# Get the nodegroup type
nodegroup_type = nodegroup.bl_rna.identifier
# Find a suitable node editor
added_to_editor = False
# First try: exact match for tree type
for area in bpy.context.screen.areas:
if area.type != "NODE_EDITOR":
continue
if area.spaces.active.tree_type == nodegroup_type:
nt = area.spaces.active.edit_tree
if nt is None:
continue
# Add node to this editor
for n in nt.nodes:
n.select = False
node_type = sdict.get(nodegroup_type)
if node_type:
node = nt.nodes.new(node_type)
node.node_tree = nodegroup
node.location = (node_x, node_y)
node.select = True
nt.nodes.active = node
added_to_editor = True
break
# If not added yet, try any compatible editor
if not added_to_editor:
for area in bpy.context.screen.areas:
if area.type != "NODE_EDITOR":
continue
nt = area.spaces.active.edit_tree
if nt is None:
continue
# Check if this editor type is compatible
if area.spaces.active.tree_type in sdict:
# Add node to this editor
for n in nt.nodes:
n.select = False
node_type = sdict.get(area.spaces.active.tree_type)
if node_type:
# Check if nodegroup is compatible with this editor
# For example, don't add shader nodegroups to geometry node editor
if (
nodegroup_type == "ShaderNodeTree"
and area.spaces.active.tree_type != "ShaderNodeTree"
) or (
nodegroup_type == "GeometryNodeTree"
and area.spaces.active.tree_type != "GeometryNodeTree"
):
continue
node = nt.nodes.new(node_type)
node.node_tree = nodegroup
node.location = (node_x, node_y)
node.select = True
nt.nodes.active = node
added_to_editor = True
break
return nodegroup, added_to_editor
def append_material(file_name, matname=None, link=False, fake_user=True):
"""append a material type asset
first, we have to check if there is a material with same name
in previous step there's check if the imported material
is already in the scene, so we know same name != same material
"""
mats_before = bpy.data.materials[:]
try:
with bpy.data.libraries.load(file_name, link=link, relative=True) as (
data_from,
data_to,
):
found = False
for m in data_from.materials:
if m == matname or matname is None:
data_to.materials = [m]
matname = m
found = True
break
# not found yet? probably some name inconsistency then.
if not found and len(data_from.materials) > 0:
data_to.materials = [data_from.materials[0]]
matname = data_from.materials[0]
bk_logger.warning(
f"the material wasn't found under the exact name, appended another one: {matname}"
)
except Exception as e:
bk_logger.error(f"{e} - failed to open the asset file")
# we have to find the new material , due to possible name changes
mat = None
for m in bpy.data.materials:
if m not in mats_before:
mat = m
break
# still not found?
if mat is None:
mat = bpy.data.materials.get(matname)
if fake_user:
mat.use_fake_user = True
return mat
def append_scene(file_name, scenename=None, link=False, fake_user=False):
"""append a scene type asset"""
with bpy.data.libraries.load(file_name, link=link, relative=True) as (
data_from,
data_to,
):
for s in data_from.scenes:
if s == scenename or scenename is None:
data_to.scenes = [s]
scenename = s
scene = bpy.data.scenes[scenename]
if fake_user:
scene.use_fake_user = True
# scene has to have a new uuid, so user reports aren't screwed.
scene["uuid"] = str(uuid.uuid4())
# reset ui_props of the scene to defaults:
ui_props = bpy.context.window_manager.blenderkitUI
ui_props.down_up = "SEARCH"
return scene
def get_node_sure(node_tree, ntype=""):
"""
Gets a node of certain type, but creates a new one if not pre
"""
node = None
for n in node_tree.nodes:
if ntype == n.bl_rna.identifier:
node = n
return node
if not node:
node = node_tree.nodes.new(type=ntype)
return node
def hdr_swap(name, hdr):
"""
Try to replace the hdr in current world setup. If this fails, create a new world.
:param name: Name of the resulting world (renamse the current one if swap is successfull)
:param hdr: Image type
:return: None
"""
w = bpy.context.scene.world
if w:
w.use_nodes = True
w.name = name
nt = w.node_tree
for n in nt.nodes:
if "ShaderNodeTexEnvironment" == n.bl_rna.identifier:
env_node = n
env_node.image = hdr
return
new_hdr_world(name, hdr)
def new_hdr_world(name, hdr):
"""
creates a new world, links in the hdr with mapping node, and links the world to scene
:param name: Name of the world datablock
:param hdr: Image type
:return: None
"""
w = bpy.data.worlds.new(name=name)
w.use_nodes = True
bpy.context.scene.world = w
nt = w.node_tree
env_node = nt.nodes.new(type="ShaderNodeTexEnvironment")
env_node.image = hdr
background = get_node_sure(nt, "ShaderNodeBackground")
tex_coord = get_node_sure(nt, "ShaderNodeTexCoord")
mapping = get_node_sure(nt, "ShaderNodeMapping")
nt.links.new(env_node.outputs["Color"], background.inputs["Color"])
nt.links.new(tex_coord.outputs["Generated"], mapping.inputs["Vector"])
nt.links.new(mapping.outputs["Vector"], env_node.inputs["Vector"])
env_node.location.x = -400
mapping.location.x = -600
tex_coord.location.x = -800
def load_HDR(file_name, name):
"""Load a HDR into file and link it to scene world."""
already_linked = False
for i in bpy.data.images:
if i.filepath == file_name:
hdr = i
already_linked = True
break
if not already_linked:
hdr = bpy.data.images.load(file_name)
hdr_swap(name, hdr)
return hdr
def link_collection(
file_name,
obnames=None,
location=(0, 0, 0),
link=False,
parent=None,
collection="",
**kwargs,
):
"""link an instanced group - model type asset"""
if obnames is None:
obnames = []
sel = utils.selection_get()
# Store the original active collection
orig_active_collection = bpy.context.view_layer.active_layer_collection
# Activate target collection if specified
if collection:
target_collection = bpy.data.collections.get(collection)
if target_collection:
# Find and activate the layer collection
layer_collection = find_layer_collection(
bpy.context.view_layer.layer_collection, collection
)
if layer_collection:
bpy.context.view_layer.active_layer_collection = layer_collection
with bpy.data.libraries.load(file_name, link=link, relative=True) as (
data_from,
data_to,
):
for col in data_from.collections:
if col == kwargs["name"]:
data_to.collections = [col]
rotation = (0, 0, 0)
if kwargs.get("rotation") is not None:
rotation = kwargs["rotation"]
bpy.ops.object.empty_add(type="PLAIN_AXES", location=location, rotation=rotation)
main_object = bpy.context.view_layer.objects.active
main_object.instance_type = "COLLECTION"
if parent is not None:
main_object.parent = bpy.data.objects.get(parent)
main_object.matrix_world.translation = location
for col in bpy.data.collections:
if col.library is not None:
fp = bpy.path.abspath(col.library.filepath)
fp1 = bpy.path.abspath(file_name)
if fp == fp1:
main_object.instance_collection = col
break
# sometimes, the lib might already be without the actual link.
if not main_object.instance_collection and kwargs["name"]:
col = bpy.data.collections.get(kwargs["name"])
if col:
main_object.instance_collection = col
main_object.name = main_object.instance_collection.name
# Restore original active collection
if orig_active_collection:
bpy.context.view_layer.active_layer_collection = orig_active_collection
utils.selection_set(sel)
return main_object, []
def append_particle_system(
file_name, obnames=None, location=(0, 0, 0), link=False, **kwargs
):
"""link an instanced group - model type asset"""
if obnames is None:
obnames = []
pss = []
with bpy.data.libraries.load(file_name, link=link, relative=True) as (
data_from,
data_to,
):
for ps in data_from.particles:
pss.append(ps)
data_to.particles = pss
s = bpy.context.scene
sel = utils.selection_get()
target_object = bpy.context.scene.objects.get(kwargs["target_object"])
if target_object is not None and target_object.type == "MESH":
target_object.select_set(True)
bpy.context.view_layer.objects.active = target_object
for ps in pss:
# now let's tune this ps to the particular objects area:
totarea = 0
for p in target_object.data.polygons:
totarea += p.area
count = int(ps.count * totarea)
if ps.child_type in ("INTERPOLATED", "SIMPLE"):
total_count = count * ps.rendered_child_count
disp_count = count * ps.child_nbr
else:
total_count = count
bbox_threshold = 25000
display_threshold = 200000
total_max_threshold = 2000000
# emitting too many parent particles just kills blender now.
# this part tuned child count, we'll leave children to artists only.
# if count > total_max_threshold:
# ratio = round(count / total_max_threshold)
#
# if ps.child_type in ('INTERPOLATED', 'SIMPLE'):
# ps.rendered_child_count *= ratio
# else:
# ps.child_type = 'INTERPOLATED'
# ps.rendered_child_count = ratio
# count = max(2, int(count / ratio))
# 1st level of optimizaton - switch t bounding boxes.
if total_count > bbox_threshold:
target_object.display_type = "BOUNDS"
# 2nd level of optimization - reduce percentage of displayed particles.
ps.display_percentage = min(
ps.display_percentage,
max(1, int(100 * display_threshold / total_count)),
)
# here we can also tune down number of children displayed.
# set the count
ps.count = count
# add the modifier
bpy.ops.object.particle_system_add()
# 3rd level - hide particle system from viewport - is done on the modifier..
if total_count > total_max_threshold:
target_object.modifiers[-1].show_viewport = False
target_object.particle_systems[-1].settings = ps
target_object.select_set(False)
utils.selection_set(sel)
return target_object, []
def append_objects(
file_name, obnames=None, location=(0, 0, 0), link=False, collection="", **kwargs
):
"""Append object into scene individually. 2 approaches based in definition of name argument.
TODO: really split this function into 2 functions: kwargs.get('name')==None and else.
"""
if obnames is None:
obnames = []
# simplified version of append
if kwargs.get("name"):
scene = bpy.context.scene
sel = utils.selection_get()
# Store the original active collection
orig_active_collection = bpy.context.view_layer.active_layer_collection
# Activate target collection if specified
if collection:
target_collection = bpy.data.collections.get(collection)
if target_collection:
# Find and activate the layer collection
layer_collection = find_layer_collection(
bpy.context.view_layer.layer_collection, collection
)
if layer_collection:
bpy.context.view_layer.active_layer_collection = layer_collection
try:
bpy.ops.object.select_all(action="DESELECT")
except Exception as e:
reports.add_report(
f"append_objects.1: {str(e)}",
3,
type="ERROR",
)
raise e
path = file_name + "/Collection"
collection_name = kwargs.get("name")
bpy.ops.wm.append(filename=collection_name, directory=path)
# fc = utils.get_fake_context(bpy.context, area_type='VIEW_3D')
# bpy.ops.wm.append(fc, filename=collection_name, directory=path)
return_obs = []
to_hidden_collection = []
appended_collection = None
main_object = None
# get first at least one parent for sure
for ob in bpy.context.scene.objects:
if ob.select_get():
if not ob.parent:
main_object = ob
ob.location = location
# do once again to ensure hidden objects are hidden
for ob in bpy.context.scene.objects:
if ob.select_get():
return_obs.append(ob)
# check for object that should be hidden
if ob.users_collection[0].name == collection_name:
appended_collection = ob.users_collection[0]
appended_collection["is_blenderkit_asset"] = True
if not ob.parent:
main_object = ob
ob.location = location
else:
to_hidden_collection.append(ob)
assert (
main_object != None
), f"asset {kwargs['name']} not found in scene after appending"
if kwargs.get("rotation"):
main_object.rotation_euler = kwargs["rotation"]
if kwargs.get("parent") is not None:
main_object.parent = bpy.data.objects[kwargs["parent"]]
main_object.matrix_world.translation = location
# move objects that should be hidden to a sub collection
if len(to_hidden_collection) > 0 and appended_collection is not None:
hidden_collections = []
scene_collection = bpy.context.scene.collection
for ob in to_hidden_collection:
hide_collection = ob.users_collection[0]
# objects from scene collection (like rigify widgets go to a new collection
if (
hide_collection == scene_collection
or hide_collection.name in scene_collection.children
):
hidden_collection_name = collection_name + "_hidden"
h_col = bpy.data.collections.get(hidden_collection_name)
if h_col is None:
h_col = bpy.data.collections.new(name=hidden_collection_name)
# If target collection is specified, make the hidden collection a child of target collection
if collection and bpy.data.collections.get(collection):
bpy.data.collections.get(collection).children.link(h_col)
else:
appended_collection.children.link(h_col)
utils.exclude_collection(hidden_collection_name)
ob.users_collection[0].objects.unlink(ob)
h_col.objects.link(ob)
continue
if hide_collection in hidden_collections:
continue
# All other collections are moved to be children of the model collection
bk_logger.info(f"{hide_collection}, {appended_collection}")
# If target collection is specified, move collections there instead
if collection and bpy.data.collections.get(collection):
utils.move_collection(
hide_collection, bpy.data.collections.get(collection)
)
else:
utils.move_collection(hide_collection, appended_collection)
utils.exclude_collection(hide_collection.name)
hidden_collections.append(hide_collection)
try:
bpy.ops.object.select_all(action="DESELECT")
except Exception as e:
reports.add_report(
f"append_objects.2: {str(e)}",
3,
type="ERROR",
)
raise e
# Restore original active collection
if orig_active_collection:
bpy.context.view_layer.active_layer_collection = orig_active_collection
utils.selection_set(sel)
# let collection also store info that it was created by BlenderKit, for purging reasons
return main_object, return_obs
# this is used for uploads:
with bpy.data.libraries.load(file_name, link=link, relative=True) as (
data_from,
data_to,
):
sobs = []
# for col in data_from.collections:
# if col == kwargs.get('name'):
for ob in data_from.objects:
if ob in obnames or obnames == []:
sobs.append(ob)
data_to.objects = sobs
# data_to.objects = data_from.objects#[name for name in data_from.objects if name.startswith("house")]
# link them to scene
scene = bpy.context.scene
sel = utils.selection_get()
try:
bpy.ops.object.select_all(action="DESELECT")
except Exception as e:
reports.add_report(
f"append_objects.3: {str(e)}",
3,
type="ERROR",
)
raise e
return_obs = [] # this might not be needed, but better be sure to rewrite the list.
main_object = None
hidden_objects = []
for obj in data_to.objects:
if obj is not None:
# if obj.name not in scene.objects:
scene.collection.objects.link(obj)
if obj.parent is None:
obj.location = location
main_object = obj
obj.select_set(True)
# we need to unhide object so make_local op can use those too.
if link == True:
if obj.hide_viewport:
hidden_objects.append(obj)
obj.hide_viewport = False
return_obs.append(obj)
# Only after all objects are in scene! Otherwise gets broken relationships
if link == True:
bpy.ops.object.make_local(type="SELECT_OBJECT")
for ob in hidden_objects:
ob.hide_viewport = True
if kwargs.get("rotation") is not None:
main_object.rotation_euler = kwargs["rotation"]
if kwargs.get("parent") is not None:
main_object.parent = bpy.data.objects[kwargs["parent"]]
main_object.matrix_world.translation = location
try:
bpy.ops.object.select_all(action="DESELECT")
except Exception as e:
reports.add_report(
f"append_objects.4: {str(e)}",
3,
type="ERROR",
)
raise e
utils.selection_set(sel)
return main_object, return_obs