import bpy import os # Clear existing objects bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() # Output directory output_dir = os.path.expanduser("~/.cache/starworld/primitives") os.makedirs(output_dir, exist_ok=True) def create_material(name, base_color): """Create a PBR material with the specified base color (RGBA)""" mat = bpy.data.materials.new(name=name) mat.use_nodes = True nodes = mat.node_tree.nodes # Get the Principled BSDF node (created by default) bsdf = nodes.get("Principled BSDF") if bsdf: bsdf.inputs['Base Color'].default_value = base_color bsdf.inputs['Roughness'].default_value = 0.5 bsdf.inputs['Metallic'].default_value = 0.1 return mat # Create and export UV Sphere with GREEN material bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=0.5, location=(0, 0, 0)) sphere = bpy.context.active_object sphere.name = "Sphere" bpy.ops.object.shade_smooth() # Apply green material green_mat = create_material("SphereMaterial", (0.2, 1.0, 0.2, 1.0)) # Green sphere.data.materials.append(green_mat) bpy.ops.export_scene.gltf( filepath=os.path.join(output_dir, "sphere.glb"), export_format='GLB', use_selection=True ) print(f"Exported sphere.glb (GREEN) to {output_dir}") print(f"Exported sphere.glb (GREEN) to {output_dir}") # Delete sphere and create cube with RED material bpy.ops.object.delete() bpy.ops.mesh.primitive_cube_add(size=1.0, location=(0, 0, 0)) cube = bpy.context.active_object cube.name = "Cube" bpy.ops.object.shade_smooth() # Apply red material red_mat = create_material("CubeMaterial", (1.0, 0.2, 0.2, 1.0)) # Red cube.data.materials.append(red_mat) bpy.ops.export_scene.gltf( filepath=os.path.join(output_dir, "cube.glb"), export_format='GLB', use_selection=True ) print(f"Exported cube.glb (RED) to {output_dir}") print(f"Exported cube.glb (RED) to {output_dir}") # Delete cube and create ico sphere for the "model" placeholder with BLUE material bpy.ops.object.delete() bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=0.5, location=(0, 0, 0)) ico = bpy.context.active_object ico.name = "IcoSphere" bpy.ops.object.shade_smooth() # Apply blue material blue_mat = create_material("IcoSphereMaterial", (0.2, 0.2, 1.0, 1.0)) # Blue ico.data.materials.append(blue_mat) bpy.ops.export_scene.gltf( filepath=os.path.join(output_dir, "model.glb"), export_format='GLB', use_selection=True ) print(f"Exported model.glb (BLUE) to {output_dir}") print("\n✓ All primitive models exported successfully!") print(f"Location: {output_dir}")