import bpy import os import traceback # Clear existing objects bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # 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)""" try: mat = bpy.data.materials.new(name=name) mat.use_nodes = True nodes = mat.node_tree.nodes # Find the Principled BSDF node (should be created by default) bsdf = None for node in nodes: if node.type == 'BSDF_PRINCIPLED': bsdf = node break # If not found, create it if not bsdf: bsdf = nodes.new(type='ShaderNodeBsdfPrincipled') # Set material properties bsdf.inputs['Base Color'].default_value = base_color bsdf.inputs['Roughness'].default_value = 0.5 bsdf.inputs['Metallic'].default_value = 0.1 print(f" Created material '{name}' with color {base_color}") return mat except Exception as e: print(f"ERROR creating material: {e}") traceback.print_exc() return None try: print("Creating GREEN sphere...") # 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" sphere.select_set(True) bpy.context.view_layer.objects.active = sphere bpy.ops.object.shade_smooth() # Apply green material green_mat = create_material("SphereMaterial", (0.2, 1.0, 0.2, 1.0)) # Green if green_mat: sphere.data.materials.append(green_mat) sphere_path = os.path.join(output_dir, "sphere.glb") print(f" Exporting to {sphere_path}...") bpy.ops.export_scene.gltf( filepath=sphere_path, export_format='GLB', use_selection=True ) print(f"✓ Exported sphere.glb (GREEN)") except Exception as e: print(f"ERROR with sphere: {e}") traceback.print_exc() try: print("\nCreating RED cube...") # Delete sphere and create cube with RED material bpy.ops.object.delete(use_global=False) bpy.ops.mesh.primitive_cube_add(size=1.0, location=(0, 0, 0)) cube = bpy.context.active_object cube.name = "Cube" cube.select_set(True) bpy.context.view_layer.objects.active = cube bpy.ops.object.shade_smooth() # Apply red material red_mat = create_material("CubeMaterial", (1.0, 0.2, 0.2, 1.0)) # Red if red_mat: cube.data.materials.append(red_mat) cube_path = os.path.join(output_dir, "cube.glb") print(f" Exporting to {cube_path}...") bpy.ops.export_scene.gltf( filepath=cube_path, export_format='GLB', use_selection=True ) print(f"✓ Exported cube.glb (RED)") except Exception as e: print(f"ERROR with cube: {e}") traceback.print_exc() try: print("\nCreating BLUE icosphere...") # Delete cube and create ico sphere for the "model" placeholder with BLUE material bpy.ops.object.delete(use_global=False) bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=0.5, location=(0, 0, 0)) ico = bpy.context.active_object ico.name = "IcoSphere" ico.select_set(True) bpy.context.view_layer.objects.active = ico bpy.ops.object.shade_smooth() # Apply blue material blue_mat = create_material("IcoSphereMaterial", (0.2, 0.2, 1.0, 1.0)) # Blue if blue_mat: ico.data.materials.append(blue_mat) model_path = os.path.join(output_dir, "model.glb") print(f" Exporting to {model_path}...") bpy.ops.export_scene.gltf( filepath=model_path, export_format='GLB', use_selection=True ) print(f"✓ Exported model.glb (BLUE)") except Exception as e: print(f"ERROR with icosphere: {e}") traceback.print_exc() print("\n" + "="*60) print("✓ EXPORT COMPLETE!") print("="*60) print(f"Output directory: {output_dir}") print(" - cube.glb (RED)") print(" - sphere.glb (GREEN)") print(" - model.glb (BLUE)") print("="*60)