134 lines
4.2 KiB
Python
134 lines
4.2 KiB
Python
import bpy
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import os
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import traceback
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# Clear existing objects
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete(use_global=False)
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# Output directory
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output_dir = os.path.expanduser("~/.cache/starworld/primitives")
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os.makedirs(output_dir, exist_ok=True)
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def create_material(name, base_color):
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"""Create a PBR material with the specified base color (RGBA)"""
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try:
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mat = bpy.data.materials.new(name=name)
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mat.use_nodes = True
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nodes = mat.node_tree.nodes
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# Find the Principled BSDF node (should be created by default)
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bsdf = None
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for node in nodes:
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if node.type == 'BSDF_PRINCIPLED':
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bsdf = node
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break
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# If not found, create it
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if not bsdf:
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bsdf = nodes.new(type='ShaderNodeBsdfPrincipled')
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# Set material properties
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bsdf.inputs['Base Color'].default_value = base_color
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bsdf.inputs['Roughness'].default_value = 0.5
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bsdf.inputs['Metallic'].default_value = 0.1
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print(f" Created material '{name}' with color {base_color}")
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return mat
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except Exception as e:
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print(f"ERROR creating material: {e}")
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traceback.print_exc()
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return None
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try:
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print("Creating GREEN sphere...")
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# Create and export UV Sphere with GREEN material
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bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=0.5, location=(0, 0, 0))
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sphere = bpy.context.active_object
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sphere.name = "Sphere"
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sphere.select_set(True)
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bpy.context.view_layer.objects.active = sphere
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bpy.ops.object.shade_smooth()
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# Apply green material
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green_mat = create_material("SphereMaterial", (0.2, 1.0, 0.2, 1.0)) # Green
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if green_mat:
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sphere.data.materials.append(green_mat)
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sphere_path = os.path.join(output_dir, "sphere.glb")
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print(f" Exporting to {sphere_path}...")
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bpy.ops.export_scene.gltf(
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filepath=sphere_path,
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export_format='GLB',
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use_selection=True
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)
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print(f"✓ Exported sphere.glb (GREEN)")
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except Exception as e:
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print(f"ERROR with sphere: {e}")
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traceback.print_exc()
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try:
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print("\nCreating RED cube...")
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# Delete sphere and create cube with RED material
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bpy.ops.object.delete(use_global=False)
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bpy.ops.mesh.primitive_cube_add(size=1.0, location=(0, 0, 0))
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cube = bpy.context.active_object
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cube.name = "Cube"
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cube.select_set(True)
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bpy.context.view_layer.objects.active = cube
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bpy.ops.object.shade_smooth()
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# Apply red material
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red_mat = create_material("CubeMaterial", (1.0, 0.2, 0.2, 1.0)) # Red
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if red_mat:
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cube.data.materials.append(red_mat)
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cube_path = os.path.join(output_dir, "cube.glb")
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print(f" Exporting to {cube_path}...")
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bpy.ops.export_scene.gltf(
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filepath=cube_path,
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export_format='GLB',
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use_selection=True
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)
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print(f"✓ Exported cube.glb (RED)")
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except Exception as e:
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print(f"ERROR with cube: {e}")
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traceback.print_exc()
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try:
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print("\nCreating BLUE icosphere...")
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# Delete cube and create ico sphere for the "model" placeholder with BLUE material
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bpy.ops.object.delete(use_global=False)
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bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=0.5, location=(0, 0, 0))
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ico = bpy.context.active_object
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ico.name = "IcoSphere"
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ico.select_set(True)
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bpy.context.view_layer.objects.active = ico
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bpy.ops.object.shade_smooth()
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# Apply blue material
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blue_mat = create_material("IcoSphereMaterial", (0.2, 0.2, 1.0, 1.0)) # Blue
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if blue_mat:
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ico.data.materials.append(blue_mat)
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model_path = os.path.join(output_dir, "model.glb")
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print(f" Exporting to {model_path}...")
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bpy.ops.export_scene.gltf(
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filepath=model_path,
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export_format='GLB',
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use_selection=True
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)
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print(f"✓ Exported model.glb (BLUE)")
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except Exception as e:
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print(f"ERROR with icosphere: {e}")
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traceback.print_exc()
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print("\n" + "="*60)
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print("✓ EXPORT COMPLETE!")
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print("="*60)
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print(f"Output directory: {output_dir}")
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print(" - cube.glb (RED)")
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print(" - sphere.glb (GREEN)")
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print(" - model.glb (BLUE)")
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print("="*60)
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