armory/blender/arm/lightmapper/utility/cycles/cache.py
Alexander Kleemann ef8fb21536 Update lightmapper to Blender 2.9+
Finalized update to support Blender 2.9+ as well as new features, fixes and more stability
2021-03-18 18:49:30 +01:00

124 lines
4.8 KiB
Python

import bpy
#Todo - Check if already exists, in case multiple objects has the same material
def backup_material_copy(slot):
material = slot.material
dup = material.copy()
dup.name = "." + material.name + "_Original"
dup.use_fake_user = True
def backup_material_cache(slot, path):
bpy.ops.wm.save_as_mainfile(filepath=path, copy=True)
def backup_material_cache_restore(slot, path):
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Restore cache")
# def backup_material_restore(obj): #??
# if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
# print("Restoring material for: " + obj.name)
#Check if object has TLM_PrevMatArray
# if yes
# - check if array.len is bigger than 0:
# if yes:
# for slot in object:
# originalMaterial = TLM_PrevMatArray[index]
#
#
# if no:
# - In which cases are these?
# if no:
# - In which cases are there not?
# - If a lightmapped material was applied to a non-lightmap object?
# if bpy.data.materials[originalMaterial].users > 0: #TODO - Check if all lightmapped
# print("Material has multiple users")
# if originalMaterial in bpy.data.materials:
# slot.material = bpy.data.materials[originalMaterial]
# slot.material.use_fake_user = False
# elif "." + originalMaterial + "_Original" in bpy.data.materials:
# slot.material = bpy.data.materials["." + originalMaterial + "_Original"]
# slot.material.use_fake_user = False
# else:
# print("Material has one user")
# if "." + originalMaterial + "_Original" in bpy.data.materials:
# slot.material = bpy.data.materials["." + originalMaterial + "_Original"]
# slot.material.use_fake_user = False
# elif originalMaterial in bpy.data.materials:
# slot.material = bpy.data.materials[originalMaterial]
# slot.material.use_fake_user = False
def backup_material_restore(obj): #??
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Restoring material for: " + obj.name)
if "TLM_PrevMatArray" in obj:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Material restore array found: " + str(obj["TLM_PrevMatArray"]))
#Running through the slots
prevMatArray = obj["TLM_PrevMatArray"]
slotsLength = len(prevMatArray)
if len(prevMatArray) > 0:
for idx, slot in enumerate(obj.material_slots): #For each slot, we get the index
#We only need the index, corresponds to the array index
try:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Attempting to set material")
originalMaterial = prevMatArray[idx]
except IndexError:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Material restore failed - Resetting")
originalMaterial = ""
if slot.material is not None:
#if slot.material.users < 2:
#slot.material.user_clear() #Seems to be bad; See: https://developer.blender.org/T49837
#bpy.data.materials.remove(slot.material)
if "." + originalMaterial + "_Original" in bpy.data.materials:
slot.material = bpy.data.materials["." + originalMaterial + "_Original"]
slot.material.use_fake_user = False
else:
print("No previous material for " + obj.name)
else:
print("No previous material for " + obj.name)
def backup_material_rename(obj): #??
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Renaming material for: " + obj.name)
if "TLM_PrevMatArray" in obj:
for slot in obj.material_slots:
if slot.material is not None:
if slot.material.name.endswith("_Original"):
newname = slot.material.name[1:-9]
if newname in bpy.data.materials:
if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
print("Removing material: " + bpy.data.materials[newname].name)
#if bpy.data.materials[newname].users < 2:
#bpy.data.materials.remove(bpy.data.materials[newname]) #TODO - Maybe remove this
slot.material.name = newname
del obj["TLM_PrevMatArray"]
else:
print("No Previous material array for: " + obj.name)