Furniture placement
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71
assets/blender/scripts/export_building_parts.py
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71
assets/blender/scripts/export_building_parts.py
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import bpy
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import os, sys, time
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argv = sys.argv
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argv = argv[argv.index("--") + 1:]
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incpath = os.path.dirname(__file__)
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sys.path.insert(0, incpath)
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outdir = argv[0]
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def export_root_objects_to_gltf(output_dir):
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# Ensure the output directory exists
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if not os.path.exists(output_dir):
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os.makedirs(output_dir)
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# Deselect all objects
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bpy.ops.object.select_all(action='DESELECT')
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# Iterate through all objects in the scene
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for obj in bpy.context.scene.objects:
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# Check if the object has no parent and has children
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# The original request specifies "objects having no parent with children".
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# This condition captures those that are explicitly root objects of a hierarchy.
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if obj.parent is None:
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# Select the root object and all its children
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print(obj.name)
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obj.select_set(True)
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for child in obj.children_recursive:
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child.select_set(True)
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# Set the root object as the active object for the export operator
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bpy.context.view_layer.objects.active = obj
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# Define the output file path
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file_path = os.path.join(output_dir, f"{obj.name}.glb")
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# Export the selected objects to a glTF file
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bpy.ops.export_scene.gltf(filepath=file_path,
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use_selection=True,
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check_existing=False,
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export_format='GLB',
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export_texture_dir='textures', export_texcoords=True,
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export_normals=True,
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export_tangents=True,
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export_materials='EXPORT',
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export_colors=True,
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use_mesh_edges=False,
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use_mesh_vertices=False,
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export_cameras=False,
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use_visible=False,
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use_renderable=False,
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export_yup=True,
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export_apply=True,
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export_animations=True,
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export_force_sampling=True,
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export_def_bones=False,
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export_current_frame=False,
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export_morph=True,
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export_morph_animation=False,
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export_morph_normal=True,
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export_morph_tangent=True,
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export_lights=False,
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export_skins=True)
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# Deselect all objects for the next iteration
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bpy.ops.object.select_all(action='DESELECT')
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print(f"Exported {obj.name} and its children to {file_path}")
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export_root_objects_to_gltf(outdir)
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