@deepblend/dsh-blender-provider-local 0.2.13 → 0.2.14

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@deepblend/dsh-blender-provider-local",
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- "version": "0.2.13",
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+ "version": "0.2.14",
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  "type": "module",
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  "description": "Local Blender Provider: the BlenderRuntime Service over ctx.subprocess (batch execution).",
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  "main": "lib/index.js",
@@ -11,7 +11,7 @@
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  "./package.json": "./package.json"
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  },
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  "dependencies": {
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- "@deepblend/dsh-blender-contracts": "0.2.13"
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+ "@deepblend/dsh-blender-contracts": "0.2.14"
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  },
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  "license": "MIT",
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  "repository": {
@@ -227,6 +227,22 @@ def action_compile_scene(request, options):
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  "engine": report["engine"],
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  "requestedEngine": report["requestedEngine"],
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  "profileName": report["profileName"],
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+ # THE RIGS THIS SCENE DECLARES, with their bones. A count alone would say an armature exists;
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+ # a rig is only useful if the bones are the ones the spec named, so the names travel with it and
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+ # a test can read them back rather than trust the count.
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+ "armatures": [
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+ {
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+ "id": armature_id,
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+ "object": report["armatureNames"].get(armature_id),
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+ "bones": [
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+ {"name": bone["name"], "parent": bone.get("parent")}
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+ for bone in armature_entry["bones"]
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+ ],
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+ }
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+ for armature_id, armature_entry in (
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+ (entry["id"], entry) for entry in (spec.get("armatures") or [])
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+ )
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+ ],
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  "validation": validation,
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  "sceneFingerprint": scene_fingerprint(spec, describe_objects()),
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  }
@@ -1324,6 +1324,57 @@ def assign_view_transform(scene, name):
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  # ---------------------------------------------------------------------------
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+ ARMATURE_PREFIX = "db_arm__"
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+
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+
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+ def build_armature(entry, guard):
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+ """Create one armature and its bones, and return the object.
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+
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+ WHY BONES ARE RESOLVED IN A SECOND PASS: the schema lets a bone name its parent without requiring
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+ the parent to be declared first, because a rig's declaration should read like the skeleton rather
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+ than like its storage order. So every bone is created as a root, and the parents are applied
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+ afterwards — with an unknown parent reported rather than silently ignored, since a bone that
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+ quietly has no parent is a rig that deforms differently from what the file says.
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+ """
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+ armature_id = entry["id"]
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+ data = bpy.data.armatures.new("%s%s" % (ARMATURE_PREFIX, armature_id))
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+ obj = bpy.data.objects.new("%s%s" % (ARMATURE_PREFIX, armature_id), data)
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+ bpy.context.scene.collection.objects.link(obj)
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+ obj["deepblend_id"] = armature_id
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+ obj["deepblend_kind"] = "armature"
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+
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+ transform = entry.get("transform") or {}
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+ apply_transform(obj, transform)
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+
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+ # Edit mode is the only place `edit_bones` exists, and Blender's own context management is what
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+ # makes it available — a manual mode switch without this leaves the object in a state the rest of
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+ # the compile does not expect.
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+ bpy.context.view_layer.objects.active = obj
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+ bpy.ops.object.mode_set(mode="EDIT")
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+ try:
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+ created = {}
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+ for bone in entry["bones"]:
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+ edit_bone = data.edit_bones.new(bone["name"])
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+ edit_bone.head = tuple(float(value) for value in bone["head"])
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+ edit_bone.tail = tuple(float(value) for value in bone["tail"])
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+ created[bone["name"]] = edit_bone
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+ for bone in entry["bones"]:
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+ parent = bone.get("parent")
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+ if parent is None:
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+ continue
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+ if parent not in created:
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+ raise ActionError(
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+ "SCENE_SPEC_INVALID",
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+ 'bone "%s" of armature "%s" names parent "%s", which the same armature does not declare'
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+ % (bone["name"], armature_id, parent),
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+ )
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+ created[bone["name"]].parent = created[parent]
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+ finally:
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+ bpy.ops.object.mode_set(mode="OBJECT")
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+
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+ return obj
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+
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+
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  def build_scene(spec, options, guard):
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  """Compile a SceneSpec into a live Blender scene.
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@@ -1372,6 +1423,13 @@ def build_scene(spec, options, guard):
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  assets = {asset["id"]: asset for asset in spec.get("assets") or []}
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+ # ARMATURES BEFORE ENTITIES: an entity that is skinned to one has to find it already there. Nothing
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+ # binds yet — that is the next slice — but the order is the one that will not have to change.
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+ report_progress("build_armatures", 30)
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+ armature_objects = {}
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+ for entry in spec.get("armatures") or []:
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+ armature_objects[entry["id"]] = build_armature(entry, guard)
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+
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  report_progress("build_entities", 35)
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  entity_objects = {}
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  entity_positions = {}
@@ -1501,6 +1559,7 @@ def build_scene(spec, options, guard):
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  "requestedEngine": requested_engine,
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  "profileName": profile_name,
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  "entityObjectNames": {key: value.name for key, value in entity_objects.items()},
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+ "armatureNames": {key: value.name for key, value in armature_objects.items()},
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  "cameraNames": {key: value.name for key, value in cameras.items()},
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  }
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