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#![warn(clippy::unwrap_used, missing_docs)]
//! Blend Converter provides a convenient way to automatically convert blender files (.blend) to
//! other 3D file formats that are easier to work with. Currently the only formats specified are
//! gltf based (see [`OutputFormat`]).
//!
//! # Blender Executable
//! To convert blends we need a blender executable. By default we check the path for `blender` and
//! flatpak but if you need to specify a path use [`ConversionOptions::blender_path`]. For more
//! details about the search strategy see [`BlenderExecutable`].
//!
//! # Example
//!
//! ```
//! use std::path::Path;
//! use blend_converter::ConversionOptions;
//!
//! let input_dir = Path::new("blends");
//! let output_dir = Path::new("gltfs");
//! ConversionOptions::new().convert_dir(input_dir, output_dir).unwrap();
//! ```
//!
//! # Build Script
//! You can use this in your build.rs to automatically convert blender files when they change. To
//! do so your build.rs should look something like:
//!
//! ```no_run
//! use std::path::Path;
//!
//! let input_dir = Path::new("blends");
//! blend_converter::ConversionOptions::default()
//! .convert_dir_build_script(input_dir)
//! .expect("failed to convert blends");
//! println!("cargo:rerun-if-changed={}", input_dir.display());
//! println!("cargo:rerun-if-changed=build.rs");
//! ```
//! Then assuming you have `blends/test.blend`, in your code you can open the converted files using something like:
//!
//! ```no_run
//! use std::path::Path;
//!
//! let path = Path::new(env!("OUT_DIR")).join("blends").join("test.glb");
//! let f = std::fs::File::open(path);
//! ```
//!
use std::env;
use std::path::{Path, PathBuf};
use std::process::{Command, ExitStatus};
use walkdir::WalkDir;
/// ConversionOptions describe how blender files should be converted
#[derive(Debug, Default)]
pub struct ConversionOptions {
/// Ouput format is the desired file format to convert to
pub output_format: OutputFormat,
/// Blender path is an optional override path for where to search for blender. If it is None
/// [`BlenderExecutable::find`] will be used. Read the documentation there for the search
/// strategy.
pub blender_path: Option<PathBuf>,
}
/// The output file format to export to
///
/// The default format is [`OutputFormat::Glb`]
#[derive(Debug, Default)]
pub enum OutputFormat {
/// glTF Binary (.glb) Exports a single file, with all data packed in binary form
#[default]
Glb,
/// glTF Embedded (.gltf) Exports a single file, with all data packed in JSON
GltfEmbedded,
/// glTF Separate (.gltf + .bin + textures) Exports multiple files, with separate JSON, binary
/// and texture data
GltfSeparate,
}
impl OutputFormat {
fn export_script(&self, file_path: &Path) -> String {
let format = match self {
Self::Glb => "GLB",
Self::GltfEmbedded => "GLTF_EMBEDDED",
Self::GltfSeparate => "GLTF_SEPARATE",
};
format!("import bpy; bpy.ops.export_scene.gltf(filepath={file_path:?}, check_existing=False, export_format={format:?})")
}
}
impl ConversionOptions {
/// Create a new ConversionOptions with default output format of [`OutputFormat::Glb`].
///
/// This is equivalent to [`ConversionOptions::default`]
pub fn new() -> Self {
Self::default()
}
/// Walks a directory and converts all the blend files while preserving the directory
/// structure.
pub fn convert_dir(&self, input_dir: &Path, output_dir: &Path) -> Result<(), Error> {
let blender_exe = BlenderExecutable::find_using_options(self)?;
for entry in WalkDir::new(input_dir)
.into_iter()
.filter_map(|entry| entry.ok())
{
if let Ok(m) = entry.metadata() {
// Ignore directories
if !m.is_file() {
continue;
}
let input_path = entry.path();
let base;
if let Some(entry_parent) = input_path.parent() {
base = entry_parent;
} else {
base = Path::new(".");
}
let stem = input_path
.file_stem()
.ok_or(Error::InvalidInputFile(input_path.to_path_buf()))?;
let output_path = Path::new(&output_dir).join(base).join(stem);
std::fs::create_dir_all(output_path.parent().expect("walkdir must have parent"))?;
self.convert_internal(input_path, &output_path, &blender_exe)?;
}
}
Ok(())
}
/// Walks a directory converts all the blend files while preserving the directory structure but
/// outputs them to OUT_DIR.
///
/// For use in build scripts only.
///
/// # Example
///
/// ```no_run
/// use std::path::Path;
///
/// let input_dir = Path::new("blends");
/// blend_converter::ConversionOptions::default()
/// .convert_dir_build_script(input_dir)
/// .expect("failed to convert blends");
/// println!("cargo:rerun-if-changed={}", input_dir.display());
/// println!("cargo:rerun-if-changed=build.rs");
/// ```
pub fn convert_dir_build_script(&self, input_dir: &Path) -> Result<(), Error> {
let output_dir_env =
env::var("OUT_DIR").expect("OUT_DIR is not set, this must be called from build.rs");
let output_dir = Path::new(&output_dir_env);
self.convert_dir(input_dir, output_dir)
}
/// Convert an individual blend file
pub fn convert(&self, input: &Path, output: &Path) -> Result<(), Error> {
let blender_exe = BlenderExecutable::find_using_options(self)?;
self.convert_internal(input, output, &blender_exe)
}
fn convert_internal(
&self,
input: &Path,
output: &Path,
blender_exe: &BlenderExecutable,
) -> Result<(), Error> {
let input_file_path = input.canonicalize()?;
if input_file_path
.extension()
.ok_or(Error::InvalidInputFile(input_file_path.clone()))?
!= "blend"
{
return Err(Error::InvalidInputFile(input_file_path));
}
let status = blender_exe
.cmd()
.arg("-b")
.arg(input_file_path)
.arg("--python-expr")
.arg(self.output_format.export_script(output))
.status()?;
if status.success() {
Ok(())
} else {
Err(Error::Export(status))
}
}
}
/// The blender executable search strategy
#[derive(Debug, Default)]
pub enum BlenderExecutable {
/// Invokes blender using `blender` because blender is in the path environment variable
#[default]
Normal,
/// Invokes blender using `flatpak run org.blender.Blender`
Flatpak,
/// Invokes blender using path provided by [`ConversionOptions::blender_path`]
Path(PathBuf),
}
impl BlenderExecutable {
fn find_using_options(options: &ConversionOptions) -> Result<Self, Error> {
if let Some(path) = &options.blender_path {
BlenderExecutable::find_using_path(path)
} else {
BlenderExecutable::find()
}
}
/// Find tries [`BlenderExecutable::Normal`] then [`BlenderExecutable::Flatpak`] and returns
/// the first one that succeeds otherwise returns [`Error::MissingBlenderExecutable`]
pub fn find() -> Result<Self, Error> {
vec![Self::Normal, Self::Flatpak]
.into_iter()
.find(|x| matches!(x.test(), Ok(true)))
.ok_or(Error::MissingBlenderExecutable)
}
/// Only tries `path` as the blender executable and if it succeeds returns
/// [`BlenderExecutable::Path`] with the `path` otherwise returns
/// [`Error::MissingBlenderExecutable`]
pub fn find_using_path(path: &Path) -> Result<Self, Error> {
let s = Self::Path(path.to_path_buf());
if matches!(s.test(), Ok(true)) {
Ok(s)
} else {
Err(Error::MissingBlenderExecutable)
}
}
fn cmd(&self) -> Command {
match self {
Self::Normal => Command::new("blender"),
Self::Flatpak => {
let mut command = Command::new("flatpak");
command.arg("run").arg("org.blender.Blender");
command
}
Self::Path(path) => Command::new(path),
}
}
fn test(&self) -> std::io::Result<bool> {
Ok(self.cmd().arg("-b").arg("-v").status()?.success())
}
}
/// Errors for converting blends
#[derive(Debug, thiserror::Error)]
pub enum Error {
/// Could not locate blender executable, see [`BlenderExecutable`] for the search strategy
#[error("could not locate blender executable, is blender in your path?")]
MissingBlenderExecutable,
/// Invalid input file blend
#[error("invalid input path {0:?}")]
InvalidInputFile(PathBuf),
/// Export failed with exit code
#[error("export failed with exit code {0}")]
Export(ExitStatus),
/// IOError when exporting
#[error("io error occurred: {0}")]
IOError(#[from] std::io::Error),
}