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Add code/cube3d/render/fbx2obj.py

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  1. code/cube3d/render/fbx2obj.py +38 -0
code/cube3d/render/fbx2obj.py ADDED
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+ import bpy
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+ import os
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+
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+ # 输入 .fbx 文件的文件夹路径
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+ fbx_folder = "/public/home/wangshuo/gap/assembly/data/ldr2fbx" # 替换为你实际的 .fbx 文件夹路径
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+ obj_folder = "/public/home/wangshuo/gap/assembly/data/ldr2fbx/output_obj" # 替换为你希望保存 .obj 文件的文件夹路径
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+
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+ # 获取文件夹中所有的 .fbx 文件
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+ fbx_files = [f for f in os.listdir(fbx_folder) if f.endswith('.fbx')]
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+
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+ # 确保 OBJ 输出目录存在
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+ if not os.path.exists(obj_folder):
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+ os.makedirs(obj_folder)
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+
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+ # 导入 LDR 文件并导出为 OBJ
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+ for fbx_file in fbx_files:
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+ fbx_path = os.path.join(fbx_folder, fbx_file)
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+
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+ # 获取文件名前缀,用作 .obj 文件名
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+ obj_name = os.path.splitext(fbx_file)[0]
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+ obj_path = os.path.join(obj_folder, obj_name + ".obj")
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+
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+ # 清空当前场景
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+ bpy.ops.object.select_all(action='SELECT')
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+ bpy.ops.object.delete()
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+
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+ # 导入 .fbx 文件
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+ bpy.ops.import_scene.fbx(filepath=fbx_path)
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+
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+ # 检查导出路径和文件类型
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+ if bpy.context.scene.objects:
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+ print(f"Exporting to {obj_path}...")
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+ bpy.ops.export_scene.obj(filepath=obj_path)
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+ else:
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+ print(f"Error: No objects to export in {fbx_file}")
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+
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+ print(f"Converted {fbx_file} to {obj_name}.obj")
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+