Organise Code and fixes.

- Organised some of the code better.
- Fixed sort order loop.
- Added typing in some places there wasn't.

This is a very basic start to Viesme creation, I still need to add translations for some stuff and improve it. This is very much inspired from the Cats Version.
This commit is contained in:
Yusarina
2024-07-08 10:14:30 +01:00
parent 07b2dba51f
commit 2107c11e66
6 changed files with 112 additions and 62 deletions
+36 -19
View File
@@ -42,10 +42,10 @@ def has_shapekeys(mesh_obj: Object) -> bool:
def _get_shape_key_co(shape_key: ShapeKey) -> np.ndarray:
return np.array([v.co for v in shape_key.data])
def simplify_bonename(n):
def simplify_bonename(n: str) -> str:
return n.lower().translate(dict.fromkeys(map(ord, u" _.")))
def get_armature(context, armature_name=None) -> Optional[Object]:
def get_armature(context: Context, armature_name: Optional[str] = None) -> Optional[Object]:
if armature_name:
obj = bpy.data.objects[armature_name]
if obj.type == "ARMATURE":
@@ -58,14 +58,16 @@ def get_armature(context, armature_name=None) -> Optional[Object]:
return obj
return next((obj for obj in context.view_layer.objects if obj.type == 'ARMATURE'), None)
def has_shapekeys(mesh_obj):
def has_shapekeys(mesh_obj: Object) -> bool:
return mesh_obj.data.shape_keys is not None
def has_shapekeys(mesh_obj):
def has_shapekeys(mesh_obj: Object) -> bool:
return mesh_obj.data.shape_keys is not None
def sort_shape_keys(mesh):
def sort_shape_keys(mesh: Object) -> None:
print("Starting shape key sorting...")
if not has_shapekeys(mesh):
print("No shape keys found. Exiting sort function.")
return
order = [
@@ -92,23 +94,38 @@ def sort_shape_keys(mesh):
]
shape_keys = mesh.data.shape_keys.key_blocks
for i, name in enumerate(order):
if name in shape_keys:
index = shape_keys.find(name)
if index != i:
bpy.context.object.active_shape_key_index = index
for _ in range(abs(index - i)):
bpy.ops.object.shape_key_move(type='UP' if index > i else 'DOWN')
print(f"Total shape keys: {len(shape_keys)}")
# Move any remaining shape keys to the end
for key in shape_keys:
if key.name not in order:
index = shape_keys.find(key.name)
# Create a list of shape key names in their current order
current_order = [key.name for key in shape_keys]
# Create a new order list
new_order = []
# First, add all the keys that are in the predefined order
for name in order:
if name in current_order:
new_order.append(name)
current_order.remove(name)
# Then add any remaining keys that weren't in the predefined order
new_order.extend(current_order)
print("New order:", new_order)
# Now, rearrange the shape keys based on the new order
for i, name in enumerate(new_order):
index = shape_keys.find(name)
if index != i:
print(f"Moving {name} from index {index} to {i}")
bpy.context.object.active_shape_key_index = index
for _ in range(len(shape_keys) - index - 1):
bpy.ops.object.shape_key_move(type='DOWN')
while bpy.context.object.active_shape_key_index > i:
bpy.ops.object.shape_key_move(type='UP')
def get_shapekeys(mesh, prefix=''):
print("Shape key sorting completed.")
def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]:
if not has_shapekeys(mesh):
return []
return [(key.name, key.name, key.name) for key in mesh.data.shape_keys.key_blocks if key.name != 'Basis' and key.name.startswith(prefix)]
+23 -10
View File
@@ -2,7 +2,7 @@ import bpy
from ..functions.translations import t, get_languages_list, update_language
from ..core.addon_preferences import get_preference
def register():
def register() -> None:
default_language = get_preference("language", 0)
bpy.types.Scene.avatar_toolkit_language = bpy.props.EnumProperty(
@@ -13,16 +13,29 @@ def register():
update=update_language
)
bpy.types.Scene.mouth_a = bpy.props.StringProperty(name=t("Scene.mouth_a.label"), description=t("Scene.mouth_a.desc"))
bpy.types.Scene.mouth_o = bpy.props.StringProperty(name=t("Scene.mouth_o.label"), description=t("Scene.mouth_o.desc"))
bpy.types.Scene.mouth_ch = bpy.props.StringProperty(name=t("Scene.mouth_ch.label"), description=t("Scene.mouth_ch.desc"))
bpy.types.Scene.shape_intensity = bpy.props.FloatProperty(name=t("Scene.shape_intensity.label"), description=t("Scene.shape_intensity.desc"), default=1.0, min=0.0, max=2.0)
def unregister():
if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
del bpy.types.Scene.avatar_toolkit_language
bpy.types.Scene.mouth_a = bpy.props.StringProperty(
name=t("Scene.mouth_a.label"),
description=t("Scene.mouth_a.desc")
)
bpy.types.Scene.mouth_o = bpy.props.StringProperty(
name=t("Scene.mouth_o.label"),
description=t("Scene.mouth_o.desc")
)
bpy.types.Scene.mouth_ch = bpy.props.StringProperty(
name=t("Scene.mouth_ch.label"),
description=t("Scene.mouth_ch.desc")
)
bpy.types.Scene.shape_intensity = bpy.props.FloatProperty(
name=t("Scene.shape_intensity.label"),
description=t("Scene.shape_intensity.desc"),
default=1.0,
min=0.0,
max=2.0
)
def unregister() -> None:
del bpy.types.Scene.avatar_toolkit_language
del bpy.types.Scene.mouth_a
del bpy.types.Scene.mouth_o
del bpy.types.Scene.mouth_ch
del bpy.types.Scene.shape_intensity
del bpy.types.Scene.shape_intensity