Merge branch 'Current-Dev' into patch-1
This commit is contained in:
+89
-115
@@ -10,7 +10,7 @@ import numpy.typing as npt
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from typing import Optional, Tuple, List, Set, Dict, Any, Generator, Callable, Union, Type
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from mathutils import Vector, Matrix
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from bpy.types import (Context, Object, Modifier, EditBone, Operator,
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from bpy.types import (Context, Object, Modifier, EditBone, Operator, Material,
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VertexGroup, ShapeKey, Bone, Mesh, Armature, PropertyGroup)
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from functools import lru_cache
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from bpy.props import PointerProperty, IntProperty, StringProperty
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@@ -20,6 +20,47 @@ from ..core.translations import t
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from ..core.dictionaries import bone_names
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from .dictionaries import reverse_bone_lookup, bone_names
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class SceneMatClass(PropertyGroup):
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mat: PointerProperty(type=Material)
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register_class(SceneMatClass)
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class MaterialListBool:
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#For the love that is holy do not ever touch these. If this was java I would make these private
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#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
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#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
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#The only exception to this is the ExpandSection_Materials operator which populates this with new data once the materials have changed and need reloading.
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old_list: dict[str,list[Material]] = {}
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bool_material_list_expand: dict[str,bool] = {}
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def set_bool(self, value: bool) -> None:
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MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = value
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if value == False:
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MaterialListBool.old_list[bpy.context.scene.name] = []
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def get_bool(self) -> bool:
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newlist: list[Material] = []
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for obj in bpy.context.scene.objects:
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if len(obj.material_slots)>0:
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for mat_slot in obj.material_slots:
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if mat_slot.material:
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if mat_slot.material not in newlist:
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newlist.append(mat_slot.material)
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still_the_same: bool = True
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if bpy.context.scene.name in MaterialListBool.old_list:
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for item in newlist:
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if item not in MaterialListBool.old_list[bpy.context.scene.name]:
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still_the_same = False
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break
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for item in MaterialListBool.old_list[bpy.context.scene.name]:
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if item not in newlist:
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still_the_same = False
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break
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else:
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still_the_same = False
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MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
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return MaterialListBool.bool_material_list_expand[bpy.context.scene.name]
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class ProgressTracker:
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"""Universal progress tracking for Avatar Toolkit operations"""
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@@ -67,89 +108,6 @@ def get_armature_list(self: Optional[Any] = None, context: Optional[Context] = N
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if not armatures:
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return [('NONE', t("Armature.validation.no_armature"), '')]
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return armatures
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def validate_armature(armature: Object) -> Tuple[bool, List[str]]:
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"""Enhanced armature validation with multiple validation modes"""
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validation_mode = bpy.context.scene.avatar_toolkit.validation_mode
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messages: List[str] = []
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if validation_mode == 'NONE':
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return True, []
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if not armature or armature.type != 'ARMATURE' or not armature.data.bones:
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return False, [t("Armature.validation.basic_check_failed")]
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found_bones: Dict[str, Bone] = {bone.name.lower(): bone for bone in armature.data.bones}
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essential_bones: Set[str] = {'hips', 'spine', 'chest', 'neck', 'head'}
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missing_bones: List[str] = []
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for bone in essential_bones:
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if not any(alt_name in found_bones for alt_name in bone_names[bone]):
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missing_bones.append(bone)
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if missing_bones:
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messages.append(t("Armature.validation.missing_bones", bones=", ".join(missing_bones)))
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if validation_mode == 'STRICT':
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hierarchy: List[Tuple[str, str]] = [
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('hips', 'spine'), ('spine', 'chest'),
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('chest', 'neck'), ('neck', 'head')
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]
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for parent, child in hierarchy:
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if not validate_bone_hierarchy(found_bones, parent, child):
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messages.append(t("Armature.validation.invalid_hierarchy",
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parent=parent, child=child))
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symmetry_pairs: List[Tuple[str, str, str]] = [('arm', 'l', 'r'), ('leg', 'l', 'r')]
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for base, left, right in symmetry_pairs:
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if not validate_symmetry(found_bones, base, left, right):
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messages.append(t("Armature.validation.asymmetric_bones", bone=base))
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if (not validate_symmetry(found_bones, 'hand', 'l', 'r') and
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not validate_symmetry(found_bones, 'wrist', 'l', 'r')):
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messages.append(t("Armature.validation.asymmetric_hand_wrist"))
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is_valid: bool = len(messages) == 0
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return is_valid, messages
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def validate_bone_hierarchy(bones: Dict[str, Bone], parent_name: str, child_name: str) -> bool:
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"""Validate if there is a valid parent-child relationship between bones"""
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parent_bone: Optional[Bone] = None
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child_bone: Optional[Bone] = None
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for alt_name in bone_names[parent_name]:
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if alt_name in bones:
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parent_bone = bones[alt_name]
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break
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for alt_name in bone_names[child_name]:
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if alt_name in bones:
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child_bone = bones[alt_name]
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break
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if not parent_bone or not child_bone:
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return False
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return child_bone.parent == parent_bone
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def validate_symmetry(bones: Dict[str, Bone], base: str, left: str, right: str) -> bool:
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"""Validate if matching left and right bones exist for a given base bone name"""
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left_patterns: List[str] = [
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f"{base}.{left}",
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f"{base}_{left}",
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f"{left}_{base}"
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]
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right_patterns: List[str] = [
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f"{base}.{right}",
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f"{base}_{right}",
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f"{right}_{base}"
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]
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left_exists: bool = any(pattern in bones for pattern in left_patterns)
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right_exists: bool = any(pattern in bones for pattern in right_patterns)
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return left_exists and right_exists
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def auto_select_single_armature(context: Context) -> None:
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"""Automatically select armature if only one exists in scene"""
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@@ -321,51 +279,67 @@ def validate_meshes(meshes: List[Object]) -> Tuple[bool, str]:
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return False, t("Optimization.non_mesh_objects")
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return True, ""
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def join_mesh_objects(context: Context, meshes: List[Object], progress: Optional[ProgressTracker] = None) -> Optional[Object]:
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"""Combines multiple mesh objects into a single mesh with proper cleanup and UV fixing"""
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try:
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# Store UV maps before joining
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uv_maps_data = {}
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for mesh in meshes:
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uv_maps_data[mesh.name] = {uv.name: uv.data.copy() for uv in mesh.data.uv_layers}
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def fast_uv_fix(obj: Object) -> None:
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"""Fast UV coordinate fixing for joined meshes"""
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if not obj or not obj.data or not obj.data.uv_layers:
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return
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current_mode = bpy.context.mode
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if current_mode != 'EDIT_MESH':
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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# Process all UV layers at once
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bpy.ops.uv.select_all(action='SELECT')
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bpy.ops.uv.pack_islands(margin=0.001)
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if current_mode != 'EDIT_MESH':
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bpy.ops.object.mode_set(mode=current_mode)
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def join_mesh_objects(context: Context, meshes: List[Object], progress: Optional[ProgressTracker] = None) -> Optional[Object]:
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"""Combines multiple mesh objects into a single mesh with optimized performance"""
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try:
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if not meshes:
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return None
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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for mesh in meshes:
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# Create a list of valid meshes
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valid_meshes = [mesh for mesh in meshes if mesh.name in bpy.data.objects]
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if not valid_meshes:
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return None
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for mesh in valid_meshes:
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mesh.select_set(True)
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if context.selected_objects:
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context.view_layer.objects.active = context.selected_objects[0]
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context.view_layer.objects.active = valid_meshes[0]
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if progress:
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progress.step(t("Optimization.joining_meshes"))
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if progress:
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progress.step(t("Optimization.joining_meshes"))
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bpy.ops.object.join()
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bpy.ops.object.join()
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joined_mesh = context.active_object
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if progress:
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progress.step(t("Optimization.applying_transforms"))
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if progress:
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progress.step(t("Optimization.applying_transforms"))
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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if progress:
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progress.step(t("Optimization.fixing_uvs"))
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if progress:
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progress.step(t("Optimization.fixing_uvs"))
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fix_uv_coordinates(context)
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# Restore UV maps after joining
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joined_mesh = context.active_object
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for uv_name, uv_data in uv_maps_data.items():
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for map_name, map_data in uv_data.items():
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if map_name not in joined_mesh.data.uv_layers:
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joined_mesh.data.uv_layers.new(name=map_name)
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joined_mesh.data.uv_layers[map_name].data.foreach_set("uv", map_data)
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return context.active_object
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return None
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fast_uv_fix(joined_mesh)
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return joined_mesh
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except Exception as e:
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logger.error(f"Failed to join meshes: {str(e)}")
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return None
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def fix_uv_coordinates(context: Context) -> None:
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"""Normalizes and fixes UV coordinates for the active mesh object"""
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obj: Object = context.object
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