Merge pull request #5 from Yusarina/Alpha-3

Alpha 3
This commit is contained in:
Yusarina
2025-04-11 23:46:46 +01:00
committed by GitHub
6 changed files with 430 additions and 219 deletions
+240
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@@ -0,0 +1,240 @@
# -*- coding: utf-8 -*-
# Copyright 2012 MMD Tools authors
# This file is part of MMD Tools.
from typing import Iterable, Optional
import bpy
from .core.shader import _NodeGroupUtils
from .core.material import FnMaterial
def __switchToCyclesRenderEngine():
if bpy.context.scene.render.engine != "CYCLES":
bpy.context.scene.render.engine = "CYCLES"
def __exposeNodeTreeInput(in_socket, name, default_value, node_input, shader):
_NodeGroupUtils(shader).new_input_socket(name, in_socket, default_value)
def __exposeNodeTreeOutput(out_socket, name, node_output, shader):
_NodeGroupUtils(shader).new_output_socket(name, out_socket)
def __getMaterialOutput(nodes, bl_idname):
o = next((n for n in nodes if n.bl_idname == bl_idname and n.is_active_output), None) or nodes.new(bl_idname)
o.is_active_output = True
return o
def create_MMDAlphaShader():
__switchToCyclesRenderEngine()
if "MMDAlphaShader" in bpy.data.node_groups:
return bpy.data.node_groups["MMDAlphaShader"]
shader = bpy.data.node_groups.new(name="MMDAlphaShader", type="ShaderNodeTree")
node_input = shader.nodes.new("NodeGroupInput")
node_output = shader.nodes.new("NodeGroupOutput")
node_output.location.x += 250
node_input.location.x -= 500
trans = shader.nodes.new("ShaderNodeBsdfTransparent")
trans.location.x -= 250
trans.location.y += 150
mix = shader.nodes.new("ShaderNodeMixShader")
shader.links.new(mix.inputs[1], trans.outputs["BSDF"])
__exposeNodeTreeInput(mix.inputs[2], "Shader", None, node_input, shader)
__exposeNodeTreeInput(mix.inputs["Fac"], "Alpha", 1.0, node_input, shader)
__exposeNodeTreeOutput(mix.outputs["Shader"], "Shader", node_output, shader)
return shader
def create_MMDBasicShader():
__switchToCyclesRenderEngine()
if "MMDBasicShader" in bpy.data.node_groups:
return bpy.data.node_groups["MMDBasicShader"]
shader: bpy.types.ShaderNodeTree = bpy.data.node_groups.new(name="MMDBasicShader", type="ShaderNodeTree")
node_input: bpy.types.NodeGroupInput = shader.nodes.new("NodeGroupInput")
node_output: bpy.types.NodeGroupOutput = shader.nodes.new("NodeGroupOutput")
node_output.location.x += 250
node_input.location.x -= 500
dif: bpy.types.ShaderNodeBsdfDiffuse = shader.nodes.new("ShaderNodeBsdfDiffuse")
dif.location.x -= 250
dif.location.y += 150
glo: bpy.types.ShaderNodeBsdfAnisotropic = shader.nodes.new("ShaderNodeBsdfAnisotropic")
glo.location.x -= 250
glo.location.y -= 150
mix: bpy.types.ShaderNodeMixShader = shader.nodes.new("ShaderNodeMixShader")
shader.links.new(mix.inputs[1], dif.outputs["BSDF"])
shader.links.new(mix.inputs[2], glo.outputs["BSDF"])
__exposeNodeTreeInput(dif.inputs["Color"], "diffuse", [1.0, 1.0, 1.0, 1.0], node_input, shader)
__exposeNodeTreeInput(glo.inputs["Color"], "glossy", [1.0, 1.0, 1.0, 1.0], node_input, shader)
__exposeNodeTreeInput(glo.inputs["Roughness"], "glossy_rough", 0.0, node_input, shader)
__exposeNodeTreeInput(mix.inputs["Fac"], "reflection", 0.02, node_input, shader)
__exposeNodeTreeOutput(mix.outputs["Shader"], "shader", node_output, shader)
return shader
def __enum_linked_nodes(node: bpy.types.Node) -> Iterable[bpy.types.Node]:
yield node
if node.parent:
yield node.parent
for n in set(l.from_node for i in node.inputs for l in i.links):
yield from __enum_linked_nodes(n)
def __cleanNodeTree(material: bpy.types.Material):
nodes = material.node_tree.nodes
node_names = set(n.name for n in nodes)
for o in (n for n in nodes if n.bl_idname in {"ShaderNodeOutput", "ShaderNodeOutputMaterial"}):
if any(i.is_linked for i in o.inputs):
node_names -= set(linked.name for linked in __enum_linked_nodes(o))
for name in node_names:
nodes.remove(nodes[name])
def convertToCyclesShader(obj: bpy.types.Object, use_principled=False, clean_nodes=False, subsurface=0.001):
__switchToCyclesRenderEngine()
convertToBlenderShader(obj, use_principled, clean_nodes, subsurface)
def convertToBlenderShader(obj: bpy.types.Object, use_principled=False, clean_nodes=False, subsurface=0.001):
for i in obj.material_slots:
if not i.material:
continue
if not i.material.use_nodes:
i.material.use_nodes = True
__convertToMMDBasicShader(i.material)
if use_principled:
__convertToPrincipledBsdf(i.material, subsurface)
if clean_nodes:
__cleanNodeTree(i.material)
def convertToMMDShader(obj):
"""BSDF -> MMDShaderDev conversion."""
for i in obj.material_slots:
if not i.material:
continue
if not i.material.use_nodes:
i.material.use_nodes = True
FnMaterial.convert_to_mmd_material(i.material)
def __convertToMMDBasicShader(material: bpy.types.Material):
# TODO: test me
mmd_basic_shader_grp = create_MMDBasicShader()
mmd_alpha_shader_grp = create_MMDAlphaShader()
if not any(filter(lambda x: isinstance(x, bpy.types.ShaderNodeGroup) and x.node_tree.name in {"MMDBasicShader", "MMDAlphaShader"}, material.node_tree.nodes)):
# Add nodes for Cycles Render
shader: bpy.types.ShaderNodeGroup = material.node_tree.nodes.new("ShaderNodeGroup")
shader.node_tree = mmd_basic_shader_grp
shader.inputs[0].default_value[:3] = material.diffuse_color[:3]
shader.inputs[1].default_value[:3] = material.specular_color[:3]
shader.inputs["glossy_rough"].default_value = 1.0 / getattr(material, "specular_hardness", 50)
outplug = shader.outputs[0]
location = shader.location.copy()
location.x -= 1000
alpha_value = 1.0
if len(material.diffuse_color) > 3:
alpha_value = material.diffuse_color[3]
if alpha_value < 1.0:
alpha_shader: bpy.types.ShaderNodeGroup = material.node_tree.nodes.new("ShaderNodeGroup")
alpha_shader.location.x = shader.location.x + 250
alpha_shader.location.y = shader.location.y - 150
alpha_shader.node_tree = mmd_alpha_shader_grp
alpha_shader.inputs[1].default_value = alpha_value
material.node_tree.links.new(alpha_shader.inputs[0], outplug)
outplug = alpha_shader.outputs[0]
material_output: bpy.types.ShaderNodeOutputMaterial = __getMaterialOutput(material.node_tree.nodes, "ShaderNodeOutputMaterial")
material.node_tree.links.new(material_output.inputs["Surface"], outplug)
material_output.location.x = shader.location.x + 500
material_output.location.y = shader.location.y - 150
def __convertToPrincipledBsdf(material: bpy.types.Material, subsurface: float):
node_names = set()
for s in (n for n in material.node_tree.nodes if isinstance(n, bpy.types.ShaderNodeGroup)):
if s.node_tree.name == "MMDBasicShader":
l: bpy.types.NodeLink
for l in s.outputs[0].links:
to_node = l.to_node
# assuming there is no bpy.types.NodeReroute between MMDBasicShader and MMDAlphaShader
if isinstance(to_node, bpy.types.ShaderNodeGroup) and to_node.node_tree.name == "MMDAlphaShader":
__switchToPrincipledBsdf(material.node_tree, s, subsurface, node_alpha=to_node)
node_names.add(to_node.name)
else:
__switchToPrincipledBsdf(material.node_tree, s, subsurface)
node_names.add(s.name)
elif s.node_tree.name == "MMDShaderDev":
__switchToPrincipledBsdf(material.node_tree, s, subsurface)
node_names.add(s.name)
# remove MMD shader nodes
nodes = material.node_tree.nodes
for name in node_names:
nodes.remove(nodes[name])
def __switchToPrincipledBsdf(node_tree: bpy.types.NodeTree, node_basic: bpy.types.ShaderNodeGroup, subsurface: float, node_alpha: Optional[bpy.types.ShaderNodeGroup] = None):
shader: bpy.types.ShaderNodeBsdfPrincipled = node_tree.nodes.new("ShaderNodeBsdfPrincipled")
shader.parent = node_basic.parent
shader.location.x = node_basic.location.x
shader.location.y = node_basic.location.y
alpha_socket_name = "Alpha"
if node_basic.node_tree.name == "MMDShaderDev":
node_alpha, alpha_socket_name = node_basic, "Base Alpha"
if "Base Tex" in node_basic.inputs and node_basic.inputs["Base Tex"].is_linked:
node_tree.links.new(node_basic.inputs["Base Tex"].links[0].from_socket, shader.inputs["Base Color"])
elif "Diffuse Color" in node_basic.inputs:
shader.inputs["Base Color"].default_value[:3] = node_basic.inputs["Diffuse Color"].default_value[:3]
elif "diffuse" in node_basic.inputs:
shader.inputs["Base Color"].default_value[:3] = node_basic.inputs["diffuse"].default_value[:3]
if node_basic.inputs["diffuse"].is_linked:
node_tree.links.new(node_basic.inputs["diffuse"].links[0].from_socket, shader.inputs["Base Color"])
shader.inputs["IOR"].default_value = 1.0
shader.inputs["Subsurface Weight"].default_value = subsurface
output_links = node_basic.outputs[0].links
if node_alpha:
output_links = node_alpha.outputs[0].links
shader.parent = node_alpha.parent or shader.parent
shader.location.x = node_alpha.location.x
if alpha_socket_name in node_alpha.inputs:
if "Alpha" in shader.inputs:
shader.inputs["Alpha"].default_value = node_alpha.inputs[alpha_socket_name].default_value
if node_alpha.inputs[alpha_socket_name].is_linked:
node_tree.links.new(node_alpha.inputs[alpha_socket_name].links[0].from_socket, shader.inputs["Alpha"])
else:
shader.inputs["Transmission"].default_value = 1 - node_alpha.inputs[alpha_socket_name].default_value
if node_alpha.inputs[alpha_socket_name].is_linked:
node_invert = node_tree.nodes.new("ShaderNodeMath")
node_invert.parent = shader.parent
node_invert.location.x = node_alpha.location.x - 250
node_invert.location.y = node_alpha.location.y - 300
node_invert.operation = "SUBTRACT"
node_invert.use_clamp = True
node_invert.inputs[0].default_value = 1
node_tree.links.new(node_alpha.inputs[alpha_socket_name].links[0].from_socket, node_invert.inputs[1])
node_tree.links.new(node_invert.outputs[0], shader.inputs["Transmission"])
for l in output_links:
node_tree.links.new(shader.outputs[0], l.to_socket)
+82 -206
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@@ -1,3 +1,4 @@
import traceback
import bpy import bpy
import numpy as np import numpy as np
from typing import List, TypedDict, Any, Literal, TypeAlias, cast from typing import List, TypedDict, Any, Literal, TypeAlias, cast
@@ -9,6 +10,8 @@ from ...core.common import (
get_all_meshes, get_all_meshes,
) )
from ...core.armature_validation import validate_armature from ...core.armature_validation import validate_armature
import bmesh
import mathutils
# Constants # Constants
MERGE_ITERATION_COUNT = 20 MERGE_ITERATION_COUNT = 20
@@ -19,83 +22,36 @@ ModalReturnType: TypeAlias = Literal['RUNNING_MODAL', 'FINISHED', 'CANCELLED']
class MeshEntry(TypedDict): class MeshEntry(TypedDict):
mesh: Object mesh: Object
shapekeys: list[str] shapekeys: list[bpy.types.Object]
vertices: int
cur_vertex_pass: int
def create_duplicate_for_merge(context: Context, mesh: Object, shapekey_name: str) -> Object: def create_duplicate_for_merge(context: Context, mesh: Object, shapekey_name: str = "") -> Object:
"""Creates a duplicate mesh object for merge testing""" """Creates a duplicate mesh object for merge testing"""
context.view_layer.objects.active = mesh
bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT') bpy.ops.object.select_all(action='DESELECT')
mesh.select_set(True) mesh.select_set(True)
context.view_layer.objects.active = mesh
bpy.ops.object.duplicate() bpy.ops.object.duplicate()
bpy.ops.object.shape_key_move(type='TOP')
duplicate = context.view_layer.objects.active duplicate = context.view_layer.objects.active
duplicate.name = f"{shapekey_name}_object_is_{mesh.name}"
if(shapekey_name != ""):
for shape in duplicate.data.shape_keys.key_blocks:
shape.value = 0
duplicate.active_shape_key_index = mesh.data.shape_keys.key_blocks.find(shapekey_name)
duplicate.active_shape_key.value = 1
bpy.ops.object.shape_key_remove(all=True,apply_mix=True)
duplicate.name = f"{shapekey_name}_object_is_{mesh.name}"
else:
duplicate.name = f"object_is_{mesh.name}"
return duplicate return duplicate
def process_vertex_merging(mesh_data: bpy.types.Mesh, vertices_original: dict[int, Any], current_vertex: int) -> list[int]: def select_obj(context: Context, obj: Object, target_mode='OBJECT'):
"""Process vertex merging and return merged vertex indices"""
merged_vertices = []
i, j = 0, 0
while i < len(vertices_original):
if j + 1 > len(mesh_data.vertices):
merged_vertices.append(i)
j = j - 1
elif mesh_data.vertices[j].co.xyz != vertices_original[i]:
merged_vertices.append(i)
j = j - 1
elif vertices_original[i] == vertices_original[current_vertex]:
merged_vertices.append(i)
i, j = i + 1, j + 1
return merged_vertices
def vertex_moves(mesh_data: bpy.types.Mesh, vertex: int) -> bool:
for shapekey in mesh_data.shape_keys.key_blocks:
data: bpy.types.ShapeKey = shapekey
if data.points[vertex].co.xyz != mesh_data.vertices[vertex].co.xyz:
return True
return False
def merge_vertex_at_index(mesh_data: bpy.types.Mesh, index: int, distance: float):
select_target_vertex = [False]*len(mesh_data.vertices)
select_target_vertex[index] = True
bpy.ops.object.mode_set(mode='OBJECT')
mesh_data.vertices.foreach_set("select",select_target_vertex)
bpy.ops.object.mode_set(mode='EDIT')
for _ in range(0,20): #for some reason, if using merge to unselected on a vertex, the vertex will only merge to 1 other vertex. so we gotta spam it to fix it.
bpy.ops.mesh.remove_doubles(threshold=distance, use_unselected=True, use_sharp_edge_from_normals=False)
bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode=target_mode)
class AvatarToolkit_OT_RemoveDoublesAdvanced(Operator):
bl_idname = "avatar_toolkit.remove_doubles_advanced"
bl_label = t("Optimization.remove_doubles_advanced")
bl_description = t("Optimization.remove_doubles_advanced_desc")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
"""Check if the operator can be executed"""
armature = get_active_armature(context)
if not armature:
return False
valid, _, _ = validate_armature(armature)
return valid
def execute(self, context: Context) -> set[str]:
"""Execute the advanced remove doubles operator"""
context.scene.avatar_toolkit.remove_doubles_advanced = True
bpy.ops.avatar_toolkit.remove_doubles('INVOKE_DEFAULT')
return {'RUNNING_MODAL'}
class AvatarToolkit_OT_RemoveDoubles(Operator): class AvatarToolkit_OT_RemoveDoubles(Operator):
bl_idname = "avatar_toolkit.remove_doubles" bl_idname = "avatar_toolkit.remove_doubles"
@@ -104,7 +60,7 @@ class AvatarToolkit_OT_RemoveDoubles(Operator):
bl_options = {'REGISTER', 'UNDO'} bl_options = {'REGISTER', 'UNDO'}
objects_to_do: list[MeshEntry] = [] objects_to_do: list[MeshEntry] = []
merge_distance: bpy.props.FloatProperty(name=t("Optimization.merge_distance"), description=t("Optimization.merge_distance_desc"), default=.001)
@classmethod @classmethod
def poll(cls, context: Context) -> bool: def poll(cls, context: Context) -> bool:
"""Check if the operator can be executed""" """Check if the operator can be executed"""
@@ -117,27 +73,27 @@ class AvatarToolkit_OT_RemoveDoubles(Operator):
def draw(self, context: Context) -> None: def draw(self, context: Context) -> None:
"""Draw the operator's UI""" """Draw the operator's UI"""
layout = self.layout layout = self.layout
layout.prop(context.scene.avatar_toolkit, "remove_doubles_merge_distance") layout.prop(self, "merge_distance")
layout.label(text=t("Optimization.remove_doubles_warning"))
layout.label(text=t("Optimization.remove_doubles_wait"))
def invoke(self, context: Context, event: Event) -> set[str]: def invoke(self, context: Context, event: Event) -> set[str]:
"""Initialize the operator""" """Initialize the operator"""
logger.info("Starting modal execution of merge doubles safely") logger.info("Starting modal execution of merge doubles safely")
return context.window_manager.invoke_props_dialog(self) return context.window_manager.invoke_props_dialog(self)
def setup_mesh_entry(self, mesh: Object) -> MeshEntry: def setup_mesh_entry(self, context: Context, mesh: Object) -> MeshEntry:
"""Set up mesh entry data structure""" """Set up mesh entry data structure"""
#create shapekey objects to merge doubles on.
shapes: list[bpy.types.Object] = []
if(mesh.data.shape_keys):
for shape in mesh.data.shape_keys.key_blocks:
shapes.append(create_duplicate_for_merge(context,mesh,shape.name))
else:
shapes.append(create_duplicate_for_merge(context,mesh))
mesh_entry: MeshEntry = { mesh_entry: MeshEntry = {
"mesh": mesh, "mesh": mesh,
"shapekeys": [], "shapekeys": shapes
"vertices": len(mesh.data.vertices),
"cur_vertex_pass": 0
} }
if mesh.data.shape_keys:
mesh_entry["shapekeys"] = [shape.name for shape in mesh.data.shape_keys.key_blocks]
return mesh_entry return mesh_entry
def execute(self, context: Context) -> set[str]: def execute(self, context: Context) -> set[str]:
@@ -157,7 +113,7 @@ class AvatarToolkit_OT_RemoveDoubles(Operator):
for mesh in objects: for mesh in objects:
if mesh.data.name not in [obj["mesh"].data.name for obj in self.objects_to_do]: if mesh.data.name not in [obj["mesh"].data.name for obj in self.objects_to_do]:
logger.debug(f"Setting up data for object {mesh.name}") logger.debug(f"Setting up data for object {mesh.name}")
mesh_entry = self.setup_mesh_entry(mesh) mesh_entry = self.setup_mesh_entry(context, mesh)
self.objects_to_do.append(mesh_entry) self.objects_to_do.append(mesh_entry)
context.window_manager.modal_handler_add(self) context.window_manager.modal_handler_add(self)
@@ -167,148 +123,68 @@ class AvatarToolkit_OT_RemoveDoubles(Operator):
logger.error(f"Error in execute: {str(e)}") logger.error(f"Error in execute: {str(e)}")
return {'CANCELLED'} return {'CANCELLED'}
def modify_mesh(self, context: Context, mesh: MeshEntry) -> None:
"""Basic mesh modification for simple cases"""
try:
mesh["mesh"].select_set(True)
context.view_layer.objects.active = mesh["mesh"]
mesh_data = mesh["mesh"].data
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode='OBJECT')
# Select vertices with different positions in shape keys
for index, point in enumerate(mesh["mesh"].active_shape_key.points):
if point.co.xyz != mesh_data.shape_keys.key_blocks[0].points[index].co.xyz:
mesh_data.vertices[index].select = True
logger.debug(f"Shapekey has moved vertex at index {index}")
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode='OBJECT')
mesh["mesh"].select_set(False)
except Exception as e:
logger.error(f"Error in modify_mesh: {str(e)}")
def modify_mesh_advanced(self, context: Context, mesh_entry: MeshEntry) -> int:
"""Advanced mesh modification with shape key handling"""
try:
final_merged_vertex_group = []
initialized_final = False
merge_distance = context.scene.avatar_toolkit.remove_doubles_merge_distance
for shapekey_name in mesh_entry["shapekeys"]:
duplicate = create_duplicate_for_merge(context, mesh_entry["mesh"], shapekey_name)
vertices_original = {i: v.co.xyz for i, v in enumerate(duplicate.data.vertices)}
merge_vertex_at_index(duplicate.data, mesh_entry["cur_vertex_pass"], merge_distance) #merge the vertex at our pass to find vertices that would merge to our vertex at this shapekey.
# Process merging
merged_vertices = process_vertex_merging(duplicate.data, vertices_original, mesh_entry["cur_vertex_pass"]) # find what vertices actually merged.
if not initialized_final:
final_merged_vertex_group = merged_vertices.copy()
initialized_final = True
else:
final_merged_vertex_group = [v for v in final_merged_vertex_group if v in merged_vertices] # remove vertices that merged from the list if they didn't merge during this shapkey.
bpy.ops.object.delete()
# Apply final merging
if final_merged_vertex_group:
self.apply_final_merging(context, mesh_entry, final_merged_vertex_group, merge_distance) # merge all vertices that merged on every shapekey no matter the shapekey during the loop.
return len(final_merged_vertex_group)
except Exception as e:
logger.error(f"Error in modify_mesh_advanced: {str(e)}")
return 1
def apply_final_merging(self, context: Context, mesh_entry: MeshEntry, vertex_group: list[int], merge_distance: float) -> None:
"""Apply final vertex merging operations"""
mesh = mesh_entry["mesh"]
context.view_layer.objects.active = mesh
mesh.select_set(True)
bpy.ops.object.mode_set(mode='OBJECT')
select_target_group = [False] * len(mesh.data.vertices)
for vertex_index in vertex_group:
select_target_group[vertex_index] = True
mesh.data.vertices.foreach_set("select", select_target_group)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.remove_doubles(threshold=merge_distance, use_unselected=False)
bpy.ops.object.mode_set(mode='OBJECT')
def process_simple_mesh(self, context: Context, mesh: MeshEntry, merge_distance: float) -> None:
"""Process mesh without shapekeys using simple merge operation"""
logger.debug(f"Processing mesh without shapekeys: {mesh['mesh'].name}")
mesh["mesh"].select_set(True)
context.view_layer.objects.active = mesh["mesh"]
bpy.ops.object.mode_set(mode='EDIT')
mesh["mesh"].data.vertices.foreach_set("select", [False] * len(mesh["mesh"].data.vertices))
bpy.ops.mesh.select_all(action="INVERT")
bpy.ops.mesh.remove_doubles(threshold=merge_distance, use_unselected=False)
bpy.ops.object.mode_set(mode='OBJECT')
mesh["mesh"].select_set(False)
def finish_mesh_processing(self, context: Context, mesh: MeshEntry, advanced: bool, merge_distance: float) -> None:
"""Complete the mesh processing by performing final merge operations"""
logger.debug("Finishing mesh processing")
mesh["mesh"].select_set(True)
context.view_layer.objects.active = mesh["mesh"]
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action="INVERT")
bpy.ops.mesh.remove_doubles(threshold=merge_distance, use_unselected=False)
bpy.ops.object.mode_set(mode='OBJECT')
mesh["mesh"].select_set(False)
def modal(self, context: Context, event: Event) -> set[ModalReturnType]: def modal(self, context: Context, event: Event) -> set[ModalReturnType]:
"""Modal operator execution""" """Modal operator execution"""
try: try:
if not self.objects_to_do: if not self.objects_to_do or len(self.objects_to_do) <= 0:
self.report({'INFO'}, t("Optimization.remove_doubles_completed")) self.report({'INFO'}, t("Optimization.remove_doubles_completed"))
logger.info("Finishing modal execution of merge doubles safely") logger.info("Finishing modal execution of merge doubles safely")
return {'FINISHED'} return {'FINISHED'}
mesh = self.objects_to_do[0] mesh: MeshEntry = self.objects_to_do.pop(0)
mesh_data = mesh["mesh"].data merge_distance: float = self.merge_distance
advanced = context.scene.avatar_toolkit.remove_doubles_advanced
merge_distance = context.scene.avatar_toolkit.remove_doubles_merge_distance
if len(mesh['shapekeys']) > 0 and not advanced:
shapekeyname = mesh['shapekeys'].pop(0)
mesh["mesh"].active_shape_key_index = mesh_data.shape_keys.key_blocks.find(shapekeyname)
logger.debug(f"Processing shapekey {shapekeyname}")
self.modify_mesh(context, mesh)
elif not mesh_data.shape_keys: #find which vertices merge on all shapekeys using bmesh, a fast way of doing it - @989onan
self.process_simple_mesh(context, mesh, merge_distance) #final_merged_vertex_group = [i for i in range(0,len(mesh['mesh'].data.vertices))]
self.objects_to_do.pop(0) final_merged_vertex_group: dict[set[int],list[int]] = []
for shape in mesh["shapekeys"]:
select_obj(context, shape, target_mode='EDIT')
bmesh_mesh: bmesh.types.BMesh = bmesh.from_edit_mesh(shape.data)
selected_verts: list[bmesh.types.BMVert] = [vert for vert in bmesh_mesh.verts if vert.select == True]
i: int = 0
merged_vertices: dict[set[int],list[int]] = {} #make a list of sets which act as pairs. the pairs being sets means it doesn't matter if element 0 is at index 1, it is still considered the same pair
mergers: dict[bmesh.types.BMVert, bmesh.types.BMVert]
for name,mergers in bmesh.ops.find_doubles(bmesh_mesh,verts=selected_verts,dist=merge_distance).items():
for source_vert,target_vert in mergers.items():
pair: set[int] = set()
pair.add(source_vert.index)
pair.add(target_vert.index)
frozen_pair = frozenset(pair)
merged_vertices[frozen_pair] = [source_vert.index,target_vert.index] #put the pairs we have found into a list.
elif not (mesh["cur_vertex_pass"] > mesh["vertices"]) and advanced: #advanced merging vertex by vertex if(final_merged_vertex_group == []): #populate list if it is empty
if(mesh["cur_vertex_pass"] < 0): #make sure it doesn't go below 0 and explode when advancing backwards from a previous step final_merged_vertex_group = merged_vertices
mesh["cur_vertex_pass"] = 0 new_dict: dict[set[int],list[int]] = {}
if vertex_moves(mesh["mesh"].data, mesh["cur_vertex_pass"]): # do not do advanced merging for vertices that don't move #update our final list, keeping pairs that exist on all shapekeys and not just one.
mesh["cur_vertex_pass"] -= self.modify_mesh_advanced(context, mesh)-2 #advance forward or backwards based on how many vertices actually got merged, changing the list size. for key,value in final_merged_vertex_group.items():
#if above returns 1 (no vertices other than this one being merged to ourselves), advance by 1. else don't advance or go backwards. Makes sure all vertices get merged in the end. if key in merged_vertices.keys():
else: new_dict[key] = value
mesh["cur_vertex_pass"] += 1 final_merged_vertex_group = new_dict
elif (mesh["cur_vertex_pass"] > mesh["vertices"]) and advanced and len(mesh['shapekeys']) > 0: #after advanced merging has gone past all the moving vertices, now we need to merge non moving vertices. #create an edit mesh and ensure it's vertex table
shapekeyname = mesh['shapekeys'].pop(0) select_obj(context, mesh['mesh'], target_mode='EDIT')
mesh["mesh"].active_shape_key_index = mesh_data.shape_keys.key_blocks.find(shapekeyname) data_mesh: bpy.types.Mesh = mesh['mesh'].data
logger.debug(f"Processing shapekey {shapekeyname}") mappings: dict[bmesh.types.BMVert,bmesh.types.BMVert] = {}
self.modify_mesh(context, mesh) bmesh_mesh: bmesh.types.BMesh = bmesh.from_edit_mesh(data_mesh)
else: bmesh_mesh.verts.ensure_lookup_table()
self.finish_mesh_processing(context, mesh, advanced, merge_distance)
self.objects_to_do.pop(0) #turn our pairs into a dictionary, which allows for merging vertices based on the shared pairs.
for key,value in final_merged_vertex_group.items():
mappings[bmesh_mesh.verts[value[0]]] = bmesh_mesh.verts[value[1]]
#weld the verts and update the source mesh
bmesh.ops.weld_verts(bmesh_mesh,targetmap=mappings)
bmesh.update_edit_mesh(data_mesh, destructive=True)
#delete the shapekey reading meshes.
for shape in mesh["shapekeys"]:
bpy.data.objects.remove(shape)
return {'RUNNING_MODAL'} return {'RUNNING_MODAL'}
except Exception as e: except Exception as e:
logger.error(f"Error in modal: {str(e)}") print(traceback.format_exception(e))
logger.error(f"Error in modal: {traceback.format_exception(e)}")
return {'CANCELLED'} return {'CANCELLED'}
+94 -1
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@@ -1,7 +1,7 @@
import bpy import bpy
import numpy as np import numpy as np
from bpy.types import Operator, Context from bpy.types import Operator, Context
from typing import Set from typing import Set, Literal
from ...core.translations import t from ...core.translations import t
from ...core.logging_setup import logger from ...core.logging_setup import logger
from ...core.common import get_active_armature, get_all_meshes from ...core.common import get_active_armature, get_all_meshes
@@ -99,3 +99,96 @@ class AvatarToolkit_OT_SelectShortestSeamPath(Operator):
return {'FINISHED'} return {'FINISHED'}
class AvatarToolkit_OT_ExplodeMesh(Operator):
"""Explodes the mesh for use with painting programs, or painting inside blender."""
bl_idname = "avatar_toolkit.explode_mesh"
bl_label = t("Tools.explode_mesh")
bl_description = t("Tools.explode_mesh_desc")
bl_options = {'REGISTER', 'UNDO'}
distance: bpy.props.FloatProperty(default=2.0,name=t("Tools.explode_mesh.distance"),description=t("Tools.explode_mesh.distance_desc"))
split_on_seams: bpy.props.BoolProperty(default=True,name=t("Tools.explode_mesh.split_on_seams"),description=t("Tools.explode_mesh.split_on_seams_desc"))
def draw(self, context: Context) -> None:
"""Draw the operator's UI"""
layout = self.layout
layout.prop(self, "distance")
def invoke(self, context: Context, event: bpy.types.Event) -> set[str]:
"""Initialize the operator"""
return context.window_manager.invoke_props_dialog(self)
@classmethod
def poll(cls, context: Context) -> bool:
return context.view_layer.objects.active.type == "MESH" and len(context.view_layer.objects.selected) == 1
def execute(self, context: Context) -> Set[str]:
mesh_obj: bpy.types.Object = context.view_layer.objects.active.type
mesh: bpy.types.Mesh = context.view_layer.objects.active.data
if(self.split_on_seams):
#set to correct mode
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(type='EDGE')
#mark seams by islands
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.uv.select_all(action="SELECT")
bpy.ops.uv.seams_from_islands(mark_seams=True,mark_sharp=False)
#clear selection
bpy.ops.mesh.select_all(action="DESELECT")
bpy.ops.object.mode_set(mode='OBJECT')
bm = bmesh.new() # create an empty BMesh
bm.from_mesh(mesh) # fill it in from active mesh
#select seam edges
for idx,edge in enumerate(bm.edges):
edge.select = edge.seam
bm.to_mesh(mesh)
bm.free()
#split edges.
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.edge_split()
#separate by loose.
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(type='FACE')
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.mesh.separate(type='LOOSE')
distance: float = self.distance
#set origins to geometry
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.origin_set(type="ORIGIN_GEOMETRY",center="BOUNDS")
#store original settings
origin_only_orig: bool = context.scene.tool_settings.use_transform_data_origin
pos_only_orig: bool = context.scene.tool_settings.use_transform_pivot_point_align
parents_only_orig: bool = context.scene.tool_settings.use_transform_skip_children
original_pivot: Literal['BOUNDING_BOX_CENTER', 'CURSOR', 'INDIVIDUAL_ORIGINS', 'MEDIAN_POINT', 'ACTIVE_ELEMENT'] = context.scene.tool_settings.transform_pivot_point
#set scene settings correctly.
context.scene.tool_settings.use_transform_data_origin = False
context.scene.tool_settings.use_transform_pivot_point_align = True
context.scene.tool_settings.use_transform_skip_children = False
context.scene.tool_settings.transform_pivot_point = 'MEDIAN_POINT'
#spread out separated objects
bpy.ops.transform.resize(value=(self.distance, self.distance, self.distance), orient_type='GLOBAL')
#restore settings.
context.scene.tool_settings.use_transform_data_origin = origin_only_orig
context.scene.tool_settings.use_transform_pivot_point_align = pos_only_orig
context.scene.tool_settings.use_transform_skip_children = parents_only_orig
context.scene.tool_settings.transform_pivot_point = original_pivot
return {'FINISHED'}
+7 -5
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@@ -128,9 +128,7 @@
"Optimization.combine_materials": "Combine Materials", "Optimization.combine_materials": "Combine Materials",
"Optimization.combine_materials_desc": "Combine similar materials to reduce draw calls", "Optimization.combine_materials_desc": "Combine similar materials to reduce draw calls",
"Optimization.remove_doubles": "Remove Doubles", "Optimization.remove_doubles": "Remove Doubles",
"Optimization.remove_doubles_desc": "Remove duplicate vertices", "Optimization.remove_doubles_desc": "Remove duplicate vertices safely, keeping shapekeys preserved.",
"Optimization.remove_doubles_advanced": "Advanced",
"Optimization.remove_doubles_advanced_desc": "Remove duplicate vertices with advanced options",
"Optimization.join_all_meshes": "Join All", "Optimization.join_all_meshes": "Join All",
"Optimization.join_all_meshes_desc": "Join all meshes in the scene", "Optimization.join_all_meshes_desc": "Join all meshes in the scene",
"Optimization.join_selected_meshes": "Join Selected", "Optimization.join_selected_meshes": "Join Selected",
@@ -158,8 +156,6 @@
"Optimization.error.join_selected": "Failed to join selected meshes: {error}", "Optimization.error.join_selected": "Failed to join selected meshes: {error}",
"Optimization.merge_distance": "Merge Distance", "Optimization.merge_distance": "Merge Distance",
"Optimization.merge_distance_desc": "Distance within which vertices will be merged", "Optimization.merge_distance_desc": "Distance within which vertices will be merged",
"Optimization.remove_doubles_warning": "This process may take a long time",
"Optimization.remove_doubles_wait": "Blender may seem unresponsive during this operation",
"Optimization.error.remove_doubles": "Failed to remove doubles: {error}", "Optimization.error.remove_doubles": "Failed to remove doubles: {error}",
"Optimization.no_armature": "No armature selected", "Optimization.no_armature": "No armature selected",
"Optimization.processing_mesh": "Processing mesh: {name}", "Optimization.processing_mesh": "Processing mesh: {name}",
@@ -219,6 +215,12 @@
"Tools.clean_weights_threshold_desc": "Minimum weight value to consider a bone as weighted", "Tools.clean_weights_threshold_desc": "Minimum weight value to consider a bone as weighted",
"Tools.find_shortest_seam_path": "Find Shortest Seam Path", "Tools.find_shortest_seam_path": "Find Shortest Seam Path",
"Tools.find_shortest_seam_path_desc": "Find shortest path of seams between two selected vertices connected to seams.", "Tools.find_shortest_seam_path_desc": "Find shortest path of seams between two selected vertices connected to seams.",
"Tools.explode_mesh":"Explode Mesh for Painting",
"Tools.explode_mesh_desc": "Explodes the mesh for use with painting programs, or painting inside blender.",
"Tools.explode_mesh.distance": "Distance",
"Tools.explode_mesh.distance_desc": "Scale factor for distance between exploded items on model.",
"Tools.explode_mesh.split_on_seams_desc":"Split model on UV seams to separate islands from each other.",
"Tools.explode_mesh.split_on_seams":"Split on Seams",
"Tools.apply_modifier_on_shapekey_obj":"Apply Modifier on Shapekey Object", "Tools.apply_modifier_on_shapekey_obj":"Apply Modifier on Shapekey Object",
"Tools.apply_modifier_on_shapekey_obj_desc":"Applies a modifier on an object regardless of it having shapekeys.", "Tools.apply_modifier_on_shapekey_obj_desc":"Applies a modifier on an object regardless of it having shapekeys.",
"Tools.merge_title": "Merge Tools", "Tools.merge_title": "Merge Tools",
+1 -2
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@@ -4,7 +4,7 @@ from bpy.types import Panel, Context, UILayout, Operator
from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
from ..core.translations import t from ..core.translations import t
from ..functions.optimization.materials_tools import AvatarToolkit_OT_CombineMaterials from ..functions.optimization.materials_tools import AvatarToolkit_OT_CombineMaterials
from ..functions.optimization.remove_doubles import AvatarToolkit_OT_RemoveDoubles,AvatarToolkit_OT_RemoveDoublesAdvanced from ..functions.optimization.remove_doubles import AvatarToolkit_OT_RemoveDoubles
from ..functions.optimization.mesh_tools import AvatarToolkit_OT_JoinAllMeshes, AvatarToolkit_OT_JoinSelectedMeshes from ..functions.optimization.mesh_tools import AvatarToolkit_OT_JoinAllMeshes, AvatarToolkit_OT_JoinSelectedMeshes
class AvatarToolKit_PT_OptimizationPanel(Panel): class AvatarToolKit_PT_OptimizationPanel(Panel):
@@ -40,7 +40,6 @@ class AvatarToolKit_PT_OptimizationPanel(Panel):
# Remove Doubles Row # Remove Doubles Row
row: UILayout = col.row(align=True) row: UILayout = col.row(align=True)
row.operator(AvatarToolkit_OT_RemoveDoubles.bl_idname, icon='MESH_DATA') row.operator(AvatarToolkit_OT_RemoveDoubles.bl_idname, icon='MESH_DATA')
row.operator(AvatarToolkit_OT_RemoveDoublesAdvanced.bl_idname, icon='PREFERENCES')
# Join Meshes Box # Join Meshes Box
join_box: UILayout = layout.box() join_box: UILayout = layout.box()
+2 -1
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@@ -18,7 +18,7 @@ from ..functions.tools.bone_tools import (
from ..functions.tools.standardize_armature import AvatarToolkit_OT_StandardizeArmature from ..functions.tools.standardize_armature import AvatarToolkit_OT_StandardizeArmature
from ..functions.tools.merge_tools import AvatarToolkit_OT_MergeToActive, AvatarToolkit_OT_MergeToParent, AvatarToolkit_OT_ConnectBones from ..functions.tools.merge_tools import AvatarToolkit_OT_MergeToActive, AvatarToolkit_OT_MergeToParent, AvatarToolkit_OT_ConnectBones
from ..functions.tools.rigify_converter import AvatarToolkit_OT_ConvertRigifyToUnity from ..functions.tools.rigify_converter import AvatarToolkit_OT_ConvertRigifyToUnity
from ..functions.tools.general_mesh_tools import AvatarToolkit_OT_SelectShortestSeamPath from ..functions.tools.general_mesh_tools import AvatarToolkit_OT_SelectShortestSeamPath, AvatarToolkit_OT_ExplodeMesh
from ..functions.custom_tools.force_apply_modifier import AvatarToolkit_OT_ApplyModifierForShapkeyObj from ..functions.custom_tools.force_apply_modifier import AvatarToolkit_OT_ApplyModifierForShapkeyObj
class AvatarToolKit_PT_ToolsPanel(Panel): class AvatarToolKit_PT_ToolsPanel(Panel):
@@ -68,6 +68,7 @@ class AvatarToolKit_PT_ToolsPanel(Panel):
col.separator(factor=0.5) col.separator(factor=0.5)
col.operator(AvatarToolkit_OT_SelectShortestSeamPath.bl_idname,text=t("Tools.find_shortest_seam_path"),icon="MESH_DATA") col.operator(AvatarToolkit_OT_SelectShortestSeamPath.bl_idname,text=t("Tools.find_shortest_seam_path"),icon="MESH_DATA")
col.operator(AvatarToolkit_OT_ApplyModifierForShapkeyObj.bl_idname,text=t("Tools.apply_modifier_on_shapekey_obj"),icon="SHAPEKEY_DATA") col.operator(AvatarToolkit_OT_ApplyModifierForShapkeyObj.bl_idname,text=t("Tools.apply_modifier_on_shapekey_obj"),icon="SHAPEKEY_DATA")
col.operator(AvatarToolkit_OT_ExplodeMesh.bl_idname,text=t("Tools.explode_mesh"),icon="MOD_EXPLODE")
# Standardization Tools # Standardization Tools