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)
+81 -205
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@@ -1,3 +1,4 @@
import traceback
import bpy
import numpy as np
from typing import List, TypedDict, Any, Literal, TypeAlias, cast
@@ -9,6 +10,8 @@ from ...core.common import (
get_all_meshes,
)
from ...core.armature_validation import validate_armature
import bmesh
import mathutils
# Constants
MERGE_ITERATION_COUNT = 20
@@ -19,83 +22,36 @@ ModalReturnType: TypeAlias = Literal['RUNNING_MODAL', 'FINISHED', 'CANCELLED']
class MeshEntry(TypedDict):
mesh: Object
shapekeys: list[str]
vertices: int
cur_vertex_pass: int
shapekeys: list[bpy.types.Object]
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"""
context.view_layer.objects.active = mesh
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
mesh.select_set(True)
context.view_layer.objects.active = mesh
bpy.ops.object.duplicate()
bpy.ops.object.shape_key_move(type='TOP')
duplicate = context.view_layer.objects.active
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
def process_vertex_merging(mesh_data: bpy.types.Mesh, vertices_original: dict[int, Any], current_vertex: int) -> list[int]:
"""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)
def select_obj(context: Context, obj: Object, target_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):
bl_idname = "avatar_toolkit.remove_doubles"
@@ -104,7 +60,7 @@ class AvatarToolkit_OT_RemoveDoubles(Operator):
bl_options = {'REGISTER', 'UNDO'}
objects_to_do: list[MeshEntry] = []
merge_distance: bpy.props.FloatProperty(name=t("Optimization.merge_distance"), description=t("Optimization.merge_distance_desc"), default=.001)
@classmethod
def poll(cls, context: Context) -> bool:
"""Check if the operator can be executed"""
@@ -117,27 +73,27 @@ class AvatarToolkit_OT_RemoveDoubles(Operator):
def draw(self, context: Context) -> None:
"""Draw the operator's UI"""
layout = self.layout
layout.prop(context.scene.avatar_toolkit, "remove_doubles_merge_distance")
layout.label(text=t("Optimization.remove_doubles_warning"))
layout.label(text=t("Optimization.remove_doubles_wait"))
layout.prop(self, "merge_distance")
def invoke(self, context: Context, event: Event) -> set[str]:
"""Initialize the operator"""
logger.info("Starting modal execution of merge doubles safely")
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"""
#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": mesh,
"shapekeys": [],
"vertices": len(mesh.data.vertices),
"cur_vertex_pass": 0
"shapekeys": shapes
}
if mesh.data.shape_keys:
mesh_entry["shapekeys"] = [shape.name for shape in mesh.data.shape_keys.key_blocks]
return mesh_entry
def execute(self, context: Context) -> set[str]:
@@ -157,7 +113,7 @@ class AvatarToolkit_OT_RemoveDoubles(Operator):
for mesh in objects:
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}")
mesh_entry = self.setup_mesh_entry(mesh)
mesh_entry = self.setup_mesh_entry(context, mesh)
self.objects_to_do.append(mesh_entry)
context.window_manager.modal_handler_add(self)
@@ -167,148 +123,68 @@ class AvatarToolkit_OT_RemoveDoubles(Operator):
logger.error(f"Error in execute: {str(e)}")
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]:
"""Modal operator execution"""
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"))
logger.info("Finishing modal execution of merge doubles safely")
return {'FINISHED'}
mesh = self.objects_to_do[0]
mesh_data = mesh["mesh"].data
advanced = context.scene.avatar_toolkit.remove_doubles_advanced
merge_distance = context.scene.avatar_toolkit.remove_doubles_merge_distance
mesh: MeshEntry = self.objects_to_do.pop(0)
merge_distance: float = self.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:
self.process_simple_mesh(context, mesh, merge_distance)
self.objects_to_do.pop(0)
#find which vertices merge on all shapekeys using bmesh, a fast way of doing it - @989onan
#final_merged_vertex_group = [i for i in range(0,len(mesh['mesh'].data.vertices))]
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(mesh["cur_vertex_pass"] < 0): #make sure it doesn't go below 0 and explode when advancing backwards from a previous step
mesh["cur_vertex_pass"] = 0
if(final_merged_vertex_group == []): #populate list if it is empty
final_merged_vertex_group = merged_vertices
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
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.
#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.
else:
mesh["cur_vertex_pass"] += 1
#update our final list, keeping pairs that exist on all shapekeys and not just one.
for key,value in final_merged_vertex_group.items():
if key in merged_vertices.keys():
new_dict[key] = value
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.
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)
else:
self.finish_mesh_processing(context, mesh, advanced, merge_distance)
self.objects_to_do.pop(0)
#create an edit mesh and ensure it's vertex table
select_obj(context, mesh['mesh'], target_mode='EDIT')
data_mesh: bpy.types.Mesh = mesh['mesh'].data
mappings: dict[bmesh.types.BMVert,bmesh.types.BMVert] = {}
bmesh_mesh: bmesh.types.BMesh = bmesh.from_edit_mesh(data_mesh)
bmesh_mesh.verts.ensure_lookup_table()
#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'}
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'}
+94 -1
View File
@@ -1,7 +1,7 @@
import bpy
import numpy as np
from bpy.types import Operator, Context
from typing import Set
from typing import Set, Literal
from ...core.translations import t
from ...core.logging_setup import logger
from ...core.common import get_active_armature, get_all_meshes
@@ -99,3 +99,96 @@ class AvatarToolkit_OT_SelectShortestSeamPath(Operator):
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
View File
@@ -128,9 +128,7 @@
"Optimization.combine_materials": "Combine Materials",
"Optimization.combine_materials_desc": "Combine similar materials to reduce draw calls",
"Optimization.remove_doubles": "Remove Doubles",
"Optimization.remove_doubles_desc": "Remove duplicate vertices",
"Optimization.remove_doubles_advanced": "Advanced",
"Optimization.remove_doubles_advanced_desc": "Remove duplicate vertices with advanced options",
"Optimization.remove_doubles_desc": "Remove duplicate vertices safely, keeping shapekeys preserved.",
"Optimization.join_all_meshes": "Join All",
"Optimization.join_all_meshes_desc": "Join all meshes in the scene",
"Optimization.join_selected_meshes": "Join Selected",
@@ -158,8 +156,6 @@
"Optimization.error.join_selected": "Failed to join selected meshes: {error}",
"Optimization.merge_distance": "Merge Distance",
"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.no_armature": "No armature selected",
"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.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.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_desc":"Applies a modifier on an object regardless of it having shapekeys.",
"Tools.merge_title": "Merge Tools",
+1 -2
View File
@@ -4,7 +4,7 @@ from bpy.types import Panel, Context, UILayout, Operator
from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
from ..core.translations import t
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
class AvatarToolKit_PT_OptimizationPanel(Panel):
@@ -40,7 +40,6 @@ class AvatarToolKit_PT_OptimizationPanel(Panel):
# Remove Doubles Row
row: UILayout = col.row(align=True)
row.operator(AvatarToolkit_OT_RemoveDoubles.bl_idname, icon='MESH_DATA')
row.operator(AvatarToolkit_OT_RemoveDoublesAdvanced.bl_idname, icon='PREFERENCES')
# Join Meshes Box
join_box: UILayout = layout.box()
+2 -1
View File
@@ -18,7 +18,7 @@ from ..functions.tools.bone_tools import (
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.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
class AvatarToolKit_PT_ToolsPanel(Panel):
@@ -68,6 +68,7 @@ class AvatarToolKit_PT_ToolsPanel(Panel):
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_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