Pose mode improvements, armature validation improvements.

Pose mode Improvements:

Batch processing for all mesh operations
Numpy-powered vertex array handling
Optimized modifier stack management
Smart shape key processing
Enhanced progress tracking

The armature validation system improvements:

Essential bones (hips, spine, chest, neck, head)
Proper bone hierarchy validation
Symmetry pair verification (e.g., arm.l/arm.r)
This commit is contained in:
Yusarina
2024-12-04 00:54:21 +00:00
parent ff23d23cfc
commit 5dcaba381d
4 changed files with 370 additions and 150 deletions
+192 -39
View File
@@ -1,10 +1,48 @@
import bpy
import numpy as np
from bpy.types import Context, Object
from typing import Optional, Tuple, List, Set
import logging
from bpy.types import Context, Object, Modifier
from typing import Optional, Tuple, List, Set, Dict, Any, Generator, Callable
from ..core.translations import t
from ..core.dictionaries import bone_names
logger = logging.getLogger('avatar_toolkit')
logger.setLevel(logging.DEBUG)
def setup_logging() -> None:
"""Configure logging for Avatar Toolkit"""
handler = logging.StreamHandler()
handler.setLevel(logging.DEBUG)
formatter = logging.Formatter('%(asctime)s - %(name)s - %(levelname)s - %(message)s')
handler.setFormatter(formatter)
logger.addHandler(handler)
class ProgressTracker:
"""Universal progress tracking for Avatar Toolkit operations"""
def __init__(self, context: Context, total_steps: int, operation_name: str = "Operation"):
self.context = context
self.total = total_steps
self.current = 0
self.operation_name = operation_name
self.wm = context.window_manager
def step(self, message: str = "") -> None:
"""Update progress by one step"""
self.current += 1
progress = self.current / self.total
self.wm.progress_begin(0, 100)
self.wm.progress_update(progress * 100)
logger.debug(f"{self.operation_name} - {progress:.1%}: {message}")
def __enter__(self):
logger.info(f"Starting {self.operation_name}")
return self
def __exit__(self, exc_type, exc_val, exc_tb):
self.wm.progress_end()
logger.info(f"Completed {self.operation_name}")
def get_active_armature(context: bpy.types.Context) -> Optional[bpy.types.Object]:
"""Get the currently selected armature from Avatar Toolkit properties"""
armature_name = context.scene.avatar_toolkit.active_armature
@@ -25,27 +63,95 @@ def get_armature_list(self=None, context: bpy.types.Context = None) -> List[Tupl
return [('NONE', t("Armature.validation.no_armature"), '')]
return armatures
def validate_armature(armature: bpy.types.Object) -> Tuple[bool, str]:
"""
Validate if the selected object is a proper armature and has required bones
Returns tuple of (is_valid, message)
"""
if not armature:
return False, t("Armature.validation.no_armature")
if armature.type != 'ARMATURE':
return False, t("Armature.validation.not_armature")
if not armature.data.bones:
return False, t("Armature.validation.no_bones")
essential_bones: Set[str] = {'hips', 'spine', 'chest', 'neck', 'head'}
found_bones: Set[str] = {bone.name.lower() for bone in armature.data.bones}
def validate_armature(armature: bpy.types.Object, validation_level: str = 'standard') -> Tuple[bool, List[str]]:
"""Enhanced armature validation with multiple checks and validation levels"""
messages = []
# Basic checks
if not armature or armature.type != 'ARMATURE' or not armature.data.bones:
return False, [t("Armature.validation.basic_check_failed")]
found_bones = {bone.name.lower(): bone for bone in armature.data.bones}
# Essential bones check
essential_bones = {'hips', 'spine', 'chest', 'neck', 'head'}
missing_bones = []
for bone in essential_bones:
if not any(alt_name in found_bones for alt_name in bone_names[bone]):
return False, t("Armature.validation.missing_bone", bone=bone)
return True, t("QuickAccess.valid_armature")
missing_bones.append(bone)
if missing_bones:
messages.append(t("Armature.validation.missing_bones", bones=", ".join(missing_bones)))
if validation_level in ['standard', 'strict']:
# Hierarchy validation
hierarchy = [('hips', 'spine'), ('spine', 'chest'), ('chest', 'neck'), ('neck', 'head')]
for parent, child in hierarchy:
if not validate_bone_hierarchy(found_bones, parent, child):
messages.append(t("Armature.validation.invalid_hierarchy", parent=parent, child=child))
# Symmetry validation
symmetry_pairs = [('arm', 'l', 'r'), ('leg', 'l', 'r')]
for base, left, right in symmetry_pairs:
if not validate_symmetry(found_bones, base, left, right):
messages.append(t("Armature.validation.asymmetric_bones", bone=base))
# Special handling for hand/wrist symmetry
if (not validate_symmetry(found_bones, 'hand', 'l', 'r') and
not validate_symmetry(found_bones, 'wrist', 'l', 'r')):
messages.append(t("Armature.validation.asymmetric_hand_wrist"))
is_valid = len(messages) == 0
return is_valid, messages
def validate_bone_hierarchy(bones: Dict[str, bpy.types.Bone], parent_name: str, child_name: str) -> bool:
"""Validate if there is a valid parent-child relationship between bones"""
# Find matching parent and child bones using bone_names dictionary
parent_bone = None
child_bone = None
# Check for parent bone matches
for alt_name in bone_names[parent_name]:
if alt_name in bones:
parent_bone = bones[alt_name]
break
# Check for child bone matches
for alt_name in bone_names[child_name]:
if alt_name in bones:
child_bone = bones[alt_name]
break
if not parent_bone or not child_bone:
return False
# Check if child's parent matches parent bone
return child_bone.parent == parent_bone
def validate_symmetry(bones: Dict[str, bpy.types.Bone], base: str, left: str, right: str) -> bool:
"""
Validate if matching left and right bones exist for a given base bone name
"""
# Define common naming patterns
left_patterns = [
f"{base}.{left}",
f"{base}_{left}",
f"{left}_{base}"
]
right_patterns = [
f"{base}.{right}",
f"{base}_{right}",
f"{right}_{base}"
]
# Check if any of the patterns exist in the bones dictionary
left_exists = any(pattern in bones for pattern in left_patterns)
right_exists = any(pattern in bones for pattern in right_patterns)
return left_exists and right_exists
def auto_select_single_armature(context: bpy.types.Context) -> None:
"""Automatically select armature if only one exists in scene"""
armatures = get_armature_list(context)
@@ -69,33 +175,79 @@ def get_armature_stats(armature: bpy.types.Object) -> dict:
}
def get_all_meshes(context: Context) -> List[Object]:
"""Get all mesh objects parented to the active armature"""
armature = get_active_armature(context)
if armature:
return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
return []
def apply_pose_as_rest(context: Context, armature_obj: Object, meshes: List[Object]) -> bool:
for mesh_obj in meshes:
if not mesh_obj.data:
continue
if mesh_obj.data.shape_keys and mesh_obj.data.shape_keys.key_blocks:
if len(mesh_obj.data.shape_keys.key_blocks) == 1:
basis = mesh_obj.data.shape_keys.key_blocks[0]
basis_name = basis.name
mesh_obj.shape_key_remove(basis)
apply_armature_to_mesh(armature_obj, mesh_obj)
mesh_obj.shape_key_add(name=basis_name)
else:
apply_armature_to_mesh_with_shapekeys(armature_obj, mesh_obj, context)
else:
apply_armature_to_mesh(armature_obj, mesh_obj)
def validate_mesh_for_pose(mesh_obj: Object) -> Tuple[bool, str]:
"""Validate mesh object for pose operations"""
if not mesh_obj.data:
return False, t("Mesh.validation.no_data")
if not mesh_obj.vertex_groups:
return False, t("Mesh.validation.no_vertex_groups")
armature_mods = [mod for mod in mesh_obj.modifiers if mod.type == 'ARMATURE']
if not armature_mods:
return False, t("Mesh.validation.no_armature_modifier")
return True, t("Mesh.validation.valid")
def cache_vertex_positions(mesh_obj: Object) -> np.ndarray:
"""Cache vertex positions for a mesh object"""
vertices = mesh_obj.data.vertices
positions = np.empty(len(vertices) * 3, dtype=np.float32)
vertices.foreach_get('co', positions)
return positions.reshape(-1, 3)
def apply_vertex_positions(vertices: Object, positions: np.ndarray) -> None:
"""Apply cached vertex positions to mesh in batch"""
vertices.foreach_set('co', positions.flatten())
def process_armature_modifiers(mesh_obj: Object) -> List[Dict[str, Any]]:
"""Process and store armature modifier states"""
modifier_states = []
for mod in mesh_obj.modifiers:
if mod.type == 'ARMATURE':
modifier_states.append({
'name': mod.name,
'object': mod.object,
'vertex_group': mod.vertex_group,
'show_viewport': mod.show_viewport
})
return modifier_states
def apply_pose_as_rest(context: Context, armature_obj: Object, meshes: List[Object]) -> Tuple[bool, str]:
"""Apply current pose as rest pose for armature and update meshes"""
try:
logger.info(f"Starting pose application for {len(meshes)} meshes")
with ProgressTracker(context, len(meshes), "Applying Pose") as progress:
for mesh_obj in meshes:
if not mesh_obj.data:
continue
if mesh_obj.data.shape_keys and mesh_obj.data.shape_keys.key_blocks:
apply_armature_to_mesh_with_shapekeys(armature_obj, mesh_obj, context)
else:
apply_armature_to_mesh(armature_obj, mesh_obj)
progress.step(f"Processed {mesh_obj.name}")
bpy.ops.object.mode_set(mode='POSE')
bpy.ops.pose.armature_apply(selected=False)
bpy.ops.object.mode_set(mode='OBJECT')
return True
bpy.ops.object.mode_set(mode='POSE')
bpy.ops.pose.armature_apply(selected=False)
bpy.ops.object.mode_set(mode='OBJECT')
return True, t("Operation.pose_applied")
except Exception as e:
logger.error(f"Error applying pose as rest: {str(e)}")
return False, str(e)
def apply_armature_to_mesh(armature_obj: Object, mesh_obj: Object) -> None:
"""Apply armature deformation to mesh"""
armature_mod = mesh_obj.modifiers.new('PoseToRest', 'ARMATURE')
armature_mod.object = armature_obj
@@ -109,6 +261,7 @@ def apply_armature_to_mesh(armature_obj: Object, mesh_obj: Object) -> None:
bpy.ops.object.modifier_apply(modifier=armature_mod.name)
def apply_armature_to_mesh_with_shapekeys(armature_obj: Object, mesh_obj: Object, context: Context) -> None:
"""Apply armature deformation to mesh with shape keys"""
old_active_index = mesh_obj.active_shape_key_index
old_show_only = mesh_obj.show_only_shape_key
mesh_obj.show_only_shape_key = True
@@ -156,4 +309,4 @@ def apply_armature_to_mesh_with_shapekeys(armature_obj: Object, mesh_obj: Object
sk.mute = mute
mesh_obj.active_shape_key_index = old_active_index
mesh_obj.show_only_shape_key = old_show_only
mesh_obj.show_only_shape_key = old_show_only