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