Update Logging
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# -*- coding: utf-8 -*-
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# Copyright 2014 MMD Tools authors
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# This file was originally part of the MMD Tools add-on for Blender
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# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
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# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
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# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
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import re
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from bpy.types import Operator
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from mathutils import Matrix
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class _SetShadingBase:
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bl_options = {"REGISTER", "UNDO"}
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@staticmethod
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def _get_view3d_spaces(context):
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if getattr(context.area, "type", None) == "VIEW_3D":
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return (context.area.spaces[0],)
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return (area.spaces[0] for area in getattr(context.screen, "areas", ()) if area.type == "VIEW_3D")
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@staticmethod
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def _reset_color_management(context, use_display_device=True):
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try:
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context.scene.display_settings.display_device = ("None", "sRGB")[use_display_device]
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except TypeError:
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pass
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@staticmethod
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def _reset_material_shading(context, use_shadeless=False):
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for i in (x for x in context.scene.objects if x.type == "MESH" and x.mmd_type == "NONE"):
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for s in i.material_slots:
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if s.material is None:
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continue
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s.material.use_nodes = False
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s.material.use_shadeless = use_shadeless
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def execute(self, context):
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context.scene.render.engine = "BLENDER_EEVEE_NEXT"
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shading_mode = getattr(self, "_shading_mode", None)
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for space in self._get_view3d_spaces(context):
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shading = space.shading
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shading.type = "SOLID"
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shading.light = "FLAT" if shading_mode == "SHADELESS" else "STUDIO"
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shading.color_type = "TEXTURE" if shading_mode else "MATERIAL"
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shading.show_object_outline = False
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shading.show_backface_culling = False
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return {"FINISHED"}
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class SetGLSLShading(Operator, _SetShadingBase):
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bl_idname = "mmd_tools.set_glsl_shading"
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bl_label = "GLSL View"
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bl_description = "Use GLSL shading with additional lighting"
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_shading_mode = "GLSL"
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class SetShadelessGLSLShading(Operator, _SetShadingBase):
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bl_idname = "mmd_tools.set_shadeless_glsl_shading"
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bl_label = "Shadeless GLSL View"
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bl_description = "Use only toon shading"
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_shading_mode = "SHADELESS"
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class ResetShading(Operator, _SetShadingBase):
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bl_idname = "mmd_tools.reset_shading"
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bl_label = "Reset View"
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bl_description = "Reset to default Blender shading"
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class FlipPose(Operator):
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bl_idname = "mmd_tools.flip_pose"
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bl_label = "Flip Pose"
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bl_description = "Apply the current pose of selected bones to matching bone on opposite side of X-Axis."
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bl_options = {"REGISTER", "UNDO"}
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# https://docs.blender.org/manual/en/dev/rigging/armatures/bones/editing/naming.html
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__LR_REGEX = [
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{"re": re.compile(r"^(.+)(RIGHT|LEFT)(\.\d+)?$", re.IGNORECASE), "lr": 1},
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{"re": re.compile(r"^(.+)([\.\- _])(L|R)(\.\d+)?$", re.IGNORECASE), "lr": 2},
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{"re": re.compile(r"^(LEFT|RIGHT)(.+)$", re.IGNORECASE), "lr": 0},
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{"re": re.compile(r"^(L|R)([\.\- _])(.+)$", re.IGNORECASE), "lr": 0},
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{"re": re.compile(r"^(.+)(左|右)(\.\d+)?$"), "lr": 1},
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{"re": re.compile(r"^(左|右)(.+)$"), "lr": 0},
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]
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__LR_MAP = {
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"RIGHT": "LEFT",
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"Right": "Left",
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"right": "left",
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"LEFT": "RIGHT",
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"Left": "Right",
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"left": "right",
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"L": "R",
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"l": "r",
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"R": "L",
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"r": "l",
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"左": "右",
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"右": "左",
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}
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@classmethod
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def flip_name(cls, name):
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for regex in cls.__LR_REGEX:
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match = regex["re"].match(name)
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if match:
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groups = match.groups()
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lr = groups[regex["lr"]]
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if lr in cls.__LR_MAP:
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flip_lr = cls.__LR_MAP[lr]
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name = ""
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for i, s in enumerate(groups):
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if i == regex["lr"]:
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name += flip_lr
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elif s:
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name += s
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return name
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return ""
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@staticmethod
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def __cmul(vec1, vec2):
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return type(vec1)([x * y for x, y in zip(vec1, vec2)])
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@staticmethod
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def __matrix_compose(loc, rot, scale):
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return (Matrix.Translation(loc) @ rot.to_matrix().to_4x4()) @ Matrix([(scale[0], 0, 0, 0), (0, scale[1], 0, 0), (0, 0, scale[2], 0), (0, 0, 0, 1)])
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@classmethod
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def __flip_pose(cls, matrix_basis, bone_src, bone_dest):
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from mathutils import Quaternion
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m = bone_dest.bone.matrix_local.to_3x3().transposed()
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mi = bone_src.bone.matrix_local.to_3x3().transposed().inverted() if bone_src != bone_dest else m.inverted()
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loc, rot, scale = matrix_basis.decompose()
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loc = cls.__cmul(mi @ loc, (-1, 1, 1))
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rot = cls.__cmul(Quaternion(mi @ rot.axis, rot.angle).normalized(), (1, 1, -1, -1))
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bone_dest.matrix_basis = cls.__matrix_compose(m @ loc, Quaternion(m @ rot.axis, rot.angle).normalized(), scale)
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@classmethod
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def poll(cls, context):
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return context.active_object and context.active_object.type == "ARMATURE" and context.active_object.mode == "POSE"
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def execute(self, context):
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pose_bones = context.active_object.pose.bones
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for b, mat in [(x, x.matrix_basis.copy()) for x in context.selected_pose_bones]:
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self.__flip_pose(mat, b, pose_bones.get(self.flip_name(b.name), b))
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return {"FINISHED"}
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