Fix PMX import for Blender 5.0 - remove deprecated UV texture APIs

- Replace mesh.uv_textures with mesh.uv_layers
- Remove deprecated UV selection properties
- Add compatibility helpers for UV vertex selection
- Fix morph operators UV handling
This commit is contained in:
Yusarina
2025-11-19 05:06:13 +00:00
parent 0b5bff9222
commit f0bda259d3
3 changed files with 37 additions and 20 deletions
+24 -3
View File
@@ -8,6 +8,26 @@ from ...core.translations import t
from ...core.logging_setup import logger
import traceback
def get_uv_vertex_selection(mesh: Mesh) -> List[bool]:
"""
Get UV vertex selection state for Blender 5.0.
UV selection is stored in mesh attributes (.uv_select_vert).
"""
uv_select_attr = mesh.attributes['.uv_select_vert']
selection = [False] * len(mesh.loops)
uv_select_attr.data.foreach_get('value', selection)
return selection
def set_uv_vertex_selection(mesh: Mesh, loop_index: int, value: bool) -> None:
"""
Set UV vertex selection state for Blender 5.0.
UV selection is stored in mesh attributes (.uv_select_vert).
"""
uv_select_attr = mesh.attributes['.uv_select_vert']
uv_select_attr.data[loop_index].value = value
class GenerateLoopTreeResult(TypedDict):
tree: Dict[str, Set[str]]
selected_loops: Dict[str, List[int]]
@@ -78,8 +98,9 @@ class AvatarToolkit_OT_AlignUVEdgesToTarget(Operator):
# that two vertices share the same face loop, and therefore are connected.
#hmmm real stupid grimlin hours with this one. Using a string as the index of a dictionary of loop corners that end up on the same coordinate
for k,i in enumerate(uv_lay.vertex_selection):
if (i.value == True) and (bm.verts[me.loops[k].vertex_index].select == True) and (bm.verts[me.loops[k].vertex_index].hide == False):
uv_selection = get_uv_vertex_selection(me)
for k, is_selected in enumerate(uv_selection):
if (is_selected == True) and (bm.verts[me.loops[k].vertex_index].select == True) and (bm.verts[me.loops[k].vertex_index].hide == False):
key = np.array(uv_lay.uv[k].vector[:])
key = key.round(decimals=5)
@@ -140,7 +161,7 @@ class AvatarToolkit_OT_AlignUVEdgesToTarget(Operator):
uv_lay = me.uv_layers.active
for uvcoordstr in vert_target_loops:
for loop in vert_target_loops[uvcoordstr]:
uv_lay.vertex_selection[loop].value = True
set_uv_vertex_selection(me, loop, True)
bm.free()
me.validate()