Start of the Major Overhaul

I decided to go through each function and UI section one by one, improving and overhauling things. Each function and section is going to be fully tested and not rushed out.

This is the best way to catch things, but also include the code base as much as possible.
This commit is contained in:
Yusarina
2024-12-03 22:58:17 +00:00
parent 7f9dc20564
commit ff23d23cfc
38 changed files with 604 additions and 4765 deletions
+72 -413
View File
@@ -1,268 +1,83 @@
import bpy
import numpy as np
from .dictionaries import bone_names
import threading
import time
import webbrowser
import typing
from bpy.types import Context, Object
from typing import Optional, Tuple, List, Set
from ..core.translations import t
from ..core.dictionaries import bone_names
from typing import List, Optional, Tuple
from bpy.types import Object, ShapeKey, Mesh, Context, Material, PropertyGroup
from functools import lru_cache
from bpy.props import PointerProperty, IntProperty, StringProperty
from bpy.utils import register_class
class SceneMatClass(PropertyGroup):
mat: PointerProperty(type=Material)
register_class(SceneMatClass)
class MaterialListBool:
#For the love that is holy do not ever touch these. If this was java I would make these private
#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
#The only exception to this is the ExpandSection_Materials operator which populates this with new data once the materials have changed and need reloading.
old_list: dict[str,list[Material]] = {}
bool_material_list_expand: dict[str,bool] = {}
def set_bool(self, value: bool) -> None:
MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = value
if value == False:
MaterialListBool.old_list[bpy.context.scene.name] = []
def get_bool(self) -> bool:
newlist: list[Material] = []
for obj in bpy.context.scene.objects:
if len(obj.material_slots)>0:
for mat_slot in obj.material_slots:
if mat_slot.material:
if mat_slot.material not in newlist:
newlist.append(mat_slot.material)
still_the_same: bool = True
if bpy.context.scene.name in MaterialListBool.old_list:
for item in newlist:
if item not in MaterialListBool.old_list[bpy.context.scene.name]:
still_the_same = False
break
for item in MaterialListBool.old_list[bpy.context.scene.name]:
if item not in newlist:
still_the_same = False
break
else:
still_the_same = False
MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
return MaterialListBool.bool_material_list_expand[bpy.context.scene.name]
### Clean up material names in the given mesh by removing the '.001' suffix.
def clean_material_names(mesh: Mesh) -> None:
for j, mat in enumerate(mesh.material_slots):
if mat.name.endswith(('.0+', ' 0+')):
mesh.active_material_index = j
mesh.active_material.name = mat.name[:-len(mat.name.rstrip('0')) - 1]
# This will fix faulty uv coordinates, cats did this a other way which can have unintended consequences,
# this is the best way i could of think of doing this for the time being, however may need improvements.
def fix_uv_coordinates(context: Context) -> None:
obj = context.object
# Store current mode and selection
current_mode = context.mode
current_active = context.view_layer.objects.active
current_selected = context.selected_objects.copy()
# Ensure we're in object mode and select the object
bpy.ops.object.mode_set(mode='OBJECT')
obj.select_set(True)
context.view_layer.objects.active = obj
# Check if the object has any mesh data
if obj.type == 'MESH' and obj.data:
# Switch to Edit Mode
bpy.ops.object.mode_set(mode='EDIT')
# Select all UVs
bpy.ops.mesh.select_all(action='SELECT')
# Try to find UV Editor area, fall back to 3D View if not found
area = next((area for area in context.screen.areas if area.type == 'UV_EDITOR'), None)
if not area:
area = next((area for area in context.screen.areas if area.type == 'VIEW_3D'), None)
# Get the region and space data
region = next((region for region in area.regions if region.type == 'WINDOW'), None)
space_data = area.spaces.active
# Create a context override
override = {
'area': area,
'region': region,
'space_data': space_data,
'edit_object': obj,
'active_object': obj,
'selected_objects': [obj],
'mode': 'EDIT_MESH',
}
try:
# Ensure UVs are selected
bpy.ops.uv.select_all(override, action='SELECT')
# Average UV island scales
bpy.ops.uv.average_islands_scale(override)
except Exception as e:
print(f"UV Fix - Error during UV scaling: {str(e)}")
# Switch back to Object Mode
bpy.ops.object.mode_set(mode='OBJECT')
print("UV Fix - Switched back to Object Mode")
# Restore previous selection and active object
for sel_obj in current_selected:
sel_obj.select_set(True)
context.view_layer.objects.active = current_active
else:
print("UV Fix - Object is not a valid mesh with UV data")
def has_shapekeys(mesh_obj: Object) -> bool:
return mesh_obj.data.shape_keys is not None
@lru_cache(maxsize=None)
def _get_shape_key_co(shape_key: ShapeKey) -> np.ndarray:
return np.array([v.co for v in shape_key.data])
def simplify_bonename(n: str) -> str:
return n.lower().translate(dict.fromkeys(map(ord, u" _.")))
def get_armature(context: Context, armature_name: Optional[str] = None) -> Optional[Object]:
if armature_name:
obj = bpy.data.objects[armature_name]
if obj.type == "ARMATURE":
return obj
else:
return None
if context.view_layer.objects.active:
obj = context.view_layer.objects.active
if obj.type == "ARMATURE":
return obj
return next((obj for obj in context.view_layer.objects if obj.type == 'ARMATURE'), None)
def get_armatures(self, context: Context) -> List[Tuple[str, str, str]]:
armatures = [(obj.name, obj.name, "") for obj in bpy.data.objects if obj.type == 'ARMATURE']
if not armatures:
return [('NONE', 'No Armature', '')]
return armatures
def get_armatures_that_are_not_selected(self, context: Context) -> List[Tuple[str, str, str]]:
armatures = [(obj.name, obj.name, "") for obj in bpy.data.objects if ((obj.type == 'ARMATURE') and (obj.name != context.scene.avatar_toolkit.selected_armature))]
if not armatures:
return [('NONE', 'No Other Armature', '')]
return armatures
def get_selected_armature(context: Context) -> Optional[Object]:
try:
if hasattr(context.scene, 'avatar_toolkit'):
armature_name = context.scene.avatar_toolkit.selected_armature
if isinstance(armature_name, bytes):
try:
armature_name = armature_name.decode('utf-8')
except UnicodeDecodeError:
try:
armature_name = armature_name.decode('gbk') # For Chinese characters
except UnicodeDecodeError:
try:
armature_name = armature_name.decode('shift-jis')
except UnicodeDecodeError:
armature_name = armature_name.decode('latin1')
if armature_name:
armature = bpy.data.objects.get(str(armature_name))
if is_valid_armature(armature):
return armature
except Exception:
pass
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
if armature_name and armature_name != 'NONE':
return bpy.data.objects.get(armature_name)
return None
def get_merge_armature_source(context: Context) -> Optional[Object]:
try:
if hasattr(context.scene, 'merge_armature_source'):
source_name = context.scene.merge_armature_source
if isinstance(source_name, bytes):
try:
source_name = source_name.decode('utf-8')
except UnicodeDecodeError:
try:
source_name = source_name.decode('shift-jis')
except UnicodeDecodeError:
source_name = source_name.decode('latin1', errors='ignore')
def set_active_armature(context: bpy.types.Context, armature: bpy.types.Object) -> None:
"""Set the active armature for Avatar Toolkit operations"""
context.scene.avatar_toolkit.active_armature = armature
def get_armature_list(self=None, context: bpy.types.Context = None) -> List[Tuple[str, str, str]]:
"""Get list of all armature objects in the scene"""
if context is None:
context = bpy.context
armatures = [(obj.name, obj.name, "") for obj in context.scene.objects if obj.type == 'ARMATURE']
if not armatures:
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}
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)
if source_name:
return bpy.data.objects.get(str(source_name))
except Exception:
pass
return None
return True, t("QuickAccess.valid_armature")
def set_selected_armature(context: Context, armature: Optional[Object]) -> None:
context.scene.avatar_toolkit.selected_armature = armature.name if armature else ""
def auto_select_single_armature(context: bpy.types.Context) -> None:
"""Automatically select armature if only one exists in scene"""
armatures = get_armature_list(context)
if len(armatures) == 1:
set_active_armature(context, armatures[0])
def is_valid_armature(armature: Object) -> bool:
if not armature or armature.type != 'ARMATURE':
return False
if not armature.data or not armature.data.bones:
return False
return True
def clear_default_objects() -> None:
"""Removes default Blender objects (cube, light, camera)"""
default_names: Set[str] = {'Cube', 'Light', 'Camera'}
for obj in bpy.data.objects:
if obj.name.split('.')[0] in default_names:
bpy.data.objects.remove(obj, do_unlink=True)
def select_current_armature(context: Context) -> bool:
armature = get_selected_armature(context)
def get_armature_stats(armature: bpy.types.Object) -> dict:
"""Get statistics about the armature"""
return {
'bone_count': len(armature.data.bones),
'has_pose': bool(armature.pose),
'visible': not armature.hide_viewport,
'name': armature.name
}
def get_all_meshes(context: Context) -> List[Object]:
armature = get_active_armature(context)
if armature:
bpy.ops.object.select_all(action='DESELECT')
armature.select_set(True)
context.view_layer.objects.active = armature
return True
return False
return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
return []
def apply_shapekey_to_basis(context: bpy.types.Context, obj: bpy.types.Object, shape_key_name: str, delete_old: bool = False) -> bool:
if shape_key_name not in obj.data.shape_keys.key_blocks:
return False
shapekeynum = obj.data.shape_keys.key_blocks.find(shape_key_name)
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action='SELECT')
obj.active_shape_key_index = 0
bpy.ops.mesh.blend_from_shape(shape = shape_key_name, add=True, blend=1)
obj.active_shape_key_index = shapekeynum
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.blend_from_shape(shape = shape_key_name, add=True, blend=-2)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode="OBJECT")
print("blended!")
if delete_old:
obj.active_shape_key_index = shapekeynum
bpy.ops.object.shape_key_remove(all=False)
else:
mesh: bpy.types.Mesh = obj.data
mesh.shape_keys.key_blocks[shape_key_name].name = shape_key_name + "_reversed"
return True
def apply_pose_as_rest(context: Context, armature_obj: Object, meshes: list[Object]) -> bool:
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]
@@ -274,11 +89,10 @@ def apply_pose_as_rest(context: Context, armature_obj: Object, meshes: list[Obje
apply_armature_to_mesh_with_shapekeys(armature_obj, mesh_obj, context)
else:
apply_armature_to_mesh(armature_obj, mesh_obj)
bpy.ops.object.mode_set(mode='POSE')
bpy.ops.pose.armature_apply(selected=False)
bpy.ops.object.mode_set(mode='OBJECT')
return True
def apply_armature_to_mesh(armature_obj: Object, mesh_obj: Object) -> None:
@@ -290,7 +104,7 @@ def apply_armature_to_mesh(armature_obj: Object, mesh_obj: Object) -> None:
else:
for _ in range(len(mesh_obj.modifiers) - 1):
bpy.ops.object.modifier_move_up(modifier=armature_mod.name)
with bpy.context.temp_override(object=mesh_obj):
bpy.ops.object.modifier_apply(modifier=armature_mod.name)
@@ -298,10 +112,11 @@ def apply_armature_to_mesh_with_shapekeys(armature_obj: Object, mesh_obj: Object
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
shape_keys = mesh_obj.data.shape_keys.key_blocks
vertex_groups = []
mutes = []
for sk in shape_keys:
vertex_groups.append(sk.vertex_group)
sk.vertex_group = ''
@@ -316,7 +131,7 @@ def apply_armature_to_mesh_with_shapekeys(armature_obj: Object, mesh_obj: Object
arm_mod = mesh_obj.modifiers.new('PoseToRest', 'ARMATURE')
arm_mod.object = armature_obj
co_length = len(mesh_obj.data.vertices) * 3
eval_cos = np.empty(co_length, dtype=np.single)
@@ -333,6 +148,7 @@ def apply_armature_to_mesh_with_shapekeys(armature_obj: Object, mesh_obj: Object
for mod in disabled_mods:
mod.show_viewport = True
mesh_obj.modifiers.remove(arm_mod)
for sk, vg, mute in zip(shape_keys, vertex_groups, mutes):
@@ -341,160 +157,3 @@ def apply_armature_to_mesh_with_shapekeys(armature_obj: Object, mesh_obj: Object
mesh_obj.active_shape_key_index = old_active_index
mesh_obj.show_only_shape_key = old_show_only
def get_all_meshes(context: Context) -> List[Object]:
armature = get_selected_armature(context)
if armature and is_valid_armature(armature):
return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
return []
def get_mesh_items(self, context):
return [(obj.name, obj.name, "") for obj in get_all_meshes(context)]
def open_web_after_delay_multi_threaded(delay: typing.Optional[float] = 1.0, url: typing.Union[str, typing.Any] = ""):
thread = threading.Thread(target=open_web_after_delay,args=[delay,url],name="open_browser_thread")
thread.start()
def open_web_after_delay(delay, url):
print("opening browser in "+str(delay)+" seconds.")
time.sleep(delay)
webbrowser.open_new_tab(url)
def duplicatebone(b: bpy.types.EditBone) -> bpy.types.EditBone:
arm = bpy.context.object.data
cb = arm.edit_bones.new(b.name)
cb.head = b.head
cb.tail = b.tail
cb.matrix = b.matrix
cb.parent = b.parent
return cb
def has_shapekeys(mesh_obj: Object) -> bool:
return mesh_obj.data.shape_keys is not None
def sort_shape_keys(mesh: Object) -> None:
print("Starting shape key sorting...")
if not has_shapekeys(mesh):
print("No shape keys found. Exiting sort function.")
return
# Set the mesh as the active object
bpy.context.view_layer.objects.active = mesh
bpy.ops.object.mode_set(mode='OBJECT')
order = [
'Basis',
'vrc.blink_left',
'vrc.blink_right',
'vrc.lowerlid_left',
'vrc.lowerlid_right',
'vrc.v_aa',
'vrc.v_ch',
'vrc.v_dd',
'vrc.v_e',
'vrc.v_ff',
'vrc.v_ih',
'vrc.v_kk',
'vrc.v_nn',
'vrc.v_oh',
'vrc.v_ou',
'vrc.v_pp',
'vrc.v_rr',
'vrc.v_sil',
'vrc.v_ss',
'vrc.v_th',
]
shape_keys = mesh.data.shape_keys.key_blocks
print(f"Total shape keys: {len(shape_keys)}")
# Create a list of shape key names in their current order
current_order = [key.name for key in shape_keys]
# Create a new order list
new_order = []
# First, add all the keys that are in the predefined order
for name in order:
if name in current_order:
new_order.append(name)
current_order.remove(name)
# Then add any remaining keys that weren't in the predefined order
new_order.extend(current_order)
print("New order:", new_order)
# Now, rearrange the shape keys based on the new order
for i, name in enumerate(new_order):
index = shape_keys.find(name)
if index != i:
print(f"Moving {name} from index {index} to {i}")
mesh.active_shape_key_index = index
while mesh.active_shape_key_index > i:
bpy.ops.object.shape_key_move(type='UP')
print("Shape key sorting completed.")
def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]:
if not has_shapekeys(mesh):
return []
return [(key.name, key.name, key.name) for key in mesh.data.shape_keys.key_blocks if key.name != 'Basis' and key.name.startswith(prefix)]
def remove_default_objects():
for obj in bpy.data.objects:
if obj.name in ["Camera", "Light", "Cube"]:
bpy.data.objects.remove(obj, do_unlink=True)
def init_progress(context, steps):
context.window_manager.progress_begin(0, 100)
context.scene.avatar_toolkit.progress_steps = steps
context.scene.avatar_toolkit.progress_current = 0
def update_progress(self, context, message):
context.scene.avatar_toolkit.progress_current += 1
progress = (context.scene.avatar_toolkit.progress_current / context.scene.avatar_toolkit.progress_steps) * 100
context.window_manager.progress_update(progress)
context.area.header_text_set(message)
self.report({'INFO'}, message)
def finish_progress(context):
context.window_manager.progress_end()
context.area.header_text_set(None)
def transfer_vertex_weights(context: Context, obj: bpy.types.Object, source_group: str, target_group: str, delete_source_group: bool = True) -> bool:
# Create and configure the Vertex Weight Mix modifier
modifier = obj.modifiers.new(name="merge_weights", type="VERTEX_WEIGHT_MIX")
modifier.show_viewport = True
modifier.show_render = True
modifier.mix_set = 'B'
modifier.vertex_group_a = target_group
modifier.vertex_group_b = source_group
modifier.mask_constant = 1.0
# Ensure we're in Object Mode
bpy.ops.object.mode_set(mode='OBJECT')
# Deselect all objects and select only our target object
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
context.view_layer.objects.active = obj
# Move modifier to the top of the stack
if len(obj.modifiers) > 1:
obj.modifiers.move(obj.modifiers.find(modifier.name), 0)
# Apply modifier with correct syntax
with context.temp_override(active_object=obj):
bpy.ops.object.modifier_apply(modifier=modifier.name)
# Clean up
if delete_source_group and source_group in obj.vertex_groups:
obj.vertex_groups.remove(obj.vertex_groups[source_group])
return True