import bpy import re from typing import Set, Dict, List, Optional, Tuple from bpy.types import ( Operator, Context, Object, Material, NodeTree, ShaderNodeTexImage ) from ...core.logging_setup import logger from ...core.translations import t from ...core.common import ( get_active_armature, get_all_meshes, validate_armature, clear_unused_data_blocks, ProgressTracker ) def textures_match(tex1: ShaderNodeTexImage, tex2: ShaderNodeTexImage) -> bool: """Compare two texture nodes for matching properties and image data""" return tex1.image == tex2.image and tex1.extension == tex2.extension def consolidate_nodes(node1: ShaderNodeTexImage, node2: ShaderNodeTexImage) -> None: """Transfer properties from one texture node to another to ensure consistency""" node2.color_space = node1.color_space node2.coordinates = node1.coordinates # Add UV map synchronization if node1.texture_mapping and node2.texture_mapping: node2.texture_mapping.vector_type = node1.texture_mapping.vector_type if hasattr(node1, "uv_map") and hasattr(node2, "uv_map"): node2.uv_map = node1.uv_map def consolidate_textures(node_tree1: NodeTree, node_tree2: NodeTree) -> None: """Synchronize texture nodes between two material node trees""" for node1 in node_tree1.nodes: if node1.type == 'TEX_IMAGE': for node2 in node_tree2.nodes: if (node2.type == 'TEX_IMAGE' and node1.image == node2.image): consolidate_nodes(node1, node2) node2.image = node1.image elif node1.type == 'GROUP': if node1.node_tree and node2.node_tree: consolidate_textures(node1.node_tree, node2.node_tree) def color_match(col1: Tuple[float, ...], col2: Tuple[float, ...], tolerance: float = 0.01) -> bool: """Compare two color values within a specified tolerance""" return all(abs(c1 - c2) < tolerance for c1, c2 in zip(col1, col2)) def materials_match(mat1: Material, mat2: Material, tolerance: float = 0.01) -> bool: """Compare two materials for matching properties within tolerance""" if not color_match(mat1.diffuse_color, mat2.diffuse_color, tolerance): return False if abs(mat1.roughness - mat2.roughness) > tolerance: return False if abs(mat1.metallic - mat2.metallic) > tolerance: return False if abs(mat1.alpha_threshold - mat2.alpha_threshold) > tolerance: return False if not color_match(mat1.emission_color, mat2.emission_color, tolerance): return False if mat1.node_tree and mat2.node_tree: consolidate_textures(mat1.node_tree, mat2.node_tree) return True def get_base_name(name: str) -> str: """Extract the base material name by removing numeric suffixes""" mat_match = re.match(r"^(.*)\.\d{3}$", name) return mat_match.group(1) if mat_match else name class AvatarToolkit_OT_CombineMaterials(Operator): """Operator for combining similar materials to reduce duplicate materials""" bl_idname: str = "avatar_toolkit.combine_materials" bl_label: str = t("Optimization.combine_materials") bl_description: str = t("Optimization.combine_materials_desc") bl_options: Set[str] = {'REGISTER', 'UNDO'} @classmethod def poll(cls, context: Context) -> bool: """Check if the operator can be executed""" if context.mode != 'OBJECT': return False armature = get_active_armature(context) if not armature: return False valid, _ = validate_armature(armature) return valid def execute(self, context: Context) -> Set[str]: """Execute the material combination operation""" try: armature = get_active_armature(context) meshes = get_all_meshes(context) if not meshes: self.report({'WARNING'}, t("Optimization.no_meshes")) return {'CANCELLED'} if not any(mesh.material_slots for mesh in meshes): self.report({'WARNING'}, t("Optimization.no_materials")) return {'CANCELLED'} with ProgressTracker(context, 4, "Combining Materials") as progress: try: num_combined = self.consolidate_materials(meshes) except Exception as e: logger.error(f"Material consolidation failed: {str(e)}") self.report({'ERROR'}, t("Optimization.error.consolidation")) return {'CANCELLED'} progress.step("Consolidated materials") try: num_cleaned = self.clean_material_slots(meshes) except Exception as e: logger.error(f"Material slot cleanup failed: {str(e)}") self.report({'ERROR'}, t("Optimization.error.slot_cleanup")) return {'CANCELLED'} progress.step("Cleaned material slots") try: num_removed = clear_unused_data_blocks() except Exception as e: logger.error(f"Data block cleanup failed: {str(e)}") self.report({'ERROR'}, t("Optimization.error.data_cleanup")) return {'CANCELLED'} progress.step("Removed unused data blocks") self.report({'INFO'}, t("Optimization.materials_combined", combined=num_combined, cleaned=num_cleaned, removed=num_removed)) return {'FINISHED'} except Exception as e: logger.error(f"Failed to combine materials: {str(e)}") self.report({'ERROR'}, t("Optimization.error.combine_materials", error=str(e))) return {'CANCELLED'} def consolidate_materials(self, meshes: List[Object]) -> int: """Consolidate similar materials across all meshes""" mat_mapping: Dict[str, Material] = {} num_combined: int = 0 for mesh in meshes: for slot in mesh.material_slots: mat: Optional[Material] = slot.material if mat: base_name: str = get_base_name(mat.name) if base_name in mat_mapping: base_mat: Material = mat_mapping[base_name] try: if materials_match(base_mat, mat): consolidate_textures(base_mat.node_tree, mat.node_tree) num_combined += 1 slot.material = base_mat except AttributeError: logger.warning(f"Material attribute mismatch: {mat.name}") continue else: mat_mapping[base_name] = mat return num_combined def clean_material_slots(self, meshes: List[Object]) -> int: """Remove unused material slots from meshes""" cleaned_slots = 0 for obj in meshes: initial_slots = len(obj.material_slots) bpy.context.view_layer.objects.active = obj bpy.ops.object.material_slot_remove_unused() cleaned_slots += initial_slots - len(obj.material_slots) return cleaned_slots