import bpy import re from typing import List, Tuple, Optional, Set, Dict from bpy.types import Material, Operator, Context, Object, NodeTree from ..core.common import clean_material_names, get_selected_armature, is_valid_armature, get_all_meshes, init_progress, update_progress, finish_progress from ..core.register import register_wrap from ..functions.translations import t def textures_match(tex1: bpy.types.ImageTexture, tex2: bpy.types.ImageTexture) -> bool: return tex1.image == tex2.image and tex1.extension == tex2.extension def consolidate_nodes(node1: bpy.types.ShaderNodeTexImage, node2: bpy.types.ShaderNodeTexImage) -> None: node2.color_space = node1.color_space node2.coordinates = node1.coordinates def copy_tex_nodes(mat1: Material, mat2: Material) -> None: for node1 in mat1.node_tree.nodes: if node1.type == 'TEX_IMAGE': node2 = mat2.node_tree.nodes.get(node1.name) if node2: node2.mapping = node1.mapping node2.projection = node1.projection def consolidate_textures(node_tree1: NodeTree, node_tree2: NodeTree) -> None: 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, float, float, float], col2: Tuple[float, float, float, float], tolerance: float = 0.01) -> bool: 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: if not color_match(mat1.diffuse_color, mat2.diffuse_color, tolerance): return False if abs(mat1.roughness - mat2.roughness) > 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: mat_match = re.match(r"^(.*)\.\d{3}$", name) return mat_match.group(1) if mat_match else name @register_wrap class AvatarToolKit_OT_CombineMaterials(Operator): bl_idname = "avatar_toolkit.combine_materials" bl_label = t("Optimization.combine_materials.label") bl_description = t("Optimization.combine_materials.desc") bl_options = {'REGISTER', 'UNDO'} @classmethod def poll(cls, context: Context) -> bool: armature = get_selected_armature(context) return armature is not None and is_valid_armature(armature) def execute(self, context: Context) -> Set[str]: armature = get_selected_armature(context) if not armature: self.report({'WARNING'}, t("Optimization.no_armature_selected")) return {'CANCELLED'} context.view_layer.objects.active = armature bpy.ops.object.mode_set(mode='OBJECT') meshes = get_all_meshes(context) if not meshes: self.report({'WARNING'}, t("Optimization.no_meshes_found")) return {'CANCELLED'} init_progress(context, 5) # 5 steps in total update_progress(self, context, t("Optimization.consolidating_materials")) self.consolidate_materials(meshes) update_progress(self, context, t("Optimization.cleaning_material_slots")) self.clean_material_slots(meshes) update_progress(self, context, t("Optimization.cleaning_material_names")) self.clean_material_names() update_progress(self, context, t("Optimization.clearing_unused_data")) self.clear_unused_data_blocks() update_progress(self, context, t("Optimization.finalizing")) finish_progress(context) return {'FINISHED'} def consolidate_materials(self, meshes: List[Object]) -> None: 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: self.report({'WARNING'}, t("Optimization.material_attribute_mismatch").format(material_name=mat.name)) continue else: mat_mapping[base_name] = mat self.report({'INFO'}, t("Optimization.materials_combined").format(num_combined=num_combined)) def clean_material_slots(self, meshes: List[Object]) -> None: for obj in meshes: obj.select_set(True) bpy.context.view_layer.objects.active = obj bpy.ops.object.material_slot_remove_unused() obj.select_set(False) def clean_material_names(self) -> None: for obj in bpy.data.objects: if obj.type == 'MESH': clean_material_names(obj) def clear_unused_data_blocks(self) -> None: bpy.ops.outliner.orphans_purge(do_local_ids=True, do_linked_ids=True, do_recursive=True)