Files
Yusarina cfe760e8df Updated Operations and Properties
- Updated Operations and Properties with tpying and logging.

I have not updated translation files, this is because i want to gut MMD Tools system and replace it with our own, however I want to make MMD Tools more simple and ajust it to our needs only. This is going to take a while and my aim for this is Alpha 4, also the MMD Translation system hurt my head....

- Fixes a couple of bugs as well, with quick access and the PMX importer.
2025-04-23 00:43:38 +01:00

495 lines
15 KiB
Python

# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import bpy
from typing import Optional, List, Dict, Any, Set, Tuple, Union, TypeVar, Type
from bpy.types import PropertyGroup, Object, ShapeKey
from .. import utils
from ..core.bone import FnBone
from ..core.material import FnMaterial
from ..core.model import FnModel, Model
from ..core.morph import FnMorph
from ....core.logging_setup import logger
def _morph_base_get_name(prop: "_MorphBase") -> str:
return prop.get("name", "")
def _morph_base_set_name(prop: "_MorphBase", value: str) -> None:
mmd_root = prop.id_data.mmd_root
morph_type = "%s_morphs" % prop.bl_rna.identifier[:-5].lower()
prop_name = prop.get("name", None)
if prop_name == value:
return
used_names: Set[str] = {x.name for x in getattr(mmd_root, morph_type) if x != prop}
value = utils.unique_name(value, used_names)
if prop_name is not None:
if morph_type == "vertex_morphs":
kb_list: Dict[str, List[ShapeKey]] = {}
for mesh in FnModel.iterate_mesh_objects(prop.id_data):
for kb in getattr(mesh.data.shape_keys, "key_blocks", ()):
kb_list.setdefault(kb.name, []).append(kb)
if prop_name in kb_list:
value = utils.unique_name(value, used_names | kb_list.keys())
for kb in kb_list[prop_name]:
kb.name = value
elif morph_type == "uv_morphs":
vg_list: Dict[str, List[Any]] = {}
for mesh in FnModel.iterate_mesh_objects(prop.id_data):
for vg, n, x in FnMorph.get_uv_morph_vertex_groups(mesh):
vg_list.setdefault(n, []).append(vg)
if prop_name in vg_list:
value = utils.unique_name(value, used_names | vg_list.keys())
for vg in vg_list[prop_name]:
vg.name = vg.name.replace(prop_name, value)
if 1: # morph_type != 'group_morphs':
for m in mmd_root.group_morphs:
for d in m.data:
if d.name == prop_name and d.morph_type == morph_type:
d.name = value
frame_facial = mmd_root.display_item_frames.get("表情")
for item in getattr(frame_facial, "data", []):
if item.name == prop_name and item.morph_type == morph_type:
item.name = value
break
obj = Model(prop.id_data).morph_slider.placeholder()
if obj and value not in obj.data.shape_keys.key_blocks:
kb = obj.data.shape_keys.key_blocks.get(prop_name, None)
if kb:
kb.name = value
prop["name"] = value
logger.debug(f"Renamed morph from '{prop_name}' to '{value}'")
class _MorphBase:
name: bpy.props.StringProperty(
name="Name",
description="Japanese Name",
set=_morph_base_set_name,
get=_morph_base_get_name,
)
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="English Name",
default="",
)
category: bpy.props.EnumProperty(
name="Category",
description="Select category",
items=[
("SYSTEM", "Hidden", "", 0),
("EYEBROW", "Eye Brow", "", 1),
("EYE", "Eye", "", 2),
("MOUTH", "Mouth", "", 3),
("OTHER", "Other", "", 4),
],
default="OTHER",
)
def _bone_morph_data_get_bone(prop: "BoneMorphData") -> str:
bone_id: int = prop.get("bone_id", -1)
if bone_id < 0:
return ""
root_object: Object = prop.id_data
armature_object: Optional[Object] = FnModel.find_armature_object(root_object)
if armature_object is None:
return ""
pose_bone = FnBone.find_pose_bone_by_bone_id(armature_object, bone_id)
if pose_bone is None:
return ""
return pose_bone.name
def _bone_morph_data_set_bone(prop: "BoneMorphData", value: str) -> None:
root: Object = prop.id_data
arm: Optional[Object] = FnModel.find_armature_object(root)
# Load the library_override file. This function is triggered when loading, but the arm obj cannot be found.
# The arm obj is exist, but the relative relationship has not yet been established.
if arm is None:
return
if value not in arm.pose.bones.keys():
prop["bone_id"] = -1
return
pose_bone = arm.pose.bones[value]
prop["bone_id"] = FnBone.get_or_assign_bone_id(pose_bone)
logger.debug(f"Set bone morph data bone to '{value}' with ID {prop['bone_id']}")
def _bone_morph_data_update_location_or_rotation(prop: "BoneMorphData", _context: bpy.types.Context) -> None:
if not prop.name.startswith("mmd_bind"):
return
arm = FnModel(prop.id_data).morph_slider.dummy_armature
if arm:
bone = arm.pose.bones.get(prop.name, None)
if bone:
bone.location = prop.location
bone.rotation_quaternion = prop.rotation.__class__(*prop.rotation.to_axis_angle()) # Fix for consistency
logger.debug(f"Updated bone morph data location/rotation for '{prop.name}'")
class BoneMorphData(bpy.types.PropertyGroup):
""" """
bone: bpy.props.StringProperty(
name="Bone",
description="Target bone",
set=_bone_morph_data_set_bone,
get=_bone_morph_data_get_bone,
)
bone_id: bpy.props.IntProperty(
name="Bone ID",
)
location: bpy.props.FloatVectorProperty(
name="Location",
description="Location",
subtype="TRANSLATION",
size=3,
default=[0, 0, 0],
update=_bone_morph_data_update_location_or_rotation,
)
rotation: bpy.props.FloatVectorProperty(
name="Rotation",
description="Rotation in quaternions",
subtype="QUATERNION",
size=4,
default=[1, 0, 0, 0],
update=_bone_morph_data_update_location_or_rotation,
)
class BoneMorph(_MorphBase, bpy.types.PropertyGroup):
"""Bone Morph"""
data: bpy.props.CollectionProperty(
name="Morph Data",
type=BoneMorphData,
)
active_data: bpy.props.IntProperty(
name="Active Bone Data",
min=0,
default=0,
)
def _material_morph_data_get_material(prop: "MaterialMorphData") -> str:
mat_p = prop.get("material_data", None)
if mat_p is not None:
return mat_p.name
return ""
def _material_morph_data_set_material(prop: "MaterialMorphData", value: str) -> None:
if value not in bpy.data.materials:
prop["material_data"] = None
prop["material_id"] = -1
logger.debug(f"Material '{value}' not found, setting material_data to None")
else:
mat = bpy.data.materials[value]
fnMat = FnMaterial(mat)
prop["material_data"] = mat
prop["material_id"] = fnMat.material_id
logger.debug(f"Set material morph data material to '{value}' with ID {fnMat.material_id}")
def _material_morph_data_set_related_mesh(prop: "MaterialMorphData", value: str) -> None:
mesh = FnModel.find_mesh_object_by_name(prop.id_data, value)
if mesh is not None:
prop["related_mesh_data"] = mesh.data
logger.debug(f"Set material morph data related mesh to '{value}'")
else:
prop["related_mesh_data"] = None
logger.debug(f"Mesh '{value}' not found, setting related_mesh_data to None")
def _material_morph_data_get_related_mesh(prop: "MaterialMorphData") -> str:
mesh_p = prop.get("related_mesh_data", None)
if mesh_p is not None:
return mesh_p.name
return ""
def _material_morph_data_update_modifiable_values(prop: "MaterialMorphData", _context: bpy.types.Context) -> None:
if not prop.name.startswith("mmd_bind"):
return
from ..core.shader import _MaterialMorph
mat = prop["material_data"]
if mat is not None:
_MaterialMorph.update_morph_inputs(mat, prop)
logger.debug(f"Updated material morph modifiable values for '{prop.name}'")
else:
for mat in FnModel(prop.id_data).materials():
_MaterialMorph.update_morph_inputs(mat, prop)
logger.debug(f"Updated material morph modifiable values for all materials")
class MaterialMorphData(bpy.types.PropertyGroup):
""" """
related_mesh: bpy.props.StringProperty(
name="Related Mesh",
description="Stores a reference to the mesh where this morph data belongs to",
set=_material_morph_data_set_related_mesh,
get=_material_morph_data_get_related_mesh,
)
related_mesh_data: bpy.props.PointerProperty(
name="Related Mesh Data",
type=bpy.types.Mesh,
)
offset_type: bpy.props.EnumProperty(name="Offset Type", description="Select offset type", items=[("MULT", "Multiply", "", 0), ("ADD", "Add", "", 1)], default="ADD")
material: bpy.props.StringProperty(
name="Material",
description="Target material",
get=_material_morph_data_get_material,
set=_material_morph_data_set_material,
)
material_id: bpy.props.IntProperty(
name="Material ID",
default=-1,
)
material_data: bpy.props.PointerProperty(
name="Material Data",
type=bpy.types.Material,
)
diffuse_color: bpy.props.FloatVectorProperty(
name="Diffuse Color",
description="Diffuse color",
subtype="COLOR",
size=4,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_material_morph_data_update_modifiable_values,
)
specular_color: bpy.props.FloatVectorProperty(
name="Specular Color",
description="Specular color",
subtype="COLOR",
size=3,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0],
update=_material_morph_data_update_modifiable_values,
)
shininess: bpy.props.FloatProperty(
name="Reflect",
description="Reflect",
soft_min=0,
soft_max=500,
step=100.0,
default=0.0,
update=_material_morph_data_update_modifiable_values,
)
ambient_color: bpy.props.FloatVectorProperty(
name="Ambient Color",
description="Ambient color",
subtype="COLOR",
size=3,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0],
update=_material_morph_data_update_modifiable_values,
)
edge_color: bpy.props.FloatVectorProperty(
name="Edge Color",
description="Edge color",
subtype="COLOR",
size=4,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_material_morph_data_update_modifiable_values,
)
edge_weight: bpy.props.FloatProperty(
name="Edge Weight",
description="Edge weight",
soft_min=0,
soft_max=2,
step=0.1,
default=0,
update=_material_morph_data_update_modifiable_values,
)
texture_factor: bpy.props.FloatVectorProperty(
name="Texture factor",
description="Texture factor",
subtype="COLOR",
size=4,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_material_morph_data_update_modifiable_values,
)
sphere_texture_factor: bpy.props.FloatVectorProperty(
name="Sphere Texture factor",
description="Sphere texture factor",
subtype="COLOR",
size=4,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_material_morph_data_update_modifiable_values,
)
toon_texture_factor: bpy.props.FloatVectorProperty(
name="Toon Texture factor",
description="Toon texture factor",
subtype="COLOR",
size=4,
soft_min=0,
soft_max=1,
precision=3,
step=0.1,
default=[0, 0, 0, 1],
update=_material_morph_data_update_modifiable_values,
)
class MaterialMorph(_MorphBase, bpy.types.PropertyGroup):
"""Material Morph"""
data: bpy.props.CollectionProperty(
name="Morph Data",
type=MaterialMorphData,
)
active_data: bpy.props.IntProperty(
name="Active Material Data",
min=0,
default=0,
)
class UVMorphOffset(bpy.types.PropertyGroup):
"""UV Morph Offset"""
index: bpy.props.IntProperty(
name="Vertex Index",
description="Vertex index",
min=0,
default=0,
)
offset: bpy.props.FloatVectorProperty(
name="UV Offset",
description="UV offset",
size=4,
step=0.1,
default=[0, 0, 0, 0],
)
class UVMorph(_MorphBase, bpy.types.PropertyGroup):
"""UV Morph"""
uv_index: bpy.props.IntProperty(
name="UV Index",
description="UV index (UV, UV1 ~ UV4)",
min=0,
max=4,
default=0,
)
data_type: bpy.props.EnumProperty(
name="Data Type",
description="Select data type",
items=[
("DATA", "Data", "Store offset data in root object (deprecated)", 0),
("VERTEX_GROUP", "Vertex Group", "Store offset data in vertex groups", 1),
],
default="DATA",
)
data: bpy.props.CollectionProperty(
name="Morph Data",
type=UVMorphOffset,
)
active_data: bpy.props.IntProperty(
name="Active UV Data",
min=0,
default=0,
)
vertex_group_scale: bpy.props.FloatProperty(
name="Vertex Group Scale",
description='The value scale of "Vertex Group" data type',
precision=3,
step=0.1,
default=1,
)
class GroupMorphOffset(bpy.types.PropertyGroup):
"""Group Morph Offset"""
morph_type: bpy.props.EnumProperty(
name="Morph Type",
description="Select morph type",
items=[
("material_morphs", "Material", "Material Morphs", 0),
("uv_morphs", "UV", "UV Morphs", 1),
("bone_morphs", "Bone", "Bone Morphs", 2),
("vertex_morphs", "Vertex", "Vertex Morphs", 3),
("group_morphs", "Group", "Group Morphs", 4),
],
default="vertex_morphs",
)
factor: bpy.props.FloatProperty(name="Factor", description="Factor", soft_min=0, soft_max=1, precision=3, step=0.1, default=0)
class GroupMorph(_MorphBase, bpy.types.PropertyGroup):
"""Group Morph"""
data: bpy.props.CollectionProperty(
name="Morph Data",
type=GroupMorphOffset,
)
active_data: bpy.props.IntProperty(
name="Active Group Data",
min=0,
default=0,
)
class VertexMorph(_MorphBase, bpy.types.PropertyGroup):
"""Vertex Morph"""