Files
Avatar-Toolkit/core/common.py
T
2024-07-22 23:13:10 +01:00

72 lines
2.5 KiB
Python

import bpy
import numpy as np
from .dictionaries import bone_names
from typing import List, Optional
from bpy.types import Object, ShapeKey, Mesh, Context
from functools import lru_cache
### 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
# Check if the object is in Edit Mode
if obj.mode != 'EDIT':
bpy.ops.object.mode_set(mode='EDIT')
# Check if the object has any mesh data
if obj.type == 'MESH' and obj.data:
bpy.context.view_layer.objects.active = obj
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.average_islands_scale()
# Switch back to Object Mode
bpy.ops.object.mode_set(mode='OBJECT')
else:
print("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):
return n.lower().translate(dict.fromkeys(map(ord, u" _.")))
def get_armature(context, armature_name=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):
return [(obj.name, obj.name, "") for obj in bpy.data.objects if obj.type == 'ARMATURE']
def get_selected_armature(context):
if context.scene.selected_armature:
return bpy.data.objects.get(context.scene.selected_armature)
return None
def set_selected_armature(context, armature):
context.scene.selected_armature = armature.name if armature else ""