Files
Avatar-Toolkit/core/mmd/utils.py
T
Yusarina f40b2faacb Migrate to Blender 5.0 API
- Replaced action.fcurves with channelbag system
- Updated EEVEE_NEXT to EEVEE render engine
- Removed deprecated material.use_nodes and use_shadeless
- Fixed bone selection/hide API for Pose mode
2025-11-15 02:45:37 +00:00

332 lines
11 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 os
import re
from typing import Callable, Dict, List, Optional, Set, Tuple, Union, Any
import bpy
from bpy.types import Object, Bone, PoseBone, Mesh, VertexGroup
from ..logging_setup import logger
from .bpyutils import FnContext
## 指定したオブジェクトのみを選択状態かつアクティブにする
def selectAObject(obj: Object) -> None:
try:
bpy.ops.object.mode_set(mode="OBJECT")
except Exception:
pass
bpy.ops.object.select_all(action="DESELECT")
FnContext.select_object(FnContext.ensure_context(), obj)
FnContext.set_active_object(FnContext.ensure_context(), obj)
## 現在のモードを指定したオブジェクトのEdit Modeに変更する
def enterEditMode(obj: Object) -> None:
selectAObject(obj)
if obj.mode != "EDIT":
bpy.ops.object.mode_set(mode="EDIT")
def setParentToBone(obj: Object, parent: Object, bone_name: str) -> None:
selectAObject(obj)
FnContext.set_active_object(FnContext.ensure_context(), parent)
bpy.ops.object.mode_set(mode="POSE")
parent.data.bones.active = parent.data.bones[bone_name]
bpy.ops.object.parent_set(type="BONE", xmirror=False, keep_transform=False)
bpy.ops.object.mode_set(mode="OBJECT")
def selectSingleBone(context: bpy.types.Context, armature: Object, bone_name: str, reset_pose: bool = False) -> None:
try:
bpy.ops.object.mode_set(mode="OBJECT")
except:
pass
for i in context.selected_objects:
i.select_set(False)
FnContext.set_active_object(context, armature)
bpy.ops.object.mode_set(mode="POSE")
if reset_pose:
for p_bone in armature.pose.bones:
p_bone.matrix_basis.identity()
# Blender 5.0: bone selection in Pose mode now uses pose.bones[].select
armature_bones: bpy.types.ArmatureBones = armature.data.bones
for p_bone in armature.pose.bones:
p_bone.select = p_bone.name == bone_name
if p_bone.select:
armature_bones.active = armature_bones[p_bone.name]
p_bone.hide = False
__CONVERT_NAME_TO_L_REGEXP = re.compile("^(.*)左(.*)$")
__CONVERT_NAME_TO_R_REGEXP = re.compile("^(.*)右(.*)$")
## 日本語で左右を命名されている名前をblender方式のL(R)に変更する
def convertNameToLR(name: str, use_underscore: bool = False) -> str:
m = __CONVERT_NAME_TO_L_REGEXP.match(name)
delimiter = "_" if use_underscore else "."
if m:
name = m.group(1) + m.group(2) + delimiter + "L"
m = __CONVERT_NAME_TO_R_REGEXP.match(name)
if m:
name = m.group(1) + m.group(2) + delimiter + "R"
return name
__CONVERT_L_TO_NAME_REGEXP = re.compile(r"(?P<lr>(?P<separator>[._])[lL])(?P<after>($|(?P=separator)))")
__CONVERT_R_TO_NAME_REGEXP = re.compile(r"(?P<lr>(?P<separator>[._])[rR])(?P<after>($|(?P=separator)))")
def convertLRToName(name: str) -> str:
match = __CONVERT_L_TO_NAME_REGEXP.search(name)
if match:
return f"{name[0:match.start()]}{match['after']}{name[match.end():]}"
match = __CONVERT_R_TO_NAME_REGEXP.search(name)
if match:
return f"{name[0:match.start()]}{match['after']}{name[match.end():]}"
return name
## src_vertex_groupのWeightをdest_vertex_groupにaddする
def mergeVertexGroup(meshObj: Object, src_vertex_group_name: str, dest_vertex_group_name: str) -> None:
mesh = meshObj.data
src_vertex_group = meshObj.vertex_groups[src_vertex_group_name]
dest_vertex_group = meshObj.vertex_groups[dest_vertex_group_name]
vtxIndex = src_vertex_group.index
for v in mesh.vertices:
try:
gi = [i.group for i in v.groups].index(vtxIndex)
dest_vertex_group.add([v.index], v.groups[gi].weight, "ADD")
except ValueError:
pass
def separateByMaterials(meshObj: Object) -> None:
if len(meshObj.data.materials) < 2:
selectAObject(meshObj)
return
matrix_parent_inverse = meshObj.matrix_parent_inverse.copy()
prev_parent = meshObj.parent
dummy_parent = bpy.data.objects.new(name="tmp", object_data=None)
meshObj.parent = dummy_parent
meshObj.active_shape_key_index = 0
try:
enterEditMode(meshObj)
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.mesh.separate(type="MATERIAL")
finally:
bpy.ops.object.mode_set(mode="OBJECT")
for i in dummy_parent.children:
materials = i.data.materials
i.name = getattr(materials[0], "name", "None") if len(materials) else "None"
i.parent = prev_parent
i.matrix_parent_inverse = matrix_parent_inverse
bpy.data.objects.remove(dummy_parent)
def clearUnusedMeshes() -> None:
meshes_to_delete = []
for mesh in bpy.data.meshes:
if mesh.users == 0:
meshes_to_delete.append(mesh)
for mesh in meshes_to_delete:
bpy.data.meshes.remove(mesh)
## Boneのカスタムプロパティにname_jが存在する場合、name_jの値を
# それ以外の場合は通常のbone名をキーとしたpose_boneへの辞書を作成
def makePmxBoneMap(armObj: Object) -> Dict[str, PoseBone]:
# Maintain backward compatibility with mmd_tools v0.4.x or older.
return {(i.mmd_bone.name_j or i.get("mmd_bone_name_j", i.get("name_j", i.name))): i for i in armObj.pose.bones}
__REMOVE_PREFIX_DIGITS_REGEXP = re.compile(r"\.\d{1,}$")
def unique_name(name: str, used_names: Set[str]) -> str:
"""Helper function for storing unique names.
This function is a limited and simplified version of bpy_extras.io_utils.unique_name.
Args:
name (str): The name to make unique.
used_names (Set[str]): A set of names that are already used.
Returns:
str: The unique name, formatted as "{name}.{number:03d}".
"""
if name not in used_names:
return name
count = 1
new_name = orig_name = __REMOVE_PREFIX_DIGITS_REGEXP.sub("", name)
while new_name in used_names:
new_name = f"{orig_name}.{count:03d}"
count += 1
return new_name
def int2base(x: int, base: int, width: int = 0) -> str:
"""
Method to convert an int to a base
Source: http://stackoverflow.com/questions/2267362
"""
import string
digs = string.digits + string.ascii_uppercase
assert 2 <= base <= len(digs)
digits, negtive = "", False
if x <= 0:
if x == 0:
return "0" * max(1, width)
x, negtive, width = -x, True, width - 1
while x:
digits = digs[x % base] + digits
x //= base
digits = "0" * (width - len(digits)) + digits
if negtive:
digits = "-" + digits
return digits
def saferelpath(path: str, start: str, strategy: str = "inside") -> str:
"""
On Windows relpath will raise a ValueError
when trying to calculate the relative path to a
different drive.
This method will behave different depending on the strategy
choosen to handle the different drive issue.
Strategies:
- inside: this will just return the basename of the path given
- outside: this will prepend '..' to the basename
- absolute: this will return the absolute path instead of a relative.
See http://bugs.python.org/issue7195
"""
if strategy == "inside":
return os.path.basename(path)
if strategy == "absolute":
return os.path.abspath(path)
if strategy == "outside" and os.name == "nt":
d1, _ = os.path.splitdrive(path)
d2, _ = os.path.splitdrive(start)
if d1 != d2:
return ".." + os.sep + os.path.basename(path)
return os.path.relpath(path, start)
class ItemOp:
@staticmethod
def get_by_index(items: bpy.types.bpy_prop_collection, index: int) -> Optional[Any]:
if 0 <= index < len(items):
return items[index]
return None
@staticmethod
def resize(items: bpy.types.bpy_prop_collection, length: int) -> None:
count = length - len(items)
if count > 0:
for i in range(count):
items.add()
elif count < 0:
for i in range(-count):
items.remove(length)
@staticmethod
def add_after(items: bpy.types.bpy_prop_collection, index: int) -> Tuple[Any, int]:
index_end = len(items)
index = max(0, min(index_end, index + 1))
items.add()
items.move(index_end, index)
return items[index], index
class ItemMoveOp:
type: bpy.props.EnumProperty(
name="Type",
description="Move type",
items=[
("UP", "Up", "", 0),
("DOWN", "Down", "", 1),
("TOP", "Top", "", 2),
("BOTTOM", "Bottom", "", 3),
],
default="UP",
)
@staticmethod
def move(items: bpy.types.bpy_prop_collection, index: int, move_type: str,
index_min: int = 0, index_max: Optional[int] = None) -> int:
if index_max is None:
index_max = len(items) - 1
else:
index_max = min(index_max, len(items) - 1)
index_min = min(index_min, index_max)
if index < index_min:
items.move(index, index_min)
return index_min
elif index > index_max:
items.move(index, index_max)
return index_max
index_new = index
if move_type == "UP":
index_new = max(index_min, index - 1)
elif move_type == "DOWN":
index_new = min(index + 1, index_max)
elif move_type == "TOP":
index_new = index_min
elif move_type == "BOTTOM":
index_new = index_max
if index_new != index:
items.move(index, index_new)
return index_new
def deprecated(deprecated_in: Optional[str] = None, details: Optional[str] = None) -> Callable:
"""Decorator to mark a function as deprecated.
Args:
deprecated_in (Optional[str]): Version in which the function was deprecated.
details (Optional[str]): Additional details about the deprecation.
Returns:
Callable: The decorated function.
"""
def _function_wrapper(function: Callable) -> Callable:
def _inner_wrapper(*args: Any, **kwargs: Any) -> Any:
warn_deprecation(function.__name__, deprecated_in, details)
return function(*args, **kwargs)
return _inner_wrapper
return _function_wrapper
def warn_deprecation(function_name: str, deprecated_in: Optional[str] = None, details: Optional[str] = None) -> None:
"""Reports a deprecation warning.
Args:
function_name (str): Name of the deprecated function.
deprecated_in (Optional[str]): Version in which the function was deprecated.
details (Optional[str]): Additional details about the deprecation.
"""
logger.warning(
"%s is deprecated%s%s",
function_name,
f" since {deprecated_in}" if deprecated_in else "",
f": {details}" if details else "",
stack_info=True,
stacklevel=4,
)