688 lines
26 KiB
Python
688 lines
26 KiB
Python
import bpy
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import numpy as np
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import threading
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import time
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import webbrowser
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import typing
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import struct
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from io import BytesIO
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import numpy.typing as npt
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from typing import Optional, Tuple, List, Set, Dict, Any, Generator, Callable, Union, Type
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from mathutils import Vector, Matrix
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from bpy.types import (Context, Object, Modifier, EditBone, Operator, Material,
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VertexGroup, ShapeKey, Bone, Mesh, Armature, PropertyGroup)
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from functools import lru_cache
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from bpy.props import PointerProperty, IntProperty, StringProperty
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from bpy.utils import register_class
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from ..core.logging_setup import logger
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from ..core.translations import t
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from ..core.dictionaries import bone_names
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class SceneMatClass(PropertyGroup):
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mat: PointerProperty(type=Material)
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register_class(SceneMatClass)
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class MaterialListBool:
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#For the love that is holy do not ever touch these. If this was java I would make these private
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#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
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#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
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#The only exception to this is the ExpandSection_Materials operator which populates this with new data once the materials have changed and need reloading.
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old_list: dict[str,list[Material]] = {}
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bool_material_list_expand: dict[str,bool] = {}
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def set_bool(self, value: bool) -> None:
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MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = value
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if value == False:
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MaterialListBool.old_list[bpy.context.scene.name] = []
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def get_bool(self) -> bool:
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newlist: list[Material] = []
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for obj in bpy.context.scene.objects:
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if len(obj.material_slots)>0:
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for mat_slot in obj.material_slots:
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if mat_slot.material:
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if mat_slot.material not in newlist:
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newlist.append(mat_slot.material)
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still_the_same: bool = True
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if bpy.context.scene.name in MaterialListBool.old_list:
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for item in newlist:
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if item not in MaterialListBool.old_list[bpy.context.scene.name]:
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still_the_same = False
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break
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for item in MaterialListBool.old_list[bpy.context.scene.name]:
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if item not in newlist:
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still_the_same = False
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break
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else:
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still_the_same = False
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MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
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return MaterialListBool.bool_material_list_expand[bpy.context.scene.name]
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class ProgressTracker:
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"""Universal progress tracking for Avatar Toolkit operations"""
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def __init__(self, context: Context, total_steps: int, operation_name: str = "Operation") -> None:
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self.context: Context = context
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self.total: int = total_steps
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self.current: int = 0
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self.operation_name: str = operation_name
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self.wm = context.window_manager
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def step(self, message: str = "") -> None:
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"""Update progress by one step"""
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self.current += 1
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progress = self.current / self.total
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self.wm.progress_begin(0, 100)
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self.wm.progress_update(progress * 100)
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logger.debug(f"{self.operation_name} - {progress:.1%}: {message}")
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def __enter__(self) -> 'ProgressTracker':
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logger.info(f"Starting {self.operation_name}")
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return self
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def __exit__(self, exc_type: Optional[Type[BaseException]],
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exc_val: Optional[BaseException],
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exc_tb: Optional[Any]) -> None:
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self.wm.progress_end()
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logger.info(f"Completed {self.operation_name}")
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def get_active_armature(context: Context) -> Optional[Object]:
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"""Get the currently selected armature from Avatar Toolkit properties"""
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armature_name = str(context.scene.avatar_toolkit.active_armature)
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if armature_name and armature_name != 'NONE':
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return bpy.data.objects.get(armature_name)
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return None
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def set_active_armature(context: Context, armature: Object) -> None:
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"""Set the active armature for Avatar Toolkit operations"""
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context.scene.avatar_toolkit.active_armature = armature
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def get_armature_list(self: Optional[Any] = None, context: Optional[Context] = None) -> List[Tuple[str, str, str]]:
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"""Get list of all armature objects in the scene"""
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if context is None:
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context = bpy.context
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armatures = [(obj.name, obj.name, "") for obj in context.scene.objects if obj.type == 'ARMATURE']
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if not armatures:
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return [('NONE', t("Armature.validation.no_armature"), '')]
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return armatures
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def validate_armature(armature: Object) -> Tuple[bool, List[str]]:
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"""Enhanced armature validation with multiple validation modes"""
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validation_mode = bpy.context.scene.avatar_toolkit.validation_mode
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messages: List[str] = []
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if validation_mode == 'NONE':
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return True, []
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if not armature or armature.type != 'ARMATURE' or not armature.data.bones:
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return False, [t("Armature.validation.basic_check_failed")]
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found_bones: Dict[str, Bone] = {bone.name.lower(): bone for bone in armature.data.bones}
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essential_bones: Set[str] = {'hips', 'spine', 'chest', 'neck', 'head'}
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missing_bones: List[str] = []
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for bone in essential_bones:
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if not any(alt_name in found_bones for alt_name in bone_names[bone]):
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missing_bones.append(bone)
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if missing_bones:
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messages.append(t("Armature.validation.missing_bones", bones=", ".join(missing_bones)))
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if validation_mode == 'STRICT':
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hierarchy: List[Tuple[str, str]] = [
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('hips', 'spine'), ('spine', 'chest'),
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('chest', 'neck'), ('neck', 'head')
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]
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for parent, child in hierarchy:
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if not validate_bone_hierarchy(found_bones, parent, child):
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messages.append(t("Armature.validation.invalid_hierarchy",
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parent=parent, child=child))
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symmetry_pairs: List[Tuple[str, str, str]] = [('arm', 'l', 'r'), ('leg', 'l', 'r')]
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for base, left, right in symmetry_pairs:
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if not validate_symmetry(found_bones, base, left, right):
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messages.append(t("Armature.validation.asymmetric_bones", bone=base))
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if (not validate_symmetry(found_bones, 'hand', 'l', 'r') and
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not validate_symmetry(found_bones, 'wrist', 'l', 'r')):
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messages.append(t("Armature.validation.asymmetric_hand_wrist"))
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is_valid: bool = len(messages) == 0
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return is_valid, messages
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def validate_bone_hierarchy(bones: Dict[str, Bone], parent_name: str, child_name: str) -> bool:
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"""Validate if there is a valid parent-child relationship between bones"""
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parent_bone: Optional[Bone] = None
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child_bone: Optional[Bone] = None
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for alt_name in bone_names[parent_name]:
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if alt_name in bones:
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parent_bone = bones[alt_name]
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break
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for alt_name in bone_names[child_name]:
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if alt_name in bones:
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child_bone = bones[alt_name]
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break
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if not parent_bone or not child_bone:
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return False
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return child_bone.parent == parent_bone
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def validate_symmetry(bones: Dict[str, Bone], base: str, left: str, right: str) -> bool:
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"""Validate if matching left and right bones exist for a given base bone name"""
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left_patterns: List[str] = [
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f"{base}.{left}",
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f"{base}_{left}",
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f"{left}_{base}"
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]
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right_patterns: List[str] = [
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f"{base}.{right}",
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f"{base}_{right}",
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f"{right}_{base}"
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]
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left_exists: bool = any(pattern in bones for pattern in left_patterns)
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right_exists: bool = any(pattern in bones for pattern in right_patterns)
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return left_exists and right_exists
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def auto_select_single_armature(context: Context) -> None:
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"""Automatically select armature if only one exists in scene"""
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armatures: List[Tuple[str, str, str]] = get_armature_list(context)
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if len(armatures) == 1 and armatures[0][0] != 'NONE':
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toolkit = context.scene.avatar_toolkit
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set_active_armature(context, armatures[0])
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def clear_default_objects() -> None:
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"""Removes default Blender objects"""
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default_names: Set[str] = {'Cube', 'Light', 'Camera'}
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for obj in bpy.data.objects:
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if obj.name.split('.')[0] in default_names:
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bpy.data.objects.remove(obj, do_unlink=True)
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def get_armature_stats(armature: Object) -> Dict[str, Union[int, bool, str]]:
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"""Get statistics about the armature"""
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return {
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'bone_count': len(armature.data.bones),
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'has_pose': bool(armature.pose),
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'visible': not armature.hide_viewport,
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'name': armature.name
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}
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def get_all_meshes(context: Context) -> List[Object]:
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"""Get all mesh objects parented to the active armature"""
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armature: Optional[Object] = get_active_armature(context)
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if armature:
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return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
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return []
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def validate_mesh_for_pose(mesh_obj: Object) -> Tuple[bool, str]:
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"""Validate mesh object for pose operations"""
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if not mesh_obj.data:
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return False, t("Mesh.validation.no_data")
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if not mesh_obj.vertex_groups:
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return False, t("Mesh.validation.no_vertex_groups")
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armature_mods: List[Modifier] = [mod for mod in mesh_obj.modifiers if mod.type == 'ARMATURE']
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if not armature_mods:
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return False, t("Mesh.validation.no_armature_modifier")
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return True, t("Mesh.validation.valid")
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def cache_vertex_positions(mesh_obj: Object) -> npt.NDArray[np.float32]:
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"""Cache vertex positions for a mesh object"""
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vertices = mesh_obj.data.vertices
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positions: npt.NDArray[np.float32] = np.empty(len(vertices) * 3, dtype=np.float32)
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vertices.foreach_get('co', positions)
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return positions.reshape(-1, 3)
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def apply_vertex_positions(vertices: Object, positions: npt.NDArray[np.float32]) -> None:
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"""Apply cached vertex positions to mesh in batch"""
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vertices.foreach_set('co', positions.flatten())
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def process_armature_modifiers(mesh_obj: Object) -> List[Dict[str, Any]]:
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"""Process and store armature modifier states"""
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modifier_states: List[Dict[str, Any]] = []
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for mod in mesh_obj.modifiers:
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if mod.type == 'ARMATURE':
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modifier_states.append({
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'name': mod.name,
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'object': mod.object,
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'vertex_group': mod.vertex_group,
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'show_viewport': mod.show_viewport
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})
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return modifier_states
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def apply_pose_as_rest(context: Context, armature_obj: Object, meshes: List[Object]) -> Tuple[bool, str]:
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"""Apply current pose as rest pose for armature and update meshes"""
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try:
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logger.info(f"Starting pose application for {len(meshes)} meshes")
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with ProgressTracker(context, len(meshes), "Applying Pose") as progress:
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for mesh_obj in meshes:
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if not mesh_obj.data:
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continue
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if mesh_obj.data.shape_keys and mesh_obj.data.shape_keys.key_blocks:
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apply_armature_to_mesh_with_shapekeys(armature_obj, mesh_obj, context)
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else:
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apply_armature_to_mesh(armature_obj, mesh_obj)
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progress.step(f"Processed {mesh_obj.name}")
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bpy.ops.object.mode_set(mode='POSE')
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bpy.ops.pose.armature_apply(selected=False)
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bpy.ops.object.mode_set(mode='OBJECT')
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return True, t("Operation.pose_applied")
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except Exception as e:
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logger.error(f"Error applying pose as rest: {str(e)}")
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return False, str(e)
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def apply_armature_to_mesh(armature_obj: Object, mesh_obj: Object) -> None:
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"""Apply armature deformation to mesh"""
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armature_mod: Modifier = mesh_obj.modifiers.new('PoseToRest', 'ARMATURE')
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armature_mod.object = armature_obj
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if bpy.app.version >= (3, 5):
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mesh_obj.modifiers.move(mesh_obj.modifiers.find(armature_mod.name), 0)
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else:
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for _ in range(len(mesh_obj.modifiers) - 1):
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bpy.ops.object.modifier_move_up(modifier=armature_mod.name)
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with bpy.context.temp_override(object=mesh_obj):
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bpy.ops.object.modifier_apply(modifier=armature_mod.name)
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def apply_armature_to_mesh_with_shapekeys(armature_obj: Object, mesh_obj: Object, context: Context) -> None:
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"""Apply armature deformation to mesh with shape keys"""
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old_active_index: int = mesh_obj.active_shape_key_index
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old_show_only: bool = mesh_obj.show_only_shape_key
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mesh_obj.show_only_shape_key = True
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shape_keys: List[ShapeKey] = mesh_obj.data.shape_keys.key_blocks
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vertex_groups: List[str] = []
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mutes: List[bool] = []
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for sk in shape_keys:
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vertex_groups.append(sk.vertex_group)
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sk.vertex_group = ''
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mutes.append(sk.mute)
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sk.mute = False
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disabled_mods: List[Modifier] = []
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for mod in mesh_obj.modifiers:
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if mod.show_viewport:
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mod.show_viewport = False
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disabled_mods.append(mod)
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arm_mod: Modifier = mesh_obj.modifiers.new('PoseToRest', 'ARMATURE')
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arm_mod.object = armature_obj
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co_length: int = len(mesh_obj.data.vertices) * 3
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eval_cos: npt.NDArray[np.float32] = np.empty(co_length, dtype=np.single)
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for i, shape_key in enumerate(shape_keys):
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mesh_obj.active_shape_key_index = i
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depsgraph = context.evaluated_depsgraph_get()
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eval_mesh = mesh_obj.evaluated_get(depsgraph)
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eval_mesh.data.vertices.foreach_get('co', eval_cos)
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shape_key.data.foreach_set('co', eval_cos)
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if i == 0:
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mesh_obj.data.vertices.foreach_set('co', eval_cos)
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for mod in disabled_mods:
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mod.show_viewport = True
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mesh_obj.modifiers.remove(arm_mod)
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for sk, vg, mute in zip(shape_keys, vertex_groups, mutes):
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sk.vertex_group = vg
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sk.mute = mute
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mesh_obj.active_shape_key_index = old_active_index
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mesh_obj.show_only_shape_key = old_show_only
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def validate_meshes(meshes: List[Object]) -> Tuple[bool, str]:
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"""Validates a list of mesh objects to ensure they are suitable for joining operations"""
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if not meshes:
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return False, t("Optimization.no_meshes")
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if not all(mesh.data for mesh in meshes):
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return False, t("Optimization.invalid_mesh_data")
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if not all(mesh.type == 'MESH' for mesh in meshes):
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return False, t("Optimization.non_mesh_objects")
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return True, ""
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def join_mesh_objects(context: Context, meshes: List[Object], progress: Optional[ProgressTracker] = None) -> Optional[Object]:
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"""Combines multiple mesh objects into a single mesh with proper cleanup and UV fixing"""
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try:
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# Store UV maps before joining
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uv_maps_data = {}
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for mesh in meshes:
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uv_maps_data[mesh.name] = {uv.name: uv.data.copy() for uv in mesh.data.uv_layers}
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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for mesh in meshes:
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mesh.select_set(True)
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if context.selected_objects:
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context.view_layer.objects.active = context.selected_objects[0]
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if progress:
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progress.step(t("Optimization.joining_meshes"))
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bpy.ops.object.join()
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if progress:
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progress.step(t("Optimization.applying_transforms"))
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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if progress:
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progress.step(t("Optimization.fixing_uvs"))
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fix_uv_coordinates(context)
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# Restore UV maps after joining
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joined_mesh = context.active_object
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for uv_name, uv_data in uv_maps_data.items():
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for map_name, map_data in uv_data.items():
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if map_name not in joined_mesh.data.uv_layers:
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joined_mesh.data.uv_layers.new(name=map_name)
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joined_mesh.data.uv_layers[map_name].data.foreach_set("uv", map_data)
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return context.active_object
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return None
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except Exception as e:
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logger.error(f"Failed to join meshes: {str(e)}")
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return None
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def fix_uv_coordinates(context: Context) -> None:
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"""Normalizes and fixes UV coordinates for the active mesh object"""
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obj: Object = context.object
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current_mode: str = context.mode
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current_active: Object = context.view_layer.objects.active
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current_selected: List[Object] = context.selected_objects.copy()
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try:
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bpy.ops.object.mode_set(mode='OBJECT')
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obj.select_set(True)
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context.view_layer.objects.active = obj
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# Process each UV layer
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for uv_layer in obj.data.uv_layers:
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obj.data.uv_layers.active = uv_layer
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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with context.temp_override(active_object=obj):
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bpy.ops.uv.select_all(action='SELECT')
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bpy.ops.uv.pack_islands(margin=0.001)
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bpy.ops.uv.average_islands_scale()
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logger.debug(f"UV Fix - Successfully processed {obj.name}")
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except Exception as e:
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logger.warning(f"UV Fix - Skipped processing for {obj.name}: {str(e)}")
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finally:
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bpy.ops.object.mode_set(mode='OBJECT')
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for sel_obj in current_selected:
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sel_obj.select_set(True)
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context.view_layer.objects.active = current_active
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def clear_unused_data_blocks() -> int:
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"""Removes all unused data blocks from the current Blender file"""
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initial_count: int = sum(len(getattr(bpy.data, attr)) for attr in dir(bpy.data)
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if isinstance(getattr(bpy.data, attr), bpy.types.bpy_prop_collection))
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bpy.ops.outliner.orphans_purge(do_local_ids=True, do_linked_ids=True, do_recursive=True)
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final_count: int = sum(len(getattr(bpy.data, attr)) for attr in dir(bpy.data)
|
|
if isinstance(getattr(bpy.data, attr), bpy.types.bpy_prop_collection))
|
|
return initial_count - final_count
|
|
|
|
def simplify_bonename(name: str) -> str:
|
|
"""Simplify bone name by removing spaces, underscores, dots and converting to lowercase"""
|
|
return name.lower().translate(dict.fromkeys(map(ord, u" _.")))
|
|
|
|
def duplicate_bone_chain(bones: List[EditBone]) -> List[EditBone]:
|
|
"""Duplicate a chain of bones while preserving hierarchy"""
|
|
new_bones: List[EditBone] = []
|
|
parent_map: Dict[EditBone, EditBone] = {}
|
|
|
|
for bone in bones:
|
|
new_bone = duplicate_bone(bone)
|
|
if bone.parent and bone.parent in parent_map:
|
|
new_bone.parent = parent_map[bone.parent]
|
|
parent_map[bone] = new_bone
|
|
new_bones.append(new_bone)
|
|
|
|
return new_bones
|
|
|
|
def restore_bone_transforms(bone: EditBone, transforms: Dict[str, Any]) -> None:
|
|
"""Restore bone transforms from stored data"""
|
|
bone.head = transforms['head']
|
|
bone.tail = transforms['tail']
|
|
bone.roll = transforms['roll']
|
|
bone.matrix = transforms['matrix']
|
|
|
|
def get_vertex_weights(mesh_obj: Object, group_name: str) -> Dict[int, float]:
|
|
"""Get vertex weights for a specific vertex group"""
|
|
weights: Dict[int, float] = {}
|
|
group_index: int = mesh_obj.vertex_groups[group_name].index
|
|
for vertex in mesh_obj.data.vertices:
|
|
for group in vertex.groups:
|
|
if group.group == group_index:
|
|
weights[vertex.index] = group.weight
|
|
return weights
|
|
|
|
def transfer_vertex_weights(mesh_obj: Object, source_name: str, target_name: str, threshold: float = 0.01) -> None:
|
|
"""Transfer vertex weights from source to target group"""
|
|
if source_name not in mesh_obj.vertex_groups:
|
|
return
|
|
|
|
source_group: VertexGroup = mesh_obj.vertex_groups[source_name]
|
|
target_group: Optional[VertexGroup] = mesh_obj.vertex_groups.get(target_name)
|
|
|
|
if not target_group:
|
|
target_group = mesh_obj.vertex_groups.new(name=target_name)
|
|
|
|
weights: Dict[int, float] = get_vertex_weights(mesh_obj, source_name)
|
|
|
|
for vertex_index, weight in weights.items():
|
|
if weight > threshold:
|
|
target_group.add([vertex_index], weight, 'ADD')
|
|
|
|
mesh_obj.vertex_groups.remove(source_group)
|
|
|
|
def remove_unused_shapekeys(mesh_obj: Object, tolerance: float = 0.001) -> int:
|
|
"""Remove unused shape keys from a mesh object"""
|
|
if not mesh_obj.data.shape_keys:
|
|
return 0
|
|
|
|
key_blocks: List[ShapeKey] = mesh_obj.data.shape_keys.key_blocks
|
|
vertex_count: int = len(mesh_obj.data.vertices)
|
|
removed_count: int = 0
|
|
|
|
cache: Dict[str, npt.NDArray[np.float32]] = {}
|
|
locations: npt.NDArray[np.float32] = np.empty(3 * vertex_count, dtype=np.float32)
|
|
to_delete: List[str] = []
|
|
|
|
for key in key_blocks:
|
|
if key == key.relative_key:
|
|
continue
|
|
|
|
key.data.foreach_get("co", locations)
|
|
|
|
if key.relative_key.name not in cache:
|
|
rel_locations: npt.NDArray[np.float32] = np.empty(3 * vertex_count, dtype=np.float32)
|
|
key.relative_key.data.foreach_get("co", rel_locations)
|
|
cache[key.relative_key.name] = rel_locations
|
|
|
|
locations -= cache[key.relative_key.name]
|
|
if (np.abs(locations) < tolerance).all():
|
|
if not any(c in key.name for c in "-=~"):
|
|
to_delete.append(key.name)
|
|
|
|
for key_name in to_delete:
|
|
mesh_obj.shape_key_remove(key_blocks[key_name])
|
|
removed_count += 1
|
|
|
|
return removed_count
|
|
|
|
def has_shapekeys(mesh_obj: Object) -> bool:
|
|
"""Check if mesh object has shape keys"""
|
|
return mesh_obj.data.shape_keys is not None
|
|
|
|
def fix_zero_length_bones(armature: Object) -> None:
|
|
"""Fix zero length bones by setting a minimum length"""
|
|
if not armature:
|
|
return
|
|
|
|
bpy.ops.object.mode_set(mode='EDIT')
|
|
for bone in armature.data.edit_bones:
|
|
if bone.length < 0.001:
|
|
bone.length = 0.001
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
|
|
def calculate_bone_orientation(mesh: Object, vertices: List[Any]) -> Tuple[Vector, float]:
|
|
"""Calculate optimal bone orientation based on mesh geometry"""
|
|
if not vertices:
|
|
return Vector((0, 0, 0.1)), 0.0
|
|
|
|
coords: List[Vector] = [mesh.data.vertices[v.index].co for v in vertices]
|
|
min_co: Vector = Vector(map(min, zip(*coords)))
|
|
max_co: Vector = Vector(map(max, zip(*coords)))
|
|
dimensions: Vector = max_co - min_co
|
|
|
|
roll_angle: float = 0.0
|
|
|
|
return dimensions, roll_angle
|
|
|
|
def add_armature_modifier(mesh: Object, armature: Object) -> None:
|
|
"""Add armature modifier to mesh"""
|
|
for mod in mesh.modifiers:
|
|
if mod.type == 'ARMATURE':
|
|
mesh.modifiers.remove(mod)
|
|
|
|
modifier: Modifier = mesh.modifiers.new('Armature', 'ARMATURE')
|
|
modifier.object = armature
|
|
|
|
def get_shapekeys(context: Context,
|
|
names: List[str],
|
|
is_mouth: bool,
|
|
no_basis: bool,
|
|
return_list: bool) -> Union[List[Tuple[str, str, str]], List[str]]:
|
|
"""Get shape keys based on specified criteria"""
|
|
choices: List[Tuple[str, str, str]] = []
|
|
choices_simple: List[str] = []
|
|
meshes_list: List[Object] = get_meshes_objects(check=False)
|
|
|
|
if meshes_list:
|
|
if is_mouth:
|
|
meshes = [get_objects().get(context.scene.mesh_name_viseme)]
|
|
else:
|
|
meshes = [get_objects().get(context.scene.mesh_name_eye)]
|
|
else:
|
|
return choices
|
|
|
|
for mesh in meshes:
|
|
if not mesh or not has_shapekeys(mesh):
|
|
return choices
|
|
|
|
for shapekey in mesh.data.shape_keys.key_blocks:
|
|
name = shapekey.name
|
|
if name in choices_simple:
|
|
continue
|
|
if no_basis and name == 'Basis':
|
|
continue
|
|
choices.append((name, name, name))
|
|
choices_simple.append(name)
|
|
|
|
_sort_enum_choices_by_identifier_lower(choices)
|
|
|
|
choices2: List[Tuple[str, str, str]] = []
|
|
for name in names:
|
|
if name in choices_simple and len(choices) > 1 and choices[0][0] != name:
|
|
continue
|
|
choices2.append((name, name, name))
|
|
|
|
choices2.extend(choices)
|
|
|
|
if return_list:
|
|
shape_list: List[str] = []
|
|
for choice in choices2:
|
|
shape_list.append(choice[0])
|
|
return shape_list
|
|
|
|
return choices2
|
|
|
|
def _sort_enum_choices_by_identifier_lower(choices: List[Tuple[str, str, str]], in_place: bool = True) -> List[Tuple[str, str, str]]:
|
|
"""Sort a list of enum choices by the lowercase of their identifier"""
|
|
def identifier_lower(choice: Tuple[str, str, str]) -> str:
|
|
return choice[0].lower()
|
|
|
|
if in_place:
|
|
choices.sort(key=identifier_lower)
|
|
else:
|
|
choices = sorted(choices, key=identifier_lower)
|
|
return choices
|
|
|
|
def is_enum_empty(string: str) -> bool:
|
|
"""Returns True only if the tested string is the empty enum identifier"""
|
|
return _empty_enum_identifier == string
|
|
|
|
def is_enum_non_empty(string: str) -> bool:
|
|
"""Returns False only if the tested string is not the empty enum identifier"""
|
|
return _empty_enum_identifier != string
|
|
|
|
_empty_enum_identifier: str = 'Cats_empty_enum_identifier'
|
|
|
|
def get_meshes_objects(check: bool = True) -> List[Object]:
|
|
"""Get all mesh objects in the scene"""
|
|
meshes: List[Object] = [obj for obj in bpy.data.objects if obj.type == 'MESH']
|
|
if check and not meshes:
|
|
return []
|
|
return meshes
|
|
|
|
def get_objects() -> bpy.types.BlendData:
|
|
"""Get all objects in the current Blender scene"""
|
|
return bpy.data.objects
|
|
|
|
def duplicate_bone(bone: EditBone) -> EditBone:
|
|
"""Create a duplicate of the given bone"""
|
|
new_bone: EditBone = bone.id_data.edit_bones.new(bone.name + "_copy")
|
|
new_bone.head = bone.head.copy()
|
|
new_bone.tail = bone.tail.copy()
|
|
new_bone.roll = bone.roll
|
|
new_bone.use_connect = bone.use_connect
|
|
new_bone.use_local_location = bone.use_local_location
|
|
new_bone.use_inherit_rotation = bone.use_inherit_rotation
|
|
new_bone.use_inherit_scale = bone.use_inherit_scale
|
|
new_bone.use_deform = bone.use_deform
|
|
return new_bone
|
|
|
|
#Binary tools
|
|
|
|
|
|
|
|
|
|
#encoding FrooxEngine/C# types in binary:
|
|
|
|
|
|
|
|
|
|
|
|
|