Files
Avatar-Toolkit/functions/combine_materials.py
T
Onan Chew a08d888acb More cleanup
- operator strings are referenced via the class property rather than a hard coded string
- class names have been cleaned to have _OT_ or _PT_ depending on the kind of class it was.
- Class names should mostly be CamelCase now.
2024-09-04 20:16:34 -04:00

139 lines
5.7 KiB
Python

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)