9cc5a41a98
- Major Improvements all round, Join Meshes improved, Combined Materials, Remove Doubles Improvements.
388 lines
15 KiB
Python
388 lines
15 KiB
Python
import bpy
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import numpy as np
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from bpy.types import Context, Object, Modifier
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from typing import Optional, Tuple, List, Set, Dict, Any, Generator, Callable
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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 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"):
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self.context = context
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self.total = total_steps
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self.current = 0
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self.operation_name = 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):
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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, exc_val, exc_tb):
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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: bpy.types.Context) -> Optional[bpy.types.Object]:
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"""Get the currently selected armature from Avatar Toolkit properties"""
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armature_name = 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: bpy.types.Context, armature: bpy.types.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=None, context: bpy.types.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: bpy.types.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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# Skip validation if mode is NONE
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if validation_mode == 'NONE':
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return True, []
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messages = []
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# Basic checks always run if not NONE
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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 = {bone.name.lower(): bone for bone in armature.data.bones}
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# Essential bones check (BASIC and STRICT)
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essential_bones = {'hips', 'spine', 'chest', 'neck', 'head'}
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missing_bones = []
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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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# Additional checks for STRICT mode only
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if validation_mode == 'STRICT':
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# Hierarchy validation
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hierarchy = [('hips', 'spine'), ('spine', 'chest'), ('chest', 'neck'), ('neck', 'head')]
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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", parent=parent, child=child))
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# Symmetry validation
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symmetry_pairs = [('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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# Special handling for hand/wrist symmetry
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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 = len(messages) == 0
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return is_valid, messages
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def validate_bone_hierarchy(bones: Dict[str, bpy.types.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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# Find matching parent and child bones using bone_names dictionary
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parent_bone = None
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child_bone = None
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# Check for parent bone matches
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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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# Check for child bone matches
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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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# Check if child's parent matches parent bone
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return child_bone.parent == parent_bone
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def validate_symmetry(bones: Dict[str, bpy.types.Bone], base: str, left: str, right: str) -> bool:
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"""
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Validate if matching left and right bones exist for a given base bone name
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"""
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# Define common naming patterns
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left_patterns = [
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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 = [
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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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# Check if any of the patterns exist in the bones dictionary
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left_exists = any(pattern in bones for pattern in left_patterns)
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right_exists = 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: bpy.types.Context) -> None:
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"""Automatically select armature if only one exists in scene"""
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armatures = 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 (cube, light, camera)"""
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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: bpy.types.Object) -> dict:
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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 = 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 = [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) -> np.ndarray:
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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 = 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: np.ndarray) -> 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 = []
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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 = 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 = mesh_obj.active_shape_key_index
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old_show_only = mesh_obj.show_only_shape_key
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mesh_obj.show_only_shape_key = True
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shape_keys = mesh_obj.data.shape_keys.key_blocks
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vertex_groups = []
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mutes = []
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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 = []
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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 = mesh_obj.modifiers.new('PoseToRest', 'ARMATURE')
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arm_mod.object = armature_obj
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co_length = len(mesh_obj.data.vertices) * 3
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eval_cos = 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) -> Tuple[bool, str]:
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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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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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return True, t("Optimization.meshes_joined")
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return False, t("Optimization.no_mesh_selected")
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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 False, str(e)
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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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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.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(self) -> 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) 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))
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return initial_count - final_count
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