Files
Avatar-Toolkit/core/common.py
T
989onan dc2b6e46ce Add Bone Tools
- Added merge to active to tools section for bones
- Added merge to individual parents, which merges each selected bone to their parent bone
2024-09-06 12:32:50 -04:00

287 lines
10 KiB
Python

import bpy
import numpy as np
from .dictionaries import bone_names
import threading
import time
import webbrowser
import typing
from ..core.register import register_wrap
from typing import List, Optional, Tuple
from bpy.types import Object, ShapeKey, Mesh, Context, Material, PropertyGroup
from functools import lru_cache
from bpy.props import PointerProperty, IntProperty, StringProperty
from bpy.utils import register_class
class SceneMatClass(PropertyGroup):
mat: PointerProperty(type=Material)
register_class(SceneMatClass)
class material_list_bool:
#For the love that is holy do not ever touch these. If this was java I would make these private
#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
#The only exception to this is the ExpandSection_Materials operator which populates this with new data once the materials have changed and need reloading.
old_list: dict[str,list[Material]] = {}
bool_material_list_expand: dict[str,bool] = {}
def set_bool(self, value: bool) -> None:
material_list_bool.bool_material_list_expand[bpy.context.scene.name] = value
if value == False:
material_list_bool.old_list[bpy.context.scene.name] = []
def get_bool(self) -> bool:
newlist: list[Material] = []
for obj in bpy.context.scene.objects:
if len(obj.material_slots)>0:
for mat_slot in obj.material_slots:
if mat_slot.material:
if mat_slot.material not in newlist:
newlist.append(mat_slot.material)
still_the_same: bool = True
if bpy.context.scene.name in material_list_bool.old_list:
for item in newlist:
if item not in material_list_bool.old_list[bpy.context.scene.name]:
still_the_same = False
break
for item in material_list_bool.old_list[bpy.context.scene.name]:
if item not in newlist:
still_the_same = False
break
else:
still_the_same = False
material_list_bool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
return material_list_bool.bool_material_list_expand[bpy.context.scene.name]
### 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: str) -> str:
return n.lower().translate(dict.fromkeys(map(ord, u" _.")))
def get_armature(context: Context, armature_name: Optional[str] = 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: Context) -> List[Tuple[str, str, str]]:
return [(obj.name, obj.name, "") for obj in bpy.data.objects if obj.type == 'ARMATURE']
def get_selected_armature(context: Context) -> Optional[Object]:
if context.scene.selected_armature:
armature = bpy.data.objects.get(context.scene.selected_armature)
if is_valid_armature(armature):
return armature
return None
def set_selected_armature(context: Context, armature: Optional[Object]) -> None:
context.scene.selected_armature = armature.name if armature else ""
def is_valid_armature(armature: Object) -> bool:
if not armature or armature.type != 'ARMATURE':
return False
if not armature.data or not armature.data.bones:
return False
return True
def select_current_armature(context: Context) -> bool:
armature = get_selected_armature(context)
if armature:
bpy.ops.object.select_all(action='DESELECT')
armature.select_set(True)
context.view_layer.objects.active = armature
return True
return False
def get_all_meshes(context: Context) -> List[Object]:
armature = get_selected_armature(context)
if armature and is_valid_armature(armature):
return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
return []
def get_mesh_items(self, context):
return [(obj.name, obj.name, "") for obj in get_all_meshes(context)]
def open_web_after_delay_multi_threaded(delay: typing.Optional[float] = 1.0, url: typing.Union[str, typing.Any] = ""):
thread = threading.Thread(target=open_web_after_delay,args=[delay,url],name="open_browser_thread")
thread.start()
def open_web_after_delay(delay, url):
print("opening browser in "+str(delay)+" seconds.")
time.sleep(delay)
webbrowser.open_new_tab(url)
def duplicatebone(b: bpy.types.EditBone) -> bpy.types.EditBone:
arm = bpy.context.object.data
cb = arm.edit_bones.new(b.name)
cb.head = b.head
cb.tail = b.tail
cb.matrix = b.matrix
cb.parent = b.parent
return cb
def has_shapekeys(mesh_obj: Object) -> bool:
return mesh_obj.data.shape_keys is not None
def sort_shape_keys(mesh: Object) -> None:
print("Starting shape key sorting...")
if not has_shapekeys(mesh):
print("No shape keys found. Exiting sort function.")
return
# Set the mesh as the active object
bpy.context.view_layer.objects.active = mesh
bpy.ops.object.mode_set(mode='OBJECT')
order = [
'Basis',
'vrc.blink_left',
'vrc.blink_right',
'vrc.lowerlid_left',
'vrc.lowerlid_right',
'vrc.v_aa',
'vrc.v_ch',
'vrc.v_dd',
'vrc.v_e',
'vrc.v_ff',
'vrc.v_ih',
'vrc.v_kk',
'vrc.v_nn',
'vrc.v_oh',
'vrc.v_ou',
'vrc.v_pp',
'vrc.v_rr',
'vrc.v_sil',
'vrc.v_ss',
'vrc.v_th',
]
shape_keys = mesh.data.shape_keys.key_blocks
print(f"Total shape keys: {len(shape_keys)}")
# Create a list of shape key names in their current order
current_order = [key.name for key in shape_keys]
# Create a new order list
new_order = []
# First, add all the keys that are in the predefined order
for name in order:
if name in current_order:
new_order.append(name)
current_order.remove(name)
# Then add any remaining keys that weren't in the predefined order
new_order.extend(current_order)
print("New order:", new_order)
# Now, rearrange the shape keys based on the new order
for i, name in enumerate(new_order):
index = shape_keys.find(name)
if index != i:
print(f"Moving {name} from index {index} to {i}")
mesh.active_shape_key_index = index
while mesh.active_shape_key_index > i:
bpy.ops.object.shape_key_move(type='UP')
print("Shape key sorting completed.")
def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]:
if not has_shapekeys(mesh):
return []
return [(key.name, key.name, key.name) for key in mesh.data.shape_keys.key_blocks if key.name != 'Basis' and key.name.startswith(prefix)]
def remove_default_objects():
for obj in bpy.data.objects:
if obj.name in ["Camera", "Light", "Cube"]:
bpy.data.objects.remove(obj, do_unlink=True)
def init_progress(context, steps):
context.window_manager.progress_begin(0, 100)
context.scene.avatar_toolkit_progress_steps = steps
context.scene.avatar_toolkit_progress_current = 0
def update_progress(self, context, message):
context.scene.avatar_toolkit_progress_current += 1
progress = (context.scene.avatar_toolkit_progress_current / context.scene.avatar_toolkit_progress_steps) * 100
context.window_manager.progress_update(progress)
context.area.header_text_set(message)
self.report({'INFO'}, message)
def finish_progress(context):
context.window_manager.progress_end()
context.area.header_text_set(None)
def transfer_vertex_weights(context: Context, obj: bpy.types.Object, source_group: str, target_group: str, delete_source_group: bool = True) -> bool:
modifier: bpy.types.VertexWeightMixModifier = obj.modifiers.new(name="merge_weights",type="VERTEX_WEIGHT_MIX")
modifier.mix_set = 'B'
modifier.vertex_group_a = target_group
modifier.vertex_group_b = source_group
modifier.mask_constant = 1.0
bpy.ops.object.mode_set(mode='OBJECT')
prev_obj: bpy.types.Object = context.view_layer.objects.active
context.view_layer.objects.active = obj
bpy.ops.object.modifier_apply(modifier=modifier.name)
if delete_source_group:
obj.vertex_groups.remove(obj.vertex_groups.get(source_group))
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode='OBJECT')
context.view_layer.objects.active = prev_obj
return True