190 lines
6.2 KiB
Python
190 lines
6.2 KiB
Python
import bpy
|
|
import numpy as np
|
|
from .dictionaries import bone_names
|
|
import threading
|
|
import time
|
|
import webbrowser
|
|
import typing
|
|
|
|
from typing import List, Optional, Tuple
|
|
from bpy.types import Object, ShapeKey, Mesh, Context
|
|
from functools import lru_cache
|
|
|
|
### 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 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 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
|
|
|
|
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}")
|
|
bpy.context.object.active_shape_key_index = index
|
|
while bpy.context.object.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)]
|