642 lines
23 KiB
Python
642 lines
23 KiB
Python
import bpy
|
|
import numpy as np
|
|
import threading
|
|
import time
|
|
import webbrowser
|
|
import typing
|
|
import struct
|
|
from io import BytesIO
|
|
|
|
from typing import Optional, Tuple, List, Set, Dict, Any, Generator, Callable
|
|
from mathutils import Vector
|
|
from bpy.types import Context, Object, Modifier, EditBone, Operator
|
|
from functools import lru_cache
|
|
from bpy.props import PointerProperty, IntProperty, StringProperty
|
|
from bpy.utils import register_class
|
|
from ..core.logging_setup import logger
|
|
from ..core.translations import t
|
|
from ..core.dictionaries import bone_names
|
|
|
|
class ProgressTracker:
|
|
"""Universal progress tracking for Avatar Toolkit operations"""
|
|
|
|
def __init__(self, context: Context, total_steps: int, operation_name: str = "Operation"):
|
|
self.context = context
|
|
self.total = total_steps
|
|
self.current = 0
|
|
self.operation_name = operation_name
|
|
self.wm = context.window_manager
|
|
|
|
def step(self, message: str = "") -> None:
|
|
"""Update progress by one step"""
|
|
self.current += 1
|
|
progress = self.current / self.total
|
|
self.wm.progress_begin(0, 100)
|
|
self.wm.progress_update(progress * 100)
|
|
logger.debug(f"{self.operation_name} - {progress:.1%}: {message}")
|
|
|
|
def __enter__(self):
|
|
logger.info(f"Starting {self.operation_name}")
|
|
return self
|
|
|
|
def __exit__(self, exc_type, exc_val, exc_tb):
|
|
self.wm.progress_end()
|
|
logger.info(f"Completed {self.operation_name}")
|
|
|
|
def get_active_armature(context: bpy.types.Context) -> Optional[bpy.types.Object]:
|
|
"""Get the currently selected armature from Avatar Toolkit properties"""
|
|
armature_name = context.scene.avatar_toolkit.active_armature
|
|
if armature_name and armature_name != 'NONE':
|
|
return bpy.data.objects.get(armature_name)
|
|
return None
|
|
|
|
def set_active_armature(context: bpy.types.Context, armature: bpy.types.Object) -> None:
|
|
"""Set the active armature for Avatar Toolkit operations"""
|
|
context.scene.avatar_toolkit.active_armature = armature
|
|
|
|
def get_armature_list(self=None, context: bpy.types.Context = None) -> List[Tuple[str, str, str]]:
|
|
"""Get list of all armature objects in the scene"""
|
|
if context is None:
|
|
context = bpy.context
|
|
armatures = [(obj.name, obj.name, "") for obj in context.scene.objects if obj.type == 'ARMATURE']
|
|
if not armatures:
|
|
return [('NONE', t("Armature.validation.no_armature"), '')]
|
|
return armatures
|
|
|
|
def validate_armature(armature: bpy.types.Object) -> Tuple[bool, List[str]]:
|
|
"""Enhanced armature validation with multiple validation modes"""
|
|
validation_mode = bpy.context.scene.avatar_toolkit.validation_mode
|
|
|
|
# Skip validation if mode is NONE
|
|
if validation_mode == 'NONE':
|
|
return True, []
|
|
|
|
messages = []
|
|
|
|
# Basic checks always run if not NONE
|
|
if not armature or armature.type != 'ARMATURE' or not armature.data.bones:
|
|
return False, [t("Armature.validation.basic_check_failed")]
|
|
|
|
found_bones = {bone.name.lower(): bone for bone in armature.data.bones}
|
|
|
|
# Essential bones check (BASIC and STRICT)
|
|
essential_bones = {'hips', 'spine', 'chest', 'neck', 'head'}
|
|
missing_bones = []
|
|
for bone in essential_bones:
|
|
if not any(alt_name in found_bones for alt_name in bone_names[bone]):
|
|
missing_bones.append(bone)
|
|
|
|
if missing_bones:
|
|
messages.append(t("Armature.validation.missing_bones", bones=", ".join(missing_bones)))
|
|
|
|
# Additional checks for STRICT mode only
|
|
if validation_mode == 'STRICT':
|
|
# Hierarchy validation
|
|
hierarchy = [('hips', 'spine'), ('spine', 'chest'), ('chest', 'neck'), ('neck', 'head')]
|
|
for parent, child in hierarchy:
|
|
if not validate_bone_hierarchy(found_bones, parent, child):
|
|
messages.append(t("Armature.validation.invalid_hierarchy", parent=parent, child=child))
|
|
|
|
# Symmetry validation
|
|
symmetry_pairs = [('arm', 'l', 'r'), ('leg', 'l', 'r')]
|
|
for base, left, right in symmetry_pairs:
|
|
if not validate_symmetry(found_bones, base, left, right):
|
|
messages.append(t("Armature.validation.asymmetric_bones", bone=base))
|
|
|
|
# Special handling for hand/wrist symmetry
|
|
if (not validate_symmetry(found_bones, 'hand', 'l', 'r') and
|
|
not validate_symmetry(found_bones, 'wrist', 'l', 'r')):
|
|
messages.append(t("Armature.validation.asymmetric_hand_wrist"))
|
|
|
|
is_valid = len(messages) == 0
|
|
return is_valid, messages
|
|
|
|
def validate_bone_hierarchy(bones: Dict[str, bpy.types.Bone], parent_name: str, child_name: str) -> bool:
|
|
"""Validate if there is a valid parent-child relationship between bones"""
|
|
# Find matching parent and child bones using bone_names dictionary
|
|
parent_bone = None
|
|
child_bone = None
|
|
|
|
# Check for parent bone matches
|
|
for alt_name in bone_names[parent_name]:
|
|
if alt_name in bones:
|
|
parent_bone = bones[alt_name]
|
|
break
|
|
|
|
# Check for child bone matches
|
|
for alt_name in bone_names[child_name]:
|
|
if alt_name in bones:
|
|
child_bone = bones[alt_name]
|
|
break
|
|
|
|
if not parent_bone or not child_bone:
|
|
return False
|
|
|
|
# Check if child's parent matches parent bone
|
|
return child_bone.parent == parent_bone
|
|
|
|
def validate_symmetry(bones: Dict[str, bpy.types.Bone], base: str, left: str, right: str) -> bool:
|
|
"""
|
|
Validate if matching left and right bones exist for a given base bone name
|
|
"""
|
|
# Define common naming patterns
|
|
left_patterns = [
|
|
f"{base}.{left}",
|
|
f"{base}_{left}",
|
|
f"{left}_{base}"
|
|
]
|
|
|
|
right_patterns = [
|
|
f"{base}.{right}",
|
|
f"{base}_{right}",
|
|
f"{right}_{base}"
|
|
]
|
|
|
|
# Check if any of the patterns exist in the bones dictionary
|
|
left_exists = any(pattern in bones for pattern in left_patterns)
|
|
right_exists = any(pattern in bones for pattern in right_patterns)
|
|
|
|
return left_exists and right_exists
|
|
|
|
def auto_select_single_armature(context: bpy.types.Context) -> None:
|
|
"""Automatically select armature if only one exists in scene"""
|
|
armatures = get_armature_list(context)
|
|
if len(armatures) == 1 and armatures[0][0] != 'NONE':
|
|
toolkit = context.scene.avatar_toolkit
|
|
set_active_armature(context, armatures[0])
|
|
|
|
def clear_default_objects() -> None:
|
|
"""Removes default Blender objects (cube, light, camera)"""
|
|
default_names: Set[str] = {'Cube', 'Light', 'Camera'}
|
|
for obj in bpy.data.objects:
|
|
if obj.name.split('.')[0] in default_names:
|
|
bpy.data.objects.remove(obj, do_unlink=True)
|
|
|
|
def get_armature_stats(armature: bpy.types.Object) -> dict:
|
|
"""Get statistics about the armature"""
|
|
return {
|
|
'bone_count': len(armature.data.bones),
|
|
'has_pose': bool(armature.pose),
|
|
'visible': not armature.hide_viewport,
|
|
'name': armature.name
|
|
}
|
|
|
|
def get_all_meshes(context: Context) -> List[Object]:
|
|
"""Get all mesh objects parented to the active armature"""
|
|
armature = get_active_armature(context)
|
|
if armature:
|
|
return [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == armature]
|
|
return []
|
|
|
|
def validate_mesh_for_pose(mesh_obj: Object) -> Tuple[bool, str]:
|
|
"""Validate mesh object for pose operations"""
|
|
if not mesh_obj.data:
|
|
return False, t("Mesh.validation.no_data")
|
|
|
|
if not mesh_obj.vertex_groups:
|
|
return False, t("Mesh.validation.no_vertex_groups")
|
|
|
|
armature_mods = [mod for mod in mesh_obj.modifiers if mod.type == 'ARMATURE']
|
|
if not armature_mods:
|
|
return False, t("Mesh.validation.no_armature_modifier")
|
|
|
|
return True, t("Mesh.validation.valid")
|
|
|
|
def cache_vertex_positions(mesh_obj: Object) -> np.ndarray:
|
|
"""Cache vertex positions for a mesh object"""
|
|
vertices = mesh_obj.data.vertices
|
|
positions = np.empty(len(vertices) * 3, dtype=np.float32)
|
|
vertices.foreach_get('co', positions)
|
|
return positions.reshape(-1, 3)
|
|
|
|
def apply_vertex_positions(vertices: Object, positions: np.ndarray) -> None:
|
|
"""Apply cached vertex positions to mesh in batch"""
|
|
vertices.foreach_set('co', positions.flatten())
|
|
|
|
def process_armature_modifiers(mesh_obj: Object) -> List[Dict[str, Any]]:
|
|
"""Process and store armature modifier states"""
|
|
modifier_states = []
|
|
for mod in mesh_obj.modifiers:
|
|
if mod.type == 'ARMATURE':
|
|
modifier_states.append({
|
|
'name': mod.name,
|
|
'object': mod.object,
|
|
'vertex_group': mod.vertex_group,
|
|
'show_viewport': mod.show_viewport
|
|
})
|
|
return modifier_states
|
|
|
|
def apply_pose_as_rest(context: Context, armature_obj: Object, meshes: List[Object]) -> Tuple[bool, str]:
|
|
"""Apply current pose as rest pose for armature and update meshes"""
|
|
try:
|
|
logger.info(f"Starting pose application for {len(meshes)} meshes")
|
|
|
|
with ProgressTracker(context, len(meshes), "Applying Pose") as progress:
|
|
for mesh_obj in meshes:
|
|
if not mesh_obj.data:
|
|
continue
|
|
|
|
if mesh_obj.data.shape_keys and mesh_obj.data.shape_keys.key_blocks:
|
|
apply_armature_to_mesh_with_shapekeys(armature_obj, mesh_obj, context)
|
|
else:
|
|
apply_armature_to_mesh(armature_obj, mesh_obj)
|
|
|
|
progress.step(f"Processed {mesh_obj.name}")
|
|
|
|
bpy.ops.object.mode_set(mode='POSE')
|
|
bpy.ops.pose.armature_apply(selected=False)
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
|
|
return True, t("Operation.pose_applied")
|
|
|
|
except Exception as e:
|
|
logger.error(f"Error applying pose as rest: {str(e)}")
|
|
return False, str(e)
|
|
|
|
def apply_armature_to_mesh(armature_obj: Object, mesh_obj: Object) -> None:
|
|
"""Apply armature deformation to mesh"""
|
|
armature_mod = mesh_obj.modifiers.new('PoseToRest', 'ARMATURE')
|
|
armature_mod.object = armature_obj
|
|
|
|
if bpy.app.version >= (3, 5):
|
|
mesh_obj.modifiers.move(mesh_obj.modifiers.find(armature_mod.name), 0)
|
|
else:
|
|
for _ in range(len(mesh_obj.modifiers) - 1):
|
|
bpy.ops.object.modifier_move_up(modifier=armature_mod.name)
|
|
|
|
with bpy.context.temp_override(object=mesh_obj):
|
|
bpy.ops.object.modifier_apply(modifier=armature_mod.name)
|
|
|
|
def apply_armature_to_mesh_with_shapekeys(armature_obj: Object, mesh_obj: Object, context: Context) -> None:
|
|
"""Apply armature deformation to mesh with shape keys"""
|
|
old_active_index = mesh_obj.active_shape_key_index
|
|
old_show_only = mesh_obj.show_only_shape_key
|
|
mesh_obj.show_only_shape_key = True
|
|
|
|
shape_keys = mesh_obj.data.shape_keys.key_blocks
|
|
vertex_groups = []
|
|
mutes = []
|
|
|
|
for sk in shape_keys:
|
|
vertex_groups.append(sk.vertex_group)
|
|
sk.vertex_group = ''
|
|
mutes.append(sk.mute)
|
|
sk.mute = False
|
|
|
|
disabled_mods = []
|
|
for mod in mesh_obj.modifiers:
|
|
if mod.show_viewport:
|
|
mod.show_viewport = False
|
|
disabled_mods.append(mod)
|
|
|
|
arm_mod = mesh_obj.modifiers.new('PoseToRest', 'ARMATURE')
|
|
arm_mod.object = armature_obj
|
|
|
|
co_length = len(mesh_obj.data.vertices) * 3
|
|
eval_cos = np.empty(co_length, dtype=np.single)
|
|
|
|
for i, shape_key in enumerate(shape_keys):
|
|
mesh_obj.active_shape_key_index = i
|
|
|
|
depsgraph = context.evaluated_depsgraph_get()
|
|
eval_mesh = mesh_obj.evaluated_get(depsgraph)
|
|
eval_mesh.data.vertices.foreach_get('co', eval_cos)
|
|
|
|
shape_key.data.foreach_set('co', eval_cos)
|
|
if i == 0:
|
|
mesh_obj.data.vertices.foreach_set('co', eval_cos)
|
|
|
|
for mod in disabled_mods:
|
|
mod.show_viewport = True
|
|
|
|
mesh_obj.modifiers.remove(arm_mod)
|
|
|
|
for sk, vg, mute in zip(shape_keys, vertex_groups, mutes):
|
|
sk.vertex_group = vg
|
|
sk.mute = mute
|
|
|
|
mesh_obj.active_shape_key_index = old_active_index
|
|
mesh_obj.show_only_shape_key = old_show_only
|
|
|
|
def validate_meshes(meshes: List[Object]) -> Tuple[bool, str]:
|
|
"""Validates a list of mesh objects to ensure they are suitable for joining operations"""
|
|
if not meshes:
|
|
return False, t("Optimization.no_meshes")
|
|
if not all(mesh.data for mesh in meshes):
|
|
return False, t("Optimization.invalid_mesh_data")
|
|
if not all(mesh.type == 'MESH' for mesh in meshes):
|
|
return False, t("Optimization.non_mesh_objects")
|
|
return True, ""
|
|
|
|
def join_mesh_objects(context: Context, meshes: List[Object], progress: Optional[ProgressTracker] = None) -> Optional[Object]:
|
|
"""Combines multiple mesh objects into a single mesh with proper cleanup and UV fixing"""
|
|
try:
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
bpy.ops.object.select_all(action='DESELECT')
|
|
|
|
for mesh in meshes:
|
|
mesh.select_set(True)
|
|
|
|
if context.selected_objects:
|
|
context.view_layer.objects.active = context.selected_objects[0]
|
|
|
|
if progress:
|
|
progress.step(t("Optimization.joining_meshes"))
|
|
bpy.ops.object.join()
|
|
|
|
if progress:
|
|
progress.step(t("Optimization.applying_transforms"))
|
|
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
|
|
|
|
if progress:
|
|
progress.step(t("Optimization.fixing_uvs"))
|
|
fix_uv_coordinates(context)
|
|
|
|
# Return the joined mesh object
|
|
return context.active_object
|
|
|
|
else:
|
|
# No objects were selected, return None
|
|
return None
|
|
|
|
except Exception as e:
|
|
logger.error(f"Failed to join meshes: {str(e)}")
|
|
return None
|
|
|
|
def fix_uv_coordinates(context: Context) -> None:
|
|
"""Normalizes and fixes UV coordinates for the active mesh object"""
|
|
obj: Object = context.object
|
|
current_mode: str = context.mode
|
|
current_active: Object = context.view_layer.objects.active
|
|
current_selected: List[Object] = context.selected_objects.copy()
|
|
|
|
try:
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
obj.select_set(True)
|
|
context.view_layer.objects.active = obj
|
|
bpy.ops.object.mode_set(mode='EDIT')
|
|
|
|
bpy.ops.mesh.select_all(action='SELECT')
|
|
|
|
with context.temp_override(active_object=obj):
|
|
bpy.ops.uv.select_all(action='SELECT')
|
|
bpy.ops.uv.average_islands_scale()
|
|
|
|
logger.debug(f"UV Fix - Successfully processed {obj.name}")
|
|
|
|
except Exception as e:
|
|
logger.warning(f"UV Fix - Skipped processing for {obj.name}: {str(e)}")
|
|
|
|
finally:
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
for sel_obj in current_selected:
|
|
sel_obj.select_set(True)
|
|
context.view_layer.objects.active = current_active
|
|
# This should be at the top level, not indented inside any class or function
|
|
def clear_unused_data_blocks() -> int:
|
|
"""Removes all unused data blocks from the current Blender file"""
|
|
initial_count = sum(len(getattr(bpy.data, attr)) for attr in dir(bpy.data)
|
|
if isinstance(getattr(bpy.data, attr), bpy.types.bpy_prop_collection))
|
|
bpy.ops.outliner.orphans_purge(do_local_ids=True, do_linked_ids=True, do_recursive=True)
|
|
final_count = 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 = []
|
|
parent_map = {}
|
|
|
|
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 = {}
|
|
group_index = 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 = mesh_obj.vertex_groups[source_name]
|
|
target_group = mesh_obj.vertex_groups.get(target_name)
|
|
|
|
if not target_group:
|
|
target_group = mesh_obj.vertex_groups.new(name=target_name)
|
|
|
|
# Get source weights
|
|
weights = get_vertex_weights(mesh_obj, source_name)
|
|
|
|
# Transfer weights above threshold
|
|
for vertex_index, weight in weights.items():
|
|
if weight > threshold:
|
|
target_group.add([vertex_index], weight, 'ADD')
|
|
|
|
# Remove source group
|
|
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 = mesh_obj.data.shape_keys.key_blocks
|
|
vertex_count = len(mesh_obj.data.vertices)
|
|
removed_count = 0
|
|
|
|
# Cache for relative key locations
|
|
cache = {}
|
|
locations = np.empty(3 * vertex_count, dtype=np.float32)
|
|
to_delete = []
|
|
|
|
for key in key_blocks:
|
|
if key == key.relative_key:
|
|
continue
|
|
|
|
# Get current key locations
|
|
key.data.foreach_get("co", locations)
|
|
|
|
# Get or calculate relative key locations
|
|
if key.relative_key.name not in cache:
|
|
rel_locations = np.empty(3 * vertex_count, dtype=np.float32)
|
|
key.relative_key.data.foreach_get("co", rel_locations)
|
|
cache[key.relative_key.name] = rel_locations
|
|
|
|
# Compare locations
|
|
locations -= cache[key.relative_key.name]
|
|
if (np.abs(locations) < tolerance).all():
|
|
if not any(c in key.name for c in "-=~"): # Skip category markers
|
|
to_delete.append(key.name)
|
|
|
|
# Remove marked shape keys
|
|
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:
|
|
return mesh_obj.data.shape_keys is not None
|
|
|
|
# Identifier to indicate that an EnumProperty is empty
|
|
# This is the default identifier used when a wrapped items function returns an empty list
|
|
# This identifier needs to be something that should never normally be used, so as to avoid the possibility of
|
|
# conflicting with an enum value that exists.
|
|
_empty_enum_identifier = 'Cats_empty_enum_identifier'
|
|
|
|
# names - The first object will be the first one in the list. So the first one has to be the one that exists in the most models
|
|
# no_basis - If this is true the Basis will not be available in the list
|
|
def get_shapekeys(context, names, is_mouth, no_basis, return_list):
|
|
choices = []
|
|
choices_simple = []
|
|
meshes_list = 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
|
|
# 1. Will be returned by context.scene
|
|
# 2. Will be shown in lists
|
|
# 3. will be shown in the hover description (below description)
|
|
choices.append((name, name, name))
|
|
choices_simple.append(name)
|
|
|
|
_sort_enum_choices_by_identifier_lower(choices)
|
|
|
|
choices2 = []
|
|
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 = []
|
|
for choice in choices2:
|
|
shape_list.append(choice[0])
|
|
return shape_list
|
|
|
|
return choices2
|
|
|
|
# Default sorting for dynamic EnumProperty items
|
|
def _sort_enum_choices_by_identifier_lower(choices, in_place=True):
|
|
"""Sort a list of enum choices (items) by the lowercase of their identifier.
|
|
|
|
Sorting is performed in-place by default, but can be changed by setting in_place=False.
|
|
|
|
Returns the sorted list of enum choices."""
|
|
|
|
def identifier_lower(choice):
|
|
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):
|
|
"""Returns True only if the tested string is the string that signifies that an EnumProperty is empty.
|
|
|
|
Returns False in all other cases."""
|
|
return _empty_enum_identifier == string
|
|
|
|
|
|
# This function isn't needed since you can 'not is_enum_empty(string)', but is included for code clarity and readability
|
|
def is_enum_non_empty(string):
|
|
"""Returns False only if the tested string is not the string that signifies that an EnumProperty is empty.
|
|
|
|
Returns True in all other cases."""
|
|
return _empty_enum_identifier != string
|
|
|
|
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, vertices):
|
|
"""Calculate optimal bone orientation based on mesh geometry."""
|
|
|
|
if not vertices:
|
|
return Vector((0, 0, 0.1)), 0.0
|
|
|
|
coords = [mesh.data.vertices[v.index].co for v in vertices]
|
|
min_co = Vector(map(min, zip(*coords)))
|
|
max_co = Vector(map(max, zip(*coords)))
|
|
dimensions = max_co - min_co
|
|
|
|
roll_angle = 0.0
|
|
|
|
return dimensions, roll_angle
|
|
|
|
def add_armature_modifier(mesh: Object, armature: Object):
|
|
"""Add armature modifier to mesh."""
|
|
for mod in mesh.modifiers:
|
|
if mod.type == 'ARMATURE':
|
|
mesh.modifiers.remove(mod)
|
|
|
|
modifier = mesh.modifiers.new('Armature', 'ARMATURE')
|
|
modifier.object = armature
|
|
|
|
#Binary tools
|
|
|
|
|
|
|
|
|
|
#encoding FrooxEngine/C# types in binary:
|
|
|
|
|
|
|
|
|
|
|
|
|