fe8f5f69d5
- Re-wrote how the plugin registers itself. - No longer need @register_wrapper classes get auto detected and added. - The new Auto loader is much better then the old way, no longer need "if "bpy" not in locals():" this was an old way of doing things and wasn't really efficient. using auto_load.py provides several advantages: - It automatically discovers and loads all modules in the addon. - It handles dependencies between classes correctly through topological sorting. - It manages registration order automatically. - It properly handles unregistration in the correct order. This approach is much less error prone and I not had any issues so far. However it still needs testing fully. I have also start to re-organise files into folders as well, this is going to be needed so we don't have a long list of files as Avatar Toolkit is getting larger then i originally planned.
499 lines
18 KiB
Python
499 lines
18 KiB
Python
import bpy
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import numpy as np
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from .dictionaries import bone_names
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import threading
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import time
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import webbrowser
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import typing
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from typing import List, Optional, Tuple
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from bpy.types import Object, ShapeKey, Mesh, Context, Material, PropertyGroup
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from functools import lru_cache
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from bpy.props import PointerProperty, IntProperty, StringProperty
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from bpy.utils import register_class
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class SceneMatClass(PropertyGroup):
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mat: PointerProperty(type=Material)
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register_class(SceneMatClass)
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class MaterialListBool:
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#For the love that is holy do not ever touch these. If this was java I would make these private
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#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
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#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
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#The only exception to this is the ExpandSection_Materials operator which populates this with new data once the materials have changed and need reloading.
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old_list: dict[str,list[Material]] = {}
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bool_material_list_expand: dict[str,bool] = {}
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def set_bool(self, value: bool) -> None:
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MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = value
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if value == False:
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MaterialListBool.old_list[bpy.context.scene.name] = []
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def get_bool(self) -> bool:
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newlist: list[Material] = []
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for obj in bpy.context.scene.objects:
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if len(obj.material_slots)>0:
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for mat_slot in obj.material_slots:
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if mat_slot.material:
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if mat_slot.material not in newlist:
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newlist.append(mat_slot.material)
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still_the_same: bool = True
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if bpy.context.scene.name in MaterialListBool.old_list:
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for item in newlist:
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if item not in MaterialListBool.old_list[bpy.context.scene.name]:
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still_the_same = False
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break
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for item in MaterialListBool.old_list[bpy.context.scene.name]:
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if item not in newlist:
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still_the_same = False
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break
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else:
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still_the_same = False
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MaterialListBool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
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return MaterialListBool.bool_material_list_expand[bpy.context.scene.name]
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### Clean up material names in the given mesh by removing the '.001' suffix.
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def clean_material_names(mesh: Mesh) -> None:
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for j, mat in enumerate(mesh.material_slots):
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if mat.name.endswith(('.0+', ' 0+')):
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mesh.active_material_index = j
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mesh.active_material.name = mat.name[:-len(mat.name.rstrip('0')) - 1]
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# This will fix faulty uv coordinates, cats did this a other way which can have unintended consequences,
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# this is the best way i could of think of doing this for the time being, however may need improvements.
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def fix_uv_coordinates(context: Context) -> None:
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obj = context.object
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# Store current mode and selection
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current_mode = context.mode
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current_active = context.view_layer.objects.active
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current_selected = context.selected_objects.copy()
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# Ensure we're in object mode and select the object
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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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# Check if the object has any mesh data
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if obj.type == 'MESH' and obj.data:
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# Switch to Edit Mode
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bpy.ops.object.mode_set(mode='EDIT')
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# Select all UVs
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bpy.ops.mesh.select_all(action='SELECT')
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# Try to find UV Editor area, fall back to 3D View if not found
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area = next((area for area in context.screen.areas if area.type == 'UV_EDITOR'), None)
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if not area:
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area = next((area for area in context.screen.areas if area.type == 'VIEW_3D'), None)
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# Get the region and space data
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region = next((region for region in area.regions if region.type == 'WINDOW'), None)
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space_data = area.spaces.active
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# Create a context override
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override = {
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'area': area,
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'region': region,
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'space_data': space_data,
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'edit_object': obj,
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'active_object': obj,
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'selected_objects': [obj],
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'mode': 'EDIT_MESH',
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}
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try:
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# Ensure UVs are selected
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bpy.ops.uv.select_all(override, action='SELECT')
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# Average UV island scales
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bpy.ops.uv.average_islands_scale(override)
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except Exception as e:
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print(f"UV Fix - Error during UV scaling: {str(e)}")
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# Switch back to Object Mode
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bpy.ops.object.mode_set(mode='OBJECT')
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print("UV Fix - Switched back to Object Mode")
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# Restore previous selection and active 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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else:
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print("UV Fix - Object is not a valid mesh with UV data")
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def has_shapekeys(mesh_obj: Object) -> bool:
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return mesh_obj.data.shape_keys is not None
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@lru_cache(maxsize=None)
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def _get_shape_key_co(shape_key: ShapeKey) -> np.ndarray:
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return np.array([v.co for v in shape_key.data])
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def simplify_bonename(n: str) -> str:
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return n.lower().translate(dict.fromkeys(map(ord, u" _.")))
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def get_armature(context: Context, armature_name: Optional[str] = None) -> Optional[Object]:
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if armature_name:
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obj = bpy.data.objects[armature_name]
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if obj.type == "ARMATURE":
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return obj
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else:
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return None
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if context.view_layer.objects.active:
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obj = context.view_layer.objects.active
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if obj.type == "ARMATURE":
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return obj
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return next((obj for obj in context.view_layer.objects if obj.type == 'ARMATURE'), None)
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def get_armatures(self, context: Context) -> List[Tuple[str, str, str]]:
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armatures = [(obj.name, obj.name, "") for obj in bpy.data.objects if obj.type == 'ARMATURE']
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if not armatures:
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return [('NONE', 'No Armature', '')]
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return armatures
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def get_armatures_that_are_not_selected(self, context: Context) -> List[Tuple[str, str, str]]:
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armatures = [(obj.name, obj.name, "") for obj in bpy.data.objects if ((obj.type == 'ARMATURE') and (obj.name != context.scene.selected_armature))]
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if not armatures:
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return [('NONE', 'No Other Armature', '')]
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return armatures
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def get_selected_armature(context: Context) -> Optional[Object]:
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try:
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if hasattr(context.scene, 'selected_armature'):
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armature_name = context.scene.selected_armature
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if isinstance(armature_name, bytes):
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try:
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armature_name = armature_name.decode('utf-8')
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except UnicodeDecodeError:
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try:
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armature_name = armature_name.decode('gbk') # For Chinese characters
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except UnicodeDecodeError:
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try:
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armature_name = armature_name.decode('shift-jis')
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except UnicodeDecodeError:
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armature_name = armature_name.decode('latin1')
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if armature_name:
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armature = bpy.data.objects.get(str(armature_name))
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if is_valid_armature(armature):
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return armature
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except Exception:
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pass
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return None
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def get_merge_armature_source(context: Context) -> Optional[Object]:
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try:
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if hasattr(context.scene, 'merge_armature_source'):
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source_name = context.scene.merge_armature_source
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if isinstance(source_name, bytes):
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try:
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source_name = source_name.decode('utf-8')
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except UnicodeDecodeError:
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try:
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source_name = source_name.decode('shift-jis')
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except UnicodeDecodeError:
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source_name = source_name.decode('latin1', errors='ignore')
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if source_name:
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return bpy.data.objects.get(str(source_name))
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except Exception:
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pass
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return None
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def set_selected_armature(context: Context, armature: Optional[Object]) -> None:
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context.scene.selected_armature = armature.name if armature else ""
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def is_valid_armature(armature: Object) -> bool:
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if not armature or armature.type != 'ARMATURE':
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return False
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if not armature.data or not armature.data.bones:
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return False
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return True
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def select_current_armature(context: Context) -> bool:
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armature = get_selected_armature(context)
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if armature:
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bpy.ops.object.select_all(action='DESELECT')
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armature.select_set(True)
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context.view_layer.objects.active = armature
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return True
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return False
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def apply_shapekey_to_basis(context: bpy.types.Context, obj: bpy.types.Object, shape_key_name: str, delete_old: bool = False) -> bool:
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if shape_key_name not in obj.data.shape_keys.key_blocks:
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return False
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shapekeynum = obj.data.shape_keys.key_blocks.find(shape_key_name)
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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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obj.active_shape_key_index = 0
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bpy.ops.mesh.blend_from_shape(shape = shape_key_name, add=True, blend=1)
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obj.active_shape_key_index = shapekeynum
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.blend_from_shape(shape = shape_key_name, add=True, blend=-2)
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bpy.ops.mesh.select_all(action='DESELECT')
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bpy.ops.object.mode_set(mode="OBJECT")
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print("blended!")
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if delete_old:
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obj.active_shape_key_index = shapekeynum
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bpy.ops.object.shape_key_remove(all=False)
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else:
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mesh: bpy.types.Mesh = obj.data
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mesh.shape_keys.key_blocks[shape_key_name].name = shape_key_name + "_reversed"
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return True
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def apply_pose_as_rest(context: Context, armature_obj: Object, meshes: list[Object]) -> bool:
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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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if len(mesh_obj.data.shape_keys.key_blocks) == 1:
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basis = mesh_obj.data.shape_keys.key_blocks[0]
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basis_name = basis.name
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mesh_obj.shape_key_remove(basis)
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apply_armature_to_mesh(armature_obj, mesh_obj)
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mesh_obj.shape_key_add(name=basis_name)
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else:
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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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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
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def apply_armature_to_mesh(armature_obj: Object, mesh_obj: Object) -> None:
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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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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 get_all_meshes(context: Context) -> List[Object]:
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armature = get_selected_armature(context)
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if armature and is_valid_armature(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 get_mesh_items(self, context):
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return [(obj.name, obj.name, "") for obj in get_all_meshes(context)]
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def open_web_after_delay_multi_threaded(delay: typing.Optional[float] = 1.0, url: typing.Union[str, typing.Any] = ""):
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thread = threading.Thread(target=open_web_after_delay,args=[delay,url],name="open_browser_thread")
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thread.start()
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def open_web_after_delay(delay, url):
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print("opening browser in "+str(delay)+" seconds.")
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time.sleep(delay)
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webbrowser.open_new_tab(url)
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def duplicatebone(b: bpy.types.EditBone) -> bpy.types.EditBone:
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arm = bpy.context.object.data
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cb = arm.edit_bones.new(b.name)
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cb.head = b.head
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cb.tail = b.tail
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cb.matrix = b.matrix
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cb.parent = b.parent
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return cb
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def has_shapekeys(mesh_obj: Object) -> bool:
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return mesh_obj.data.shape_keys is not None
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def sort_shape_keys(mesh: Object) -> None:
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print("Starting shape key sorting...")
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if not has_shapekeys(mesh):
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print("No shape keys found. Exiting sort function.")
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return
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# Set the mesh as the active object
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bpy.context.view_layer.objects.active = mesh
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bpy.ops.object.mode_set(mode='OBJECT')
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order = [
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'Basis',
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'vrc.blink_left',
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'vrc.blink_right',
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'vrc.lowerlid_left',
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'vrc.lowerlid_right',
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'vrc.v_aa',
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'vrc.v_ch',
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'vrc.v_dd',
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'vrc.v_e',
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'vrc.v_ff',
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'vrc.v_ih',
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'vrc.v_kk',
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'vrc.v_nn',
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'vrc.v_oh',
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'vrc.v_ou',
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'vrc.v_pp',
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'vrc.v_rr',
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'vrc.v_sil',
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'vrc.v_ss',
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'vrc.v_th',
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]
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shape_keys = mesh.data.shape_keys.key_blocks
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print(f"Total shape keys: {len(shape_keys)}")
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# Create a list of shape key names in their current order
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current_order = [key.name for key in shape_keys]
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# Create a new order list
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new_order = []
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# First, add all the keys that are in the predefined order
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for name in order:
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if name in current_order:
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new_order.append(name)
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current_order.remove(name)
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# Then add any remaining keys that weren't in the predefined order
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new_order.extend(current_order)
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print("New order:", new_order)
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# Now, rearrange the shape keys based on the new order
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for i, name in enumerate(new_order):
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index = shape_keys.find(name)
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if index != i:
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print(f"Moving {name} from index {index} to {i}")
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mesh.active_shape_key_index = index
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while mesh.active_shape_key_index > i:
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bpy.ops.object.shape_key_move(type='UP')
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print("Shape key sorting completed.")
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def get_shapekeys(mesh: Object, prefix: str = '') -> List[tuple]:
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if not has_shapekeys(mesh):
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return []
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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)]
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def remove_default_objects():
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for obj in bpy.data.objects:
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if obj.name in ["Camera", "Light", "Cube"]:
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bpy.data.objects.remove(obj, do_unlink=True)
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def init_progress(context, steps):
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context.window_manager.progress_begin(0, 100)
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context.scene.avatar_toolkit_progress_steps = steps
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context.scene.avatar_toolkit_progress_current = 0
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def update_progress(self, context, message):
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context.scene.avatar_toolkit_progress_current += 1
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progress = (context.scene.avatar_toolkit_progress_current / context.scene.avatar_toolkit_progress_steps) * 100
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context.window_manager.progress_update(progress)
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context.area.header_text_set(message)
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|
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:
|
|
# Create and configure the Vertex Weight Mix modifier
|
|
modifier = obj.modifiers.new(name="merge_weights", type="VERTEX_WEIGHT_MIX")
|
|
modifier.show_viewport = True
|
|
modifier.show_render = True
|
|
modifier.mix_set = 'B' # Replace weights in A with weights from B
|
|
modifier.vertex_group_a = target_group
|
|
modifier.vertex_group_b = source_group
|
|
modifier.mask_constant = 1.0
|
|
|
|
# Ensure we're in Object Mode
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
|
|
# Deselect all objects and select only our target object
|
|
bpy.ops.object.select_all(action='DESELECT')
|
|
obj.select_set(True)
|
|
context.view_layer.objects.active = obj
|
|
|
|
# Move modifier to the top of the stack if necessary
|
|
if len(obj.modifiers) > 1:
|
|
obj.modifiers.move(obj.modifiers.find(modifier.name), 0)
|
|
|
|
# Apply modifier
|
|
bpy.ops.object.modifier_apply(modifier=modifier.name)
|
|
|
|
# Clean up
|
|
if delete_source_group and source_group in obj.vertex_groups:
|
|
obj.vertex_groups.remove(obj.vertex_groups[source_group])
|
|
|
|
return True
|
|
|