Files
Avatar-Toolkit/core/common.py
T
Yusarina ff23d23cfc Start of the Major Overhaul
I decided to go through each function and UI section one by one, improving and overhauling things. Each function and section is going to be fully tested and not rushed out.

This is the best way to catch things, but also include the code base as much as possible.
2024-12-03 22:58:17 +00:00

160 lines
6.1 KiB
Python

import bpy
import numpy as np
from bpy.types import Context, Object
from typing import Optional, Tuple, List, Set
from ..core.translations import t
from ..core.dictionaries import bone_names
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, str]:
"""
Validate if the selected object is a proper armature and has required bones
Returns tuple of (is_valid, message)
"""
if not armature:
return False, t("Armature.validation.no_armature")
if armature.type != 'ARMATURE':
return False, t("Armature.validation.not_armature")
if not armature.data.bones:
return False, t("Armature.validation.no_bones")
essential_bones: Set[str] = {'hips', 'spine', 'chest', 'neck', 'head'}
found_bones: Set[str] = {bone.name.lower() for bone in armature.data.bones}
for bone in essential_bones:
if not any(alt_name in found_bones for alt_name in bone_names[bone]):
return False, t("Armature.validation.missing_bone", bone=bone)
return True, t("QuickAccess.valid_armature")
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:
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]:
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 apply_pose_as_rest(context: Context, armature_obj: Object, meshes: List[Object]) -> bool:
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:
if len(mesh_obj.data.shape_keys.key_blocks) == 1:
basis = mesh_obj.data.shape_keys.key_blocks[0]
basis_name = basis.name
mesh_obj.shape_key_remove(basis)
apply_armature_to_mesh(armature_obj, mesh_obj)
mesh_obj.shape_key_add(name=basis_name)
else:
apply_armature_to_mesh_with_shapekeys(armature_obj, mesh_obj, context)
else:
apply_armature_to_mesh(armature_obj, mesh_obj)
bpy.ops.object.mode_set(mode='POSE')
bpy.ops.pose.armature_apply(selected=False)
bpy.ops.object.mode_set(mode='OBJECT')
return True
def apply_armature_to_mesh(armature_obj: Object, mesh_obj: Object) -> None:
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:
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