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object_ops.py
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object_ops.py
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# MB-Lab
# MB-Lab fork website : https://github.com/animate1978/MB-Lab
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 3
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
import logging
import bpy
import numpy as np
import mathutils
from copy import deepcopy as dc
from math import radians
from . import algorithms
logger = logging.getLogger(__name__)
def get_body_mesh():
if bpy.context.object.type == 'ARMATURE':
return bpy.context.object.children[0]
else:
return bpy.context.object
def get_skeleton():
if bpy.context.object.type == 'ARMATURE':
return bpy.context.object
else:
return bpy.context.object.parent
#get selected verts, edges, and faces information
def get_sel():
mode = bpy.context.active_object.mode
vt = bpy.context.object.data.vertices
fa = bpy.context.object.data.polygons
bpy.ops.object.mode_set(mode='OBJECT')
countv = len(vt)
selv = np.empty(countv, dtype=bool) #removed np.bool
vt.foreach_get('select', selv)
co = np.empty(countv * 3, dtype=np.float32)
vt.foreach_get('co', co)
co.shape = (countv, 3)
vidx = np.empty(countv, dtype=np.int32)
vt.foreach_get('index', vidx)
countf = len(fa)
selfa = np.empty(countf, dtype=bool) #removed np.bool
fa.foreach_get('select', selfa)
fidx = np.empty(countf, dtype=np.int32)
fa.foreach_get('index', fidx)
fac = np.array([i.vertices[:] for i in fa])
#New indexes
v_count = len(vidx[selv])
f_count = len(fidx[selfa])
new_idx = [i for i in range(v_count)]
nv_Dict = {o: n for n, o in enumerate(vidx[selv].tolist())}
new_f = [[nv_Dict[i] for i in nest] for nest in fac[selfa]]
return dc([co[selv], new_f, nv_Dict])
##############################################################################
# OBJECT CREATION
#creates new mesh
def obj_mesh(co, faces, collection):
cur = bpy.context.object
mesh = bpy.data.meshes.new("Obj")
mesh.from_pydata(co, [], faces)
mesh.validate()
mesh.update(calc_edges=True)
Object = bpy.data.objects.new("Obj", mesh)
Object.data = mesh
bpy.data.collections[collection].objects.link(Object)
bpy.context.view_layer.objects.active = Object
cur.select_set(False)
Object.select_set(True)
#creates new object
def obj_new(Name, co, faces, collection):
obj_mesh(co, faces, collection)
bpy.data.objects["Obj"].name = Name
bpy.data.meshes[bpy.data.objects[Name].data.name].name = Name
#delete objects from list
def obj_del(objects: list):
bpy.ops.object.select_all(action='DESELECT')
for obj in objects:
obj.select_set(state=True)
bpy.ops.object.delete()
#set active object and select objects from list
def active_ob(object, objects):
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects[object].select_set(state=True)
bpy.context.view_layer.objects.active = bpy.data.objects[object]
if objects is not None:
for o in objects:
bpy.data.objects[o].select_set(state=True)
# ------------------------------------------------------------------------
#Create Target
def add_empty(Name, collection, matrix_final):
obj_empty = bpy.data.objects.new(Name, None)
bpy.data.collections[collection].objects.link(obj_empty)
#draw size
obj_empty.empty_display_size = 0.01
obj_empty.matrix_world = matrix_final
# ------------------------------------------------------------------------
#Create Capsule
def capsule_data(length, radius, cap_coord):
sc = np.eye(3)
sc[0][0] = radius
sc[1][1] = radius
sc[2][2] = length/4
coord = np.array([[i[0], i[1], i[2] + 2] for i in cap_coord])
nc = coord @ sc
return nc
def add_rd_capsule(Name, length, radius, cap_coord, faces, collection):
cor = capsule_data(length, radius, cap_coord)
obj_new(Name, cor, [], faces, collection)
try:
bpy.ops.rigidbody.objects_add(type='ACTIVE')
except:
pass
##############################################################################
# MATH OPS
#Rotation Matrix
def rotation_matrix(xrot, yrot, zrot):
rot_mat = np.array([
[np.cos(zrot)*np.cos(yrot), -np.sin(zrot)*np.cos(xrot) + np.cos(zrot)*np.sin(yrot)*np.sin(xrot), np.sin(zrot)*np.sin(xrot) + np.cos(zrot)*np.sin(yrot)*np.cos(xrot)],
[-np.sin(yrot), np.cos(yrot)*np.sin(xrot), np.cos(yrot)*np.cos(xrot)]
])
return rot_mat
#Rotation Matrix X 90 degrees
def rot_mat_x_90(List):
rmx90 = rotation_matrix(radians(90), 0, 0)
new_co = [i @ rmx90 for i in List]
return new_co
def rot_obj(obj, rot_mat):
vt = obj.data.vertices
countv = len(vt)
co = np.empty(countv * 3, dtype=np.float32)
vt.foreach_get('co', co)
np.round(co, 5)
co.shape = (countv, 3)
List = co.tolist()
#rm = rot_mat_x_90(List)
#vt.foreach_set('co', rm)
for i, v in enumerate(List):
vt[i].co = v
##############################################################################
# VERTEX_GROUP OPS
#Create Vertex Group
def add_vert_group(object, vgroup, index):
nvg = bpy.data.objects[object].vertex_groups.new(name=vgroup)
nvg.add(index, 1.0, "ADD")
#Set Vertex Weight
def set_weight(object, index, weight):
bpy.data.meshes[object].vertices[index].groups[0].weight = weight
#vertex group index list
def vg_idx_list(vgn):
return([v.index for v in bpy.context.object.data.vertices if v.select and bpy.context.object.vertex_groups[vgn].index in [vg.group for vg in v.groups]])
#vertex group {name: [indexes]} dictionary
def vg_idx_dict(gs):
vn = [v.name for v in bpy.context.object.vertex_groups[:]]
vd = {n: vg_idx_list(n) for n in vn}
vdd = {k: vd[k] for k in vd if vd[k] != []}
return dc({d: [gs[2][i] for i in vdd[d]] for d in vdd})
#vertex group index list
def vidx_list(vgn):
return([[v.index, v.groups[0].weight] for v in bpy.context.object.data.vertices if v.select and bpy.context.object.vertex_groups[vgn].index in [vg.group for vg in v.groups]])
#vertex group {name: [indexes]} dictionary
def vidx_dict():
vn = [v.name for v in bpy.context.object.vertex_groups[:]]
vd = {n: vidx_list(n) for n in vn}
vdd = {k: vd[k] for k in vd if vd[k] != []}
return dc(vdd)
# ------------------------------------------------------------------------
#transfer vertex weight to new object
def transfer_vt(Name, viw):
vg = bpy.data.objects[Name].vertex_groups
vt = bpy.data.objects[Name].data.vertices
for vgroup in viw:
nvg = bpy.data.objects[Name].vertex_groups.new(name=vgroup)
nvg.add(viw[vgroup], 1.0, "ADD")
def add_wt(Name, vid):
vt = bpy.data.objects[Name].data.vertices
for v in vid:
for i in vid[v]:
vt[i[0]].groups[0].weight = i[1]
def copy_wt(Name, viw, vid):
transfer_vt(Name, viw)
add_wt(Name, vid)
##############################################################################
# COLLECTION OPS
#get a list of all objects in collection
def collection_object_list(collection):
return [o.name for o in bpy.data.collections[collection].objects[:]]
#Add new collections
def new_collection(Name):
new_coll = bpy.data.collections.new(Name)
bpy.context.scene.collection.children.link(new_coll)
##############################################################################
# PARENTING OPS
def adoption(parent, child, type, index):
'''types: OBJECT, ARMATURE, LATTICE, VERTEX, VERTEX_3, BONE'''
par = bpy.data.objects[parent]
ch = bpy.data.objects[child]
ch.parent = par
ch.matrix_world = par.matrix_world @ par.matrix_world.inverted()
ch.parent_type = type
if type == 'VERTEX':
ch.parent_vertices[0] = index
if type == 'BONE':
ch.parent_bone = index
def add_parent(parent, children):
active_ob(parent, children)
bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
bpy.ops.object.select_all(action='DESELECT')
##############################################################################
# MODIFIER OPS
#Add modifier
def add_modifier(Object, Name, Type):
Object.modifiers.new(Name, type=Type)
#Apply Modifier
def apply_mod(Ref):
act = bpy.context.view_layer.objects.active
for o in bpy.context.view_layer.objects:
for m in o.modifiers:
if Ref in m.name:
bpy.context.view_layer.objects.active = o
bpy.ops.object.modifier_apply(modifier=m.name)
bpy.context.view_layer.objects.active = act
# Apply new modifier
def new_modifier(obj, name, modifier_type, parameters):
if name in obj.modifiers:
logger.info("Modifier %s already present in %s", modifier_type, obj.name)
return obj.modifiers[name]
_new_modifier = obj.modifiers.new(name, modifier_type)
for parameter, value in parameters.items():
if hasattr(_new_modifier, parameter):
try:
setattr(_new_modifier, parameter, value)
except AttributeError:
logger.info("Setattr failed for attribute '%s' of modifier %s", parameter, name)
return _new_modifier
##############################################################################
# ARMATURE OPS
##############################################################################
# SHAPEKEY OPS
##############################################################################
# OBJECT OPS
def remove_mesh(mesh, remove_materials=False):
if remove_materials:
for material in mesh.materials:
if material:
bpy.data.materials.remove(material, do_unlink=True)
bpy.data.meshes.remove(mesh, do_unlink=True)
def remove_object(obj, delete_mesh=False, delete_materials=False):
if obj:
mesh_to_remove = None
if obj.type == 'MESH':
mesh_to_remove = obj.data
bpy.data.objects.remove(obj, do_unlink=True)
if delete_mesh:
if mesh_to_remove is not None:
remove_mesh(mesh_to_remove, delete_materials)
def set_object_layer(obj, n):
if obj:
if hasattr(obj, 'layers'):
n_layer = len(obj.layers)
for i in range(n_layer):
obj.layers[i] = False
if n in range(n_layer):
obj.layers[n] = True
def apply_object_matrix(obj):
negative_matrix = False
for val in obj.scale:
if val < 0:
negative_matrix = True
m = obj.matrix_world
obj.data.transform(m)
if negative_matrix and obj.type == 'MESH':
obj.data.flip_normals()
obj.matrix_world = mathutils.Matrix()
def less_boundary_verts(obj, verts_idx, iterations=1):
polygons = obj.data.polygons
while iterations != 0:
verts_to_remove = set()
for poly in polygons:
poly_verts_idx = poly.vertices
for v_idx in poly_verts_idx:
if v_idx not in verts_idx:
for _v_idx in poly_verts_idx:
verts_to_remove.add(_v_idx)
break
verts_idx.difference_update(verts_to_remove)
iterations -= 1
def kdtree_from_mesh_polygons(mesh):
polygons = mesh.polygons
research_tree = mathutils.kdtree.KDTree(len(polygons))
for polyg in polygons:
research_tree.insert(polyg.center, polyg.index)
research_tree.balance()
return research_tree
def kdtree_from_mesh_vertices(mesh):
vertices = mesh.vertices
research_tree = mathutils.kdtree.KDTree(len(vertices))
for idx, vert in enumerate(vertices):
research_tree.insert(vert.co, idx)
research_tree.balance()
return research_tree
def kdtree_from_obj_polygons(obj, indices_of_polygons_subset=None):
polygons = []
if indices_of_polygons_subset is not None:
for idx in indices_of_polygons_subset:
polygons.append(obj.data.polygons[idx])
else:
polygons = obj.data.polygons
research_tree = mathutils.kdtree.KDTree(len(polygons))
for polyg in polygons:
research_tree.insert(polyg.center, polyg.index)
research_tree.balance()
return research_tree
def bvhtree_from_obj_polygons(obj, indices_of_polygons_subset=None):
polygons = []
if indices_of_polygons_subset is not None:
for idx in indices_of_polygons_subset:
polygons.append(obj.data.polygons[idx].vertices)
else:
polygons = [ poly.vertices for poly in obj.data.polygons ]
vertices = [ vert.co for vert in obj.data.vertices ]
return mathutils.bvhtree.BVHTree.FromPolygons(vertices, polygons)
##############################################################################
# LIGHTING_OPS
def add_lighting():
# create light datablock, set attributes
mblight01 = bpy.data.lights.new(name="light_key", type='AREA')
mblight02 = bpy.data.lights.new(name="light_backlight", type='AREA')
mblight03 = bpy.data.lights.new(name="light_fill", type='AREA')
# create new object with our light datablock
light_object01 = bpy.data.objects.new(name="light_key", object_data=mblight01)
light_object02 = bpy.data.objects.new(name="light_backlight", object_data=mblight02)
light_object03 = bpy.data.objects.new(name="light_fill", object_data=mblight03)
# link light object
bpy.context.collection.objects.link(light_object01)
bpy.context.collection.objects.link(light_object02)
bpy.context.collection.objects.link(light_object03)
# make it active
bpy.context.view_layer.objects.active = light_object01
bpy.context.view_layer.objects.active = light_object02
bpy.context.view_layer.objects.active = light_object03
#change location, rotation and other settings
light_object01.location = (1.5, -1.5, 2.5)
light_object01.rotation_euler = (radians(0), radians(-70), radians(133))
light_object02.location = (-1.5, 1.5, 2.5)
light_object02.rotation_euler = (radians(-60), radians(0), radians(40))
light_object03.location = (-1.5, -2, 2.5)
light_object03.rotation_euler = (radians(0), radians(-70), radians(50))
mblight01.energy = 100
mblight01.color = (0.688, 0.914, 1)
mblight01.use_contact_shadow = True
mblight02.energy = 150
mblight02.color = (1, 1, 1)
mblight02.use_contact_shadow = True
mblight03.energy = 100
mblight03.color = (0.981, 1, 0.694)
mblight03.use_contact_shadow = True