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bl_addon_info = {
    'name': 'Corrective shape keys',
    'author': 'Ivo Grigull (loolarge), Tal Trachtman',
    'version': (1, 0),
    'blender': (2, 5, 5),
    'location': 'Object Data > Shape Keys (Search: corrective) ',
    'description': 'Creates a corrective shape key for the current pose',
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
        "Scripts/Animation/Corrective_Shape_Key",
    "tracker_url": "https://projects.blender.org/tracker/index.php?"\
        "func=detail&aid=22129&group_id=153&atid=469",
    'category': 'Animation'}

"""
This script transfer the shape from an object (base mesh without
modifiers) to another object with modifiers (i.e. posed Armature).
Only two objects must be selected.
The first selected object will be added to the second selected
object as a new shape key.

- Original 2.4x script by ? (brecht?)
- Unpose-function reused from a script by Tal Trachtman in 2007
  http://www.apexbow.com/randd.html
- Converted to Blender 2.5 by Ivo Grigull

Limitations:
- Target mesh may not have any transformation at object level,
  it will be set to zero.
- Fast/Armature method does not work with Bone envelopes or dual quaternions,
  both settings will be disabled in the modifier
"""


import bpy
import mathutils


iterations = 20
threshold = 1e-16

def reset_transform(ob):
    m = mathutils.Matrix()
    ob.matrix_local = m 

# flips rotation matrix
def flip_matrix_direction(m):
    mat = mathutils.Matrix()
    
    mat[0][0] = m[0][0]
    mat[0][1] = m[1][0]
    mat[0][2] = m[2][0]
    
    mat[1][0] = m[0][1]
    mat[1][1] = m[1][1]
    mat[1][2] = m[2][1]
    
    mat[2][0] = m[0][2]
    mat[2][1] = m[1][2]
    mat[2][2] = m[2][2]
    
    return mat 

# this version is for shape_key data
def extractX(ob, mesh):
    x = []
    
    for i in range(0, len(mesh)):
        v = mesh[i]
        x += [mathutils.Vector(v.co)]
    
    return x

# this version is for mesh data
def extractX_2(ob, mesh):
    x = []
    
    for i in range(0, len(mesh.vertices)):
        v = mesh.vertices[i]
        x += [mathutils.Vector(v.co)]
    
    return x

def extractMappedX(ob, mesh):
    totvert = len(mesh)
    
    mesh = ob.create_mesh( bpy.context.scene, True, 'PREVIEW' )

    x = []

    # cheating, the original mapped verts happen
    # to be at the end of the vertex array
    for i in range(len(mesh.vertices)-totvert, len(mesh.vertices)):
        v = mesh.vertices[i]
        x += [mathutils.Vector(v.co)]

    mesh.user_clear()
    bpy.data.meshes.remove(mesh)    
    
    return x

def applyX(ob, mesh, x ):
    for i in range(0, len(mesh)):
        v = mesh[i]
        v.co = x[i]
    
    ob.data.update()
    
    return x


def func_add_corrective_pose_shape( source, target):
    
    ob_1   = target
    mesh_1 = target.data
    ob_2   = source
    mesh_2 = source.data

    reset_transform(target)
    
    # If target object doesn't have Basis shape key, create it.
    try:
        num_keys = len( mesh_1.shape_keys.keys )
    except:
        basis = ob_1.shape_key_add()
        basis.name = "Basis"
        ob_1.data.update()
        
    
    key_index = ob_1.active_shape_key_index
    # Insert new shape key
    if key_index == 0:
        new_shapekey = ob_1.shape_key_add()
        new_shapekey.name = "Shape_" + ob_2.name
        new_shapekey_name = new_shapekey.name
        
        key_index = len(mesh_1.shape_keys.keys)-1
        ob_1.active_shape_key_index = key_index
        
    # else, the active shape will be used (updated)
                
    ob_1.show_only_shape_key = True

    vgroup = ob_1.active_shape_key.vertex_group
    ob_1.active_shape_key.vertex_group = ""
        
    mesh_1_key_verts = mesh_1.shape_keys.keys[ key_index ].data
    
    
    x = extractX(ob_1, mesh_1_key_verts)
    
    targetx = extractX_2(ob_2, mesh_2)
    
    for iteration in range(0, iterations):
        dx = [[], [], [], [], [], []]
    
        mapx = extractMappedX(ob_1, mesh_1_key_verts)
        
        # finite differencing in X/Y/Z to get approximate gradient
        for i in range(0, len(mesh_1.vertices)):
            epsilon = (targetx[i] - mapx[i]).length
            
            if epsilon < threshold:
                epsilon = 0.0
            
            dx[0] += [x[i] + 0.5*epsilon*mathutils.Vector([1, 0, 0])]
            dx[1] += [x[i] + 0.5*epsilon*mathutils.Vector([-1, 0, 0])]
            dx[2] += [x[i] + 0.5*epsilon*mathutils.Vector([0, 1, 0])]
            dx[3] += [x[i] + 0.5*epsilon*mathutils.Vector([0, -1, 0])]
            dx[4] += [x[i] + 0.5*epsilon*mathutils.Vector([0, 0, 1])]
            dx[5] += [x[i] + 0.5*epsilon*mathutils.Vector([0, 0, -1])]
    
        for j in range(0, 6):
            applyX(ob_1, mesh_1_key_verts, dx[j] )
            dx[j] = extractMappedX(ob_1, mesh_1_key_verts)
    
        # take a step in the direction of the gradient
        for i in range(0, len(mesh_1.vertices)):
            epsilon = (targetx[i] - mapx[i]).length
            
            if epsilon >= threshold:
                Gx = list((dx[0][i] - dx[1][i])/epsilon)
                Gy = list((dx[2][i] - dx[3][i])/epsilon)
                Gz = list((dx[4][i] - dx[5][i])/epsilon)
                G = mathutils.Matrix(Gx, Gy, Gz)
                G = flip_matrix_direction(G)
    
                x[i] += (targetx[i] - mapx[i]) * G
        
        applyX(ob_1, mesh_1_key_verts, x )
    

    ob_1.active_shape_key.vertex_group = vgroup
    
    # set the new shape key value to 1.0, so we see the result instantly
    ob_1.active_shape_key.value = 1.0
    
    #mesh_1.update()
    ob_1.show_only_shape_key = False
    

class add_corrective_pose_shape(bpy.types.Operator):    
    '''Adds first object as shape to second object for the current pose while maintaining modifiers (i.e. anisculpt, avoiding crazy space) Beware of slowness!!!'''
    
    bl_idname = "object.add_corrective_pose_shape"
    bl_label = "Add object as corrective pose shape"

    @classmethod
    def poll(cls, context):
        return context.active_object != None

    def execute(self, context):
    
        if len(context.selected_objects) > 2:
            print("Select source and target objects please")
            return {'FINISHED'}

        selection = context.selected_objects
        target = context.active_object
        if context.active_object == selection[0]:
            source = selection[1]
        else:
            source = selection[0]

        #~ print(source)
        #~ print(target)
        func_add_corrective_pose_shape( source, target)

        return {'FINISHED'}

def func_object_duplicate_flatten_modifiers(ob, scene):
    mesh = ob.create_mesh( bpy.context.scene, True, 'PREVIEW' )
    name = ob.name + "_clean"
    new_object = bpy.data.objects.new( name, mesh)
    new_object.data = mesh
    scene.objects.link(new_object)
    return new_object

class object_duplicate_flatten_modifiers(bpy.types.Operator):   
    '''Duplicates the selected object with modifiers applied'''
    
    bl_idname = "object.object_duplicate_flatten_modifiers"
    bl_label = "Duplicate and apply all"

    @classmethod
    def poll(cls, context):
        return context.active_object != None

    def execute(self, context):
        new_object = func_object_duplicate_flatten_modifiers( context.active_object, context.scene )
        context.scene.objects.active = new_object

        for n in bpy.data.objects:
            if n != new_object:
                n.select = False
            else:
                n.select = True
        return {'FINISHED'}




def flip_matrix_direction_4x4(m):
    mat = mathutils.Matrix()
    
    mat[0][0] = m[0][0]
    mat[0][1] = m[1][0]
    mat[0][2] = m[2][0]
    mat[0][3] = m[3][0]
    
    mat[1][0] = m[0][1]
    mat[1][1] = m[1][1]
    mat[1][2] = m[2][1]
    mat[1][3] = m[3][1]
    
    mat[2][0] = m[0][2]
    mat[2][1] = m[1][2]
    mat[2][2] = m[2][2]
    mat[2][3] = m[3][2]
    
    mat[3][0] = m[0][3]
    mat[3][1] = m[1][3]
    mat[3][2] = m[2][3]
    mat[3][3] = m[3][3]
    return mat 

    
def unposeMesh(meshObToUnpose, meshObToUnposeWeightSrc, armatureOb):
    psdMeshData = meshObToUnpose

    psdMesh = psdMeshData
    I = mathutils.Matrix() #identity matrix
    
    meshData = meshObToUnposeWeightSrc.data
    mesh = meshData
    
    armData = armatureOb.data

    pose = armatureOb.pose
    pbones =  pose.bones
    

    for index, v in enumerate(mesh.vertices):
        # above is python shortcut for:index goes up from 0 to tot num of verts in mesh,
        # with index incrementing by 1 each iteration
        
        psdMeshVert = psdMesh[index]

        listOfBoneNameWeightPairs = []
        for n in mesh.vertices[index].groups:         
            try:
                name = meshObToUnposeWeightSrc.vertex_groups[n.group].name
                weight = n.weight
                is_bone = False
                for i in armData.bones:
                    if i.name == name:
                        is_bone = True
                        break
                # ignore non-bone vertex groups
                if is_bone:
                    listOfBoneNameWeightPairs.append( [name, weight] )
            except:
                print('error')
                pass

        weightedAverageDictionary = {}
        totalWeight = 0
        for pair in listOfBoneNameWeightPairs:
            totalWeight += pair[1]

        for pair in listOfBoneNameWeightPairs:
            if (totalWeight>0): #avoid divide by zero!
                weightedAverageDictionary[pair[0]] = pair[1]/totalWeight
            else:
                weightedAverageDictionary[pair[0]] = 0
                
        sigma = mathutils.Matrix(I-I) #Matrix filled with zeros
        
        list = []
        for n in pbones:
            list.append(n)
        list.reverse()

        for pbone in list:
            if pbone.name in weightedAverageDictionary:
                #~ print("found key %s", pbone.name)
                vertexWeight = weightedAverageDictionary[pbone.name]
                m = pbone.matrix_channel.copy()
                #m = flip_matrix_direction_4x4(m)
                sigma += (m - I) * vertexWeight
                
            else:
                pass
                #~ print("no key for bone " + pbone.name)

        sigma = I + sigma
        sigma.invert()
        psdMeshVert.co = psdMeshVert.co * sigma



def func_add_corrective_pose_shape_fast(source, target):
    
    
    reset_transform(target)
    
    # If target object doesn't have Basis shape key, create it.
    try:
        num_keys = len( target.data.shape_keys.keys )
    except:
        basis = target.shape_key_add()
        basis.name = "Basis"
        target.data.update()
    
    key_index = target.active_shape_key_index

    if key_index == 0:
        
        # Insert new shape key
        new_shapekey = target.shape_key_add()
        new_shapekey.name = "Shape_" + source.name
        new_shapekey_name = new_shapekey.name
        
        key_index = len(target.data.shape_keys.keys)-1
        target.active_shape_key_index = key_index
        
    # else, the active shape will be used (updated)
        
    target.show_only_shape_key = True
    
    shape_key_verts = target.data.shape_keys.keys[ key_index ].data

    try:
        vgroup = target.active_shape_key.vertex_group
        target.active_shape_key.vertex_group = ''
    except:
        print("blub")
        pass

    # copy the local vertex positions to the new shape
    verts = source.data.vertices
    for n in range( len(verts)):
        shape_key_verts[n].co = verts[n].co

    # go to all armature modifies and unpose the shape
    for n in target.modifiers:
        if n.type == 'ARMATURE' and n.show_viewport:
            #~ print("got one")
            n.use_bone_envelopes = False
            n.use_deform_preserve_volume = False
            n.use_vertex_groups = True
            armature = n.object
            unposeMesh( shape_key_verts, target, armature)
            break
    
    # set the new shape key value to 1.0, so we see the result instantly
    target.data.shape_keys.keys[ target.active_shape_key_index].value = 1.0

    try:
        target.active_shape_key.vertex_group = vgroup
    except:
        #~ print("bluba")
        pass
    
    target.show_only_shape_key = False
    target.data.update()
    


class add_corrective_pose_shape_fast(bpy.types.Operator):   
    '''Adds 1st object as shape to 2nd object as pose shape (only 1 armature)'''
    
    bl_idname = "object.add_corrective_pose_shape_fast"
    bl_label = "Add object as corrective shape faster"
    
    @classmethod
    def poll(cls, context):
        return context.active_object != None

    def execute(self, context):
    
        if len(context.selected_objects) > 2:
            print("Select source and target objects please")
            return {'FINISHED'}

        selection = context.selected_objects
        target = context.active_object
        if context.active_object == selection[0]:
            source = selection[1]
        else:
            source = selection[0]

        print(source)
        print(target)
        func_add_corrective_pose_shape_fast( source, target)

        return {'FINISHED'}




## GUI
def vgroups_draw(self, context):
    layout = self.layout

    layout.row().operator("object.add_corrective_pose_shape_fast", text='Add as corrective pose-shape (fast, armatures only)', icon='COPY_ID') # icon is not ideal
    layout.row().operator("object.add_corrective_pose_shape", text='Add as corrective pose-shape (slow, all modifiers)', icon='COPY_ID') # icon is not ideal

def modifiers_draw(self, context):
    layout = self.layout

    layout.operator("object.object_duplicate_flatten_modifiers" )


def register():
    bpy.types.MESH_MT_shape_key_specials.append( vgroups_draw )
    bpy.types.DATA_PT_modifiers.append( modifiers_draw )

def unregister():
    pass
