- Add core VRM addon infrastructure with manifest and registration - Add common utilities module with file system, logging, and conversion helpers - Add human bone mapper with support for multiple rigging standards (Mixamo, MMD, Unreal, Rigify, etc.) - Add VRM 0.x and 1.x format support with property groups and handlers - Add editor UI panels for VRM metadata, spring bones, and MToon materials - Add exporter with glTF2 extension support for VRM format serialization - Add importer with scene reconstruction and armature generation - Add MToon shader support with auto-setup and material migration - Add spring bone physics simulation with constraint handling - Add node constraint editor for advanced rigging control - Add comprehensive validation and error handling with user dialogs - Add scene watcher for real-time property synchronization - Add workspace management and preference system - Include Python cache files and Blender manifest configuration - This is the initial commit establishing the complete VRM addon ecosystem for Blender
247 lines
6.8 KiB
Python
247 lines
6.8 KiB
Python
# SPDX-License-Identifier: MIT OR GPL-3.0-or-later
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from bpy.types import Armature, Context, UILayout, UIList
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from ...common.logger import get_logger
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from ..extension import get_armature_extension
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from .property_group import (
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SpringBone1ColliderGroupPropertyGroup,
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SpringBone1ColliderGroupReferencePropertyGroup,
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SpringBone1ColliderPropertyGroup,
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SpringBone1ColliderReferencePropertyGroup,
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SpringBone1JointPropertyGroup,
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SpringBone1SpringPropertyGroup,
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)
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logger = get_logger(__name__)
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class VRM_UL_spring_bone1_collider(UIList):
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bl_idname = "VRM_UL_spring_bone1_collider"
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def draw_item(
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self,
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_context: Context,
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layout: UILayout,
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_data: object,
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collider: object,
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_icon: int,
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_active_data: object,
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_active_prop_name: str,
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_index: int,
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_flt_flag: int,
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) -> None:
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if not isinstance(collider, SpringBone1ColliderPropertyGroup):
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return
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icon = "SPHERE"
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if self.layout_type == "GRID":
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layout.alignment = "CENTER"
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layout.label(text="", translate=False, icon=icon)
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return
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if self.layout_type not in {"DEFAULT", "COMPACT"}:
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return
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name = ""
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bpy_object = collider.bpy_object
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if bpy_object:
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name = bpy_object.name
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layout.label(text=name, translate=False, icon=icon)
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class VRM_UL_spring_bone1_collider_group(UIList):
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bl_idname = "VRM_UL_spring_bone1_collider_group"
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def draw_item(
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self,
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_context: Context,
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layout: UILayout,
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_data: object,
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collider_group: object,
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_icon: int,
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_active_data: object,
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_active_prop_name: str,
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_index: int,
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_flt_flag: int,
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) -> None:
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if not isinstance(collider_group, SpringBone1ColliderGroupPropertyGroup):
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return
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icon = "PIVOT_INDIVIDUAL"
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if self.layout_type == "GRID":
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layout.alignment = "CENTER"
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layout.label(text="", translate=False, icon=icon)
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return
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if self.layout_type not in {"DEFAULT", "COMPACT"}:
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return
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layout.label(text=collider_group.vrm_name, translate=False, icon=icon)
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class VRM_UL_spring_bone1_collider_group_collider(UIList):
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bl_idname = "VRM_UL_spring_bone1_collider_group_collider"
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def draw_item(
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self,
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_context: Context,
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layout: UILayout,
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collider_group: object,
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collider: object,
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_icon: int,
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_active_data: object,
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_active_prop_name: str,
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index: int,
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_flt_flag: int,
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) -> None:
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if not isinstance(collider_group, SpringBone1ColliderGroupPropertyGroup):
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return
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if not isinstance(collider, SpringBone1ColliderReferencePropertyGroup):
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return
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icon = "SPHERE"
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if self.layout_type == "GRID":
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layout.alignment = "CENTER"
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layout.label(text="", translate=False, icon=icon)
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return
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if self.layout_type not in {"DEFAULT", "COMPACT"}:
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return
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armature_data = collider_group.id_data
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if not isinstance(armature_data, Armature):
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logger.error("Failed to find armature")
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return
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spring_bone = get_armature_extension(armature_data).spring_bone1
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if index == collider_group.active_collider_index:
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layout.prop_search(
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collider,
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"collider_name",
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spring_bone,
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"colliders",
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text="",
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translate=False,
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icon=icon,
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)
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else:
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layout.label(text=collider.collider_name, translate=False, icon=icon)
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class VRM_UL_spring_bone1_spring(UIList):
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bl_idname = "VRM_UL_spring_bone1_spring"
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def draw_item(
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self,
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_context: Context,
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layout: UILayout,
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_data: object,
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spring: object,
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_icon: int,
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_active_data: object,
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_active_prop_name: str,
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_index: int,
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_flt_flag: int,
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) -> None:
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if not isinstance(spring, SpringBone1SpringPropertyGroup):
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return
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icon = "PHYSICS"
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if self.layout_type == "GRID":
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layout.alignment = "CENTER"
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layout.label(text="", translate=False, icon=icon)
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return
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if self.layout_type not in {"DEFAULT", "COMPACT"}:
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return
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layout.label(text=spring.vrm_name, translate=False, icon=icon)
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class VRM_UL_spring_bone1_joint(UIList):
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bl_idname = "VRM_UL_spring_bone1_joint"
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def draw_item(
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self,
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_context: Context,
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layout: UILayout,
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_data: object,
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joint: object,
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_icon: int,
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_active_data: object,
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_active_prop_name: str,
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_index: int,
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_flt_flag: int,
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) -> None:
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if not isinstance(joint, SpringBone1JointPropertyGroup):
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return
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icon = "BONE_DATA"
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if self.layout_type == "GRID":
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layout.alignment = "CENTER"
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layout.label(text="", translate=False, icon=icon)
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return
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if self.layout_type not in {"DEFAULT", "COMPACT"}:
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return
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layout.label(text=joint.node.bone_name, translate=False, icon=icon)
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class VRM_UL_spring_bone1_spring_collider_group(UIList):
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bl_idname = "VRM_UL_spring_bone1_spring_collider_group"
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def draw_item(
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self,
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_context: Context,
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layout: UILayout,
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spring: object,
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collider_group: object,
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_icon: int,
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_active_data: object,
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_active_prop_name: str,
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index: int,
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_flt_flag: int,
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) -> None:
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if not isinstance(spring, SpringBone1SpringPropertyGroup):
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return
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if not isinstance(
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collider_group, SpringBone1ColliderGroupReferencePropertyGroup
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):
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return
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icon = "PIVOT_INDIVIDUAL"
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if self.layout_type == "GRID":
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layout.alignment = "CENTER"
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layout.label(text="", translate=False, icon=icon)
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return
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if self.layout_type not in {"DEFAULT", "COMPACT"}:
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return
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armature_data = spring.id_data
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if not isinstance(armature_data, Armature):
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logger.error("Failed to find armature")
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return
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spring_bone = get_armature_extension(armature_data).spring_bone1
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if index == spring.active_collider_group_index:
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layout.prop_search(
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collider_group,
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"collider_group_name",
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spring_bone,
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"collider_groups",
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text="",
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translate=False,
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icon=icon,
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)
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else:
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layout.label(
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text=collider_group.collider_group_name, translate=False, icon=icon
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)
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