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Alexander Gavrilov
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#====================== 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 2
# 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 ========================
# <pep8 compliant>
import bpy
import math
from .errors import MetarigError
WGT_PREFIX = "WGT-" # Prefix for widget objects
#=============================================
# Widget creation
#=============================================
def obj_to_bone(obj, rig, bone_name):
""" Places an object at the location/rotation/scale of the given bone.
"""
if bpy.context.mode == 'EDIT_ARMATURE':
raise MetarigError("obj_to_bone(): does not work while in edit mode")
bone = rig.data.bones[bone_name]
mat = rig.matrix_world @ bone.matrix_local
obj.location = mat.to_translation()
obj.rotation_mode = 'XYZ'
obj.rotation_euler = mat.to_euler()
scl = mat.to_scale()
scl_avg = (scl[0] + scl[1] + scl[2]) / 3
obj.scale = (bone.length * scl_avg), (bone.length * scl_avg), (bone.length * scl_avg)
def create_widget(rig, bone_name, bone_transform_name=None):
""" Creates an empty widget object for a bone, and returns the object.
"""
if bone_transform_name is None:
bone_transform_name = bone_name
obj_name = WGT_PREFIX + rig.name + '_' + bone_name
scene = bpy.context.scene
collection = bpy.context.collection
# Check if it already exists in the scene
if obj_name in scene.objects:
# Move object to bone position, in case it changed
obj = scene.objects[obj_name]
obj_to_bone(obj, rig, bone_transform_name)
return None
else:
# Delete object if it exists in blend data but not scene data.
# This is necessary so we can then create the object without
# name conflicts.
if obj_name in bpy.data.objects:
bpy.data.objects[obj_name].user_clear()
bpy.data.objects.remove(bpy.data.objects[obj_name])
# Create mesh object
mesh = bpy.data.meshes.new(obj_name)
obj = bpy.data.objects.new(obj_name, mesh)
collection.objects.link(obj)
# Move object to bone position and set layers
obj_to_bone(obj, rig, bone_transform_name)
wgts_group_name = 'WGTS_' + rig.name
if wgts_group_name in bpy.data.objects.keys():
obj.parent = bpy.data.objects[wgts_group_name]
return obj
def create_circle_polygon(number_verts, axis, radius=1.0, head_tail=0.0):
""" Creates a basic circle around of an axis selected.
number_verts: number of vertices of the poligon
axis: axis normal to the circle
radius: the radius of the circle
head_tail: where along the length of the bone the circle is (0.0=head, 1.0=tail)
"""
verts = []
edges = []
angle = 2 * math.pi / number_verts
i = 0
assert(axis in 'XYZ')
while i < (number_verts):
a = math.cos(i * angle)
b = math.sin(i * angle)
if axis == 'X':
verts.append((head_tail, a * radius, b * radius))
elif axis == 'Y':
verts.append((a * radius, head_tail, b * radius))
elif axis == 'Z':
verts.append((a * radius, b * radius, head_tail))
if i < (number_verts - 1):
edges.append((i , i + 1))
i += 1
edges.append((0, number_verts - 1))
return verts, edges
def write_widget(obj):
""" Write a mesh object as a python script for widget use.
"""
script = ""
script += "def create_thing_widget(rig, bone_name, size=1.0, bone_transform_name=None):\n"
script += " obj = create_widget(rig, bone_name, bone_transform_name)\n"
script += " if obj != None:\n"
# Vertices
if len(obj.data.vertices) > 0:
script += " verts = ["
for v in obj.data.vertices:
script += "(" + str(v.co[0]) + "*size, " + str(v.co[1]) + "*size, " + str(v.co[2]) + "*size), "
script += "]\n"
# Edges
if len(obj.data.edges) > 0:
script += " edges = ["
for e in obj.data.edges:
script += "(" + str(e.vertices[0]) + ", " + str(e.vertices[1]) + "), "
script += "]\n"
# Faces
if len(obj.data.polygons) > 0:
script += " faces = ["
for f in obj.data.polygons:
script += "("
for v in f.vertices:
script += str(v) + ", "
script += "), "
script += "]\n"
# Build mesh
script += "\n mesh = obj.data\n"
script += " mesh.from_pydata(verts, edges, faces)\n"
script += " mesh.update()\n"
script += " mesh.update()\n"
script += " return obj\n"
script += " else:\n"
script += " return None\n"
return script