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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 .collections import ensure_widget_collection
    
    
    WGT_PREFIX = "WGT-"  # Prefix for widget objects
    
    #=============================================
    # Widget creation
    #=============================================
    
    
    
    def obj_to_bone(obj, rig, bone_name, bone_transform_name=None):
    
        """ 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.pose.bones[bone_name]
        scale = bone.custom_shape_scale
    
        if bone.use_custom_shape_bone_size:
            scale *= bone.length
    
    
        if bone_transform_name is not None:
            bone = rig.pose.bones[bone_transform_name]
        elif bone.custom_shape_transform:
    
        obj.matrix_basis = rig.matrix_world @ bone.bone.matrix_local @ Matrix.Scale(scale, 4)
    
    
    
    def create_widget(rig, bone_name, bone_transform_name=None):
        """ Creates an empty widget object for a bone, and returns the object.
        """
        obj_name = WGT_PREFIX + rig.name + '_' + bone_name
        scene = bpy.context.scene
    
        collection = ensure_widget_collection(bpy.context)
    
    
        # 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_name, 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_name, 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 polygon
    
            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 adjust_widget_axis(obj, axis='y', offset=0.0):
        mesh = obj.data
    
        if axis[0] == '-':
            s = -1.0
            axis = axis[1]
        else:
            s = 1.0
    
        trans_matrix = Matrix.Translation((0.0, offset, 0.0))
        rot_matrix = Matrix.Diagonal((1.0, s, 1.0, 1.0))
    
        if axis == "x":
            rot_matrix = Matrix.Rotation(-s*math.pi/2, 4, 'Z')
            trans_matrix = Matrix.Translation((offset, 0.0, 0.0))
    
        elif axis == "z":
            rot_matrix = Matrix.Rotation(s*math.pi/2, 4, 'X')
            trans_matrix = Matrix.Translation((0.0, 0.0, offset))
    
        matrix = trans_matrix @ rot_matrix
    
        for vert in mesh.vertices:
            vert.co = matrix @ vert.co
    
    
    
    def adjust_widget_transform_mesh(obj, matrix, local=None):
        """Adjust the generated widget by applying a correction matrix to the mesh.
           If local is false, the matrix is in world space.
           If local is True, it's in the local space of the widget.
           If local is a bone, it's in the local space of the bone.
        """
    
            if local is not True:
                if local:
                    assert isinstance(local, bpy.types.PoseBone)
                    bonemat = local.id_data.matrix_world @ local.bone.matrix_local
                    matrix = bonemat @ matrix @ bonemat.inverted()
    
                obmat = obj.matrix_basis
                matrix = obmat.inverted() @ matrix @ obmat
    
    
    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 is not None:\n"
    
        for i, v in enumerate(obj.data.vertices):
            script += "({:g}*size, {:g}*size, {:g}*size),".format(v.co[0], v.co[1], v.co[2])
            script += "\n                 " if i % 2 == 1 else " "
    
        script += "        edges = ["
        for i, e in enumerate(obj.data.edges):
            script += "(" + str(e.vertices[0]) + ", " + str(e.vertices[1]) + "),"
            script += "\n                 " if i % 10 == 9 else " "
        script += "]\n"
    
        script += "        faces = ["
        for i, f in enumerate(obj.data.polygons):
            script += "("
            for v in f.vertices:
                script += str(v) + ", "
            script += "),"
            script += "\n                 " if i % 10 == 9 else " "
        script += "]\n"
    
    
        # Build mesh
        script += "\n        mesh = obj.data\n"
        script += "        mesh.from_pydata(verts, edges, faces)\n"
        script += "        mesh.update()\n"
        script += "        return obj\n"
        script += "    else:\n"
        script += "        return None\n"
    
        return script