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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 LICENCE BLOCK *****
    
    bl_info = {
        "name": "Bone Selection Sets",
    
        "author": "Dan Eicher, Antony Riakiotakis, Inês Almeida",
    
        "version": (2, 0, 0),
        "blender": (2, 75, 0),
        "location": "Properties > Object Data (Armature) > Selection Sets",
        "description": "List of Bone sets for easy selection while animating",
        "warning": "",
        "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
                    "Scripts/Animation/SelectionSets",
        "category": "Animation",
    }
    
    import bpy
    from bpy.types import (
        Operator,
        Menu,
        Panel,
        UIList,
        PropertyGroup,
    )
    
    from bpy.props import (
        StringProperty,
        BoolProperty,
        IntProperty,
        FloatProperty,
        EnumProperty,
        CollectionProperty,
        BoolVectorProperty,
        FloatVectorProperty,
    )
    
    # Data Structure ##############################################################
    
    # Note: bones are stored by name, this means that if the bone is renamed,
    # there can be problems. However, bone renaming is unlikely during animation
    class SelectionEntry(PropertyGroup):
        name = StringProperty(name="Bone Name")
    
    
    class SelectionSet(PropertyGroup):
        name = StringProperty(name="Set Name")
        bone_ids = CollectionProperty(type=SelectionEntry)
    
    
    # UI Panel w/ UIList ##########################################################
    
    class POSE_MT_selection_sets_specials(Menu):
        bl_label = "Selection Sets Specials"
    
        def draw(self, context):
            layout = self.layout
    
            # TODO
            #layout.operator("pose.selection_sets_sort", icon='SORTALPHA', text="Sort by Name").sort_type = 'NAME'
    
    
    class POSE_PT_selection_sets(Panel):
        bl_label = "Selection Sets"
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "data"
    
        @classmethod
        def poll(cls, context):
    
            return (context.object
    
                and context.object.type == 'ARMATURE'
                and context.object.pose
            )
    
        def draw(self, context):
            layout = self.layout
    
            ob = context.object
            arm = context.object
    
            row = layout.row()
    
            # UI list
    
            rows = 4  if len(arm.selection_sets) > 0 else 1
    
                "POSE_UL_selection_set", "", # type and unique id
                arm, "selection_sets", # pointer to the CollectionProperty
                arm, "active_selection_set", # pointer to the active identifier
    
                rows=rows
            )
    
            # add/remove/specials UI list Menu
            col = row.column(align=True)
            col.operator("pose.selection_set_add", icon='ZOOMIN', text="")
            col.operator("pose.selection_set_remove", icon='ZOOMOUT', text="")
            # TODO specials like sorting
            #col.menu("POSE_MT_selection_sets_specials", icon='DOWNARROW_HLT', text="")
    
            # TODO move up/down arrows
    
            # buttons
            row = layout.row()
    
            sub = row.row(align=True)
            sub.operator("pose.selection_set_assign", text="Assign")
            sub.operator("pose.selection_set_unassign", text="Remove")
    
            sub = row.row(align=True)
            sub.operator("pose.selection_set_select", text="Select")
            sub.operator("pose.selection_set_deselect", text="Deselect")
    
    
    class POSE_UL_selection_set(UIList):
        def draw_item(self, context, layout, data, set, icon, active_data, active_propname, index):
    
            layout.prop(set, "name", text="", icon='GROUP_BONE', emboss=False)
    
    
    
    # Operators ###################################################################
    
    class PluginOperator(Operator):
        @classmethod
        def poll(self, context):
            return (context.object and
                    context.object.type == 'ARMATURE' and
                    context.mode == 'POSE')
    
    class NeedSelSetPluginOperator(PluginOperator):
        @classmethod
        def poll(self, context):
            if super().poll(context):
                arm =  context.object
                return (arm.active_selection_set < len(arm.selection_sets))
            return False
    
    
    class POSE_OT_selection_set_add(PluginOperator):
        bl_idname = "pose.selection_set_add"
        bl_label = "Create Selection Set"
        bl_description = "Creates a new empty Selection Set"
        bl_options = {'UNDO', 'REGISTER'}
    
        created_counter = 0
    
        def execute(self, context):
            arm = context.object
    
            selection_set = arm.selection_sets.add()
    
    
            selection_set.name  = "SelectionSet"
            if POSE_OT_selection_set_add.created_counter > 0:
                selection_set.name += ".{:03d}".format(POSE_OT_selection_set_add.created_counter)
            POSE_OT_selection_set_add.created_counter += 1
    
    
            arm.active_selection_set = len(arm.selection_sets) - 1
    
            return {'FINISHED'}
    
    
    class POSE_OT_selection_set_remove(NeedSelSetPluginOperator):
        bl_idname = "pose.selection_set_remove"
        bl_label = "Delete Selection Set"
        bl_description = "Delete a Selection Set"
        bl_options = {'UNDO', 'REGISTER'}
    
        def execute(self, context):
            arm = context.object
    
            arm.selection_sets.remove(arm.active_selection_set)
    
            numsets = len(arm.selection_sets)
            if (arm.active_selection_set > (numsets - 1) and numsets > 0):
                arm.active_selection_set = len(arm.selection_sets) - 1
    
            return {'FINISHED'}
    
    
    class POSE_OT_selection_set_assign(NeedSelSetPluginOperator):
        bl_idname = "pose.selection_set_assign"
        bl_label = "Add Bones to Selection Set"
        bl_description = "Add selected bones to Selection Set"
        bl_options = {'UNDO', 'REGISTER'}
    
        def execute(self, context):
            arm = context.object
            pose = arm.pose
    
            #if arm.active_selection_set <= 0:
            #    arm.selection_sets.add()
                #TODO naming convention
            #    return {'FINISHED'}
    
            selection_set = arm.selection_sets[arm.active_selection_set]
            for bone in pose.bones:
    
                if (bone.bone.select and not bone.bone.hide
                    and bone.name not in selection_set.bone_ids):
    
                    bone_id = selection_set.bone_ids.add()
                    bone_id.name = bone.name
    
            return {'FINISHED'}
    
    
    class POSE_OT_selection_set_unassign(NeedSelSetPluginOperator):
        bl_idname = "pose.selection_set_unassign"
        bl_label = "Remove Bones from Selection Set"
        bl_description = "Remove selected bones from Selection Set"
        bl_options = {'UNDO', 'REGISTER'}
    
        def execute(self, context):
            arm = context.object
            pose = arm.pose
    
            selection_set = arm.selection_sets[arm.active_selection_set]
    
                if (bone.bone.select and not bone.bone.hide
                    and bone.name in selection_set.bone_ids):
    
                    idx = selection_set.bone_ids.find(bone.name)
                    selection_set.bone_ids.remove(idx)
    
    
            return {'FINISHED'}
    
    
    class POSE_OT_selection_set_select(NeedSelSetPluginOperator):
        bl_idname = "pose.selection_set_select"
        bl_label = "Select Selection Set"
        bl_description = "Add Selection Set bones to current selection"
        bl_options = {'UNDO', 'REGISTER'}
    
        def execute(self, context):
            arm = context.object
            pose = arm.pose
    
            selection_set = arm.selection_sets[arm.active_selection_set]
            for bone in pose.bones:
    
                if not bone.bone.hide and bone.name in selection_set.bone_ids:
                        bone.bone.select = True
    
    
            return {'FINISHED'}
    
    
    class POSE_OT_selection_set_deselect(NeedSelSetPluginOperator):
        bl_idname = "pose.selection_set_deselect"
        bl_label = "Deselect Selection Set"
        bl_description = "Remove Selection Set bones from current selection"
        bl_options = {'UNDO', 'REGISTER'}
    
        def execute(self, context):
            arm = context.object
            pose = arm.pose
    
            selection_set = arm.selection_sets[arm.active_selection_set]
            for bone in pose.bones:
    
                if not bone.bone.hide and bone.name in selection_set.bone_ids:
    
                    bone.bone.select = False
    
            return {'FINISHED'}
    
    
    # Registry ####################################################################
    
    classes = (
        POSE_MT_selection_sets_specials,
        POSE_PT_selection_sets,
        POSE_UL_selection_set,
        SelectionEntry,
        SelectionSet,
        POSE_OT_selection_set_add,
        POSE_OT_selection_set_remove,
        POSE_OT_selection_set_assign,
        POSE_OT_selection_set_unassign,
        POSE_OT_selection_set_select,
        POSE_OT_selection_set_deselect,
    )
    
    def register():
        for cls in classes:
            bpy.utils.register_class(cls)
    
        bpy.types.Object.selection_sets = CollectionProperty(
            type=SelectionSet,
            name="Selection Sets",
            description="List of groups of bones for easy selection"
        )
        bpy.types.Object.active_selection_set = IntProperty(
            name="Active Selection Set",
            description="Index of the currently active selection set",
            default=0
        )
    
    
    def unregister():
        for cls in classes:
            bpy.utils.unregister_class(cls)
    
        del bpy.types.Object.selection_sets
        del bpy.types.Object.active_selection_set
    
    
    if __name__ == "__main__":
        register()