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Diffstat (limited to 'rigify/legacy/utils.py')
-rw-r--r--rigify/legacy/utils.py56
1 files changed, 47 insertions, 9 deletions
diff --git a/rigify/legacy/utils.py b/rigify/legacy/utils.py
index e3927ac3..f74a7abf 100644
--- a/rigify/legacy/utils.py
+++ b/rigify/legacy/utils.py
@@ -36,8 +36,6 @@ DEF_PREFIX = "DEF-" # Prefix of deformation bones.
WGT_PREFIX = "WGT-" # Prefix for widget objects
ROOT_NAME = "root" # Name of the root bone.
-WGT_LAYERS = [x == 19 for x in range(0, 20)] # Widgets go on the last scene layer.
-
MODULE_NAME = "rigify" # Windows/Mac blender is weird, so __package__ doesn't work
@@ -342,7 +340,7 @@ def obj_to_bone(obj, rig, bone_name):
bone = rig.data.bones[bone_name]
- mat = rig.matrix_world * bone.matrix_local
+ mat = rig.matrix_world @ bone.matrix_local
obj.location = mat.to_translation()
@@ -397,6 +395,7 @@ def create_widget(rig, bone_name, bone_transform_name=None):
obj_name = WGT_PREFIX + bone_name
scene = bpy.context.scene
+ collection = bpy.context.collection
# Check if it already exists in the scene
if obj_name in scene.objects:
@@ -416,11 +415,10 @@ def create_widget(rig, bone_name, bone_transform_name=None):
# Create mesh object
mesh = bpy.data.meshes.new(obj_name)
obj = bpy.data.objects.new(obj_name, mesh)
- scene.objects.link(obj)
+ collection.objects.link(obj)
# Move object to bone position and set layers
obj_to_bone(obj, rig, bone_transform_name)
- obj.layers = WGT_LAYERS
return obj
@@ -606,8 +604,8 @@ def align_bone_roll(obj, bone1, bone2):
rot_mat = Matrix.Rotation(angle, 3, axis)
# Roll factor
- x3 = rot_mat * x1
- dot = x2 * x3
+ x3 = rot_mat @ x1
+ dot = x2 @ x3
if dot > 1.0:
dot = 1.0
elif dot < -1.0:
@@ -618,8 +616,8 @@ def align_bone_roll(obj, bone1, bone2):
bone1_e.roll = roll
# Check if we rolled in the right direction
- x3 = rot_mat * bone1_e.x_axis
- check = x2 * x3
+ x3 = rot_mat @ bone1_e.x_axis
+ check = x2 @ x3
# If not, reverse
if check < 0.9999:
@@ -937,3 +935,43 @@ def random_id(length=8):
text += random.choice(chars)
text += str(hex(int(time.time())))[2:][-tlength:].rjust(tlength, '0')[::-1]
return text
+
+
+def find_layer_collection_by_collection(layer_collection, collection):
+ if collection == layer_collection.collection:
+ return layer_collection
+
+ # go recursive
+ for child in layer_collection.children:
+ layer_collection = find_layer_collection_by_collection(child, collection)
+ if layer_collection:
+ return layer_collection
+
+
+def ensure_widget_collection(context):
+ wgts_collection_name = "Widgets"
+
+ view_layer = context.view_layer
+ layer_collection = bpy.context.layer_collection
+ collection = layer_collection.collection
+
+ widget_collection = bpy.data.collections.get(wgts_collection_name)
+ if not widget_collection:
+ # ------------------------------------------
+ # Create the widget collection
+ widget_collection = bpy.data.collections.new(wgts_collection_name)
+ widget_collection.hide_viewport = True
+ widget_collection.hide_render = True
+
+ widget_layer_collection = None
+ else:
+ widget_layer_collection = find_layer_collection_by_collection(view_layer.layer_collection, widget_collection)
+
+ if not widget_layer_collection:
+ # Add the widget collection to the tree
+ collection.children.link(widget_collection)
+ widget_layer_collection = [c for c in layer_collection.children if c.collection == widget_collection][0]
+
+ # Make the widget the active collection for the upcoming added (widget) objects
+ view_layer.active_layer_collection = widget_layer_collection
+ return widget_collection