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widgets.py « utils « rigify - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
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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