bone_widget/shape_utils.py

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import bpy
from .transform_utils import get_bone_matrix, transform_matrix
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from mathutils import Matrix
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#from bone_widget import ctx
def rename_shape(shape, bone, prefix=''):
shape.name = shape.data.name = prefix + bone.name
#print('Rename Shape', bone, shape.name)
def get_bone_from_shape(shape):
armatures = [o for o in bpy.context.scene.objects if o.type == 'ARMATURE']
return next((b for a in armatures for b in a.pose.bones if b.custom_shape is shape), None)
'''
def set_shape(bone, shape):
shape.matrix_world = get_bone_matrix(bone)
bone.custom_shape = shape
ctx.rename_shape(shape, bone)
ctx.link_to_widget_col(shape)
'''
def get_side(name, fallback=None):
name = name.lower()
if name.endswith(('.l', '_l')) or name.startswith(('l.', 'l_')):
return 'LEFT'
elif name.endswith(('.r', '_r')) or name.startswith(('r.', 'r_')):
return 'RIGHT'
return fallback
def get_flipped_name(name):
import re
def flip(match, start=False):
if not match.group(1) or not match.group(2):
return
sides = {
'R' : 'L',
'r' : 'l',
'L' : 'R',
'l' : 'r',
}
if start:
side, sep = match.groups()
return sides[side] + sep
else:
sep, side, num = match.groups()
return sep + sides[side] + (num or '')
start_reg = re.compile(r'(l|r)([._-])', flags=re.I)
if start_reg.match(name):
flipped_name = start_reg.sub(lambda x: flip(x, True), name)
else:
flipped_name = re.sub(r'([._-])(l|r)(\.\d+)?$', flip, name, flags=re.I)
return flipped_name
def get_flipped_bone(bone):
flipped_name = get_flipped_name(bone.name)
if flipped_name == bone.name:
return
return bone.id_data.pose.bones.get(flipped_name)
def link_to_col(shape, col):
for c in shape.users_collection:
c.objects.unlink(shape)
col.objects.link(shape)
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def custom_shape_matrix(bone):
loc = bone.custom_shape_translation.copy()
rot = bone.custom_shape_rotation_euler.copy()
scale = bone.custom_shape_scale_xyz.copy()
if bone.use_custom_shape_bone_size:
loc /= bone.bone.length
else:
scale /= bone.bone.length
return Matrix.LocRotScale(loc, rot, scale)
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def apply_custom_shape_transform(bone):
shape = bone.custom_shape
if not shape:
return
if bpy.app.version_string < '3.0.0':
scale = bone.custom_shape_scale
if round(scale, 5) == 0:
return
if not bone.use_custom_shape_bone_size:
scale /= bone.bone.length
mat = transform_matrix(scale=(1/scale,)*3)
shape.data.transform(mat)
bone.custom_shape_scale = 1
else:
mat = custom_shape_matrix(bone)
scale = (1, 1, 1)
if round(mat.to_scale().length, 5) == 0:
loc, rot, scale = mat.decompose()
mat = Matrix.LocRotScale(loc, rot, (1, 1, 1))
scale = bone.custom_shape_scale_xyz
shape.data.transform(mat)
bone.custom_shape_translation = (0, 0, 0)
bone.custom_shape_rotation_euler = (0, 0, 0)
bone.custom_shape_scale_xyz = scale
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def get_clean_shape(bone, shape, separate=True, rename=True,
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col=None, match=True, prefix='', apply_transforms=True):
#bone.custom_shape = None
#Remove bone shape if no other bone are using it
if bone.custom_shape:
old_bones = get_bones(bone.custom_shape)
old_bones.remove(bone)
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print('old_bones', old_bones)
if old_bones:
rename_shape(bone.custom_shape, old_bones[0], prefix=prefix)
elif bone.custom_shape != shape:
bpy.data.objects.remove(bone.custom_shape)
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if separate:
shape = shape.copy()
shape.data = shape.data.copy()
bone.custom_shape = shape
if apply_transforms:
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apply_custom_shape_transform(bone)
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bone.use_custom_shape_bone_size = True
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if match:
shape.matrix_world = get_bone_matrix(bone)
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if rename:
rename_shape(shape, bone, prefix=prefix)
if col:
link_to_col(shape, col)
return shape
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def get_bones(shape):
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armatures = [o for o in bpy.context.scene.objects if o.type == 'ARMATURE']
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return [b for a in armatures for b in a.pose.bones if b.custom_shape == shape]
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def get_bone(shape):
bones = get_bones(shape)
if bones:
return bones[0]
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def symmetrize_bone_shape(bone, prefix=None):
active_side = get_side(bone.name, 'LEFT')
shape = bone.custom_shape
flipped_bone = get_flipped_bone(bone)
if not flipped_bone or not shape:
return
if bpy.app.version_string < '3.0.0':
flipped_bone.custom_shape_scale = b.custom_shape_scale
else:
flipped_bone.custom_shape_translation = bone.custom_shape_translation
flipped_bone.custom_shape_rotation_euler = bone.custom_shape_rotation_euler
flipped_bone.custom_shape_scale_xyz = bone.custom_shape_scale_xyz
flipped_shape = flipped_bone.custom_shape
if flipped_shape:
flipped_bone.custom_shape = None
old_bone = get_bone(flipped_shape)
if old_bone:
rename_shape(flipped_shape, old_bone, prefix=prefix)
else:
bpy.data.objects.remove(flipped_shape)
flipped_shape = shape.copy()
flipped_shape.data = flipped_shape.data.copy()
flipped_shape.data.transform(transform_matrix(scale=(-1, 1, 1)))
flipped_bone.custom_shape = get_clean_shape(flipped_bone, flipped_shape, rename=True, separate=False, prefix=prefix, apply_transforms=False)
flipped_bone.use_custom_shape_bone_size = bone.use_custom_shape_bone_size
for c in shape.users_collection:
c.objects.link(flipped_bone.custom_shape)
return flipped_bone.custom_shape