blender-addons/rigify/utils/components.py
2023-07-05 09:41:03 +02:00

101 lines
3.4 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
from typing import Optional
from mathutils import Vector, Matrix
from .naming import make_derived_name
from .bones import put_bone, copy_bone_position, align_bone_orientation
from .widgets_basic import create_pivot_widget
from .misc import force_lazy, OptionalLazy
from ..base_rig import BaseRig, RigComponent
class CustomPivotControl(RigComponent):
"""
A utility that generates a pivot control with a custom position.
Generates a control bone, and an MCH output bone.
"""
ctrl: str
mch: str
def __init__(
self, rig: BaseRig, id_name: str, org_bone: str, *,
name: Optional[str] = None, parent: OptionalLazy[str] = None,
position: Optional[Vector] = None, matrix: Optional[Matrix] = None,
scale: float = 1.0, scale_mch: Optional[float] = None,
move_to: OptionalLazy[str] = None, align_to: OptionalLazy[str] = None,
snap_to: OptionalLazy[str] = None,
widget_axis: float = 1.5, widget_cap: float = 1.0, widget_square: bool = True,
):
super().__init__(rig)
assert rig.generator.stage == 'generate_bones'
self.bones = rig.bones
self.id_name = id_name
self.parent = parent
self.scale = scale or 1
self.scale_mch = scale_mch or (self.scale * 0.7)
self.move_to = move_to
self.align_to = align_to
self.snap_to = snap_to
self.widget_axis = widget_axis
self.widget_cap = widget_cap
self.widget_square = widget_square
name = name or make_derived_name(org_bone, 'ctrl', '_pivot')
self.do_make_bones(org_bone, name, position, matrix)
@property
def control(self):
return self.ctrl
@property
def output(self):
return self.mch
def do_make_bones(self, org: str, name: str,
position: Optional[Vector], matrix: Optional[Matrix]):
self.bones.ctrl[self.id_name] = self.ctrl =\
self.copy_bone(org, name, parent=not self.parent, scale=self.scale)
self.bones.mch[self.id_name] = self.mch =\
self.copy_bone(org, make_derived_name(name, 'mch'), scale=self.scale_mch)
if position or matrix:
put_bone(self.obj, self.ctrl, position, matrix=matrix)
put_bone(self.obj, self.mch, position, matrix=matrix)
def parent_bones(self):
if self.snap_to:
bone = force_lazy(self.snap_to)
copy_bone_position(self.obj, bone, self.ctrl, scale=self.scale)
copy_bone_position(self.obj, bone, self.mch, scale=self.scale_mch)
if self.move_to:
pos = self.get_bone(force_lazy(self.move_to)).head
put_bone(self.obj, self.ctrl, pos)
put_bone(self.obj, self.mch, pos)
if self.align_to:
self.align_to = force_lazy(self.align_to)
align_bone_orientation(self.obj, self.ctrl, self.align_to)
align_bone_orientation(self.obj, self.mch, self.align_to)
if self.parent:
self.set_bone_parent(self.ctrl, force_lazy(self.parent))
self.set_bone_parent(self.mch, self.ctrl)
def rig_bones(self):
self.make_constraint(
self.mch, 'COPY_LOCATION', self.ctrl, space='LOCAL', invert_xyz=(True,)*3)
def generate_widgets(self):
create_pivot_widget(self.obj, self.ctrl, axis_size=self.widget_axis,
cap_size=self.widget_cap, square=self.widget_square)