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

193 lines
6.2 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from typing import TYPE_CHECKING, Sequence, Optional, Mapping
from bpy.types import Bone, UILayout, Object, PoseBone, Armature
if TYPE_CHECKING:
from ..base_rig import BaseRig
ORG_LAYER = [n == 31 for n in range(0, 32)] # Armature layer that original bones should be moved to.
MCH_LAYER = [n == 30 for n in range(0, 32)] # Armature layer that mechanism bones should be moved to.
DEF_LAYER = [n == 29 for n in range(0, 32)] # Armature layer that deformation bones should be moved to.
ROOT_LAYER = [n == 28 for n in range(0, 32)] # Armature layer that root bone should be moved to.
def get_layers(layers) -> list[bool]:
""" Does its best to extract a set of layers from any data thrown at it.
"""
if type(layers) == int:
return [x == layers for x in range(0, 32)]
elif type(layers) == str:
items = layers.split(",")
layers = []
for i in items:
try:
layers += [int(float(i))]
except ValueError:
pass
return [x in layers for x in range(0, 32)]
elif type(layers) == tuple or type(layers) == list:
return [x in layers for x in range(0, 32)]
else:
try:
list(layers)
except TypeError:
pass
else:
return [x in layers for x in range(0, 32)]
def set_bone_layers(bone: Bone, layers: Sequence[bool], combine=False):
if combine:
bone.layers = [a or b for a, b in zip(bone.layers, layers)]
else:
bone.layers = layers
##############################################
# UI utilities
##############################################
def layout_layer_buttons(layout: UILayout, params, option: str, active_layers: Sequence[bool]):
"""Draw a layer selection button UI with certain layers marked with dots."""
outer = layout.row()
for x in [0, 8]:
col = outer.column(align=True)
for y in [0, 16]:
row = col.row(align=True)
for i in range(x+y, x+y+8):
row.prop(
params, option, index=i, toggle=True, text="",
icon="LAYER_ACTIVE" if active_layers[i] else "NONE"
)
class ControlLayersOption:
def __init__(self, name: str,
toggle_name: Optional[str] = None,
toggle_default=True, description="Set of control layers"):
self.name = name
self.toggle_default = toggle_default
self.description = description
self.toggle_option = self.name+'_layers_extra'
self.layers_option = self.name+'_layers'
if toggle_name:
self.toggle_name = toggle_name
else:
self.toggle_name = "Assign " + self.name.title() + " Layers"
def get(self, params) -> Optional[list[bool]]:
if getattr(params, self.toggle_option):
return list(getattr(params, self.layers_option))
else:
return None
def assign(self, params,
bone_set: Object | Mapping[str, Bone | PoseBone],
bone_list: Sequence[str],
combine=False):
layers = self.get(params)
if isinstance(bone_set, Object):
assert isinstance(bone_set.data, Armature)
bone_set = bone_set.data.bones
if layers:
for name in bone_list:
bone = bone_set[name]
if isinstance(bone, PoseBone):
bone = bone.bone
set_bone_layers(bone, layers, combine)
def assign_rig(self, rig: 'BaseRig', bone_list: Sequence[str], combine=False, priority=None):
layers = self.get(rig.params)
bone_set = rig.obj.data.bones
if layers:
for name in bone_list:
set_bone_layers(bone_set[name], layers, combine)
if priority is not None:
rig.generator.set_layer_group_priority(name, layers, priority)
def add_parameters(self, params):
prop_toggle = bpy.props.BoolProperty(
name=self.toggle_name,
default=self.toggle_default,
description=""
)
setattr(params, self.toggle_option, prop_toggle)
prop_layers = bpy.props.BoolVectorProperty(
size=32,
description=self.description,
subtype='LAYER',
default=tuple([i == 1 for i in range(0, 32)])
)
setattr(params, self.layers_option, prop_layers)
def parameters_ui(self, layout: UILayout, params):
box = layout.box()
box.prop(params, self.toggle_option)
active = getattr(params, self.toggle_option)
if not active:
return
active_layers = bpy.context.active_pose_bone.bone.layers[:]
layout_layer_buttons(box, params, self.layers_option, active_layers)
# Declarations for auto-completion
FK: 'ControlLayersOption'
TWEAK: 'ControlLayersOption'
EXTRA_IK: 'ControlLayersOption'
FACE_PRIMARY: 'ControlLayersOption'
FACE_SECONDARY: 'ControlLayersOption'
SKIN_PRIMARY: 'ControlLayersOption'
SKIN_SECONDARY: 'ControlLayersOption'
ControlLayersOption.FK = ControlLayersOption(
'fk', description="Layers for the FK controls to be on")
ControlLayersOption.TWEAK = ControlLayersOption(
'tweak', description="Layers for the tweak controls to be on")
ControlLayersOption.EXTRA_IK = ControlLayersOption(
'extra_ik', toggle_default=False,
toggle_name="Extra IK Layers",
description="Layers for the optional IK controls to be on",
)
# Layer parameters used by the super_face rig.
ControlLayersOption.FACE_PRIMARY = ControlLayersOption(
'primary', description="Layers for the primary controls to be on")
ControlLayersOption.FACE_SECONDARY = ControlLayersOption(
'secondary', description="Layers for the secondary controls to be on")
# Layer parameters used by the skin rigs
ControlLayersOption.SKIN_PRIMARY = ControlLayersOption(
'skin_primary', toggle_default=False,
toggle_name="Primary Control Layers",
description="Layers for the primary controls to be on",
)
ControlLayersOption.SKIN_SECONDARY = ControlLayersOption(
'skin_secondary', toggle_default=False,
toggle_name="Secondary Control Layers",
description="Layers for the secondary controls to be on",
)