Add Easy_Weight to Addons #47

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Nick Alberelli merged 48 commits from feature/easy_weights into main 2023-05-17 22:13:57 +02:00
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@ -19,16 +19,139 @@ def get_armature_of_meshob(obj: bpy.types.Object):
if m.type=='ARMATURE': if m.type=='ARMATURE':
return m.object return m.object
def enter_wp(context) -> bool:
"""Enter weight paint mode, change the necessary settings, and save their
original states so they can be restored when leaving wp mode."""
obj = context.object
wm = context.window_manager
# Store old display_type setting in a Custom Property on the Object.
obj['wpt_display_type'] = obj.display_type
# Ensure display_type is SOLID; weights don't display in WIRE or BOUNDS.
if obj.display_type not in ['SOLID', 'TEXTURED']:
obj.display_type = 'SOLID'
# Store old shading settings in a Custom Property dictionary in the Scene.
if 'wpt' not in wm:
wm['wpt'] = {}
wpt = wm['wpt']
wpt_as_dict = wpt.to_dict()
# If we are entering WP mode for the first time or if the last time
# the operator was exiting WP mode, then save current shading info.
if 'last_switch_in' not in wpt_as_dict or wpt_as_dict['last_switch_in']==False:
wpt['shading_type'] = context.space_data.shading.type
if context.space_data.shading.type=='SOLID':
# These properties only exist when the shading type is SOLID.
wpt['light'] = context.space_data.shading.light
wpt['color_type'] = context.space_data.shading.color_type
wpt['single_color'] = context.space_data.shading.single_color
wpt['active_object'] = obj
# This flag indicates that the last time this operator ran, we were
# switching INTO wp mode.
wpt['last_switch_in'] = True
wpt['mode'] = obj.mode
# Set shading
if context.space_data.shading.type=='SOLID':
context.space_data.shading.light = 'FLAT'
context.space_data.shading.color_type = 'SINGLE'
context.space_data.shading.single_color = (1,1,1)
# Enter WP mode.
bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
### ENSURING ARMATURE VISIBILITY
armature = get_armature_of_meshob(obj)
if not armature:
return
# Save all object visibility related info so it can be restored later.
wpt['arm_enabled'] = armature.hide_viewport
wpt['arm_hide'] = armature.hide_get()
wpt['arm_in_front'] = armature.show_in_front
wpt['arm_coll_assigned'] = False
armature.hide_viewport = False
armature.hide_set(False)
armature.show_in_front = True
if context.space_data.local_view:
wpt['arm_local_view'] = armature.local_view_get(context.space_data)
armature.local_view_set(context.space_data, True)
# If the armature is still not visible, add it to the scene root collection.
if not armature.visible_get() and not armature.name in context.scene.collection.objects:
context.scene.collection.objects.link(armature)
wpt['arm_coll_assigned'] = True
if armature.visible_get():
context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='POSE')
context.view_layer.objects.active = obj
return armature.visible_get()
def leave_wp(context):
"""Leave weight paint mode, then find, restore, and delete the data
that was stored about shading settings in enter_wp()."""
obj = context.object
wm = context.window_manager
# Restore object display type
if 'wpt_display_type' in obj:
obj.display_type = obj['wpt_display_type']
del obj['wpt_display_type']
if 'wpt' not in wm or 'mode' not in wm['wpt'].to_dict():
# There is no saved data to restore from, nothing else to do.
bpy.ops.object.mode_set(mode='OBJECT')
return {'FINISHED'}
wpt = wm['wpt']
wpt_as_dict = wpt.to_dict()
# Restore mode.
bpy.ops.object.mode_set(mode=wpt_as_dict['mode'])
# Reset the stored data
wm['wpt'] = {}
# Flag to save that the last time the operator ran we were EXITING wp mode.
wm['wpt']['last_switch_in'] = False
# Restore shading options.
if 'light' in wpt_as_dict: # If we stored solid view shading settings, restore those settings but don't restore the shading type.
shading_type = context.space_data.shading.type
context.space_data.shading.type = wpt_as_dict['shading_type']
if context.space_data.shading.type=='SOLID':
context.space_data.shading.light = wpt_as_dict['light']
context.space_data.shading.color_type = wpt_as_dict['color_type']
context.space_data.shading.single_color = wpt_as_dict['single_color']
context.space_data.shading.type = shading_type
armature = get_armature_of_meshob(obj)
if not armature:
return
# If an armature was un-hidden, hide it again.
armature.hide_viewport = wpt_as_dict['arm_enabled']
armature.hide_set(wpt_as_dict['arm_hide'])
armature.show_in_front = wpt_as_dict['arm_in_front']
# Restore whether the armature is in local view or not.
if 'arm_local_view' in wpt_as_dict and context.space_data.local_view:
armature.local_view_set(context.space_data, wpt_as_dict['arm_local_view'])
# Remove armature from scene root collection if it was moved there.
if wpt_as_dict['arm_coll_assigned']:
context.scene.collection.objects.unlink(armature)
return
class EASYWEIGHT_OT_toggle_weight_paint(bpy.types.Operator): class EASYWEIGHT_OT_toggle_weight_paint(bpy.types.Operator):
"""Toggle weight paint mode properly with a single operator. """ """Toggle weight paint mode properly with a single operator. """
bl_idname = "object.weight_paint_toggle" bl_idname = "object.weight_paint_toggle"
bl_label = "Toggle Weight Paint Mode" bl_label = "Toggle Weight Paint Mode"
bl_options = {'REGISTER', 'UNDO'} bl_options = {'REGISTER', 'UNDO'}
# local_view: bpy.props.BoolProperty(
# name = "Local View"
# ,description = "Enter Local view with the mesh and armature"
# )
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
@ -38,144 +161,18 @@ class EASYWEIGHT_OT_toggle_weight_paint(bpy.types.Operator):
def draw(self, context): def draw(self, context):
self.layout.operator(EASYWEIGHT_OT_toggle_weight_paint.bl_idname) self.layout.operator(EASYWEIGHT_OT_toggle_weight_paint.bl_idname)
def enter_wp(self, context):
"""Enter weight paint mode, change the necessary settings, and save their
original states so they can be restored when leaving wp mode."""
obj = context.object
wm = context.window_manager
# Store old display_type setting in a Custom Property on the Object.
obj['wpt_display_type'] = obj.display_type
# Ensure display_type is SOLID; weights don't display in WIRE or BOUNDS.
if obj.display_type not in ['SOLID', 'TEXTURED']:
obj.display_type = 'SOLID'
# Store old shading settings in a Custom Property dictionary in the Scene.
if 'wpt' not in wm:
wm['wpt'] = {}
wpt = wm['wpt']
wpt_as_dict = wpt.to_dict()
# If we are entering WP mode for the first time or if the last time
# the operator was exiting WP mode, then save current shading info.
if 'last_switch_in' not in wpt_as_dict or wpt_as_dict['last_switch_in']==False:
wpt['shading_type'] = context.space_data.shading.type
if context.space_data.shading.type=='SOLID':
# These properties only exist when the shading type is SOLID.
wpt['light'] = context.space_data.shading.light
wpt['color_type'] = context.space_data.shading.color_type
wpt['single_color'] = context.space_data.shading.single_color
wpt['active_object'] = obj
# This flag indicates that the last time this operator ran, we were
# switching INTO wp mode.
wpt['last_switch_in'] = True
wpt['mode'] = obj.mode
# Set shading
if context.space_data.shading.type=='SOLID':
context.space_data.shading.light = 'FLAT'
context.space_data.shading.color_type = 'SINGLE'
context.space_data.shading.single_color = (1,1,1)
# Enter WP mode.
bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
### ENSURING ARMATURE VISIBILITY
armature = get_armature_of_meshob(obj)
if not armature:
return {'FINISHED'}
# Save all object visibility related info so it can be restored later.
wpt['arm_enabled'] = armature.hide_viewport
wpt['arm_hide'] = armature.hide_get()
wpt['arm_in_front'] = armature.show_in_front
wpt['arm_coll_assigned'] = False
armature.hide_viewport = False
armature.hide_set(False)
armature.show_in_front = True
if context.space_data.local_view:
wpt['arm_local_view'] = armature.local_view_get(context.space_data)
armature.local_view_set(context.space_data, True)
# If the armature is still not visible, add it to the scene root collection.
if not armature.visible_get() and not armature.name in context.scene.collection.objects:
context.scene.collection.objects.link(armature)
wpt['arm_coll_assigned'] = True
if not armature.visible_get():
self.report({'WARNING'}, "Failed to make the armature visible. Curse you, Blender!!!")
else:
context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='POSE')
context.view_layer.objects.active = obj
return {'FINISHED'}
def leave_wp(self, context):
"""Leave weight paint mode, then find, restore, and delete the data
that was stored about shading settings in enter_wp()."""
obj = context.object
wm = context.window_manager
# Restore object display type
if 'wpt_display_type' in obj:
obj.display_type = obj['wpt_display_type']
del obj['wpt_display_type']
if 'wpt' not in wm or 'mode' not in wm['wpt'].to_dict():
# There is no saved data to restore from, nothing else to do.
bpy.ops.object.mode_set(mode='OBJECT')
return {'FINISHED'}
wpt = wm['wpt']
wpt_as_dict = wpt.to_dict()
# Restore mode.
bpy.ops.object.mode_set(mode=wpt_as_dict['mode'])
# Reset the stored data
wm['wpt'] = {}
# Flag to save that the last time the operator ran we were EXITING wp mode.
wm['wpt']['last_switch_in'] = False
# Restore shading options.
if 'light' in wpt_as_dict: # If we stored solid view shading settings, restore those settings but don't restore the shading type.
shading_type = context.space_data.shading.type
context.space_data.shading.type = wpt_as_dict['shading_type']
if context.space_data.shading.type=='SOLID':
context.space_data.shading.light = wpt_as_dict['light']
context.space_data.shading.color_type = wpt_as_dict['color_type']
context.space_data.shading.single_color = wpt_as_dict['single_color']
context.space_data.shading.type = shading_type
armature = get_armature_of_meshob(obj)
if not armature:
return {'FINISHED'}
# If an armature was un-hidden, hide it again.
armature.hide_viewport = wpt_as_dict['arm_enabled']
armature.hide_set(wpt_as_dict['arm_hide'])
armature.show_in_front = wpt_as_dict['arm_in_front']
# Restore whether the armature is in local view or not.
if 'arm_local_view' in wpt_as_dict and context.space_data.local_view:
armature.local_view_set(context.space_data, wpt_as_dict['arm_local_view'])
# Remove armature from scene root collection if it was moved there.
if wpt_as_dict['arm_coll_assigned']:
context.scene.collection.objects.unlink(armature)
return {'FINISHED'}
def execute(self, context): def execute(self, context):
obj = context.object obj = context.object
if obj.mode != 'WEIGHT_PAINT': if obj.mode != 'WEIGHT_PAINT':
return self.enter_wp(context) armature_visible = enter_wp(context)
if armature_visible == False:
# This should never happen, but it also doesn't break anything.
self.report({'WARNING'}, "Could not make Armature visible.")
return {'FINISHED'}
else: else:
return self.leave_wp(context) leave_wp(context)
return {'FINISHED'}
class EASYWEIGHT_PT_Debug(bpy.types.Panel): class EASYWEIGHT_PT_Debug(bpy.types.Panel):
"""For debugging the Toggle Weight Paint operator.""" """For debugging the Toggle Weight Paint operator."""