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bone_selection_sets.py
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bone_selection_sets.py
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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 LICENCE BLOCK #####
bl_info = {
"name": "Bone Selection Sets",
"author": "Inês Almeida, Sybren A. Stüvel, Antony Riakiotakis, Dan Eicher",
"version": (2, 1, 1),
"blender": (2, 80, 0),
"location": "Properties > Object Data (Armature) > Selection Sets",
"description": "List of Bone sets for easy selection while animating",
"warning": "",
"wiki_url": "https://docs.blender.org/manual/en/dev/addons/"
"animation/bone_selection_sets.html",
"category": "Animation",
}
import bpy
from bpy.types import (
Operator,
Menu,
Panel,
UIList,
PropertyGroup,
)
from bpy.props import (
StringProperty,
IntProperty,
EnumProperty,
BoolProperty,
CollectionProperty,
)
# Data Structure ##############################################################
# Note: bones are stored by name, this means that if the bone is renamed,
# there can be problems. However, bone renaming is unlikely during animation.
class SelectionEntry(PropertyGroup):
name: StringProperty(name="Bone Name")
class SelectionSet(PropertyGroup):
name: StringProperty(name="Set Name")
bone_ids: CollectionProperty(type=SelectionEntry)
is_selected: BoolProperty(name="Is Selected")
# UI Panel w/ UIList ##########################################################
class POSE_MT_selection_sets_context_menu(Menu):
bl_label = "Selection Sets Specials"
def draw(self, context):
layout = self.layout
layout.operator("pose.selection_set_delete_all", icon='X')
layout.operator("pose.selection_set_remove_bones", icon='X')
layout.operator("pose.selection_set_copy", icon='COPYDOWN')
layout.operator("pose.selection_set_paste", icon='PASTEDOWN')
class POSE_PT_selection_sets(Panel):
bl_label = "Selection Sets"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object and
context.object.type == 'ARMATURE' and
context.object.pose)
def draw(self, context):
layout = self.layout
arm = context.object
row = layout.row()
row.enabled = (context.mode == 'POSE')
# UI list
rows = 4 if len(arm.selection_sets) > 0 else 1
row.template_list(
"POSE_UL_selection_set", "", # type and unique id
arm, "selection_sets", # pointer to the CollectionProperty
arm, "active_selection_set", # pointer to the active identifier
rows=rows
)
# add/remove/specials UI list Menu
col = row.column(align=True)
col.operator("pose.selection_set_add", icon='ADD', text="")
col.operator("pose.selection_set_remove", icon='REMOVE', text="")
col.menu("POSE_MT_selection_sets_context_menu", icon='DOWNARROW_HLT', text="")
# move up/down arrows
if len(arm.selection_sets) > 0:
col.separator()
col.operator("pose.selection_set_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("pose.selection_set_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
# buttons
row = layout.row()
sub = row.row(align=True)
sub.operator("pose.selection_set_assign", text="Assign")
sub.operator("pose.selection_set_unassign", text="Remove")
sub = row.row(align=True)
sub.operator("pose.selection_set_select", text="Select")
sub.operator("pose.selection_set_deselect", text="Deselect")
class POSE_UL_selection_set(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
sel_set = item
layout.prop(item, "name", text="", icon='GROUP_BONE', emboss=False)
if self.layout_type in ('DEFAULT', 'COMPACT'):
layout.prop(item, "is_selected", text="")
class POSE_MT_selection_set_create(Menu):
bl_label = "Choose Selection Set"
def draw(self, context):
layout = self.layout
layout.operator("pose.selection_set_add_and_assign",
text="New Selection Set")
class POSE_MT_selection_sets_select(Menu):
bl_label = 'Select Selection Set'
@classmethod
def poll(cls, context):
return POSE_OT_selection_set_select.poll(context)
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_DEFAULT'
for idx, sel_set in enumerate(context.object.selection_sets):
props = layout.operator(POSE_OT_selection_set_select.bl_idname, text=sel_set.name)
props.selection_set_index = idx
# Operators ###################################################################
class PluginOperator(Operator):
"""Operator only available for objects of type armature in pose mode."""
@classmethod
def poll(cls, context):
return (context.object and
context.object.type == 'ARMATURE' and
context.mode == 'POSE')
class NeedSelSetPluginOperator(PluginOperator):
"""Operator only available if the armature has a selected selection set."""
@classmethod
def poll(cls, context):
if not super().poll(context):
return False
arm = context.object
return 0 <= arm.active_selection_set < len(arm.selection_sets)
class POSE_OT_selection_set_delete_all(PluginOperator):
bl_idname = "pose.selection_set_delete_all"
bl_label = "Delete All Sets"
bl_description = "Deletes All Selection Sets"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
arm.selection_sets.clear()
return {'FINISHED'}
class POSE_OT_selection_set_remove_bones(PluginOperator):
bl_idname = "pose.selection_set_remove_bones"
bl_label = "Remove Selected Bones from All Sets"
bl_description = "Removes the Selected Bones from All Sets"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
# iterate only the selected bones in current pose that are not hidden
for bone in context.selected_pose_bones:
for selset in arm.selection_sets:
if bone.name in selset.bone_ids:
idx = selset.bone_ids.find(bone.name)
selset.bone_ids.remove(idx)
return {'FINISHED'}
class POSE_OT_selection_set_move(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_move"
bl_label = "Move Selection Set in List"
bl_description = "Move the active Selection Set up/down the list of sets"
bl_options = {'UNDO', 'REGISTER'}
direction: EnumProperty(
name="Move Direction",
description="Direction to move the active Selection Set: UP (default) or DOWN",
items=[
('UP', "Up", "", -1),
('DOWN', "Down", "", 1),
],
default='UP',
options={'HIDDEN'},
)
@classmethod
def poll(cls, context):
if not super().poll(context):
return False
arm = context.object
return len(arm.selection_sets) > 1
def execute(self, context):
arm = context.object
active_idx = arm.active_selection_set
new_idx = active_idx + (-1 if self.direction == 'UP' else 1)
if new_idx < 0 or new_idx >= len(arm.selection_sets):
return {'FINISHED'}
arm.selection_sets.move(active_idx, new_idx)
arm.active_selection_set = new_idx
return {'FINISHED'}
class POSE_OT_selection_set_add(PluginOperator):
bl_idname = "pose.selection_set_add"
bl_label = "Create Selection Set"
bl_description = "Creates a new empty Selection Set"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
sel_sets = arm.selection_sets
new_sel_set = sel_sets.add()
new_sel_set.name = uniqify("SelectionSet", sel_sets.keys())
# select newly created set
arm.active_selection_set = len(sel_sets) - 1
return {'FINISHED'}
class POSE_OT_selection_set_remove(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_remove"
bl_label = "Delete Selection Set"
bl_description = "Delete a Selection Set"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
arm.selection_sets.remove(arm.active_selection_set)
# change currently active selection set
numsets = len(arm.selection_sets)
if (arm.active_selection_set > (numsets - 1) and numsets > 0):
arm.active_selection_set = len(arm.selection_sets) - 1
return {'FINISHED'}
class POSE_OT_selection_set_assign(PluginOperator):
bl_idname = "pose.selection_set_assign"
bl_label = "Add Bones to Selection Set"
bl_description = "Add selected bones to Selection Set"
bl_options = {'UNDO', 'REGISTER'}
def invoke(self, context, event):
arm = context.object
if not (arm.active_selection_set < len(arm.selection_sets)):
bpy.ops.wm.call_menu("INVOKE_DEFAULT",
name="POSE_MT_selection_set_create")
else:
bpy.ops.pose.selection_set_assign('EXEC_DEFAULT')
return {'FINISHED'}
def execute(self, context):
arm = context.object
act_sel_set = arm.selection_sets[arm.active_selection_set]
# iterate only the selected bones in current pose that are not hidden
for bone in context.selected_pose_bones:
if bone.name not in act_sel_set.bone_ids:
bone_id = act_sel_set.bone_ids.add()
bone_id.name = bone.name
return {'FINISHED'}
class POSE_OT_selection_set_unassign(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_unassign"
bl_label = "Remove Bones from Selection Set"
bl_description = "Remove selected bones from Selection Set"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
act_sel_set = arm.selection_sets[arm.active_selection_set]
# iterate only the selected bones in current pose that are not hidden
for bone in context.selected_pose_bones:
if bone.name in act_sel_set.bone_ids:
idx = act_sel_set.bone_ids.find(bone.name)
act_sel_set.bone_ids.remove(idx)
return {'FINISHED'}
class POSE_OT_selection_set_select(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_select"
bl_label = "Select Selection Set"
bl_description = "Add Selection Set bones to current selection"
bl_options = {'UNDO', 'REGISTER'}
selection_set_index: IntProperty(
name='Selection Set Index',
default=-1,
description='Which Selection Set to select; -1 uses the active Selection Set',
options={'HIDDEN'},
)
def execute(self, context):
arm = context.object
if self.selection_set_index == -1:
idx = arm.active_selection_set
else:
idx = self.selection_set_index
sel_set = arm.selection_sets[idx]
for bone in context.visible_pose_bones:
if bone.name in sel_set.bone_ids:
bone.bone.select = True
return {'FINISHED'}
class POSE_OT_selection_set_deselect(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_deselect"
bl_label = "Deselect Selection Set"
bl_description = "Remove Selection Set bones from current selection"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
act_sel_set = arm.selection_sets[arm.active_selection_set]
for bone in context.selected_pose_bones:
if bone.name in act_sel_set.bone_ids:
bone.bone.select = False
return {'FINISHED'}
class POSE_OT_selection_set_add_and_assign(PluginOperator):
bl_idname = "pose.selection_set_add_and_assign"
bl_label = "Create and Add Bones to Selection Set"
bl_description = "Creates a new Selection Set with the currently selected bones"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
bpy.ops.pose.selection_set_add('EXEC_DEFAULT')
bpy.ops.pose.selection_set_assign('EXEC_DEFAULT')
return {'FINISHED'}
class POSE_OT_selection_set_copy(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_copy"
bl_label = "Copy Selection Set(s)"
bl_description = "Copies the selected Selection Set(s) to the clipboard"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
context.window_manager.clipboard = to_json(context)
self.report({'INFO'}, 'Copied Selection Set(s) to Clipboard')
return {'FINISHED'}
class POSE_OT_selection_set_paste(PluginOperator):
bl_idname = "pose.selection_set_paste"
bl_label = "Paste Selection Set(s)"
bl_description = "Adds new Selection Set(s) from the Clipboard"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
import json
try:
from_json(context, context.window_manager.clipboard)
except (json.JSONDecodeError, KeyError):
self.report({'ERROR'}, 'The clipboard does not contain a Selection Set')
else:
# Select the pasted Selection Set.
context.object.active_selection_set = len(context.object.selection_sets) - 1
return {'FINISHED'}
# Helper Functions ############################################################
def menu_func_select_selection_set(self, context):
self.layout.menu('POSE_MT_selection_sets_select', text="Bone Selection Set")
def to_json(context) -> str:
"""Convert the selected Selection Sets of the current rig to JSON.
Selected Sets are the active_selection_set determined by the UIList
plus any with the is_selected checkbox on."""
import json
arm = context.object
active_idx = arm.active_selection_set
json_obj = {}
for idx, sel_set in enumerate(context.object.selection_sets):
if idx == active_idx or sel_set.is_selected:
bones = [bone_id.name for bone_id in sel_set.bone_ids]
json_obj[sel_set.name] = bones
return json.dumps(json_obj)
def from_json(context, as_json: str):
"""Add the selection sets (one or more) from JSON to the current rig."""
import json
json_obj = json.loads(as_json)
arm_sel_sets = context.object.selection_sets
for name, bones in json_obj.items():
new_sel_set = arm_sel_sets.add()
new_sel_set.name = uniqify(name, arm_sel_sets.keys())
for bone_name in bones:
bone_id = new_sel_set.bone_ids.add()
bone_id.name = bone_name
def uniqify(name: str, other_names: list) -> str:
"""Return a unique name with .xxx suffix if necessary.
Example usage:
>>> uniqify('hey', ['there'])
'hey'
>>> uniqify('hey', ['hey.001', 'hey.005'])
'hey'
>>> uniqify('hey', ['hey', 'hey.001', 'hey.005'])
'hey.002'
>>> uniqify('hey', ['hey', 'hey.005', 'hey.001'])
'hey.002'
>>> uniqify('hey', ['hey', 'hey.005', 'hey.001', 'hey.left'])
'hey.002'
>>> uniqify('hey', ['hey', 'hey.001', 'hey.002'])
'hey.003'
It also works with a dict_keys object:
>>> uniqify('hey', {'hey': 1, 'hey.005': 1, 'hey.001': 1}.keys())
'hey.002'
"""
if name not in other_names:
return name
# Construct the list of numbers already in use.
offset = len(name) + 1
others = (n[offset:] for n in other_names
if n.startswith(name + '.'))
numbers = sorted(int(suffix) for suffix in others
if suffix.isdigit())
# Find the first unused number.
min_index = 1
for num in numbers:
if min_index < num:
break
min_index = num + 1
return "{}.{:03d}".format(name, min_index)
# Registry ####################################################################
classes = (
POSE_MT_selection_set_create,
POSE_MT_selection_sets_context_menu,
POSE_MT_selection_sets_select,
POSE_PT_selection_sets,
POSE_UL_selection_set,
SelectionEntry,
SelectionSet,
POSE_OT_selection_set_delete_all,
POSE_OT_selection_set_remove_bones,
POSE_OT_selection_set_move,
POSE_OT_selection_set_add,
POSE_OT_selection_set_remove,
POSE_OT_selection_set_assign,
POSE_OT_selection_set_unassign,
POSE_OT_selection_set_select,
POSE_OT_selection_set_deselect,
POSE_OT_selection_set_add_and_assign,
POSE_OT_selection_set_copy,
POSE_OT_selection_set_paste,
)
# Store keymaps here to access after registration.
addon_keymaps = []
def register():
for cls in classes:
bpy.utils.register_class(cls)
# Add properties.
bpy.types.Object.selection_sets = CollectionProperty(
type=SelectionSet,
name="Selection Sets",
description="List of groups of bones for easy selection"
)
bpy.types.Object.active_selection_set = IntProperty(
name="Active Selection Set",
description="Index of the currently active selection set",
default=0
)
# Add shortcuts to the keymap.
wm = bpy.context.window_manager
km = wm.keyconfigs.addon.keymaps.new(name='Pose')
kmi = km.keymap_items.new('wm.call_menu', 'W', 'PRESS', alt=True, shift=True)
kmi.properties.name = 'POSE_MT_selection_sets_select'
addon_keymaps.append((km, kmi))
# Add entries to menus.
bpy.types.VIEW3D_MT_select_pose.append(menu_func_select_selection_set)
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
# Clear properties.
del bpy.types.Object.selection_sets
del bpy.types.Object.active_selection_set
# Clear shortcuts from the keymap.
for km, kmi in addon_keymaps:
km.keymap_items.remove(kmi)
addon_keymaps.clear()
# Clear entries from menus.
bpy.types.VIEW3D_MT_select_pose.remove(menu_func_select_selection_set)
if __name__ == "__main__":
import doctest
doctest.testmod()
register()