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Custom Edit Context Views (#4)
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* Custom Edit Context Views

Adds custom edit context views and closes Freedom-of-Form-Foundation#7

The views added are "Armature Mode", "Skeleton Mode", "Muscle Mode", and "Skin Mode"

Additionally, there's a "Smart Object Mode" which functions as "Bone Edit Context" would but can be run on any object, not just bones.

Smart Object Mode will make visible any selected objects, plus any objects in any geometry nodes present on these selected objects.

* Smart Object Select now relies on geometry_constraints

as explicitly set in the ARF menu rather than trying to intuit them from the geometry nodes.

Also adds asserts for ARF existing, removes any code going over line 80, and adds doc strings to the
top of the file.
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natis1 authored Apr 2, 2023
1 parent d85633a commit f635c9f
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4 changes: 3 additions & 1 deletion scripts/ui/__init__.py
Original file line number Diff line number Diff line change
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"""Contains all user interface elements for the Blender plugin."""

from . import bone_properties

from . import mode_selection

def register_all():
bone_properties.register()
mode_selection.register()
print("Registered scripts.ui")


def unregister_all():
bone_properties.unregister()
mode_selection.unregister()
print("Unregistered scripts.ui")
169 changes: 169 additions & 0 deletions scripts/ui/mode_selection.py
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@@ -0,0 +1,169 @@
#!/usr/bin/python3

"""Contains code for drawing the ARF menu at the top of the screen
As well as the code for mode selection. Eventually when the ARF menu contains
more things, it should probably be moved to its own file."""

import bpy

class ARF_OT_Armature_Mode(bpy.types.Operator):
bl_label = "Armature Mode"
bl_idname = "arf.armature_mode"

def execute(self, context):
for obj in context.scene.objects:
assert hasattr(obj, 'ARF')
if (obj.type == "ARMATURE"):
obj.hide_set(False)
else:
obj.hide_set(True)
return {'FINISHED'}


class ARF_OT_Skeleton_Mode(bpy.types.Operator):
bl_label = "Skeleton Mode"
bl_idname = "arf.skeleton_mode"

def execute(self, context):
for obj in context.scene.objects:
assert hasattr(obj, 'ARF')
if (obj.ARF.object_type == "BONE"):
obj.hide_set(False)
elif (obj.ARF.object_type != "NONE"):
obj.hide_set(True)
return {'FINISHED'}


class ARF_OT_Smart_Object_Mode(bpy.types.Operator):
bl_label = "Smart Object Mode"
bl_idname = "arf.smart_object_mode"

def execute(self, context):
# First check if we selected at least one object.
# To not hide all objects by mistake.
if context.selected_objects == []:
return {'FINISHED'}

selected = context.selected_objects
# Then, hide all objects
for obj in context.scene.objects:
obj.hide_set(True)

# Now get all objects tied to geom nodes
# tied to the selected object to unhide those.
for selection in selected:
assert hasattr(selection, 'ARF')
for geom_c in selection.ARF.bone_properties.geometry_constraints:
geom_c.constraint_object.hide_set(False)
# We also need to set every parent to also be visible
parent = geom_c.constraint_object.parent
while (parent != None):
parent.hide_set(False)
parent = parent.parent

# Now unhide the object itself
selection.hide_set(False)
# If the selection has any parents they must also be made visible
# undoing hiding all objects so the selection can be seen
parent = selection.parent
while (parent != None):
parent.hide_set(False)
parent = parent.parent
return {'FINISHED'}


class ARF_OT_Muscle_Mode(bpy.types.Operator):
bl_label = "Muscle Mode"
bl_idname = "arf.muscle_mode"

def execute(self, context):
for obj in context.scene.objects:
assert hasattr(obj, 'ARF')
if (obj.ARF.object_type == "MUSCLE" or obj.ARF.object_type == "BONE"):
obj.hide_set(False)
elif (obj.ARF.object_type != "NONE"):
obj.hide_set(True)
return {'FINISHED'}


class ARF_OT_Skin_Mode(bpy.types.Operator):
bl_label = "Skin Mode"
bl_idname = "arf.skin_mode"

def execute(self, context):
for obj in context.scene.objects:
assert hasattr(obj, 'ARF')
if (obj.ARF.object_type == "SKIN"):
obj.hide_set(False)
elif (obj.ARF.object_type != "NONE"):
obj.hide_set(True)
return {'FINISHED'}


# A submenu with just the mode select options.
# In case this is needed by any other classes.
class ARF_MT_Mode_Select_Submenu(bpy.types.Menu):
bl_label = "Mode Select Submenu"
bl_idname = "ARF_MT_Mode_Select_Submenu"

def draw(self, context):
layout = self.layout
layout.operator("arf.smart_object_mode")
layout.operator("arf.armature_mode")
layout.operator("arf.skeleton_mode")
layout.operator("arf.muscle_mode")
layout.operator("arf.skin_mode")


# The core ARF menu. When more options besides
# mode selection are desired this should be moved to its own class
# probably
class ARF_MT_ARF_Menu(bpy.types.Menu):
bl_label = "ARF"
bl_idname = "ARF_MT_ARF_Menu"

def draw(self, context):
layout = self.layout
layout.operator("arf.smart_object_mode")
layout.operator("arf.armature_mode")
layout.operator("arf.skeleton_mode")
layout.operator("arf.muscle_mode")
layout.operator("arf.skin_mode")
# If mode options are desired in a submenu instead this can be uncommented
# layout.menu("ARF_MT_Mode_Select_Submenu", icon="COLLAPSEMENU")

def execute(self, context):
print("Executing context ")

return {'FINISHED'}


def draw_item(self, context):
layout = self.layout
layout.menu(ARF_MT_ARF_Menu.bl_idname)


def register():
bpy.utils.register_class(ARF_OT_Armature_Mode)
bpy.utils.register_class(ARF_OT_Skeleton_Mode)
bpy.utils.register_class(ARF_OT_Smart_Object_Mode)
bpy.utils.register_class(ARF_OT_Muscle_Mode)
bpy.utils.register_class(ARF_OT_Skin_Mode)
bpy.utils.register_class(ARF_MT_Mode_Select_Submenu)
bpy.utils.register_class(ARF_MT_ARF_Menu)
bpy.types.TOPBAR_MT_editor_menus.append(draw_item)


def unregister():
bpy.utils.unregister_class(ARF_OT_Armature_Mode)
bpy.utils.unregister_class(ARF_OT_Skeleton_Mode)
bpy.utils.unregister_class(ARF_OT_Smart_Object_Mode)
bpy.utils.unregister_class(ARF_OT_Muscle_Mode)
bpy.utils.unregister_class(ARF_OT_Skin_Mode)
bpy.utils.unregister_class(ARF_MT_Mode_Select_Submenu)
bpy.utils.unregister_class(ARF_MT_ARF_Menu)
bpy.types.TOPBAR_MT_editor_menus.remove(draw_item)


if __name__ == "__main__":
register()

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