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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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Original file line number | Diff line number | Diff line change |
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#!/usr/bin/python3 | ||
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"""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.""" | ||
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import bpy | ||
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class ARF_OT_Armature_Mode(bpy.types.Operator): | ||
bl_label = "Armature Mode" | ||
bl_idname = "arf.armature_mode" | ||
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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'} | ||
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class ARF_OT_Skeleton_Mode(bpy.types.Operator): | ||
bl_label = "Skeleton Mode" | ||
bl_idname = "arf.skeleton_mode" | ||
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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'} | ||
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class ARF_OT_Smart_Object_Mode(bpy.types.Operator): | ||
bl_label = "Smart Object Mode" | ||
bl_idname = "arf.smart_object_mode" | ||
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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'} | ||
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selected = context.selected_objects | ||
# Then, hide all objects | ||
for obj in context.scene.objects: | ||
obj.hide_set(True) | ||
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# 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 | ||
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# 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'} | ||
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class ARF_OT_Muscle_Mode(bpy.types.Operator): | ||
bl_label = "Muscle Mode" | ||
bl_idname = "arf.muscle_mode" | ||
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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'} | ||
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class ARF_OT_Skin_Mode(bpy.types.Operator): | ||
bl_label = "Skin Mode" | ||
bl_idname = "arf.skin_mode" | ||
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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'} | ||
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# 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" | ||
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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") | ||
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# 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" | ||
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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") | ||
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def execute(self, context): | ||
print("Executing context ") | ||
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return {'FINISHED'} | ||
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def draw_item(self, context): | ||
layout = self.layout | ||
layout.menu(ARF_MT_ARF_Menu.bl_idname) | ||
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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) | ||
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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) | ||
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if __name__ == "__main__": | ||
register() |