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Custom Edit Context Views #4

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Apr 2, 2023
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6 changes: 5 additions & 1 deletion scripts/ui/__init__.py
Original file line number Diff line number Diff line change
Expand Up @@ -3,13 +3,17 @@
"""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()
#object_type_selection.register()
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Please remove this commented code before merging (registering object_type_selection should go in a different PR).

print("Registered scripts.ui")


def unregister_all():
bone_properties.unregister()
mode_selection.unregister()
#object_type_selection.unregister()
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Please remove this commented code before merging (registering object_type_selection should go in a different PR).

print("Unregistered scripts.ui")
170 changes: 170 additions & 0 deletions scripts/ui/mode_selection.py
Original file line number Diff line number Diff line change
@@ -0,0 +1,170 @@
import bpy
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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:
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:
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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:
for modifier in selection.modifiers:
if modifier.type != 'NODES':
continue
# Disabled geom node modifiers sometimes do not contain a node_group
if (modifier.node_group == None):
continue

for input in modifier.node_group.inputs:
if not (isinstance(input, bpy.types.NodeSocketInterfaceObject)):
continue

# For some reason input.default_value is a copy of the object and not the actual
# object in the scene, so we need to get the actual object in the scene.
inputobj = bpy.context.scene.objects.get(input.default_value.name)
inputobj.hide_set(False)
# We also need to set every parent to also be visible
parent = inputobj.parent
while (parent != None):
parent.hide_set(False)
parent = parent.parent

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Ah, I see you are looping over the modifier list. Sadly that has the effect of displaying the objects that directly modify the bones, which may not be the objects that the user can edit (instead being intermediary objects). These objects can be rather large and clutter the viewport, due to their mathematical requirement of being large, so it's best if they stay hidden. The preferred way to display the correct objects is to loop over selection.ARF.bone_properties.geometry_constraints and then getting constraint_object from that. e.g.:

for selection in selected:
    for geometry_constraint in selection.ARF.bone_properties.geometry_constraints:
        geometry_constraint.constraint_object.hide_set(False)

Let me send you a .blend file where an object has those geometry_constraints properly filled in so that you can test the code!

# Now unhide the object itself
selection.hide_set(False)
# If the selection has any parents they must also be made visible to undo
# 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:
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:
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()