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bounding_box.py
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bounding_box.py
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# import collections
import bpy
from math import radians
from . import collection_functional
import os
os.system("cls")
# ===========================================================
def traverse_tree(t):
yield t
for child in t.children:
yield from traverse_tree(child)
def parent_lookup(coll):
parent_lookup = {}
for coll in traverse_tree(coll):
for c in coll.children.keys():
parent_lookup.setdefault(c, coll)
return parent_lookup
# ===========================================================
def make_bone(obj, b_name, b_parent=None, head=(0, 0, 0), tail=(0.5, 0, 0)):
# obArm = bpy.context.active_object # get the armature object
ebs = obj.data.edit_bones
newBone = ebs.new(b_name)
newBone.head = head
newBone.tail = tail
if b_parent != None:
newBone.parent = ebs[b_parent]
# ===========================================================
def get_constrain_name(bone, parent_obj):
"""get name of current constraint"""
bone_constrtaint = parent_obj.pose.bones[bone]
constraint_list = bone_constrtaint.constraints.keys()
return constraint_list[len(constraint_list) - 1]
# ===========================================================
def get_new_name(name_to_check):
obj_names = [obj.name for obj in bpy.data.objects]
new_name = ""
# if there's no obj with the name, keep name as is
if name_to_check not in obj_names:
new_name = name_to_check
else:
for i in range(1, 40):
i = f"{i:003}"
new_name_check = f"{name_to_check}.{i}"
if (new_name_check in obj_names) == False:
new_name = new_name_check
break
return new_name
# ===========================================================
def bounding_box_set_up(self, name, color):
if bpy.context.mode != "OBJECT":
bpy.ops.object.mode_set(mode="OBJECT")
# get active collection
target_collection = bpy.context.view_layer.active_layer_collection.collection
if target_collection.get("class_id") != None:
name = get_new_name(name)
# create collections
arm_coll = collection_functional.create_collection(name)
bone_shape_coll = collection_functional.create_collection("Bone Shapes", True)
# ===========================================================
# create plane as custom obj for bone
if "Plane_Custom_Obj" not in bpy.data.objects:
bpy.ops.mesh.primitive_plane_add(
size=2, enter_editmode=False, align="WORLD", location=(0, 0, 0)
)
bpy.context.active_object.name = "Plane_Custom_Obj"
plane_custom_obj = bpy.context.active_object
plane_custom_obj.scale = (0.1, 0.1, 0.1)
plane_custom_obj.rotation_euler[0] += radians(90)
bpy.ops.object.transform_apply(rotation=True)
bpy.ops.object.transform_apply(scale=True)
else:
plane_custom_obj = bpy.data.objects["Plane_Custom_Obj"]
# create cirle as custom obj for bone
if "Circle_Custom_Obj" not in bpy.data.objects:
bpy.ops.mesh.primitive_circle_add(
radius=1, enter_editmode=False, align="WORLD", location=(0, 0, 0)
)
circle_custom_obj = bpy.context.active_object
bpy.context.active_object.name = "Circle_Custom_Obj"
circle_custom_obj.scale = (0.1, 0.1, 0.1)
circle_custom_obj.rotation_euler[0] += radians(90)
bpy.ops.object.transform_apply(rotation=True)
bpy.ops.object.transform_apply(scale=True)
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.fill_grid(span=1, offset=11, use_interp_simple=False)
bpy.ops.object.mode_set(mode="OBJECT")
else:
circle_custom_obj = bpy.data.objects["Circle_Custom_Obj"]
# ===========================================================
# create armature
bpy.ops.object.armature_add(
enter_editmode=False, align="WORLD", location=(0, 0, 0), scale=(1, 1, 1)
)
arm = bpy.context.active_object
arm_name = name
# arm_name = get_new_name(name)
arm.name = arm_name
arm.data.name = arm_name
bones = {
# bone name : [head, tail, parent, layer, custom_obj]
"root": [
(0, 0, 0),
(0, 1, 0),
None,
0,
plane_custom_obj,
],
"top_left": [
(-1, 0, 1),
(-1, 1, 1),
"root",
0,
circle_custom_obj,
],
"bottom_right": [
(1, 0, -1),
(1, 1, -1),
"root",
0,
circle_custom_obj,
],
"top_right": [
(1, 0, 1),
(1, 1, 1),
None,
1,
None,
],
"bottom_left": [
(-1, 0, -1),
(-1, 1, -1),
None,
1,
None,
],
}
# ===========================================================
bpy.ops.object.mode_set(mode="EDIT")
# delete exising bone in created armature
for i in arm.data.bones:
i = arm.data.edit_bones[i.name]
arm.data.edit_bones.remove(i)
# create bones, rename, displace, assign parent
for bone, param in bones.items():
make_bone(arm, bone, param[2], param[0], param[1])
# adding bones to layer
bpy.ops.object.mode_set(mode="POSE")
for bone, param in bones.items():
context_bone = bpy.context.object.data.bones[bone]
context_bone.layers[param[3]] = True
# disable all the other layers but layer[0]
for cnt in range(0, 32):
if cnt != param[3]:
context_bone.layers[cnt] = False
# ===========================================================
# make constraints, set color to bone group
bpy.ops.object.mode_set(mode="POSE")
constraints = {
"root": [
["LIMIT_LOCATION", "(max, min Y: 0)"],
["LIMIT_ROTATION", "(all 0)"],
],
"top_left": [
["LIMIT_LOCATION", "(max, min Y: 0)"],
["LIMIT_ROTATION", "(all 0)"],
],
"bottom_right": [
["LIMIT_LOCATION", "(max, min Y: 0)"],
["LIMIT_ROTATION", "(all 0)"],
],
"top_right": [
["COPY_LOCATION", ["top_left", "z"]],
["COPY_LOCATION", ["bottom_right", "x"]],
],
"bottom_left": [
["COPY_LOCATION", ["top_left", "x"]],
["COPY_LOCATION", ["bottom_right", "z"]],
],
}
# create new bone group
bone_group = arm.pose.bone_groups
bone_group_name = "Custom Bone Group"
bone_group.new(name=bone_group_name)
# set color to bone group
bone_group.active.color_set = "CUSTOM"
bone_group.active.colors.normal = (color[0], color[1], color[2])
for bone, constr in constraints.items():
p_bone = arm.pose.bones[bone]
# assign bone to bone group
p_bone.bone_group = bone_group.get(bone_group_name)
for c in constr:
p_bone.constraints.new(c[0])
constr_name = get_constrain_name(p_bone.name, arm)
constraint = p_bone.constraints[constr_name]
if c[0] == "LIMIT_LOCATION":
constraint.use_min_y = True
constraint.min_y = 0
constraint.use_max_y = True
constraint.max_y = 0
if c[0] == "LIMIT_ROTATION":
constraint.use_limit_x = True
constraint.use_limit_y = True
constraint.use_limit_z = True
if c[0] == "COPY_LOCATION":
constraint.target = bpy.data.objects[arm.name]
constraint.subtarget = c[1][0]
constraint.use_x = False
constraint.use_y = False
constraint.use_z = False
if c[1][1] == "x":
constraint.use_x = True
if c[1][1] == "y":
constraint.use_y = True
if c[1][1] == "z":
constraint.use_z = True
constraint.show_expanded = False
# ===========================================================
# add plane
bpy.ops.mesh.primitive_plane_add(size=2, enter_editmode=False)
plane_name = f"{name}_plane"
bpy.context.active_object.name = plane_name
plane = bpy.context.active_object
plane.rotation_euler[0] += radians(90)
plane.location = (0, 0, 0)
bpy.ops.object.transform_apply(rotation=True)
plane.parent = arm
# ===========================================================
# creating material
mat_name = f"{name}_mat"
material_basic = bpy.data.materials.new(name=mat_name)
material_basic.use_nodes = True
plane.active_material = material_basic
principled_node = material_basic.node_tree.nodes.get("Principled BSDF")
principled_node.inputs[0].default_value = (color[0], color[1], color[2], 1)
principled_node.inputs[21].default_value = 0.3
# add Alpha Blend to material
material_basic.blend_method = "BLEND"
# ===========================================================
# add vertex group
for k, v in bones.items():
group = plane.vertex_groups.new(name=k)
if v[4] != None:
arm.pose.bones[k].custom_shape = bpy.data.objects[v[4].name]
# Assign vertices to vertex group
for vert in plane.data.vertices:
vert_loc = plane.matrix_world @ vert.co
for k, v in bones.items():
if vert_loc[0] == v[0][0] and vert_loc[2] == v[0][2]:
group = plane.vertex_groups[k]
group.add([vert.index], 1.0, "ADD")
# ===========================================================
# add armature modifier
arm_mod = plane.modifiers.new(type="ARMATURE", name="armature")
arm_mod.object = arm
# ===========================================================
# link objects to collection
collection_functional.link_object_to_collection(arm_coll, arm)
collection_functional.link_object_to_collection(
bone_shape_coll, plane_custom_obj
)
collection_functional.link_object_to_collection(
bone_shape_coll, circle_custom_obj
)
collection_functional.link_object_to_collection(arm_coll, plane)
plane_custom_obj.hide_set(True)
circle_custom_obj.hide_set(True)
bpy.ops.object.select_all(action="DESELECT")
arm.select_set(True)
bpy.context.view_layer.objects.active = arm
# bpy.ops.object.mode_set(mode="POSE")
# ===========================================================
# moveve bounding_box collection to active collection
C = bpy.context
# Get all collections of the scene and their parents in a dict
coll_scene = C.scene.collection
coll_parents = parent_lookup(coll_scene)
active_coll = bpy.data.collections[arm_coll]
# Get parent of *active_coll*
active_coll_parent = coll_parents.get(active_coll.name)
if active_coll_parent:
active_coll_parent.children.unlink(active_coll)
target_collection.children.link(active_coll)
# ===========================================================
# good_col = []
# for col in bpy.data.collections:
# if col.get("class_id") != None:
# good_col.append(col)
# if target_collection.get("class_id") == None:
# # if there is collection with custom prop, but is not selected
# if len(good_col) != 0:
# # ('DEBUG', 'INFO', 'OPERATOR', 'PROPERTY', 'WARNING', 'ERROR', 'ERROR_INVALID_INPUT', 'ERROR_INVALID_CONTEXT', 'ERROR_OUT_OF_MEMORY')
# self.report(
# {"ERROR"},
# f"'{target_collection.name}' doesn't have custom prop, select blue collection",
# )
# else:
# self.report(
# {"ERROR"},
# f"Create collection with 'Add New Class ID' first and place collection '{arm_coll}' there",
# )
# del good_col
# # Get all collections of the scene and their parents in a dict
# coll_scene = bpy.context.scene.collection
# coll_parents = parent_lookup(coll_scene)
# # print(f"coll_scene {coll_scene} {type(coll_scene)} ")
# print(f"coll_parents {coll_parents} {type(coll_parents)} ")
# for k, v in coll_parents.items():
# print()
# print(f"\t {k}")
# print(f"\t {v.name}")
# # getting colletion with custom props
# colls = []
# for col in bpy.data.collections:
# if col.get("class_id") != None:
# colls.append(col)
# for i in colls:
# print(i)
# print()
# print(f"len(colls) {len(colls)}")
# # if only one collections has custom prop assign bb to it
# if len(colls) == 1:
# target_collection = colls[0]
# # Get all collections of the scene and their parents in a dict
# coll_scene = bpy.context.scene.collection
# coll_parents = parent_lookup(coll_scene)
# print(f"coll_scene {coll_scene} {type(coll_scene)} ")
# print(f"coll_parents {coll_parents} {type(coll_parents)} ")
# for k, v in coll_parents.items():
# print()
# print(f"\t k {k} {type(k)} ")
# print(f"\t v {v} {type(v)} ")
else:
good_col = []
for col in bpy.data.collections:
if col.get("class_id") != None:
good_col.append(col)
if target_collection.get("class_id") == None:
# if there is collection with custom prop, but is not selected
if len(good_col) != 0:
# ('DEBUG', 'INFO', 'OPERATOR', 'PROPERTY', 'WARNING', 'ERROR', 'ERROR_INVALID_INPUT', 'ERROR_INVALID_CONTEXT', 'ERROR_OUT_OF_MEMORY')
self.report(
{"ERROR"},
f"Incorrect collection selected! Please, select a collection with 'custom_id' custom property (usually marked with blue color).",
# f"'{target_collection.name}' doesn't have custom prop, select blue collection",
)
else:
self.report(
{"ERROR"},
f"Incorrect collection selected! Please create a Class collection, use 'Add New Class ID' for that.",
)
del good_col
# # # # # ===========================================================
# # # # # ===========================================================
# # # # bounding_box_set_up("name lolk", 123)