automatic armature generation follows branch's

This commit is contained in:
Campbell Barton 2007-11-08 22:13:40 +00:00
parent 3c3256c6f1
commit 0da704af0d

@ -44,6 +44,7 @@ class tree:
self.branches_all = []
self.branches_root = []
self.mesh = None
self.armature = None
self.object = None
self.limbScale = 1.0
@ -536,10 +537,65 @@ class tree:
# no UV's
for f in self.mesh.faces:
f.smooth = True
return self.mesh
def toArmature(self, armature):
armature.drawType = Blender.Armature.STICK
armature.makeEditable() # enter editmode
# Assume toMesh has run
self.armature = armature
for bonename in armature.bones.keys():
del armature.bones[bonename]
for i, brch in enumerate(self.branches_all):
# get a list of parent points to make into bones. use parents and endpoints
bpoints_parent = [pt for pt in brch.bpoints if pt.isParent or pt.prev == None or pt.next == None]
bone_last = None
for j in xrange(len(bpoints_parent)-1):
bone = Blender.Armature.Editbone() # automatically added to the armature
self.armature.bones['%i_%i' % (i,j)] = bone
bpoints_parent[j].blender_bone = bone
bone.head = bpoints_parent[j].co
bone.head = bpoints_parent[j].co
bone.tail = bpoints_parent[j+1].co
# parent the chain.
if bone_last:
bone.parent = bone_last
bone.options = [Blender.Armature.CONNECTED]
bone_last = bone
for brch in self.branches_all:
if brch.parent_pt: # We must have a parent
# find the bone in the parent chain to use for the parent of this
parent_pt = brch.parent_pt
parent_bone = None
while parent_pt:
parent_bone = parent_pt.blender_bone
if parent_bone:
break
parent_pt = parent_pt.prev
# in rare cases this may not work. should be verry rare but check anyway.
if parent_bone:
brch.bpoints[0].blender_bone.parent = parent_bone
else:
print 'this is really odd... look into the bug.'
self.armature.update() # exit editmode
return self.armature
zup = Vector(0,0,1)
class bpoint:
@ -557,6 +613,7 @@ class bpoint:
self.next = None
self.prev = None
self.isParent = False
self.blender_bone = None
# when set, This is the angle we need to roll to best face our branches
# the roll that is set may be interpolated if we are between 2 branches that need to roll.
@ -1150,6 +1207,23 @@ def buildTree(ob):
Must check this is a curve object!
'''
def getCurveChild(obtype):
try:
return [ _ob for _ob in sce.objects if _ob.type == obtype if _ob.parent == ob ][0]
except:
return None
def newCurveChild(obdata):
ob_new = bpy.data.scenes.active.objects.new(obdata)
ob_new.Layers = ob.Layers
# new object settings
ob.makeParent([ob_new])
ob_new.setMatrix(Blender.Mathutils.Matrix())
ob_new.sel = 0
return ob_new
sce = bpy.data.scenes.active
if PREFS['image_main'].val:
@ -1158,11 +1232,7 @@ def buildTree(ob):
else: image = None
# Get the mesh child
try:
ob_mesh = [ _ob for _ob in sce.objects if _ob.type == 'Mesh' if _ob.parent == ob ][0]
except:
ob_mesh = None
t = tree()
t.fromCurve(ob)
#print t
@ -1177,16 +1247,11 @@ def buildTree(ob):
joint_smooth = PREFS['seg_joint_smooth'].val\
)
ob_mesh = getCurveChild('Mesh')
if not ob_mesh:
# New object
mesh = bpy.data.meshes.new('tree_' + ob.name)
ob_mesh = bpy.data.scenes.active.objects.new(mesh)
ob_mesh.Layers = ob.Layers
# new object settings
ob.makeParent([ob_mesh])
ob_mesh.sel = 0
ob_mesh = newCurveChild(mesh)
# Do subsurf?
if PREFS['seg_density'].val:
mod = ob_mesh.modifiers.append(Blender.Modifier.Types.SUBSURF)
@ -1194,8 +1259,9 @@ def buildTree(ob):
else:
# Existing object
mesh = ob_mesh.getData(mesh=1)
ob_mesh.setMatrix(Blender.Mathutils.Matrix())
ob_mesh.setMatrix(Blender.Mathutils.Matrix())
mesh = t.toMesh(mesh,\
do_uvmap = PREFS['do_uv'].val,\
@ -1205,8 +1271,18 @@ def buildTree(ob):
mesh.calcNormals()
#armature = t.toArmature()
# Do armature stuff....
if PREFS['do_armature'].val:
ob_arm = getCurveChild('Armature')
if ob_arm:
armature = ob_arm.data
ob_arm.setMatrix(Blender.Mathutils.Matrix())
else:
armature = bpy.data.armatures.new()
ob_arm = newCurveChild(armature)
t.toArmature(armature)
def Prefs2IDProp(idprop, prefs):
pass
@ -1326,12 +1402,12 @@ def gui():
xtmp = x
# ---------- ---------- ---------- ----------
'''
PREFS['do_armature'] = Draw.Toggle('Generate Armature', EVENT_NONE, xtmp, y, but_width*2, but_height, PREFS['do_armature'].val, 'Generate Armatuer'); xtmp += but_width*2;
y-=but_height+MARGIN
xtmp = x
'''
Draw.PushButton('Exit', EVENT_EXIT, xtmp, y, but_width*2, but_height, '', do_active_image); xtmp += but_width*2;
Draw.PushButton('Generate', EVENT_REDRAW, xtmp, y, but_width*2, but_height, 'Generate mesh', do_tree_generate); xtmp += but_width*2;