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# SPDX-FileCopyrightText: 2021-2023 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
"""
Pose Library - operators.
"""
from pathlib import Path
from typing import Optional, Set
_need_reload = "functions" in locals()
from . import asset_browser, functions, pose_creation, pose_usage
if _need_reload:
import importlib
asset_browser = importlib.reload(asset_browser)
functions = importlib.reload(functions)
pose_creation = importlib.reload(pose_creation)
pose_usage = importlib.reload(pose_usage)
import bpy
from bpy.props import BoolProperty, StringProperty
from bpy.types import (
Action,
AssetRepresentation,
Context,
Object,
Operator,
)
from bpy.app.translations import pgettext_tip as tip_
class PoseAssetCreator:
@classmethod
def poll(cls, context: Context) -> bool:
return bool(
# There must be an object.
context.object
# It must be in pose mode with selected bones.
and context.object.mode == "POSE"
and context.object.pose
and context.selected_pose_bones_from_active_object
)
class POSELIB_OT_create_pose_asset(PoseAssetCreator, Operator):
bl_idname = "poselib.create_pose_asset"
bl_label = "Create Pose Asset"
bl_description = (
"Create a new Action that contains the pose of the selected bones, and mark it as Asset. "
"The asset will be stored in the current blend file"
)
bl_options = {'REGISTER', 'UNDO'}
pose_name: StringProperty(name="Pose Name") # type: ignore
activate_new_action: BoolProperty(name="Activate New Action", default=True) # type: ignore
@classmethod
def poll(cls, context: Context) -> bool:
if context.object is None or context.object.mode != "POSE":
# The operator assumes pose mode, so that bone selection is visible.
cls.poll_message_set("An active armature object in pose mode is needed")
return False
# Make sure that if there is an asset browser open, the artist can see the newly created pose asset.
asset_browse_area: Optional[bpy.types.Area] = asset_browser.area_from_context(context)
if not asset_browse_area:
# No asset browser is visible, so there also aren't any expectations
# that this asset will be visible.
return True
asset_space_params = asset_browser.params(asset_browse_area)
if asset_space_params.asset_library_reference != 'LOCAL':
cls.poll_message_set("Asset Browser must be set to the Current File library")
return False
return True
def execute(self, context: Context) -> Set[str]:
pose_name = self.pose_name or context.object.name
asset = pose_creation.create_pose_asset_from_context(context, pose_name)
if not asset:
self.report({"WARNING"}, "No keyframes were found for this pose")
return {"CANCELLED"}
if self.activate_new_action:
self._set_active_action(context, asset)
self._activate_asset_in_browser(context, asset)
return {'FINISHED'}
def _set_active_action(self, context: Context, asset: Action) -> None:
self._prevent_action_loss(context.object)
anim_data = context.object.animation_data_create()
context.window_manager.poselib_previous_action = anim_data.action
anim_data.action = asset
def _activate_asset_in_browser(self, context: Context, asset: Action) -> None:
"""Activate the new asset in the appropriate Asset Browser.
This makes it possible to immediately check & edit the created pose asset.
"""
asset_browse_area: Optional[bpy.types.Area] = asset_browser.area_from_context(context)
if not asset_browse_area:
return
# After creating an asset, the window manager has to process the
# notifiers before editors should be manipulated.
pose_creation.assign_from_asset_browser(asset, asset_browse_area)
# Pass deferred=True, because we just created a new asset that isn't
# known to the Asset Browser space yet. That requires the processing of
# notifiers, which will only happen after this code has finished
# running.
asset_browser.activate_asset(asset, asset_browse_area, deferred=True)
def _prevent_action_loss(self, object: Object) -> None:
"""Mark the action with Fake User if necessary.
This is to prevent action loss when we reduce its reference counter by one.
"""
if not object.animation_data:
return
action = object.animation_data.action
if not action:
return
if action.use_fake_user or action.users > 1:
# Removing one user won't GC it.
return
action.use_fake_user = True
self.report({'WARNING'}, tip_("Action %s marked Fake User to prevent loss") % action.name)
class POSELIB_OT_restore_previous_action(Operator):
bl_idname = "poselib.restore_previous_action"
bl_label = "Restore Previous Action"
bl_description = "Switch back to the previous Action, after creating a pose asset"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
return bool(
context.window_manager.poselib_previous_action
and context.object
and context.object.animation_data
and context.object.animation_data.action
and context.object.animation_data.action.asset_data is not None
)
def execute(self, context: Context) -> Set[str]:
# This is the Action that was just created with "Create Pose Asset".
# It has to be re-applied after switching to the previous action,
# to ensure the character keeps the same pose.
self.pose_action = context.object.animation_data.action
prev_action = context.window_manager.poselib_previous_action
context.object.animation_data.action = prev_action
context.window_manager.poselib_previous_action = None
# Wait a bit for the action assignment to be handled, before applying the pose.
wm = context.window_manager
self._timer = wm.event_timer_add(0.001, window=context.window)
wm.modal_handler_add(self)
return {'RUNNING_MODAL'}
def modal(self, context, event):
if event.type != 'TIMER':
return {'RUNNING_MODAL'}
wm = context.window_manager
wm.event_timer_remove(self._timer)
context.object.pose.apply_pose_from_action(self.pose_action)
return {'FINISHED'}
class ASSET_OT_assign_action(Operator):
bl_idname = "asset.assign_action"
bl_label = "Assign Action"
bl_description = "Set this pose Action as active Action on the active Object"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
return bool(isinstance(getattr(context, "id", None), Action) and context.object)
def execute(self, context: Context) -> Set[str]:
context.object.animation_data_create().action = context.id
return {"FINISHED"}
class POSELIB_OT_copy_as_asset(PoseAssetCreator, Operator):
bl_idname = "poselib.copy_as_asset"
bl_label = "Copy Pose as Asset"
bl_description = "Create a new pose asset on the clipboard, to be pasted into an Asset Browser"
bl_options = {'REGISTER'}
CLIPBOARD_ASSET_MARKER = "ASSET-BLEND="
def execute(self, context: Context) -> Set[str]:
asset = pose_creation.create_pose_asset_from_context(context, new_asset_name=context.object.name)
if asset is None:
self.report({"WARNING"}, "No animation data found to create asset from")
return {"CANCELLED"}
filepath = self.save_datablock(asset)
context.window_manager.clipboard = "%s%s" % (
self.CLIPBOARD_ASSET_MARKER,
filepath,
)
asset_browser.tag_redraw(context.screen)
self.report({"INFO"}, "Pose Asset copied, use Paste As New Asset in any Asset Browser to paste")
# The asset has been saved to disk, so to clean up it has to loose its asset & fake user status.
asset.asset_clear()
asset.use_fake_user = False
# The asset can be removed from the main DB, as it was purely created to
# be stored to disk, and not to be used in this file.
if asset.users > 0:
# This should never happen, and indicates a bug in the code. Having a warning about it is nice,
# but it shouldn't stand in the way of actually cleaning up the meant-to-be-temporary datablock.
self.report({"WARNING"}, "Unexpected non-zero user count for the asset, please report this as a bug")
bpy.data.actions.remove(asset)
return {"FINISHED"}
def save_datablock(self, action: Action) -> Path:
tempdir = Path(bpy.app.tempdir)
filepath = tempdir / "copied_asset.blend"
bpy.data.libraries.write(
str(filepath),
datablocks={action},
path_remap="NONE",
fake_user=True,
compress=True, # Single-datablock blend file, likely little need to diff.
)
return filepath
class POSELIB_OT_paste_asset(Operator):
bl_idname = "poselib.paste_asset"
bl_label = "Paste as New Asset"
bl_description = "Paste the Asset that was previously copied using Copy As Asset"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
from bpy_extras import asset_utils
if not asset_utils.SpaceAssetInfo.is_asset_browser(context.space_data):
cls.poll_message_set("Current editor is not an asset browser")
return False
asset_lib_ref = context.space_data.params.asset_library_reference
if asset_lib_ref != 'LOCAL':
cls.poll_message_set("Asset Browser must be set to the Current File library")
return False
# Delay checking the clipboard as much as possible, as it's CPU-heavier than the other checks.
clipboard: str = context.window_manager.clipboard
if not clipboard:
cls.poll_message_set("Clipboard is empty")
return False
marker = POSELIB_OT_copy_as_asset.CLIPBOARD_ASSET_MARKER
if not clipboard.startswith(marker):
cls.poll_message_set("Clipboard does not contain an asset")
return False
return True
def execute(self, context: Context) -> Set[str]:
clipboard = context.window_manager.clipboard
marker_len = len(POSELIB_OT_copy_as_asset.CLIPBOARD_ASSET_MARKER)
filepath = Path(clipboard[marker_len:])
assets = functions.load_assets_from(filepath)
if not assets:
self.report({"ERROR"}, "Did not find any assets on clipboard")
return {"CANCELLED"}
self.report({"INFO"}, tip_("Pasted %d assets") % len(assets))
bpy.ops.asset.library_refresh()
asset_browser_area = asset_browser.area_from_context(context)
if not asset_browser_area:
return {"FINISHED"}
# Assign same catalog as in asset browser.
catalog_id = asset_browser.active_catalog_id(asset_browser_area)
for asset in assets:
asset.asset_data.catalog_id = catalog_id
asset_browser.activate_asset(assets[0], asset_browser_area, deferred=True)
return {"FINISHED"}
class PoseAssetUser:
@classmethod
def poll(cls, context: Context) -> bool:
if not (
context.object
and context.object.mode == "POSE" # This condition may not be desired.
and context.asset
):
return False
return context.asset.id_type == 'ACTION'
def execute(self, context: Context) -> Set[str]:
asset: AssetRepresentation = context.asset
if asset.local_id:
return self.use_pose(context, asset.local_id)
return self._load_and_use_pose(context)
def use_pose(self, context: Context, asset: bpy.types.ID) -> Set[str]:
# Implement in subclass.
pass
def _load_and_use_pose(self, context: Context) -> Set[str]:
asset = context.asset
asset_lib_path = asset.full_library_path
if not asset_lib_path:
self.report( # type: ignore
{"ERROR"},
# TODO: Add some way to get the library name from the library reference
# (just asset_library_reference.name?).
tip_("Selected asset %s could not be located inside the asset library") % asset.name,
)
return {"CANCELLED"}
if asset.id_type != 'ACTION':
self.report( # type: ignore
{"ERROR"},
tip_("Selected asset %s is not an Action") % asset.name,
)
return {"CANCELLED"}
with bpy.types.BlendData.temp_data() as temp_data:
with temp_data.libraries.load(asset_lib_path) as (data_from, data_to):
data_to.actions = [asset.name]
action: Action = data_to.actions[0]
return self.use_pose(context, action)
class POSELIB_OT_pose_asset_select_bones(PoseAssetUser, Operator):
bl_idname = "poselib.pose_asset_select_bones"
bl_label = "Select Bones"
bl_description = "Select those bones that are used in this pose"
bl_options = {'REGISTER', 'UNDO'}
select: BoolProperty(name="Select", default=True) # type: ignore
flipped: BoolProperty(name="Flipped", default=False) # type: ignore
def use_pose(self, context: Context, pose_asset: Action) -> Set[str]:
arm_object: Object = context.object
pose_usage.select_bones(arm_object, pose_asset, select=self.select, flipped=self.flipped)
if self.select:
msg = tip_("Selected bones from %s") % pose_asset.name
else:
msg = tip_("Deselected bones from %s") % pose_asset.name
self.report({"INFO"}, msg)
return {"FINISHED"}
@classmethod
def description(cls, _context: Context, properties: 'POSELIB_OT_pose_asset_select_bones') -> str:
if properties.select:
return tip_(cls.bl_description)
return tip_("Deselect those bones that are used in this pose")
class POSELIB_OT_convert_old_poselib(Operator):
bl_idname = "poselib.convert_old_poselib"
bl_label = "Convert Legacy Pose Library"
bl_description = "Create a pose asset for each pose marker in the current action"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
action = context.object and context.object.animation_data and context.object.animation_data.action
if not action:
cls.poll_message_set("Active object has no Action")
return False
if not action.pose_markers:
cls.poll_message_set(tip_("Action %r is not a legacy pose library") % action.name)
return False
return True
def execute(self, context: Context) -> Set[str]:
from . import conversion
old_poselib = context.object.animation_data.action
new_actions = conversion.convert_old_poselib(old_poselib)
if not new_actions:
self.report({'ERROR'}, "Unable to convert to pose assets")
return {'CANCELLED'}
self.report({'INFO'}, tip_("Converted %d poses to pose assets") % len(new_actions))
return {'FINISHED'}
class POSELIB_OT_convert_old_object_poselib(Operator):
bl_idname = "poselib.convert_old_object_poselib"
bl_label = "Convert Legacy Pose Library"
bl_description = "Create a pose asset for each pose marker in this legacy pose library data-block"
# Mark this one as "internal", as it converts `context.object.pose_library`
# instead of its current animation Action.
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
@classmethod
def poll(cls, context: Context) -> bool:
action = context.object and context.object.pose_library
if not action:
cls.poll_message_set("Active object has no pose library Action")
return False
if not action.pose_markers:
cls.poll_message_set(tip_("Action %r is not a legacy pose library") % action.name)
return False
return True
def execute(self, context: Context) -> Set[str]:
from . import conversion
old_poselib = context.object.pose_library
new_actions = conversion.convert_old_poselib(old_poselib)
if not new_actions:
self.report({'ERROR'}, "Unable to convert to pose assets")
return {'CANCELLED'}
self.report({'INFO'}, tip_("Converted %d poses to pose assets") % len(new_actions))
return {'FINISHED'}
classes = (
ASSET_OT_assign_action,
POSELIB_OT_convert_old_poselib,
POSELIB_OT_convert_old_object_poselib,
POSELIB_OT_copy_as_asset,
POSELIB_OT_create_pose_asset,
POSELIB_OT_paste_asset,
POSELIB_OT_pose_asset_select_bones,
POSELIB_OT_restore_previous_action,
)
register, unregister = bpy.utils.register_classes_factory(classes)
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