SWBF-msh-Blender-IO/addons/io_scene_swbf_msh/msh_skeleton_utilities.py

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""" Armature -> SWBF skeleton mapping functions """
import bpy
import math
from typing import List, Set, Dict, Tuple
from .msh_scene import Scene
from .msh_model import *
from .msh_model_utilities import *
from .crc import *
def get_bone_world_matrix(armature: bpy.types.Object, bone_name: str) -> Matrix:
if bone_name in armature.data.bones:
return armature.matrix_world @ armature.data.bones[bone_name].matrix_local
else:
return None
'''Returns all bones that should be marked as BONE'''
def get_real_BONES(armature: bpy.types.Armature) -> Set[str]:
# First priority, add the names of the skeleton preserved on import
skel_props = armature.data.swbf_msh_skel
# Second, add all keyed bones
action = armature.animation_data.action if armature.animation_data else None
# Third, just add all bones in armature
# Set of bones to include
real_bones : Set[str] = set()
if len(skel_props) > 0:
for bone in skel_props:
real_bones.add(bone.name)
if action:
for group in armature.animation_data.action.groups:
real_bones.add(group.name)
if len(skel_props) == 0 and action is None:
for bone in armature.data.bones:
real_bones.add(bone.name)
return real_bones