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authorAlexander Gavrilov <angavrilov@gmail.com>2019-03-30 22:00:55 +0300
committerAlexander Gavrilov <angavrilov@gmail.com>2019-09-14 09:29:26 +0300
commit3423174b37a0784dc12035ff3f2fb536835099e1 (patch)
tree3a54580902cdebdef5ebacd6099e86cc79ba75b3 /rigify/base_generate.py
parent12af8a28c14b608e9b9b08568d981273c86590c1 (diff)
Rigify: redesign generate.py and introduce a base rig class.
The main goals are to provide an official way for rigs to interact in a structured way, and to remove mode switching within rigs. This involves introducing a base class for rigs that holds rig-to-rig and rig-to-bone references, converting the main generator into a class and passing it to rigs, and splitting the single generate method into multiple passes. For backward compatibility, old rigs are automatically handled via a wrapper that translates between old and new API. In addition, a way to create objects that receive the generate callbacks that aren't rigs is introduced via the GeneratorPlugin class. The UI script generation code is converted into a plugin. Making generic rig 'template' classes that are intended to be subclassed in specific rigs involves splitting operations done in each stage into multiple methods that can be overridden separately. The main callback thus ends up simply calling a sequence of other methods. To make such code cleaner it's better to allow registering those methods as new callbacks that would be automatically called by the system. This can be done via decorators. A new metaclass used for all rig and generate plugin classes builds and validates a table of all decorated methods, and allows calling them all together with the main callback. A new way to switch parents for IK bones based on the new features is introduced, and used in the existing limb rigs. Reviewers: icappiello campbellbarton Differential Revision: https://developer.blender.org/D4624
Diffstat (limited to 'rigify/base_generate.py')
-rw-r--r--rigify/base_generate.py433
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diff --git a/rigify/base_generate.py b/rigify/base_generate.py
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+++ b/rigify/base_generate.py
@@ -0,0 +1,433 @@
+#====================== BEGIN GPL LICENSE BLOCK ======================
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+#======================= END GPL LICENSE BLOCK ========================
+
+# <pep8 compliant>
+
+import bpy
+import sys
+import traceback
+
+from .utils.errors import MetarigError, RaiseErrorMixin
+from .utils.naming import random_id
+from .utils.metaclass import SingletonPluginMetaclass
+from .utils.rig import list_bone_names_depth_first_sorted, get_rigify_type
+from .utils.misc import assign_parameters
+
+from . import base_rig
+
+
+#=============================================
+# Generator Plugin
+#=============================================
+
+
+class GeneratorPlugin(base_rig.GenerateCallbackHost, metaclass=SingletonPluginMetaclass):
+ """
+ Base class for generator plugins.
+
+ Generator plugins are per-Generator singleton utility
+ classes that receive the same stage callbacks as rigs.
+
+ Useful for building entities shared by multiple rigs
+ (e.g. the python script), or for making fire-and-forget
+ utilities that actually require multiple stages to
+ complete.
+
+ This will create only one instance per set of args:
+
+ instance = PluginClass(generator, ...init args)
+ """
+
+ priority = 0
+
+ def __init__(self, generator):
+ self.generator = generator
+ self.obj = generator.obj
+
+ def register_new_bone(self, new_name, old_name=None):
+ self.generator.bone_owners[new_name] = None
+
+
+#=============================================
+# Rig Substitution Mechanism
+#=============================================
+
+
+class SubstitutionRig(RaiseErrorMixin):
+ """A proxy rig that replaces itself with one or more different rigs."""
+
+ def __init__(self, generator, pose_bone):
+ self.generator = generator
+
+ self.obj = generator.obj
+ self.base_bone = pose_bone.name
+ self.params = pose_bone.rigify_parameters
+
+ def substitute(self):
+ # return [rig1, rig2...]
+ raise NotImplementedException()
+
+ # Utility methods
+ def register_new_bone(self, new_name, old_name=None):
+ pass
+
+ def get_params(self, bone_name):
+ return self.obj.pose.bones[bone_name].rigify_parameters
+
+ def assign_params(self, bone_name, param_dict=None, **params):
+ assign_parameters(self.get_params(bone_name), param_dict, **params)
+
+ def instantiate_rig(self, rig_class, bone_name):
+ if isinstance(rig_class, str):
+ rig_class = self.generator.find_rig_class(rig_class)
+
+ return self.generator.instantiate_rig(rig_class, self.obj.pose.bones[bone_name])
+
+
+#=============================================
+# Legacy Rig Wrapper
+#=============================================
+
+
+class LegacyRig(base_rig.BaseRig):
+ """Wrapper around legacy style rigs without a common base class"""
+
+ def __init__(self, generator, pose_bone, wrapped_class):
+ self.wrapped_rig = None
+ self.wrapped_class = wrapped_class
+
+ super().__init__(generator, pose_bone)
+
+ def find_org_bones(self, pose_bone):
+ bone_name = pose_bone.name
+
+ if not self.wrapped_rig:
+ self.wrapped_rig = self.wrapped_class(self.obj, self.base_bone, self.params)
+
+ # Switch back to OBJECT mode if the rig changed it
+ if self.obj.mode != 'OBJECT':
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+ # Try to extract the main list of bones - old rigs often have it.
+ # This is not actually strictly necessary, so failing is OK.
+ if hasattr(self.wrapped_rig, 'org_bones'):
+ bones = self.wrapped_rig.org_bones
+ if isinstance(bones, list):
+ return bones
+
+ return [bone_name]
+
+ def generate_bones(self):
+ # Inject references into the rig if it won't cause conflict
+ if not hasattr(self.wrapped_rig, 'rigify_generator'):
+ self.wrapped_rig.rigify_generator = self.generator
+ if not hasattr(self.wrapped_rig, 'rigify_wrapper'):
+ self.wrapped_rig.rigify_wrapper = self
+
+ # Old rigs only have one generate method, so call it from
+ # generate_bones, which is the only stage allowed to add bones.
+ scripts = self.wrapped_rig.generate()
+
+ # Switch back to EDIT mode if the rig changed it
+ if self.obj.mode != 'EDIT':
+ bpy.ops.object.mode_set(mode='EDIT')
+
+ if isinstance(scripts, dict):
+ if 'script' in scripts:
+ self.script.add_panel_code(scripts['script'])
+ if 'imports' in scripts:
+ self.script.add_imports(scripts['imports'])
+ if 'utilities' in scripts:
+ self.script.add_utilities(scripts['utilities'])
+ if 'register' in scripts:
+ self.script.register_classes(scripts['register'])
+ if 'register_drivers' in scripts:
+ self.script.register_driver_functions(scripts['register_drivers'])
+ if 'register_props' in scripts:
+ for prop, val in scripts['register_props']:
+ self.script.register_property(prop, val)
+ if 'noparent_bones' in scripts:
+ for bone_name in scripts['noparent_bones']:
+ self.generator.disable_auto_parent(bone_name)
+ elif scripts is not None:
+ self.script.add_panel_code([scripts[0]])
+
+ def finalize(self):
+ if hasattr(self.wrapped_rig, 'glue'):
+ self.wrapped_rig.glue()
+
+ # Switch back to OBJECT mode if the rig changed it
+ if self.obj.mode != 'OBJECT':
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+
+#=============================================
+# Base Generate Engine
+#=============================================
+
+
+class BaseGenerator:
+ """Base class for the main generator object. Contains rig and plugin management code."""
+
+ def __init__(self, context, metarig):
+ self.context = context
+ self.scene = context.scene
+ self.view_layer = context.view_layer
+ self.layer_collection = context.layer_collection
+ self.collection = self.layer_collection.collection
+ self.metarig = metarig
+ self.obj = None
+
+ # List of all rig instances
+ self.rig_list = []
+ # List of rigs that don't have a parent
+ self.root_rigs = []
+ # Map from bone names to their rigs
+ self.bone_owners = {}
+
+ # Set of plugins
+ self.plugin_list = []
+ self.plugin_map = {}
+
+ # Current execution stage so plugins could check they are used correctly
+ self.stage = None
+
+ # Set of bones that should be left without parent
+ self.noparent_bones = set()
+
+ # Random string with time appended so that
+ # different rigs don't collide id's
+ self.rig_id = random_id(16)
+
+
+ def disable_auto_parent(self, bone_name):
+ """Prevent automatically parenting the bone to root if parentless."""
+ self.noparent_bones.add(bone_name)
+
+
+ def __run_object_stage(self, method_name):
+ assert(self.context.active_object == self.obj)
+ assert(self.obj.mode == 'OBJECT')
+ num_bones = len(self.obj.data.bones)
+
+ self.stage = method_name
+
+ for rig in [*self.rig_list, *self.plugin_list]:
+ rig.rigify_invoke_stage(method_name)
+
+ assert(self.context.active_object == self.obj)
+ assert(self.obj.mode == 'OBJECT')
+ assert(num_bones == len(self.obj.data.bones))
+
+
+ def __run_edit_stage(self, method_name):
+ assert(self.context.active_object == self.obj)
+ assert(self.obj.mode == 'EDIT')
+ num_bones = len(self.obj.data.edit_bones)
+
+ self.stage = method_name
+
+ for rig in [*self.rig_list, *self.plugin_list]:
+ rig.rigify_invoke_stage(method_name)
+
+ assert(self.context.active_object == self.obj)
+ assert(self.obj.mode == 'EDIT')
+ assert(num_bones == len(self.obj.data.edit_bones))
+
+
+ def invoke_initialize(self):
+ self.__run_object_stage('initialize')
+
+
+ def invoke_prepare_bones(self):
+ self.__run_edit_stage('prepare_bones')
+
+
+ def __auto_register_bones(self, bones, rig):
+ """Find bones just added and not registered by this rig."""
+ for bone in bones:
+ name = bone.name
+ if name not in self.bone_owners:
+ self.bone_owners[name] = rig
+ if rig:
+ rig.rigify_new_bones[name] = None
+
+ if not isinstance(rig, LegacyRig):
+ print("WARNING: rig %s didn't register bone %s\n" % (self.describe_rig(rig), name))
+
+
+ def invoke_generate_bones(self):
+ assert(self.context.active_object == self.obj)
+ assert(self.obj.mode == 'EDIT')
+
+ self.stage = 'generate_bones'
+
+ for rig in self.rig_list:
+ rig.rigify_invoke_stage('generate_bones')
+
+ assert(self.context.active_object == self.obj)
+ assert(self.obj.mode == 'EDIT')
+
+ self.__auto_register_bones(self.obj.data.edit_bones, rig)
+
+ for plugin in self.plugin_list:
+ plugin.rigify_invoke_stage('generate_bones')
+
+ assert(self.context.active_object == self.obj)
+ assert(self.obj.mode == 'EDIT')
+
+ self.__auto_register_bones(self.obj.data.edit_bones, None)
+
+
+ def invoke_parent_bones(self):
+ self.__run_edit_stage('parent_bones')
+
+
+ def invoke_configure_bones(self):
+ self.__run_object_stage('configure_bones')
+
+
+ def invoke_apply_bones(self):
+ self.__run_edit_stage('apply_bones')
+
+
+ def invoke_rig_bones(self):
+ self.__run_object_stage('rig_bones')
+
+
+ def invoke_generate_widgets(self):
+ self.__run_object_stage('generate_widgets')
+
+
+ def invoke_finalize(self):
+ self.__run_object_stage('finalize')
+
+
+ def instantiate_rig(self, rig_class, pose_bone):
+ assert not issubclass(rig_class, SubstitutionRig)
+
+ if issubclass(rig_class, base_rig.BaseRig):
+ return rig_class(self, pose_bone)
+ else:
+ return LegacyRig(self, pose_bone, rig_class)
+
+
+ def instantiate_rig_by_type(self, rig_type, pose_bone):
+ return self.instantiate_rig(self.find_rig_class(rig_type), pose_bone)
+
+
+ def describe_rig(self, rig):
+ base_bone = rig.base_bone
+
+ if isinstance(rig, LegacyRig):
+ rig = rig.wrapped_rig
+
+ return "%s (%s)" % (rig.__class__, base_bone)
+
+
+ def __create_rigs(self, bone_name, halt_on_missing):
+ """Recursively walk bones and create rig instances."""
+
+ pose_bone = self.obj.pose.bones[bone_name]
+
+ rig_type = get_rigify_type(pose_bone)
+
+ if rig_type != "":
+ try:
+ rig_class = self.find_rig_class(rig_type)
+
+ if issubclass(rig_class, SubstitutionRig):
+ rigs = rig_class(self, pose_bone).substitute()
+ else:
+ rigs = [self.instantiate_rig(rig_class, pose_bone)]
+
+ assert(self.context.active_object == self.obj)
+ assert(self.obj.mode == 'OBJECT')
+
+ for rig in rigs:
+ self.rig_list.append(rig)
+
+ for org_name in rig.rigify_org_bones:
+ if org_name in self.bone_owners:
+ old_rig = self.describe_rig(self.bone_owners[org_name])
+ new_rig = self.describe_rig(rig)
+ print("CONFLICT: bone %s is claimed by rigs %s and %s\n" % (org_name, old_rig, new_rig))
+
+ self.bone_owners[org_name] = rig
+
+ except ImportError:
+ message = "Rig Type Missing: python module for type '%s' not found (bone: %s)" % (rig_type, bone_name)
+ if halt_on_missing:
+ raise MetarigError(message)
+ else:
+ print(message)
+ print('print_exc():')
+ traceback.print_exc(file=sys.stdout)
+
+
+ def __build_rig_tree_rec(self, bone, current_rig, handled):
+ """Recursively walk bones and connect rig instances into a tree."""
+
+ rig = self.bone_owners.get(bone.name)
+
+ if rig:
+ if rig is current_rig:
+ pass
+
+ elif rig not in handled:
+ rig.rigify_parent = current_rig
+
+ if current_rig:
+ current_rig.rigify_children.append(rig)
+ else:
+ self.root_rigs.append(rig)
+
+ handled[rig] = bone.name
+
+ elif rig.rigify_parent is not current_rig:
+ raise MetarigError("CONFLICT: bone %s owned by rig %s has different parent rig from %s\n" %
+ (bone.name, rig.base_bone, handled[rig]))
+
+ current_rig = rig
+ else:
+ if current_rig:
+ current_rig.rigify_child_bones.add(bone.name)
+
+ self.bone_owners[bone.name] = current_rig
+
+ for child in bone.children:
+ self.__build_rig_tree_rec(child, current_rig, handled)
+
+
+ def instantiate_rig_tree(self, halt_on_missing=False):
+ """Create rig instances and connect them into a tree."""
+
+ assert(self.context.active_object == self.obj)
+ assert(self.obj.mode == 'OBJECT')
+
+ # Construct the rig instances
+ for name in list_bone_names_depth_first_sorted(self.obj):
+ self.__create_rigs(name, halt_on_missing)
+
+ # Connect rigs and bones into a tree
+ handled = {}
+
+ for bone in self.obj.data.bones:
+ if bone.parent is None:
+ self.__build_rig_tree_rec(bone, None, handled)
+