diff options
author | Alexander Gavrilov <angavrilov@gmail.com> | 2019-02-16 13:57:57 +0300 |
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committer | Alexander Gavrilov <angavrilov@gmail.com> | 2019-03-14 14:39:16 +0300 |
commit | 36e8d00aec705b06008a0bc334fe266448b4f2c2 (patch) | |
tree | 02bf0290ec6423c611e3cd4ad49c69cb77acb67e /rigify/utils/bones.py | |
parent | eabb5cddf79e5fae3ca429242cf2c6f5a272920e (diff) |
Rigify: add support for user-defined rig packages and related utilities.
As suggested by @icappielo, and after discussion with @meta-androcto,
I start a public request to commit third-party contributions already
accepted to https://github.com/eigen-value/rigify/tree/rigify_0.6_beta
Specifically, this includes:
* User-defined rig package (feature set) support by @pioverfour.
This allows users to install pre-packaged rig sets via zip
files, which become accessible together with built-in rigs,
as discussed in T52758.
https://github.com/eigen-value/rigify/pull/1
* Modularization of python script generation, allowing rigs to
add their own utility functions and operators to the generated
script. This is critical to make custom rig support really
useful.
https://github.com/eigen-value/rigify/pull/5
* The utils.py file is split into multiple modules with a backward
compatibility proxy for old functions.
* Automatic verification that different rigs don't try to create
different rig settings with the same name to alleviate increased
risk of namespace conflicts with custom rigs.
https://github.com/eigen-value/rigify/pull/7
* New utility class that implements bone layer selection UI.
https://github.com/eigen-value/rigify/pull/6
* New utilities to replace copy & pasted boilerplate code for
creating custom properties, constraints and drivers.
https://github.com/eigen-value/rigify/pull/11
Some other random changes by MAD have likely slipped through.
These changes have already been extensively discussed and accepted
into the branch by @luciorossi, so I see no reason not to commit
them to the official repository to be tested during 2.8 beta.
Reviewers: icappiello
Differential Revision: https://developer.blender.org/D4364
Diffstat (limited to 'rigify/utils/bones.py')
-rw-r--r-- | rigify/utils/bones.py | 417 |
1 files changed, 417 insertions, 0 deletions
diff --git a/rigify/utils/bones.py b/rigify/utils/bones.py new file mode 100644 index 00000000..9002d083 --- /dev/null +++ b/rigify/utils/bones.py @@ -0,0 +1,417 @@ +#====================== 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 math +from mathutils import Vector, Matrix, Color +from rna_prop_ui import rna_idprop_ui_prop_get + +from .errors import MetarigError +from .naming import strip_org, make_mechanism_name, insert_before_lr + +#======================= +# Bone collection +#======================= + +class BoneDict(dict): + """ + Special dictionary for holding bone names in a structured way. + + Allows access to contained items as attributes, and only + accepts certain types of values. + """ + + @staticmethod + def __sanitize_attr(key, value): + if hasattr(BoneDict, key): + raise KeyError("Invalid BoneDict key: %s" % (key)) + + if (value is None or + isinstance(value, str) or + isinstance(value, list) or + isinstance(value, BoneDict)): + return value + + if isinstance(value, dict): + return BoneDict(value) + + raise ValueError("Invalid BoneDict value: %r" % (value)) + + def __init__(self, *args, **kwargs): + super(BoneDict, self).__init__() + + for key, value in dict(*args, **kwargs).items(): + dict.__setitem__(self, key, BoneDict.__sanitize_attr(key, value)) + + self.__dict__ = self + + def __repr__(self): + return "BoneDict(%s)" % (dict.__repr__(self)) + + def __setitem__(self, key, value): + dict.__setitem__(self, key, BoneDict.__sanitize_attr(key, value)) + + def update(self, *args, **kwargs): + for key, value in dict(*args, **kwargs).items(): + dict.__setitem__(self, key, BoneDict.__sanitize_attr(key, value)) + + def flatten(self): + """Return all contained bones as a list.""" + + all_bones = [] + + for item in self.values(): + if isinstance(item, BoneDict): + all_bones.extend(item.flatten()) + elif isinstance(item, list): + all_bones.extend(item) + elif item is not None: + all_bones.append(item) + + return all_bones + +#======================= +# Bone manipulation +#======================= + +def new_bone(obj, bone_name): + """ Adds a new bone to the given armature object. + Returns the resulting bone's name. + """ + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + edit_bone = obj.data.edit_bones.new(bone_name) + name = edit_bone.name + edit_bone.head = (0, 0, 0) + edit_bone.tail = (0, 1, 0) + edit_bone.roll = 0 + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='EDIT') + return name + else: + raise MetarigError("Can't add new bone '%s' outside of edit mode" % bone_name) + + +def copy_bone_simple(obj, bone_name, assign_name=''): + """ Makes a copy of the given bone in the given armature object. + but only copies head, tail positions and roll. Does not + address parenting either. + """ + #if bone_name not in obj.data.bones: + if bone_name not in obj.data.edit_bones: + raise MetarigError("copy_bone(): bone '%s' not found, cannot copy it" % bone_name) + + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + if assign_name == '': + assign_name = bone_name + # Copy the edit bone + edit_bone_1 = obj.data.edit_bones[bone_name] + edit_bone_2 = obj.data.edit_bones.new(assign_name) + bone_name_1 = bone_name + bone_name_2 = edit_bone_2.name + + # Copy edit bone attributes + edit_bone_2.layers = list(edit_bone_1.layers) + + edit_bone_2.head = Vector(edit_bone_1.head) + edit_bone_2.tail = Vector(edit_bone_1.tail) + edit_bone_2.roll = edit_bone_1.roll + + return bone_name_2 + else: + raise MetarigError("Cannot copy bones outside of edit mode") + + +def copy_bone(obj, bone_name, assign_name=''): + """ Makes a copy of the given bone in the given armature object. + Returns the resulting bone's name. + """ + #if bone_name not in obj.data.bones: + if bone_name not in obj.data.edit_bones: + raise MetarigError("copy_bone(): bone '%s' not found, cannot copy it" % bone_name) + + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + if assign_name == '': + assign_name = bone_name + # Copy the edit bone + edit_bone_1 = obj.data.edit_bones[bone_name] + edit_bone_2 = obj.data.edit_bones.new(assign_name) + bone_name_1 = bone_name + bone_name_2 = edit_bone_2.name + + edit_bone_2.parent = edit_bone_1.parent + edit_bone_2.use_connect = edit_bone_1.use_connect + + # Copy edit bone attributes + edit_bone_2.layers = list(edit_bone_1.layers) + + edit_bone_2.head = Vector(edit_bone_1.head) + edit_bone_2.tail = Vector(edit_bone_1.tail) + edit_bone_2.roll = edit_bone_1.roll + + edit_bone_2.use_inherit_rotation = edit_bone_1.use_inherit_rotation + edit_bone_2.use_inherit_scale = edit_bone_1.use_inherit_scale + edit_bone_2.use_local_location = edit_bone_1.use_local_location + + edit_bone_2.use_deform = edit_bone_1.use_deform + edit_bone_2.bbone_segments = edit_bone_1.bbone_segments + edit_bone_2.bbone_easein = edit_bone_1.bbone_easein + edit_bone_2.bbone_easeout = edit_bone_1.bbone_easeout + + bpy.ops.object.mode_set(mode='OBJECT') + + # Get the pose bones + pose_bone_1 = obj.pose.bones[bone_name_1] + pose_bone_2 = obj.pose.bones[bone_name_2] + + # Copy pose bone attributes + pose_bone_2.rotation_mode = pose_bone_1.rotation_mode + pose_bone_2.rotation_axis_angle = tuple(pose_bone_1.rotation_axis_angle) + pose_bone_2.rotation_euler = tuple(pose_bone_1.rotation_euler) + pose_bone_2.rotation_quaternion = tuple(pose_bone_1.rotation_quaternion) + + pose_bone_2.lock_location = tuple(pose_bone_1.lock_location) + pose_bone_2.lock_scale = tuple(pose_bone_1.lock_scale) + pose_bone_2.lock_rotation = tuple(pose_bone_1.lock_rotation) + pose_bone_2.lock_rotation_w = pose_bone_1.lock_rotation_w + pose_bone_2.lock_rotations_4d = pose_bone_1.lock_rotations_4d + + # Copy custom properties + for key in pose_bone_1.keys(): + if key != "_RNA_UI" \ + and key != "rigify_parameters" \ + and key != "rigify_type": + prop1 = rna_idprop_ui_prop_get(pose_bone_1, key, create=False) + prop2 = rna_idprop_ui_prop_get(pose_bone_2, key, create=True) + pose_bone_2[key] = pose_bone_1[key] + for key in prop1.keys(): + prop2[key] = prop1[key] + + bpy.ops.object.mode_set(mode='EDIT') + + return bone_name_2 + else: + raise MetarigError("Cannot copy bones outside of edit mode") + + +def flip_bone(obj, bone_name): + """ Flips an edit bone. + """ + if bone_name not in obj.data.bones: + raise MetarigError("flip_bone(): bone '%s' not found, cannot copy it" % bone_name) + + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + bone = obj.data.edit_bones[bone_name] + head = Vector(bone.head) + tail = Vector(bone.tail) + bone.tail = head + tail + bone.head = tail + bone.tail = head + else: + raise MetarigError("Cannot flip bones outside of edit mode") + + +def put_bone(obj, bone_name, pos): + """ Places a bone at the given position. + """ + if bone_name not in obj.data.bones: + raise MetarigError("put_bone(): bone '%s' not found, cannot move it" % bone_name) + + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + bone = obj.data.edit_bones[bone_name] + + delta = pos - bone.head + bone.translate(delta) + else: + raise MetarigError("Cannot 'put' bones outside of edit mode") + + +def make_nonscaling_child(obj, bone_name, location, child_name_postfix=""): + """ Takes the named bone and creates a non-scaling child of it at + the given location. The returned bone (returned by name) is not + a true child, but behaves like one sans inheriting scaling. + + It is intended as an intermediate construction to prevent rig types + from scaling with their parents. The named bone is assumed to be + an ORG bone. + """ + if bone_name not in obj.data.bones: + raise MetarigError("make_nonscaling_child(): bone '%s' not found, cannot copy it" % bone_name) + + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + # Create desired names for bones + name1 = make_mechanism_name(strip_org(insert_before_lr(bone_name, child_name_postfix + "_ns_ch"))) + name2 = make_mechanism_name(strip_org(insert_before_lr(bone_name, child_name_postfix + "_ns_intr"))) + + # Create bones + child = copy_bone(obj, bone_name, name1) + intermediate_parent = copy_bone(obj, bone_name, name2) + + # Get edit bones + eb = obj.data.edit_bones + child_e = eb[child] + intrpar_e = eb[intermediate_parent] + + # Parenting + child_e.use_connect = False + child_e.parent = None + + intrpar_e.use_connect = False + intrpar_e.parent = eb[bone_name] + + # Positioning + child_e.length *= 0.5 + intrpar_e.length *= 0.25 + + put_bone(obj, child, location) + put_bone(obj, intermediate_parent, location) + + # Object mode + bpy.ops.object.mode_set(mode='OBJECT') + pb = obj.pose.bones + + # Add constraints + con = pb[child].constraints.new('COPY_LOCATION') + con.name = "parent_loc" + con.target = obj + con.subtarget = intermediate_parent + + con = pb[child].constraints.new('COPY_ROTATION') + con.name = "parent_loc" + con.target = obj + con.subtarget = intermediate_parent + + bpy.ops.object.mode_set(mode='EDIT') + + return child + else: + raise MetarigError("Cannot make nonscaling child outside of edit mode") + + +#============================================= +# Math +#============================================= + + +def align_bone_roll(obj, bone1, bone2): + """ Aligns the roll of two bones. + """ + bone1_e = obj.data.edit_bones[bone1] + bone2_e = obj.data.edit_bones[bone2] + + bone1_e.roll = 0.0 + + # Get the directions the bones are pointing in, as vectors + y1 = bone1_e.y_axis + x1 = bone1_e.x_axis + y2 = bone2_e.y_axis + x2 = bone2_e.x_axis + + # Get the shortest axis to rotate bone1 on to point in the same direction as bone2 + axis = y1.cross(y2) + axis.normalize() + + # Angle to rotate on that shortest axis + angle = y1.angle(y2) + + # Create rotation matrix to make bone1 point in the same direction as bone2 + rot_mat = Matrix.Rotation(angle, 3, axis) + + # Roll factor + x3 = rot_mat @ x1 + dot = x2 @ x3 + if dot > 1.0: + dot = 1.0 + elif dot < -1.0: + dot = -1.0 + roll = math.acos(dot) + + # Set the roll + bone1_e.roll = roll + + # Check if we rolled in the right direction + x3 = rot_mat @ bone1_e.x_axis + check = x2 @ x3 + + # If not, reverse + if check < 0.9999: + bone1_e.roll = -roll + + +def align_bone_x_axis(obj, bone, vec): + """ Rolls the bone to align its x-axis as closely as possible to + the given vector. + Must be in edit mode. + """ + bone_e = obj.data.edit_bones[bone] + + vec = vec.cross(bone_e.y_axis) + vec.normalize() + + dot = max(-1.0, min(1.0, bone_e.z_axis.dot(vec))) + angle = math.acos(dot) + + bone_e.roll += angle + + dot1 = bone_e.z_axis.dot(vec) + + bone_e.roll -= angle * 2 + + dot2 = bone_e.z_axis.dot(vec) + + if dot1 > dot2: + bone_e.roll += angle * 2 + + +def align_bone_z_axis(obj, bone, vec): + """ Rolls the bone to align its z-axis as closely as possible to + the given vector. + Must be in edit mode. + """ + bone_e = obj.data.edit_bones[bone] + + vec = bone_e.y_axis.cross(vec) + vec.normalize() + + dot = max(-1.0, min(1.0, bone_e.x_axis.dot(vec))) + angle = math.acos(dot) + + bone_e.roll += angle + + dot1 = bone_e.x_axis.dot(vec) + + bone_e.roll -= angle * 2 + + dot2 = bone_e.x_axis.dot(vec) + + if dot1 > dot2: + bone_e.roll += angle * 2 + + +def align_bone_y_axis(obj, bone, vec): + """ Matches the bone y-axis to + the given vector. + Must be in edit mode. + """ + + bone_e = obj.data.edit_bones[bone] + vec.normalize() + vec = vec * bone_e.length + + bone_e.tail = bone_e.head + vec |