#====================== 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 ======================== # 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 make_derived_name #======================= # 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_derived_name(bone_name, 'mch', child_name_postfix + "_ns_ch") name2 = make_derived_name(bone_name, 'mch', 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