# SPDX-License-Identifier: GPL-2.0-or-later import bpy import math from mathutils import Vector, Matrix from typing import Optional, Callable from .errors import MetarigError from .naming import get_name, make_derived_name, is_control_bone from .misc import pairwise, ArmatureObject ######################## # 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. @DynamicAttrs """ @staticmethod def __sanitize_attr(key, value): if hasattr(BoneDict, key): raise KeyError(f"Invalid BoneDict key: {key}") if value is None or isinstance(value, (str, list, BoneDict)): return value if isinstance(value, dict): return BoneDict(value) raise ValueError(f"Invalid BoneDict value: {repr(value)}") def __init__(self, *args, **kwargs): super().__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, key=None): """Return all contained bones or a single key as a list.""" items = [self[key]] if key is not None else self.values() all_bones = [] for item in items: 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 ######################## # # NOTE: PREFER USING BoneUtilityMixin IN NEW STYLE RIGS! def get_bone(obj: ArmatureObject, bone_name: Optional[str]): """Get EditBone or PoseBone by name, depending on the current mode.""" if not bone_name: return None bones = obj.data.edit_bones if obj.mode == 'EDIT' else obj.pose.bones if bone_name not in bones: raise MetarigError("bone '%s' not found" % bone_name) return bones[bone_name] def new_bone(obj: ArmatureObject, bone_name: str): """ 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 return name else: raise MetarigError("Can't add new bone '%s' outside of edit mode" % bone_name) def copy_bone(obj: ArmatureObject, bone_name: str, assign_name='', *, parent=False, inherit_scale=False, bbone=False, length: Optional[float] = None, scale: Optional[float] = None): """ 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.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_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 if parent: edit_bone_2.parent = edit_bone_1.parent edit_bone_2.use_connect = edit_bone_1.use_connect edit_bone_2.use_inherit_rotation = edit_bone_1.use_inherit_rotation edit_bone_2.use_local_location = edit_bone_1.use_local_location if parent or inherit_scale: edit_bone_2.inherit_scale = edit_bone_1.inherit_scale if bbone: # noinspection SpellCheckingInspection for name in ['bbone_segments', 'bbone_easein', 'bbone_easeout', 'bbone_rollin', 'bbone_rollout', 'bbone_curveinx', 'bbone_curveinz', 'bbone_curveoutx', 'bbone_curveoutz', 'bbone_scalein', 'bbone_scaleout']: setattr(edit_bone_2, name, getattr(edit_bone_1, name)) # Resize the bone after copy if requested if length is not None: edit_bone_2.length = length elif scale is not None: edit_bone_2.length *= scale return bone_name_2 else: raise MetarigError("Cannot copy bones outside of edit mode") def copy_bone_properties(obj: ArmatureObject, bone_name_1: str, bone_name_2: str, transforms=True, props=True, widget=True): """ Copy transform and custom properties from bone 1 to bone 2. """ if obj.mode in {'OBJECT', 'POSE'}: # 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 if transforms: 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 if props: from .mechanism import copy_custom_properties copy_custom_properties(pose_bone_1, pose_bone_2) if widget: pose_bone_2.custom_shape = pose_bone_1.custom_shape else: raise MetarigError("Cannot copy bone properties in edit mode") def _legacy_copy_bone(obj, bone_name, assign_name=''): """LEGACY ONLY, DON'T USE""" new_name = copy_bone(obj, bone_name, assign_name, parent=True, bbone=True) # Mode switch PER BONE CREATION?! bpy.ops.object.mode_set(mode='OBJECT') copy_bone_properties(obj, bone_name, new_name) bpy.ops.object.mode_set(mode='EDIT') return new_name def flip_bone(obj: ArmatureObject, bone_name: str): """ Flips an edit bone. """ if bone_name not in obj.data.edit_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 flip_bone_chain(obj: ArmatureObject, bone_names: list[str]): """Flips a connected bone chain.""" assert obj.mode == 'EDIT' bones = [obj.data.edit_bones[name] for name in bone_names] # Verify chain and unparent for prev_bone, bone in pairwise(bones): assert bone.parent == prev_bone and bone.use_connect for bone in bones: bone.parent = None bone.use_connect = False for child in bone.children: child.use_connect = False # Flip bones for bone in bones: head, tail = Vector(bone.head), Vector(bone.tail) bone.tail = head + tail bone.head, bone.tail = tail, head # Re-parent for bone, next_bone in pairwise(bones): bone.parent = next_bone bone.use_connect = True def put_bone(obj: ArmatureObject, bone_name: str, pos: Optional[Vector], *, matrix: Optional[Matrix] = None, length: Optional[float] = None, scale: Optional[float] = None): """ Places a bone at the given position. """ if bone_name not in obj.data.edit_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] if matrix is not None: old_len = len(matrix) matrix = matrix.to_4x4() if pos is not None: matrix.translation = pos elif old_len < 4: matrix.translation = bone.head bone.matrix = matrix else: delta = pos - bone.head bone.translate(delta) if length is not None: bone.length = length elif scale is not None: bone.length *= scale else: raise MetarigError("Cannot 'put' bones outside of edit mode") def disable_bbones(obj: ArmatureObject, bone_names: list[str]): """Disables B-Bone segments on the specified bones.""" assert(obj.mode != 'EDIT') for bone in bone_names: obj.data.bones[bone].bbone_segments = 1 # noinspection SpellCheckingInspection def _legacy_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. LEGACY ONLY, DON'T USE """ if bone_name not in obj.data.edit_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") #################################### # Bone manipulation as rig methods #################################### class BoneUtilityMixin(object): obj: ArmatureObject register_new_bone: Callable[[str, Optional[str]], None] """ Provides methods for more convenient creation of bones. Requires self.obj to be the armature object being worked on. """ def register_new_bone(self, new_name: str, old_name: Optional[str] = None): """Registers creation or renaming of a bone based on old_name""" pass def new_bone(self, new_name: str) -> str: """Create a new bone with the specified name.""" name = new_bone(self.obj, new_name) self.register_new_bone(name, None) return name def copy_bone(self, bone_name: str, new_name='', *, parent=False, inherit_scale=False, bbone=False, length: Optional[float] = None, scale: Optional[float] = None) -> str: """Copy the bone with the given name, returning the new name.""" name = copy_bone(self.obj, bone_name, new_name, parent=parent, inherit_scale=inherit_scale, bbone=bbone, length=length, scale=scale) self.register_new_bone(name, bone_name) return name def copy_bone_properties(self, src_name: str, tgt_name: str, *, props=True, ui_controls: list[str] | bool | None = None, **kwargs): """Copy pose-mode properties of the bone. For using ui_controls, self must be a Rig.""" if ui_controls: from ..base_rig import BaseRig assert isinstance(self, BaseRig) if props: if ui_controls is None and is_control_bone(tgt_name) and hasattr(self, 'script'): ui_controls = [tgt_name] elif ui_controls is True: ui_controls = self.bones.flatten('ctrl') copy_bone_properties( self.obj, src_name, tgt_name, props=props and not ui_controls, **kwargs) if props and ui_controls: from .mechanism import copy_custom_properties_with_ui copy_custom_properties_with_ui(self, src_name, tgt_name, ui_controls=ui_controls) def rename_bone(self, old_name: str, new_name: str) -> str: """Rename the bone, returning the actual new name.""" bone = self.get_bone(old_name) bone.name = new_name if bone.name != old_name: self.register_new_bone(bone.name, old_name) return bone.name def get_bone(self, bone_name: Optional[str])\ -> Optional[bpy.types.EditBone | bpy.types.PoseBone]: """Get EditBone or PoseBone by name, depending on the current mode.""" return get_bone(self.obj, bone_name) def get_bone_parent(self, bone_name: str) -> Optional[str]: """Get the name of the parent bone, or None.""" return get_name(self.get_bone(bone_name).parent) def set_bone_parent(self, bone_name: str, parent_name: Optional[str], use_connect=False, inherit_scale: Optional[str] = None): """Set the parent of the bone.""" eb = self.obj.data.edit_bones bone = eb[bone_name] if use_connect is not None: bone.use_connect = use_connect if inherit_scale is not None: bone.inherit_scale = inherit_scale bone.parent = (eb[parent_name] if parent_name else None) def parent_bone_chain(self, bone_names: list[str], use_connect: Optional[bool] = None, inherit_scale: Optional[str] = None): """Link bones into a chain with parenting. First bone may be None.""" for parent, child in pairwise(bone_names): self.set_bone_parent( child, parent, use_connect=use_connect, inherit_scale=inherit_scale) ############################################## # B-Bones ############################################## def connect_bbone_chain_handles(obj: ArmatureObject, bone_names: list[str]): assert obj.mode == 'EDIT' for prev_name, next_name in pairwise(bone_names): prev_bone = get_bone(obj, prev_name) next_bone = get_bone(obj, next_name) prev_bone.bbone_handle_type_end = 'ABSOLUTE' prev_bone.bbone_custom_handle_end = next_bone next_bone.bbone_handle_type_start = 'ABSOLUTE' next_bone.bbone_custom_handle_start = prev_bone ############################################## # Math ############################################## def is_same_position(obj: ArmatureObject, bone_name1: str, bone_name2: str): head1 = get_bone(obj, bone_name1).head head2 = get_bone(obj, bone_name2).head return (head1 - head2).length < 1e-5 def is_connected_position(obj: ArmatureObject, bone_name1: str, bone_name2: str): tail1 = get_bone(obj, bone_name1).tail head2 = get_bone(obj, bone_name2).head return (tail1 - head2).length < 1e-5 def copy_bone_position(obj: ArmatureObject, bone_name: str, target_bone_name: str, *, length: Optional[float] = None, scale: Optional[float] = None): """ Completely copies the position and orientation of the bone. """ bone1_e = obj.data.edit_bones[bone_name] bone2_e = obj.data.edit_bones[target_bone_name] bone2_e.head = bone1_e.head bone2_e.tail = bone1_e.tail bone2_e.roll = bone1_e.roll # Resize the bone after copy if requested if length is not None: bone2_e.length = length elif scale is not None: bone2_e.length *= scale def align_bone_orientation(obj: ArmatureObject, bone_name: str, target_bone_name: str): """ Aligns the orientation of bone to target bone. """ bone1_e = obj.data.edit_bones[bone_name] bone2_e = obj.data.edit_bones[target_bone_name] axis = bone2_e.y_axis.normalized() * bone1_e.length bone1_e.tail = bone1_e.head + axis bone1_e.roll = bone2_e.roll def set_bone_orientation(obj: ArmatureObject, bone_name: str, orientation: str | Matrix): """ Aligns the orientation of bone to target bone or matrix. """ if isinstance(orientation, str): align_bone_orientation(obj, bone_name, orientation) else: bone_e = obj.data.edit_bones[bone_name] matrix = Matrix(orientation).to_4x4() matrix.translation = bone_e.head bone_e.matrix = matrix def align_bone_roll(obj: ArmatureObject, bone1: str, bone2: str): """ 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: ArmatureObject, bone: str, vec: Vector): """ 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: ArmatureObject, bone: str, vec: Vector): """ 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: ArmatureObject, bone: str, vec: Vector): """ 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 def compute_chain_x_axis(obj: ArmatureObject, bone_names: list[str]): """ Compute the X axis of all bones to be perpendicular to the primary plane in which the bones lie. """ eb = obj.data.edit_bones assert(len(bone_names) > 1) first_bone = eb[bone_names[0]] last_bone = eb[bone_names[-1]] # Compute normal to the plane defined by the first bone, # and the end of the last bone in the chain chain_y_axis = last_bone.tail - first_bone.head chain_rot_axis = first_bone.y_axis.cross(chain_y_axis) if chain_rot_axis.length < first_bone.length/100: return first_bone.x_axis.normalized() else: return chain_rot_axis.normalized() def align_chain_x_axis(obj: ArmatureObject, bone_names: list[str]): """ Aligns the X axis of all bones to be perpendicular to the primary plane in which the bones lie. """ chain_rot_axis = compute_chain_x_axis(obj, bone_names) for name in bone_names: align_bone_x_axis(obj, name, chain_rot_axis) def align_bone_to_axis(obj: ArmatureObject, bone_name: str, axis: str, *, length: Optional[float] = None, roll: Optional[float] = 0.0, flip=False): """ Aligns the Y axis of the bone to the global axis (x,y,z,-x,-y,-z), optionally adjusting length and initially flipping the bone. """ bone_e = obj.data.edit_bones[bone_name] if length is None: length = bone_e.length if roll is None: roll = bone_e.roll if axis[0] == '-': length = -length axis = axis[1:] vec = Vector((0, 0, 0)) setattr(vec, axis, length) if flip: base = Vector(bone_e.tail) bone_e.tail = base + vec bone_e.head = base else: bone_e.tail = bone_e.head + vec bone_e.roll = roll def set_bone_widget_transform(obj: ArmatureObject, bone_name: str, transform_bone: Optional[str], *, use_size=True, scale=1.0, target_size=False): assert obj.mode != 'EDIT' bone = obj.pose.bones[bone_name] if transform_bone and transform_bone != bone_name: bone.custom_shape_transform = bone2 = obj.pose.bones[transform_bone] if use_size and target_size: scale *= bone2.length / bone.length else: bone.custom_shape_transform = None bone.use_custom_shape_bone_size = use_size bone.custom_shape_scale_xyz = (scale, scale, scale)