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#====================== 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
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import inspect
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from mathutils import Matrix, Vector, Euler
from itertools import count
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from .errors import MetarigError
from .collections import ensure_widget_collection
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WGT_PREFIX = "WGT-" # Prefix for widget objects
#=============================================
# Widget creation
#=============================================
def obj_to_bone(obj, rig, bone_name, bone_transform_name=None):
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""" Places an object at the location/rotation/scale of the given bone.
"""
if bpy.context.mode == 'EDIT_ARMATURE':
raise MetarigError("obj_to_bone(): does not work while in edit mode")
bone = rig.pose.bones[bone_name]
loc = bone.custom_shape_translation
rot = bone.custom_shape_rotation_euler
scale = Vector(bone.custom_shape_scale_xyz)
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if bone.use_custom_shape_bone_size:
scale *= bone.length
if bone_transform_name is not None:
bone = rig.pose.bones[bone_transform_name]
elif bone.custom_shape_transform:
bone = bone.custom_shape_transform
shape_mat = Matrix.Translation(loc) @ (Euler(rot).to_matrix() @ Matrix.Diagonal(scale)).to_4x4()
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obj.rotation_mode = 'XYZ'
obj.matrix_basis = rig.matrix_world @ bone.bone.matrix_local @ shape_mat
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def create_widget(rig, bone_name, bone_transform_name=None, *, widget_name=None, widget_force_new=False):
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""" Creates an empty widget object for a bone, and returns the object.
"""
assert rig.mode != 'EDIT'
obj_name = widget_name or WGT_PREFIX + rig.name + '_' + bone_name
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scene = bpy.context.scene
collection = ensure_widget_collection(bpy.context, 'WGTS_' + rig.name)
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reuse_mesh = None
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# Check if it already exists in the scene
if not widget_force_new:
if obj_name in scene.objects:
# Move object to bone position, in case it changed
obj = scene.objects[obj_name]
obj_to_bone(obj, rig, bone_name, bone_transform_name)
return None
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# Delete object if it exists in blend data but not scene data.
# This is necessary so we can then create the object without
# name conflicts.
if obj_name in bpy.data.objects:
bpy.data.objects.remove(bpy.data.objects[obj_name])
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# Create a linked duplicate of the widget assigned in the metarig
reuse_widget = rig.pose.bones[bone_name].custom_shape
if reuse_widget:
reuse_mesh = reuse_widget.data
# Create mesh object
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mesh = reuse_mesh or bpy.data.meshes.new(obj_name)
obj = bpy.data.objects.new(obj_name, mesh)
collection.objects.link(obj)
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# Move object to bone position and set layers
obj_to_bone(obj, rig, bone_name, bone_transform_name)
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if reuse_mesh:
return None
return obj
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#=============================================
# Widget choice dropdown
#=============================================
_registered_widgets = {}
def _get_valid_args(callback, skip):
spec = inspect.getfullargspec(callback)
return set(spec.args[skip:] + spec.kwonlyargs)
def register_widget(name, callback, **default_args):
unwrapped = inspect.unwrap(callback)
if unwrapped != callback:
valid_args = _get_valid_args(unwrapped, 1)
else:
valid_args = _get_valid_args(callback, 2)
_registered_widgets[name] = (callback, valid_args, default_args)
def layout_widget_dropdown(layout, props, prop_name, **kwargs):
"Create a UI dropdown to select a widget from the known list."
id_store = bpy.context.window_manager
rigify_widgets = id_store.rigify_widgets
rigify_widgets.clear()
for name in sorted(_registered_widgets):
item = rigify_widgets.add()
item.name = name
layout.prop_search(props, prop_name, id_store, "rigify_widgets", **kwargs)
def create_registered_widget(obj, bone_name, widget_id, **kwargs):
try:
callback, valid_args, default_args = _registered_widgets[widget_id]
except KeyError:
raise MetarigError("Unknown widget name: " + widget_id)
# Convert between radius and size
if kwargs.get('size') and 'size' not in valid_args:
if 'radius' in valid_args and not kwargs.get('radius'):
kwargs['radius'] = kwargs['size'] / 2
elif kwargs.get('radius') and 'radius' not in valid_args:
if 'size' in valid_args and not kwargs.get('size'):
kwargs['size'] = kwargs['radius'] * 2
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args = { **default_args, **kwargs }
return callback(obj, bone_name, **{ k:v for k,v in args.items() if k in valid_args})
#=============================================
# Widget geometry
#=============================================
class GeometryData:
def __init__(self):
self.verts = []
self.edges = []
self.faces = []
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def widget_generator(generate_func=None, *, register=None, subsurf=0):
if generate_func is None:
return functools.partial(widget_generator, register=register, subsurf=subsurf)
"""
Decorator that encapsulates a call to create_widget, and only requires
the actual function to fill the provided vertex and edge lists.
Accepts parameters of create_widget, plus any keyword arguments the
wrapped function has.
"""
@functools.wraps(generate_func)
def wrapper(rig, bone_name, bone_transform_name=None, widget_name=None, widget_force_new=False, **kwargs):
obj = create_widget(rig, bone_name, bone_transform_name, widget_name=widget_name, widget_force_new=widget_force_new)
if obj is not None:
geom = GeometryData()
generate_func(geom, **kwargs)
mesh = obj.data
mesh.from_pydata(geom.verts, geom.edges, geom.faces)
mesh.update()
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if subsurf:
mod = obj.modifiers.new("subsurf", 'SUBSURF')
mod.levels = subsurf
return obj
else:
return None
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if register:
register_widget(register, wrapper)
return wrapper
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def generate_lines_geometry(geom, points, *, matrix=None, closed_loop=False):
"""
Generates a polyline using given points, optionally closing the loop.
"""
assert len(points) >= 2
base = len(geom.verts)
for i, raw_point in enumerate(points):
point = Vector(raw_point).to_3d()
if matrix:
point = matrix @ point
geom.verts.append(point)
if i > 0:
geom.edges.append((base + i - 1, base + i))
if closed_loop:
geom.edges.append((len(geom.verts) - 1, base))
def generate_circle_geometry(geom, center, radius, *, matrix=None, angle_range=None,
steps=24, radius_x=None, depth_x=0):
"""
Generates a circle, adding vertices and edges to the lists.
center, radius: parameters of the circle
matrix: transformation matrix (by default the circle is in the XY plane)
angle_range: pair of angles to generate an arc of the circle
steps: number of edges to cover the whole circle (reduced for arcs)
"""
assert steps >= 3
start = 0
delta = math.pi * 2 / steps
if angle_range:
start, end = angle_range
if start == end:
steps = 1
else:
steps = max(3, math.ceil(abs(end - start) / delta) + 1)
delta = (end - start) / (steps - 1)
if radius_x is None:
radius_x = radius
center = Vector(center).to_3d() # allow 2d center
points = []
for i in range(steps):
angle = start + delta * i
x = math.cos(angle)
y = math.sin(angle)
points.append(center + Vector((x * radius_x, y * radius, x * x * depth_x)))
generate_lines_geometry(geom, points, matrix=matrix, closed_loop=not angle_range)
def generate_circle_hull_geometry(geom, points, radius, gap, *, matrix=None, steps=24):
"""
Given a list of 2D points forming a convex hull, generate a contour around
it, with each point being circumscribed with a circle arc of given radius,
and keeping the given distance gap from the lines connecting the circles.
"""
assert radius >= gap
if len(points) <= 1:
if points:
generate_circle_geometry(
geom, points[0], radius,
matrix=matrix, steps=steps
)
return
base = len(geom.verts)
points_ex = [points[-1], *points, points[0]]
agap = math.asin(gap / radius)
for i, pprev, pcur, pnext in zip(count(0), points_ex[0:], points_ex[1:], points_ex[2:]):
vprev = pprev - pcur
vnext = pnext - pcur
# Compute bearings to adjacent points
aprev = math.atan2(vprev.y, vprev.x)
anext = math.atan2(vnext.y, vnext.x)
if anext <= aprev:
anext += math.pi * 2
# Adjust gap for circles that are too close
aprev += max(agap, math.acos(min(1, vprev.length/radius/2)))
anext -= max(agap, math.acos(min(1, vnext.length/radius/2)))
if anext > aprev:
if len(geom.verts) > base:
geom.edges.append((len(geom.verts)-1, len(geom.verts)))
generate_circle_geometry(
geom, pcur, radius, angle_range=(aprev, anext),
matrix=matrix, steps=steps
)
if len(geom.verts) > base:
geom.edges.append((len(geom.verts)-1, base))
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def create_circle_polygon(number_verts, axis, radius=1.0, head_tail=0.0):
""" Creates a basic circle around of an axis selected.
number_verts: number of vertices of the polygon
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axis: axis normal to the circle
radius: the radius of the circle
head_tail: where along the length of the bone the circle is (0.0=head, 1.0=tail)
"""
verts = []
edges = []
angle = 2 * math.pi / number_verts
i = 0
assert(axis in 'XYZ')
while i < (number_verts):
a = math.cos(i * angle)
b = math.sin(i * angle)
if axis == 'X':
verts.append((head_tail, a * radius, b * radius))
elif axis == 'Y':
verts.append((a * radius, head_tail, b * radius))
elif axis == 'Z':
verts.append((a * radius, b * radius, head_tail))
if i < (number_verts - 1):
edges.append((i , i + 1))
i += 1
edges.append((0, number_verts - 1))
return verts, edges
#=============================================
# Widget transformation
#=============================================
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def adjust_widget_axis(obj, axis='y', offset=0.0):
mesh = obj.data
if axis[0] == '-':
s = -1.0
axis = axis[1]
else:
s = 1.0
trans_matrix = Matrix.Translation((0.0, offset, 0.0))
rot_matrix = Matrix.Diagonal((1.0, s, 1.0, 1.0))
if axis == "x":
rot_matrix = Matrix.Rotation(-s*math.pi/2, 4, 'Z')
trans_matrix = Matrix.Translation((offset, 0.0, 0.0))
elif axis == "z":
rot_matrix = Matrix.Rotation(s*math.pi/2, 4, 'X')
trans_matrix = Matrix.Translation((0.0, 0.0, offset))
matrix = trans_matrix @ rot_matrix
for vert in mesh.vertices:
vert.co = matrix @ vert.co
def adjust_widget_transform_mesh(obj, matrix, local=None):
"""Adjust the generated widget by applying a correction matrix to the mesh.
If local is false, the matrix is in world space.
If local is True, it's in the local space of the widget.
If local is a bone, it's in the local space of the bone.
"""
if obj:
if local is not True:
if local:
assert isinstance(local, bpy.types.PoseBone)
bonemat = local.id_data.matrix_world @ local.bone.matrix_local
matrix = bonemat @ matrix @ bonemat.inverted()
obmat = obj.matrix_basis
matrix = obmat.inverted() @ matrix @ obmat
obj.data.transform(matrix)
def write_widget(obj, name='thing', use_size=True):
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""" Write a mesh object as a python script for widget use.
"""
script = ""
script += "@widget_generator\n"
script += "def create_"+name+"_widget(geom";
if use_size:
script += ", *, size=1.0"
script += "):\n"
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# Vertices
szs = "*size" if use_size else ""
width = 2 if use_size else 3
script += " geom.verts = ["
for i, v in enumerate(obj.data.vertices):
script += "({:g}{}, {:g}{}, {:g}{}),".format(v.co[0], szs, v.co[1], szs, v.co[2], szs)
script += "\n " if i % width == (width - 1) else " "
script += "]\n"
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# Edges
script += " geom.edges = ["
for i, e in enumerate(obj.data.edges):
script += "(" + str(e.vertices[0]) + ", " + str(e.vertices[1]) + "),"
script += "\n " if i % 10 == 9 else " "
script += "]\n"
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# Faces
if obj.data.polygons:
script += " geom.faces = ["
for i, f in enumerate(obj.data.polygons):
script += "(" + ", ".join(str(v) for v in f.vertices) + "),"
script += "\n " if i % 10 == 9 else " "
script += "]\n"
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return script