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Alexander Gavrilov authored
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
Alexander Gavrilov authoredThe 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
misc.py 4.52 KiB
#====================== 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 math
import collections
from itertools import tee, chain, islice, repeat
from mathutils import Vector, Matrix, Color
#=============================================
# Math
#=============================================
def angle_on_plane(plane, vec1, vec2):
""" Return the angle between two vectors projected onto a plane.
"""
plane.normalize()
vec1 = vec1 - (plane * (vec1.dot(plane)))
vec2 = vec2 - (plane * (vec2.dot(plane)))
vec1.normalize()
vec2.normalize()
# Determine the angle
angle = math.acos(max(-1.0, min(1.0, vec1.dot(vec2))))
if angle < 0.00001: # close enough to zero that sign doesn't matter
return angle
# Determine the sign of the angle
vec3 = vec2.cross(vec1)
vec3.normalize()
sign = vec3.dot(plane)
if sign >= 0:
sign = 1
else:
sign = -1
return angle * sign
#=============================================
# Color correction functions
#=============================================
def linsrgb_to_srgb (linsrgb):
"""Convert physically linear RGB values into sRGB ones. The transform is
uniform in the components, so *linsrgb* can be of any shape.
*linsrgb* values should range between 0 and 1, inclusively.
"""
# From Wikipedia, but easy analogue to the above.
gamma = 1.055 * linsrgb**(1./2.4) - 0.055
scale = linsrgb * 12.92
# return np.where (linsrgb > 0.0031308, gamma, scale)
if linsrgb > 0.0031308:
return gamma
return scale
def gamma_correct(color):
corrected_color = Color()
for i, component in enumerate(color):
corrected_color[i] = linsrgb_to_srgb(color[i])
return corrected_color
#=============================================
# Iterators
#=============================================
def padnone(iterable, pad=None):
return chain(iterable, repeat(pad))
def pairwise_nozip(iterable):
"s -> (s0,s1), (s1,s2), (s2,s3), ..."
a, b = tee(iterable)
next(b, None)
return a, b
def pairwise(iterable):
"s -> (s0,s1), (s1,s2), (s2,s3), ..."
a, b = tee(iterable)
next(b, None)
return zip(a, b)
def map_list(func, *inputs):
"[func(a0,b0...), func(a1,b1...), ...]"
return list(map(func, *inputs))
def skip(n, iterable):
"Returns an iterator skipping first n elements of an iterable."
iterator = iter(iterable)
if n == 1:
next(iterator, None)
else:
next(islice(iterator, n, n), None)
return iterator
def map_apply(func, *inputs):
"Apply the function to inputs like map for side effects, discarding results."
collections.deque(map(func, *inputs), maxlen=0)
#=============================================
# Misc
#=============================================
def copy_attributes(a, b):
keys = dir(a)
for key in keys:
if not key.startswith("_") \
and not key.startswith("error_") \
and key != "group" \
and key != "is_valid" \
and key != "rna_type" \
and key != "bl_rna":
try:
setattr(b, key, getattr(a, key))
except AttributeError:
pass
def assign_parameters(target, val_dict=None, **params):
data = { **val_dict, **params } if val_dict else params
for key, value in data.items():
try:
target[key] = value
except Exception as e:
raise Exception("Couldn't set {} to {}: {}".format(key,value,e))
def select_object(context, object, deselect_all=False):
view_layer = context.view_layer
if deselect_all:
for objt in view_layer.objects:
objt.select_set(False) # deselect all objects
object.select_set(True)
view_layer.objects.active = object