Alexander Gavrilov
c93dc35588
Also make error handling more robust and extend constraint relink mixin.
530 lines
17 KiB
Python
530 lines
17 KiB
Python
#====================== BEGIN GPL LICENSE BLOCK ======================
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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#======================= END GPL LICENSE BLOCK ========================
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# <pep8 compliant>
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import bpy
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import sys
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import traceback
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import collections
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from .utils.errors import MetarigError, RaiseErrorMixin
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from .utils.naming import random_id
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from .utils.metaclass import SingletonPluginMetaclass
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from .utils.rig import list_bone_names_depth_first_sorted, get_rigify_type
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from .utils.misc import clone_parameters, assign_parameters
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from . import base_rig
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from itertools import count
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#=============================================
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# Generator Plugin
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#=============================================
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class GeneratorPlugin(base_rig.GenerateCallbackHost, metaclass=SingletonPluginMetaclass):
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"""
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Base class for generator plugins.
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Generator plugins are per-Generator singleton utility
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classes that receive the same stage callbacks as rigs.
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Useful for building entities shared by multiple rigs
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(e.g. the python script), or for making fire-and-forget
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utilities that actually require multiple stages to
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complete.
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This will create only one instance per set of args:
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instance = PluginClass(generator, ...init args)
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"""
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priority = 0
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def __init__(self, generator):
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self.generator = generator
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self.obj = generator.obj
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def register_new_bone(self, new_name, old_name=None):
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self.generator.bone_owners[new_name] = None
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if old_name:
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self.generator.derived_bones[old_name].add(new_name)
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#=============================================
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# Rig Substitution Mechanism
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#=============================================
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class SubstitutionRig(RaiseErrorMixin):
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"""A proxy rig that replaces itself with one or more different rigs."""
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def __init__(self, generator, pose_bone):
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self.generator = generator
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self.obj = generator.obj
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self.base_bone = pose_bone.name
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self.params = pose_bone.rigify_parameters
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self.params_copy = clone_parameters(self.params)
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def substitute(self):
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# return [rig1, rig2...]
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raise NotImplementedException()
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# Utility methods
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def register_new_bone(self, new_name, old_name=None):
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pass
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def get_params(self, bone_name):
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return self.obj.pose.bones[bone_name].rigify_parameters
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def assign_params(self, bone_name, param_dict=None, **params):
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assign_parameters(self.get_params(bone_name), param_dict, **params)
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def instantiate_rig(self, rig_class, bone_name):
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if isinstance(rig_class, str):
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rig_class = self.generator.find_rig_class(rig_class)
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return self.generator.instantiate_rig(rig_class, self.obj.pose.bones[bone_name])
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#=============================================
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# Legacy Rig Wrapper
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#=============================================
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class LegacyRig(base_rig.BaseRig):
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"""Wrapper around legacy style rigs without a common base class"""
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def __init__(self, generator, pose_bone, wrapped_class):
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self.wrapped_rig = None
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self.wrapped_class = wrapped_class
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super().__init__(generator, pose_bone)
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def find_org_bones(self, pose_bone):
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bone_name = pose_bone.name
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if not self.wrapped_rig:
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self.wrapped_rig = self.wrapped_class(self.obj, self.base_bone, self.params)
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# Switch back to OBJECT mode if the rig changed it
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if self.obj.mode != 'OBJECT':
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bpy.ops.object.mode_set(mode='OBJECT')
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# Try to extract the main list of bones - old rigs often have it.
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# This is not actually strictly necessary, so failing is OK.
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if hasattr(self.wrapped_rig, 'org_bones'):
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bones = self.wrapped_rig.org_bones
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if isinstance(bones, list):
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return bones
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return [bone_name]
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def generate_bones(self):
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# Inject references into the rig if it won't cause conflict
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if not hasattr(self.wrapped_rig, 'rigify_generator'):
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self.wrapped_rig.rigify_generator = self.generator
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if not hasattr(self.wrapped_rig, 'rigify_wrapper'):
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self.wrapped_rig.rigify_wrapper = self
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# Old rigs only have one generate method, so call it from
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# generate_bones, which is the only stage allowed to add bones.
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scripts = self.wrapped_rig.generate()
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# Switch back to EDIT mode if the rig changed it
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if self.obj.mode != 'EDIT':
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bpy.ops.object.mode_set(mode='EDIT')
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if isinstance(scripts, dict):
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if 'script' in scripts:
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self.script.add_panel_code(scripts['script'])
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if 'imports' in scripts:
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self.script.add_imports(scripts['imports'])
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if 'utilities' in scripts:
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self.script.add_utilities(scripts['utilities'])
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if 'register' in scripts:
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self.script.register_classes(scripts['register'])
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if 'register_drivers' in scripts:
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self.script.register_driver_functions(scripts['register_drivers'])
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if 'register_props' in scripts:
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for prop, val in scripts['register_props']:
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self.script.register_property(prop, val)
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if 'noparent_bones' in scripts:
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for bone_name in scripts['noparent_bones']:
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self.generator.disable_auto_parent(bone_name)
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elif scripts is not None:
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self.script.add_panel_code([scripts[0]])
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def finalize(self):
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if hasattr(self.wrapped_rig, 'glue'):
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self.wrapped_rig.glue()
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# Switch back to OBJECT mode if the rig changed it
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if self.obj.mode != 'OBJECT':
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bpy.ops.object.mode_set(mode='OBJECT')
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#=============================================
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# Base Generate Engine
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#=============================================
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class BaseGenerator:
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"""Base class for the main generator object. Contains rig and plugin management code."""
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def __init__(self, context, metarig):
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self.context = context
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self.scene = context.scene
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self.view_layer = context.view_layer
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self.layer_collection = context.layer_collection
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self.collection = self.layer_collection.collection
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self.metarig = metarig
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self.obj = None
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# List of all rig instances
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self.rig_list = []
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# List of rigs that don't have a parent
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self.root_rigs = []
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# Map from bone names to their rigs
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self.bone_owners = {}
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self.derived_bones = collections.defaultdict(set)
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# Set of plugins
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self.plugin_list = []
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self.plugin_map = {}
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# Current execution stage so plugins could check they are used correctly
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self.stage = None
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# Set of bones that should be left without parent
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self.noparent_bones = set()
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# Table of layer priorities for defining bone groups
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self.layer_group_priorities = collections.defaultdict(dict)
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# Random string with time appended so that
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# different rigs don't collide id's
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self.rig_id = random_id(16)
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# Table of renamed ORG bones
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self.org_rename_table = dict()
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def disable_auto_parent(self, bone_name):
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"""Prevent automatically parenting the bone to root if parentless."""
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self.noparent_bones.add(bone_name)
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def find_derived_bones(self, bone_name, *, by_owner=False, recursive=True):
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"""Find which bones were copied from the specified one."""
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if by_owner:
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owner = self.bone_owners.get(bone_name, None)
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if not owner:
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return {}
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table = owner.rigify_derived_bones
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else:
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table = self.derived_bones
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if recursive:
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result = set()
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def rec(name):
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for child in table.get(name, {}):
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result.add(child)
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rec(child)
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rec(bone_name)
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return result
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else:
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return set(table.get(bone_name, {}))
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def set_layer_group_priority(self, bone_name, layers, priority):
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for i, val in enumerate(layers):
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if val:
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self.layer_group_priorities[bone_name][i] = priority
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def rename_org_bone(self, old_name, new_name):
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assert self.stage == 'instantiate'
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assert old_name == self.org_rename_table.get(old_name, None)
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assert old_name not in self.bone_owners
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bone = self.obj.data.bones[old_name]
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bone.name = new_name
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new_name = bone.name
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self.org_rename_table[old_name] = new_name
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return new_name
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def __run_object_stage(self, method_name):
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'OBJECT')
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num_bones = len(self.obj.data.bones)
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self.stage = method_name
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for rig in self.rig_list:
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rig.rigify_invoke_stage(method_name)
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'OBJECT')
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assert(num_bones == len(self.obj.data.bones))
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# Allow plugins to be added to the end of the list on the fly
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for i in count(0):
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if i >= len(self.plugin_list):
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break
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self.plugin_list[i].rigify_invoke_stage(method_name)
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'OBJECT')
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assert(num_bones == len(self.obj.data.bones))
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def __run_edit_stage(self, method_name):
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'EDIT')
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num_bones = len(self.obj.data.edit_bones)
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self.stage = method_name
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for rig in self.rig_list:
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rig.rigify_invoke_stage(method_name)
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'EDIT')
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assert(num_bones == len(self.obj.data.edit_bones))
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# Allow plugins to be added to the end of the list on the fly
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for i in count(0):
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if i >= len(self.plugin_list):
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break
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self.plugin_list[i].rigify_invoke_stage(method_name)
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'EDIT')
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assert(num_bones == len(self.obj.data.edit_bones))
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def invoke_initialize(self):
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self.__run_object_stage('initialize')
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def invoke_prepare_bones(self):
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self.__run_edit_stage('prepare_bones')
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def __auto_register_bones(self, bones, rig, plugin=None):
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"""Find bones just added and not registered by this rig."""
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for bone in bones:
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name = bone.name
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if name not in self.bone_owners:
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self.bone_owners[name] = rig
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if rig:
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rig.rigify_new_bones[name] = None
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if not isinstance(rig, LegacyRig):
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print("WARNING: rig %s didn't register bone %s\n" % (self.describe_rig(rig), name))
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else:
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print("WARNING: plugin %s didn't register bone %s\n" % (plugin, name))
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def invoke_generate_bones(self):
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'EDIT')
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self.stage = 'generate_bones'
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for rig in self.rig_list:
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rig.rigify_invoke_stage('generate_bones')
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'EDIT')
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self.__auto_register_bones(self.obj.data.edit_bones, rig)
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# Allow plugins to be added to the end of the list on the fly
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for i in count(0):
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if i >= len(self.plugin_list):
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break
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self.plugin_list[i].rigify_invoke_stage('generate_bones')
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'EDIT')
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self.__auto_register_bones(self.obj.data.edit_bones, None, plugin=self.plugin_list[i])
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def invoke_parent_bones(self):
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self.__run_edit_stage('parent_bones')
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def invoke_configure_bones(self):
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self.__run_object_stage('configure_bones')
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def invoke_preapply_bones(self):
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self.__run_object_stage('preapply_bones')
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def invoke_apply_bones(self):
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self.__run_edit_stage('apply_bones')
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def invoke_rig_bones(self):
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self.__run_object_stage('rig_bones')
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def invoke_generate_widgets(self):
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self.__run_object_stage('generate_widgets')
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def invoke_finalize(self):
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self.__run_object_stage('finalize')
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def instantiate_rig(self, rig_class, pose_bone):
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assert not issubclass(rig_class, SubstitutionRig)
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if issubclass(rig_class, base_rig.BaseRig):
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return rig_class(self, pose_bone)
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else:
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return LegacyRig(self, pose_bone, rig_class)
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def instantiate_rig_by_type(self, rig_type, pose_bone):
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return self.instantiate_rig(self.find_rig_class(rig_type), pose_bone)
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def describe_rig(self, rig):
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base_bone = rig.base_bone
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if isinstance(rig, LegacyRig):
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rig = rig.wrapped_rig
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return "%s (%s)" % (rig.__class__, base_bone)
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def __create_rigs(self, bone_name, halt_on_missing):
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"""Recursively walk bones and create rig instances."""
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pose_bone = self.obj.pose.bones[bone_name]
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rig_type = get_rigify_type(pose_bone)
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if rig_type != "":
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try:
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rig_class = self.find_rig_class(rig_type)
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if issubclass(rig_class, SubstitutionRig):
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rigs = rig_class(self, pose_bone).substitute()
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else:
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rigs = [self.instantiate_rig(rig_class, pose_bone)]
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'OBJECT')
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for rig in rigs:
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self.rig_list.append(rig)
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for org_name in rig.rigify_org_bones:
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if org_name in self.bone_owners:
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old_rig = self.describe_rig(self.bone_owners[org_name])
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new_rig = self.describe_rig(rig)
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print("CONFLICT: bone %s is claimed by rigs %s and %s\n" % (org_name, old_rig, new_rig))
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self.bone_owners[org_name] = rig
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except ImportError:
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message = "Rig Type Missing: python module for type '%s' not found (bone: %s)" % (rig_type, bone_name)
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if halt_on_missing:
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raise MetarigError(message)
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else:
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print(message)
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print('print_exc():')
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traceback.print_exc(file=sys.stdout)
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def __build_rig_tree_rec(self, bone, current_rig, handled):
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"""Recursively walk bones and connect rig instances into a tree."""
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rig = self.bone_owners.get(bone.name)
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if rig:
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if rig is current_rig:
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pass
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elif rig not in handled:
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rig.rigify_parent = current_rig
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if current_rig:
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current_rig.rigify_children.append(rig)
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else:
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self.root_rigs.append(rig)
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handled[rig] = bone.name
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elif rig.rigify_parent is not current_rig:
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raise MetarigError("CONFLICT: bone %s owned by rig %s has different parent rig from %s\n" %
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(bone.name, rig.base_bone, handled[rig]))
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current_rig = rig
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else:
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if current_rig:
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current_rig.rigify_child_bones.add(bone.name)
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self.bone_owners[bone.name] = current_rig
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for child in bone.children:
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self.__build_rig_tree_rec(child, current_rig, handled)
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def instantiate_rig_tree(self, halt_on_missing=False):
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"""Create rig instances and connect them into a tree."""
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assert(self.context.active_object == self.obj)
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assert(self.obj.mode == 'OBJECT')
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self.stage = 'instantiate'
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# Compute the list of bones
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bone_list = list_bone_names_depth_first_sorted(self.obj)
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self.org_rename_table = {n: n for n in bone_list}
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# Construct the rig instances
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for name in bone_list:
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self.__create_rigs(self.org_rename_table[name], halt_on_missing)
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# Connect rigs and bones into a tree
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handled = {}
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for bone in self.obj.data.bones:
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if bone.parent is None:
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self.__build_rig_tree_rec(bone, None, handled)
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