blender-addons/rigify/utils/widgets.py
Alexander Gavrilov 2fe1c5a693 Rigify: reduce the number of suppressed spell check tags.
A combination of fixing naming, and adding words to local dictionary.
Also, BlIdLowercase should be disabled in the editor.
2022-11-22 14:40:14 +02:00

530 lines
17 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
import math
import inspect
import functools
from typing import Optional, Callable, TYPE_CHECKING
from bpy.types import Mesh, Object, UILayout, WindowManager
from mathutils import Matrix, Vector, Euler
from itertools import count
from .errors import MetarigError
from .collections import ensure_collection
from .misc import ArmatureObject, MeshObject, AnyVector, verify_mesh_obj, IdPropSequence
from .naming import change_name_side, get_name_side, Side
if TYPE_CHECKING:
from .. import RigifyName
WGT_PREFIX = "WGT-" # Prefix for widget objects
WGT_GROUP_PREFIX = "WGTS_" # noqa; Prefix for the widget collection
##############################################
# Widget creation
##############################################
def obj_to_bone(obj: Object, rig: ArmatureObject, bone_name: str,
bone_transform_name: Optional[str] = None):
""" 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)
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.LocRotScale(loc, Euler(rot), scale)
obj.rotation_mode = 'XYZ'
obj.matrix_basis = rig.matrix_world @ bone.bone.matrix_local @ shape_mat
def create_widget(rig: ArmatureObject, bone_name: str,
bone_transform_name: Optional[str] = None, *,
widget_name: Optional[str] = None,
widget_force_new=False, subsurf=0) -> Optional[MeshObject]:
"""
Creates an empty widget object for a bone, and returns the object.
If the object already existed, returns None.
"""
assert rig.mode != 'EDIT'
from ..base_generate import BaseGenerator
scene = bpy.context.scene
bone = rig.pose.bones[bone_name]
# Access the current generator instance when generating (ugh, globals)
generator = BaseGenerator.instance
if generator:
collection = generator.widget_collection
else:
collection = ensure_collection(bpy.context, WGT_GROUP_PREFIX + rig.name, hidden=True)
use_mirror = generator and generator.use_mirror_widgets
bone_mid_name = change_name_side(bone_name, Side.MIDDLE) if use_mirror else bone_name
obj_name = widget_name or WGT_PREFIX + rig.name + '_' + bone_name
reuse_mesh = None
obj: Optional[MeshObject]
# Check if it already exists in the scene
if not widget_force_new:
obj = None
if generator:
# Check if the widget was already generated
if bone_name in generator.new_widget_table:
return None
# If re-generating, check widgets used by the previous rig
obj = generator.old_widget_table.get(bone_name)
if not obj:
# Search the scene by name
obj = scene.objects.get(obj_name)
if obj and obj.library:
# Second brute force try if the first result is linked
local_objs = [obj for obj in scene.objects
if obj.name == obj_name and not obj.library]
obj = local_objs[0] if local_objs else None
if obj:
# Record the generated widget
if generator:
generator.new_widget_table[bone_name] = obj
# Re-add to the collection if not there for some reason
if obj.name not in collection.objects:
collection.objects.link(obj)
# Flip scale for originally mirrored widgets
if obj.scale.x < 0 < bone.custom_shape_scale_xyz.x:
bone.custom_shape_scale_xyz.x *= -1
# Move object to bone position, in case it changed
obj_to_bone(obj, rig, bone_name, bone_transform_name)
return None
# Create a linked duplicate of the widget assigned in the metarig
reuse_widget = rig.pose.bones[bone_name].custom_shape
if reuse_widget:
subsurf = 0
reuse_mesh = reuse_widget.data
# Create a linked duplicate with the mirror widget
if not reuse_mesh and use_mirror and bone_mid_name != bone_name:
reuse_mesh = generator.widget_mirror_mesh.get(bone_mid_name)
# Create an empty mesh datablock if not linking
if reuse_mesh:
mesh = reuse_mesh
elif use_mirror and bone_mid_name != bone_name:
# When mirroring, untag side from mesh name, and remember it
mesh = bpy.data.meshes.new(change_name_side(obj_name, Side.MIDDLE))
generator.widget_mirror_mesh[bone_mid_name] = mesh
else:
mesh = bpy.data.meshes.new(obj_name)
# Create the object
obj = verify_mesh_obj(bpy.data.objects.new(obj_name, mesh))
collection.objects.link(obj)
# Add the subdivision surface modifier
if subsurf > 0:
mod = obj.modifiers.new("subsurf", 'SUBSURF')
mod.levels = subsurf
# Record the generated widget
if generator:
generator.new_widget_table[bone_name] = obj
# Flip scale for right side if mirroring widgets
if use_mirror and get_name_side(bone_name) == Side.RIGHT:
if bone.custom_shape_scale_xyz.x > 0:
bone.custom_shape_scale_xyz.x *= -1
# Move object to bone position and set layers
obj_to_bone(obj, rig, bone_name, bone_transform_name)
if reuse_mesh:
return None
return obj
##############################################
# 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: str, 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 get_rigify_widgets(id_store: WindowManager) -> IdPropSequence['RigifyName']:
return id_store.rigify_widgets # noqa
def layout_widget_dropdown(layout: UILayout, props, prop_name: str, **kwargs):
"""Create a UI dropdown to select a widget from the known list."""
id_store = bpy.context.window_manager
rigify_widgets = get_rigify_widgets(id_store)
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: ArmatureObject, bone_name: str, widget_id: str, **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
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:
verts: list[AnyVector]
edges: list[tuple[int, int]]
faces: list[tuple[int, ...]]
def __init__(self):
self.verts = []
self.edges = []
self.faces = []
def widget_generator(generate_func=None, *, register=None, subsurf=0) -> Callable:
"""
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.
"""
if generate_func is None:
return functools.partial(widget_generator, register=register, subsurf=subsurf)
@functools.wraps(generate_func)
def wrapper(rig: ArmatureObject, bone_name: str, 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,
subsurf=subsurf)
if obj is not None:
geom = GeometryData()
generate_func(geom, **kwargs)
mesh: Mesh = obj.data
mesh.from_pydata(geom.verts, geom.edges, geom.faces)
mesh.update()
return obj
else:
return None
if register:
register_widget(register, wrapper)
return wrapper
def generate_lines_geometry(geom: GeometryData,
points: list[AnyVector], *,
matrix: Optional[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: GeometryData, center: AnyVector, radius: float, *,
matrix: Optional[Matrix] = None,
angle_range: Optional[tuple[float, float]] = None,
steps=24, radius_x: Optional[float] = 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: a 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: GeometryData, points: list[AnyVector],
radius: float, gap: float, *,
matrix: Optional[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]]
angle_gap = math.asin(gap / radius)
for i, pt_prev, pt_cur, pt_next in zip(count(0), points_ex[0:], points_ex[1:], points_ex[2:]):
vec_prev = pt_prev - pt_cur
vec_next = pt_next - pt_cur
# Compute bearings to adjacent points
angle_prev = math.atan2(vec_prev.y, vec_prev.x)
angle_next = math.atan2(vec_next.y, vec_next.x)
if angle_next <= angle_prev:
angle_next += math.pi * 2
# Adjust gap for circles that are too close
angle_prev += max(angle_gap, math.acos(min(1, vec_prev.length/radius/2)))
angle_next -= max(angle_gap, math.acos(min(1, vec_next.length/radius/2)))
if angle_next > angle_prev:
if len(geom.verts) > base:
geom.edges.append((len(geom.verts)-1, len(geom.verts)))
generate_circle_geometry(
geom, pt_cur, radius, angle_range=(angle_prev, angle_next),
matrix=matrix, steps=steps
)
if len(geom.verts) > base:
geom.edges.append((len(geom.verts)-1, base))
def create_circle_polygon(number_verts: int, axis: str, radius=1.0, head_tail=0.0):
""" Creates a basic circle around of an axis selected.
number_verts: number of vertices of the polygon
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
##############################################
def adjust_widget_axis(obj: Object, axis='y', offset=0.0):
mesh = obj.data
assert isinstance(mesh, Mesh)
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: Optional[Object], matrix: Matrix,
local: bool | None = 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:
mesh = obj.data
assert isinstance(mesh, Mesh)
if local is not True:
if local:
assert isinstance(local, bpy.types.PoseBone)
bone_mat = local.id_data.matrix_world @ local.bone.matrix_local
matrix = bone_mat @ matrix @ bone_mat.inverted()
obj_mat = obj.matrix_basis
matrix = obj_mat.inverted() @ matrix @ obj_mat
mesh.transform(matrix)
def write_widget(obj: Object, name='thing', use_size=True):
""" 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"
# Vertices
szs = "*size" if use_size else ""
width = 2 if use_size else 3
mesh = obj.data
assert isinstance(mesh, Mesh)
script += " geom.verts = ["
for i, v in enumerate(mesh.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"
# Edges
script += " geom.edges = ["
for i, e in enumerate(mesh.edges):
script += "(" + str(e.vertices[0]) + ", " + str(e.vertices[1]) + "),"
script += "\n " if i % 10 == 9 else " "
script += "]\n"
# Faces
if mesh.polygons:
script += " geom.faces = ["
for i, f in enumerate(mesh.polygons):
script += "(" + ", ".join(str(v) for v in f.vertices) + "),"
script += "\n " if i % 10 == 9 else " "
script += "]\n"
return script