blender-addons/rigify/base_generate.py
Alexander Gavrilov 0c77065441 Rigify: add a utility class for managing helper objects.
Some more complicated rig components require using helper objects,
e.g. a curve for spline IK. This commit adds a helper class that
manages creating these objects, reusing them between generations,
and removing them if not necessary. It includes management of
temporary objects that are needed during generation for whatever
reason, but should be removed after it completes.
2023-09-16 17:07:06 +03:00

537 lines
18 KiB
Python

# SPDX-FileCopyrightText: 2019-2022 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
import sys
import traceback
import collections
from typing import Optional, TYPE_CHECKING, Collection, List
from bpy.types import PoseBone, Bone, BoneCollection
from .utils.errors import MetarigError, RaiseErrorMixin
from .utils.naming import random_id
from .utils.metaclass import SingletonPluginMetaclass
from .utils.rig import list_bone_names_depth_first_sorted, get_rigify_type, get_rigify_params
from .utils.misc import clone_parameters, assign_parameters, ArmatureObject
from . import base_rig
from itertools import count
if TYPE_CHECKING:
from .utils.objects import ArtifactManager
from .rig_ui_template import ScriptGenerator
##############################################
# Generator Plugin
##############################################
class GeneratorPlugin(base_rig.GenerateCallbackHost, metaclass=SingletonPluginMetaclass):
"""
Base class for generator plugins.
Generator plugins are per-Generator singleton utility
classes that receive the same stage callbacks as rigs.
Useful for building entities shared by multiple rigs
(e.g. the python script), or for making fire-and-forget
utilities that actually require multiple stages to
complete.
This will create only one instance per set of args:
instance = PluginClass(generator, ...init args)
"""
priority = 0
def __init__(self, generator: 'BaseGenerator'):
self.generator = generator
self.obj = generator.obj
def register_new_bone(self, new_name: str, old_name: Optional[str] = None):
self.generator.bone_owners[new_name] = None
if old_name:
self.generator.derived_bones[old_name].add(new_name)
##############################################
# Rig Substitution Mechanism
##############################################
class SubstitutionRig(RaiseErrorMixin):
"""A proxy rig that replaces itself with one or more different rigs."""
def __init__(self, generator: 'BaseGenerator', pose_bone: PoseBone):
self.generator = generator
self.obj = generator.obj
self.base_bone = pose_bone.name
self.params = get_rigify_params(pose_bone)
self.params_copy = clone_parameters(self.params)
def substitute(self):
# return [rig1, rig2...]
raise NotImplementedError
# Utility methods
def register_new_bone(self, new_name: str, old_name: Optional[str] = None):
pass
def get_params(self, bone_name: str):
return get_rigify_params(self.obj.pose.bones[bone_name])
def assign_params(self, bone_name: str, param_dict=None, **params):
assign_parameters(self.get_params(bone_name), param_dict, **params)
def instantiate_rig(self, rig_class: str | type, bone_name: str):
if isinstance(rig_class, str):
rig_class = self.generator.find_rig_class(rig_class)
return self.generator.instantiate_rig(rig_class, self.obj.pose.bones[bone_name])
##############################################
# Legacy Rig Wrapper
##############################################
class LegacyRig(base_rig.BaseRig):
"""Wrapper around legacy style rigs without a common base class"""
def __init__(self, generator: 'BaseGenerator', pose_bone: PoseBone, wrapped_class: type):
self.wrapped_rig = None
self.wrapped_class = wrapped_class
super().__init__(generator, pose_bone)
def find_org_bones(self, pose_bone: PoseBone):
bone_name = pose_bone.name
if not self.wrapped_rig:
self.wrapped_rig = self.wrapped_class(self.obj, self.base_bone, self.params)
# Switch back to OBJECT mode if the rig changed it
if self.obj.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
# Try to extract the main list of bones - old rigs often have it.
# This is not actually strictly necessary, so failing is OK.
if hasattr(self.wrapped_rig, 'org_bones'):
bones = self.wrapped_rig.org_bones
if isinstance(bones, list):
return bones
return [bone_name]
def generate_bones(self):
# Inject references into the rig if it won't cause conflict
if not hasattr(self.wrapped_rig, 'rigify_generator'):
self.wrapped_rig.rigify_generator = self.generator
if not hasattr(self.wrapped_rig, 'rigify_wrapper'):
self.wrapped_rig.rigify_wrapper = self
# Old rigs only have one generate method, so call it from
# generate_bones, which is the only stage allowed to add bones.
scripts = self.wrapped_rig.generate()
# Switch back to EDIT mode if the rig changed it
if self.obj.mode != 'EDIT':
bpy.ops.object.mode_set(mode='EDIT')
if isinstance(scripts, dict):
if 'script' in scripts:
self.script.add_panel_code(scripts['script'])
if 'imports' in scripts:
self.script.add_imports(scripts['imports'])
if 'utilities' in scripts:
self.script.add_utilities(scripts['utilities'])
if 'register' in scripts:
self.script.register_classes(scripts['register'])
if 'register_drivers' in scripts:
self.script.register_driver_functions(scripts['register_drivers'])
if 'register_props' in scripts:
for prop, val in scripts['register_props']:
self.script.register_property(prop, val)
if 'noparent_bones' in scripts:
for bone_name in scripts['noparent_bones']:
self.generator.disable_auto_parent(bone_name)
elif scripts is not None:
self.script.add_panel_code([scripts[0]])
def finalize(self):
if hasattr(self.wrapped_rig, 'glue'):
self.wrapped_rig.glue()
# Switch back to OBJECT mode if the rig changed it
if self.obj.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
##############################################
# Base Generate Engine
##############################################
class BaseGenerator:
"""Base class for the main generator object. Contains rig and plugin management code."""
instance: Optional['BaseGenerator'] = None # static
context: bpy.types.Context
scene: bpy.types.Scene
view_layer: bpy.types.ViewLayer
layer_collection: bpy.types.LayerCollection
collection: bpy.types.Collection
metarig: ArmatureObject
obj: ArmatureObject
script: 'ScriptGenerator'
artifacts: 'ArtifactManager'
rig_list: List[base_rig.BaseRig]
root_rigs: List[base_rig.BaseRig]
bone_owners: dict[str, Optional[base_rig.BaseRig]]
derived_bones: dict[str, set[str]]
stage: Optional[str]
rig_id: str
widget_collection: bpy.types.Collection
use_mirror_widgets: bool
old_widget_table: dict[str, bpy.types.Object]
new_widget_table: dict[str, bpy.types.Object]
widget_mirror_mesh: dict[str, bpy.types.Mesh]
def __init__(self, context, metarig):
self.context = context
self.scene = context.scene
self.view_layer = context.view_layer
self.layer_collection = context.layer_collection
self.collection = self.layer_collection.collection
self.metarig = metarig
# List of all rig instances
self.rig_list = []
# List of rigs that don't have a parent
self.root_rigs = []
# Map from bone names to their rigs
self.bone_owners = {}
self.derived_bones = collections.defaultdict(set)
# Set of plugins
self.plugin_list = []
self.plugin_map = {}
# Current execution stage so plugins could check they are used correctly
self.stage = None
# Set of bones that should be left without parent
self.noparent_bones = set()
# Table of layer priorities for defining bone groups
self.layer_group_priorities = collections.defaultdict(dict)
# Random string with time appended so that
# different rigs don't collide id's
self.rig_id = random_id(16)
# Table of renamed ORG bones
self.org_rename_table = dict()
def disable_auto_parent(self, bone_name: str):
"""Prevent automatically parenting the bone to root if parentless."""
self.noparent_bones.add(bone_name)
def find_derived_bones(self, bone_name: str, *, by_owner=False, recursive=True) -> set[str]:
"""Find which bones were copied from the specified one."""
if by_owner:
owner = self.bone_owners.get(bone_name, None)
if not owner:
return set()
table = owner.rigify_derived_bones
else:
table = self.derived_bones
if recursive:
result = set()
def rec(name):
for child in table.get(name, []):
result.add(child)
rec(child)
rec(bone_name)
return result
else:
return set(table.get(bone_name, []))
def set_layer_group_priority(self, bone_name: str,
layers: Collection[BoneCollection], priority: float):
for coll in layers:
self.layer_group_priorities[bone_name][coll.name] = priority
def rename_org_bone(self, old_name: str, new_name: str) -> str:
assert self.stage == 'instantiate'
assert old_name == self.org_rename_table.get(old_name, None)
assert old_name not in self.bone_owners
bone = self.obj.data.bones[old_name]
bone.name = new_name
new_name = bone.name
self.org_rename_table[old_name] = new_name
return new_name
def __run_object_stage(self, method_name: str):
"""Run a generation stage in Object mode."""
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'OBJECT')
num_bones = len(self.obj.data.bones)
self.stage = method_name
for rig in self.rig_list:
rig.rigify_invoke_stage(method_name)
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'OBJECT')
assert(num_bones == len(self.obj.data.bones))
# Allow plugins to be added to the end of the list on the fly
for i in count(0):
if i >= len(self.plugin_list):
break
self.plugin_list[i].rigify_invoke_stage(method_name)
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'OBJECT')
assert(num_bones == len(self.obj.data.bones))
def __run_edit_stage(self, method_name: str):
"""Run a generation stage in Edit mode."""
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'EDIT')
num_bones = len(self.obj.data.edit_bones)
self.stage = method_name
for rig in self.rig_list:
rig.rigify_invoke_stage(method_name)
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'EDIT')
assert(num_bones == len(self.obj.data.edit_bones))
# Allow plugins to be added to the end of the list on the fly
for i in count(0):
if i >= len(self.plugin_list):
break
self.plugin_list[i].rigify_invoke_stage(method_name)
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'EDIT')
assert(num_bones == len(self.obj.data.edit_bones))
def invoke_initialize(self):
self.__run_object_stage('initialize')
def invoke_prepare_bones(self):
self.__run_edit_stage('prepare_bones')
def __auto_register_bones(self, bones, rig, plugin=None):
"""Find bones just added and not registered by this rig."""
for bone in bones:
name = bone.name
if name not in self.bone_owners:
self.bone_owners[name] = rig
if rig:
rig.rigify_new_bones[name] = None
if not isinstance(rig, LegacyRig):
print(f"WARNING: rig {self.describe_rig(rig)} "
f"didn't register bone {name}\n")
else:
print(f"WARNING: plugin {plugin} didn't register bone {name}\n")
def invoke_generate_bones(self):
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'EDIT')
self.stage = 'generate_bones'
for rig in self.rig_list:
rig.rigify_invoke_stage('generate_bones')
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'EDIT')
self.__auto_register_bones(self.obj.data.edit_bones, rig)
# Allow plugins to be added to the end of the list on the fly
for i in count(0):
if i >= len(self.plugin_list):
break
self.plugin_list[i].rigify_invoke_stage('generate_bones')
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'EDIT')
self.__auto_register_bones(self.obj.data.edit_bones, None, plugin=self.plugin_list[i])
def invoke_parent_bones(self):
self.__run_edit_stage('parent_bones')
def invoke_configure_bones(self):
self.__run_object_stage('configure_bones')
def invoke_preapply_bones(self):
self.__run_object_stage('preapply_bones')
def invoke_apply_bones(self):
self.__run_edit_stage('apply_bones')
def invoke_rig_bones(self):
self.__run_object_stage('rig_bones')
def invoke_generate_widgets(self):
self.__run_object_stage('generate_widgets')
def invoke_finalize(self):
self.__run_object_stage('finalize')
def instantiate_rig(self, rig_class: type, pose_bone: PoseBone) -> base_rig.BaseRig:
assert not issubclass(rig_class, SubstitutionRig)
if issubclass(rig_class, base_rig.BaseRig):
return rig_class(self, pose_bone)
else:
return LegacyRig(self, pose_bone, rig_class)
def find_rig_class(self, rig_type: str) -> type:
raise NotImplementedError
def instantiate_rig_by_type(self, rig_type: str, pose_bone: PoseBone):
return self.instantiate_rig(self.find_rig_class(rig_type), pose_bone)
# noinspection PyMethodMayBeStatic
def describe_rig(self, rig: base_rig.BaseRig) -> str:
base_bone = rig.base_bone
if isinstance(rig, LegacyRig):
rig = rig.wrapped_rig
return "%s (%s)" % (rig.__class__, base_bone)
def __create_rigs(self, bone_name, halt_on_missing):
"""Recursively walk bones and create rig instances."""
pose_bone = self.obj.pose.bones[bone_name]
rig_type = get_rigify_type(pose_bone)
if rig_type != "":
try:
rig_class = self.find_rig_class(rig_type)
if issubclass(rig_class, SubstitutionRig):
rigs = rig_class(self, pose_bone).substitute()
else:
rigs = [self.instantiate_rig(rig_class, pose_bone)]
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'OBJECT')
for rig in rigs:
self.rig_list.append(rig)
for org_name in rig.rigify_org_bones:
if org_name in self.bone_owners:
old_rig = self.describe_rig(self.bone_owners[org_name])
new_rig = self.describe_rig(rig)
print(f"CONFLICT: bone {org_name} is claimed by rigs "
f"{old_rig} and {new_rig}\n")
self.bone_owners[org_name] = rig
except ImportError:
message = f"Rig Type Missing: python module for type '{rig_type}' "\
f"not found (bone: {bone_name})"
if halt_on_missing:
raise MetarigError(message)
else:
print(message)
print('print_exc():')
traceback.print_exc(file=sys.stdout)
def __build_rig_tree_rec(self, bone: Bone, current_rig: Optional[base_rig.BaseRig],
handled: dict[base_rig.BaseRig, str]):
"""Recursively walk bones and connect rig instances into a tree."""
rig = self.bone_owners.get(bone.name)
if rig:
if rig is current_rig:
pass
elif rig not in handled:
rig.rigify_parent = current_rig
if current_rig:
current_rig.rigify_children.append(rig)
else:
self.root_rigs.append(rig)
handled[rig] = bone.name
elif rig.rigify_parent is not current_rig:
raise MetarigError("CONFLICT: bone {bone.name} owned by rig {rig.base_bone} "
f"has different parent rig from {handled[rig]}")
current_rig = rig
else:
if current_rig:
current_rig.rigify_child_bones.add(bone.name)
self.bone_owners[bone.name] = current_rig
for child in bone.children:
self.__build_rig_tree_rec(child, current_rig, handled)
def instantiate_rig_tree(self, halt_on_missing=False):
"""Create rig instances and connect them into a tree."""
assert(self.context.active_object == self.obj)
assert(self.obj.mode == 'OBJECT')
self.stage = 'instantiate'
# Compute the list of bones
bone_list = list_bone_names_depth_first_sorted(self.obj)
self.org_rename_table = {n: n for n in bone_list}
# Construct the rig instances
for name in bone_list:
self.__create_rigs(self.org_rename_table[name], halt_on_missing)
# Connect rigs and bones into a tree
handled = {}
for bone in self.obj.data.bones:
if bone.parent is None:
self.__build_rig_tree_rec(bone, None, handled)