Motion transfer setup #1

Manually merged
Sybren A. Stüvel merged 18 commits from cgtinker/powership:motion_transfer into main 2023-06-05 12:06:15 +02:00
3 changed files with 129 additions and 215 deletions
Showing only changes of commit fea3f043ed - Show all commits

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@ -146,6 +146,7 @@ def register() -> None:
def unregister() -> None:
bpy.app.handlers.depsgraph_update_post.remove(_on_depsgraph_update_post)
bpy.app.handlers.frame_change_post.remove(_on_frame_changed_post)
del bpy.types.Scene.powership_mode

297
nodes.py
View File

@ -67,10 +67,7 @@ class PowerShipNodeTree(bpy.types.NodeTree):
def _prepare_nodes(self) -> None:
for node in self.nodes:
try:
node.reset_run()
except AttributeError:
print(node)
def _run_from_node(
self, depsgraph: bpy.types.Depsgraph, start_node: "AbstractPowerShipNode"
@ -234,7 +231,6 @@ class AbstractPowerShipNode(bpy.types.Node):
def run(self, depsgraph: bpy.types.Depsgraph) -> None:
assert not self.has_run, "a node can only run once, reset it first"
if self.mute:
# Skip execution of this node, it's muted.
self._first_input_to_output()
@ -278,7 +274,6 @@ class AbstractPowerShipNode(bpy.types.Node):
def _first_input_to_output(self) -> None:
"""Copy the first input's default value to the output, if the sockets are compatible."""
if not self.inputs or not self.outputs:
return
@ -592,8 +587,6 @@ class ToVector(AbstractPowerShipNode):
bl_icon = "EMPTY_ARROWS"
def init(self, context):
self.add_execution_sockets()
self.add_optional_input_socket("NodeSocketFloat", "X")
self.add_optional_input_socket("NodeSocketFloat", "Y")
self.add_optional_input_socket("NodeSocketFloat", "Z")
@ -621,8 +614,6 @@ class SplitVector(AbstractPowerShipNode):
bl_icon = "EMPTY_ARROWS"
def init(self, context):
self.add_execution_sockets()
self.add_optional_input_socket("NodeSocketVector", "Vector")
self.outputs.new("NodeSocketFloat", "X")
self.outputs.new("NodeSocketFloat", "Y")
@ -630,10 +621,6 @@ class SplitVector(AbstractPowerShipNode):
def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
v = self._get_optional_input_value("Vector", Vector)
if not v:
return
self.outputs["X"].default_value = v.x
self.outputs["Y"].default_value = v.y
self.outputs["Z"].default_value = v.z
@ -647,8 +634,6 @@ class Distance(AbstractPowerShipNode):
bl_icon = "EMPTY_ARROWS"
def init(self, context):
self.add_execution_sockets()
self.add_optional_input_socket("NodeSocketVector", "U")
self.add_optional_input_socket("NodeSocketVector", "V")
self.outputs.new("NodeSocketFloat", "Float")
@ -671,8 +656,6 @@ class NormalFromPoints(AbstractPowerShipNode):
bl_icon = "EMPTY_ARROWS"
def init(self, context):
self.add_execution_sockets()
self.add_optional_input_socket("NodeSocketVector", "U")
self.add_optional_input_socket("NodeSocketVector", "V")
self.add_optional_input_socket("NodeSocketVector", "W")
@ -682,56 +665,19 @@ class NormalFromPoints(AbstractPowerShipNode):
u = self._get_optional_input_value("U", Vector)
v = self._get_optional_input_value("V", Vector)
w = self._get_optional_input_value("W", Vector)
if not (u and v and w):
return
a = v - u
b = w - u
normal = a.cross(b)
self.outputs["Result"].default_value = normal
class UpAxisSocket(bpy.types.NodeSocket):
'''Custom node socket type'''
bl_idname = 'UpAxisSocket'
bl_label = "Up Axis Socket"
link_limit = 0
# Enum items list
axis_items = (
_enum_up_axis_items = (
('X', "X", ""),
('Y', "Y", ""),
('Z', "Z", ""),
)
# default_value = "UP"
default_value: bpy.props.EnumProperty(
name="Axis",
description="",
items=axis_items,
default='X',
)
# Optional function for drawing the socket input value
def draw(self, context, layout, node, text):
if self.is_output or self.is_linked:
layout.label(text=text)
else:
layout.prop(self, "default_value", text=text)
def draw_color(self, context, node):
return (1.0, 0.4, 0.216, 0.5)
class TrackAxisSocket(bpy.types.NodeSocket):
'''Custom node socket type'''
bl_idname = 'TrackAxisSocket'
bl_label = "Track Axis Socket"
link_limit = 0
# Enum items list
axis_items = (
_enum_track_axis_items = (
('X', "X", ""),
('Y', "Y", ""),
('Z', "Z", ""),
@ -739,26 +685,6 @@ class TrackAxisSocket(bpy.types.NodeSocket):
('-Y', "-Y", ""),
('-Z', "-Z", ""),
)
# default_value = "UP"
default_value: bpy.props.EnumProperty(
name="Axis",
description="",
items=axis_items,
default='Y',
)
# Optional function for drawing the socket input value
def draw(self, context, layout, node, text):
if self.is_output or self.is_linked:
layout.label(text=text)
else:
layout.prop(self, "default_value", text=text)
# Socket color
def draw_color(self, context, node):
return (1.0, 0.4, 0.216, 0.5)
class RotateTowards(AbstractPowerShipNode):
@ -768,12 +694,24 @@ class RotateTowards(AbstractPowerShipNode):
bl_label = "Rotate Towards"
bl_icon = "EMPTY_ARROWS"
track: bpy.props.EnumProperty( # type: ignore
name="Track",
items=_enum_track_axis_items,
)
up: bpy.props.EnumProperty( # type: ignore
name="Up",
items=_enum_up_axis_items,
)
def draw_buttons(
self, context: bpy.types.Context, layout: bpy.types.UILayout
) -> None:
super().draw_buttons(context, layout)
layout.prop(self, "up")
layout.prop(self, "track")
def init(self, context):
self.add_execution_sockets()
self.add_optional_input_socket("UpAxisSocket", "Up")
self.add_optional_input_socket("TrackAxisSocket", "Track")
self.add_optional_input_socket("NodeSocketVector", "Origin")
self.add_optional_input_socket("NodeSocketVector", "Destination")
self.outputs.new("NodeSocketQuaternion", "Rotation")
@ -781,16 +719,14 @@ class RotateTowards(AbstractPowerShipNode):
def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
origin = self._get_optional_input_value("Origin", Vector)
destination = self._get_optional_input_value("Destination", Vector)
track = self._get_input_value("Track", str)
up = self._get_input_value("Up", str)
if not (origin and destination):
return
return Quaternion()
# Set the rotation of the control
vec = Vector((destination - origin))
vec.normalize()
rot = vec.to_track_quat(track, up)
# vec.normalize()
rot = vec.to_track_quat(self.track, self.up)
rot.normalize()
self.outputs["Rotation"].default_value = rot
@ -800,9 +736,9 @@ class OffsetRotation(AbstractPowerShipNode):
bl_idname = "OffsetRotation"
bl_label = "Offset Rotation"
bl_icon = "EMPTY_ARROWS"
default_value = Quaternion()
def init(self, context):
self.add_execution_sockets()
self.add_optional_input_socket("NodeSocketQuaternion", "Base")
self.add_optional_input_socket("NodeSocketQuaternion", "Offset")
self.outputs.new("NodeSocketQuaternion", "Rotation")
@ -810,10 +746,6 @@ class OffsetRotation(AbstractPowerShipNode):
def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
base = self._get_optional_input_value("Base", Quaternion)
offset = self._get_optional_input_value("Offset", Quaternion)
if not (base and offset):
return
self.outputs["Rotation"].default_value = base @ offset
@ -825,8 +757,6 @@ class MapRange(AbstractPowerShipNode):
bl_icon = "EMPTY_ARROWS"
def init(self, context):
self.add_execution_sockets()
self.add_optional_input_socket("NodeSocketFloat", "Value")
self.add_optional_input_socket("NodeSocketFloat", "From Min")
self.add_optional_input_socket("NodeSocketFloat", "From Max")
@ -841,55 +771,37 @@ class MapRange(AbstractPowerShipNode):
tmin = self._get_optional_input_value("Value", float)
tmax = self._get_optional_input_value("Value", float)
if not (val and fmin and fmax and tmin and tmax):
return
slope = (tmax - tmin) / (fmax - fmin)
offset = tmin - slope * fmin
self.outputs["Result"].default_value = slope * val + offset
class AngleTypeSocket(bpy.types.NodeSocket):
bl_idname = 'AngleTypeSocket'
bl_label = "Angle Type"
link_limit = 0
# Enum items list
ops_items = (
('SIGNED', "Signed", ""),
('UNSIGNED', "Default", ""),
)
# default_value = "UP"
default_value: bpy.props.EnumProperty(
name="Operation",
description="",
items=ops_items,
default='UNSIGNED',
)
# Optional function for drawing the socket input value
def draw(self, context, layout, node, text):
if self.is_output or self.is_linked:
layout.label(text=text)
else:
layout.prop(self, "default_value", text=text)
# Socket color
def draw_color(self, context, node):
return (1.0, 0.4, 0.216, 0.5)
class RotationFromAngle(AbstractPowerShipNode):
bl_idname = "RotationFromAngle"
bl_label = "Rotation From Vector Angle"
bl_icon = "EMPTY_ARROWS"
axis: bpy.props.EnumProperty( # type: ignore
name="Axis",
items=_enum_up_axis_items,
)
angle_type: bpy.props.EnumProperty( # type: ignore
name="Type",
items=[
("DEFAULT", "Default", ""),
("SIGNED", "Signed", ""),
],
)
def draw_buttons(
self, context: bpy.types.Context, layout: bpy.types.UILayout
) -> None:
super().draw_buttons(context, layout)
layout.prop(self, "axis")
layout.prop(self, "angle_type")
def init(self, context):
self.add_execution_sockets()
self.add_optional_input_socket("UpAxisSocket", "Axis")
self.add_optional_input_socket("AngleTypeSocket", "Type")
self.add_optional_input_socket("NodeSocketVector", "U")
self.add_optional_input_socket("NodeSocketVector", "V")
self.outputs.new("NodeSocketQuaternion", "Rotation")
@ -897,60 +809,28 @@ class RotationFromAngle(AbstractPowerShipNode):
def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
u = self._get_optional_input_value("U", Vector)
v = self._get_optional_input_value("V", Vector)
axis = self._get_input_value("Axis", str)
angle_type = self._get_input_value("Type", str)
signed = angle_type == 'SIGNED'
if not (u and v):
return
signed = self.angle_type == 'SIGNED'
angle = 0
if not (u.length == 0 or v.length == 0):
if signed:
angle = u.angle_signed(v)
else:
angle = u.angle(v)
m = Matrix.Rotation(angle, 3, axis)
m = Matrix.Rotation(angle, 3, self.axis)
res = m.to_quaternion()
self.outputs["Rotation"].default_value = res
class MathOperationSocket(bpy.types.NodeSocket):
bl_idname = 'MathOperationSocket'
bl_label = "Operations"
link_limit = 0
# Enum items list
ops_items = (
_enum_vector_math_operations = [
('ADD', "Add", ""),
('SUBSTRACT', "Substract", ""),
('MULTIPLY', "Mutliply", ""),
('DIVIDE', "Divide", ""),
('CROSS', "Cross", ""),
)
# default_value = "UP"
default_value: bpy.props.EnumProperty(
name="Operation",
description="",
items=ops_items,
default='ADD',
)
# Optional function for drawing the socket input value
def draw(self, context, layout, node, text):
if self.is_output or self.is_linked:
layout.label(text=text)
else:
layout.prop(self, "default_value", text=text)
# Socket color
def draw_color(self, context, node):
return (1.0, 0.4, 0.216, 0.5)
]
class VectorMath(AbstractPowerShipNode):
@ -960,9 +840,18 @@ class VectorMath(AbstractPowerShipNode):
bl_label = "Vector Math"
bl_icon = "EMPTY_ARROWS"
operation: bpy.props.EnumProperty( # type: ignore
name="Operation",
items=_enum_vector_math_operations,
)
def draw_buttons(
self, context: bpy.types.Context, layout: bpy.types.UILayout
) -> None:
super().draw_buttons(context, layout)
layout.prop(self, "operation")
def init(self, context):
self.add_execution_sockets()
self.add_optional_input_socket("MathOperationSocket", "Operation")
self.add_optional_input_socket("NodeSocketVector", "U")
self.add_optional_input_socket("NodeSocketVector", "V")
self.outputs.new("NodeSocketVector", "Result")
@ -970,12 +859,8 @@ class VectorMath(AbstractPowerShipNode):
def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
u = self._get_optional_input_value("U", Vector)
v = self._get_optional_input_value("V", Vector)
mode = self._get_input_value("Operation", str)
if not (u and v):
return
match mode:
match self.operation:
case 'ADD':
res = u+v
case 'MULTIPLY':
@ -983,15 +868,24 @@ class VectorMath(AbstractPowerShipNode):
case 'SUBSTRACT':
res = u-v
case 'DIVIDE':
res = Vector([x/y for x, y in zip(u, v)])
res = Vector([x/y if y != 0.0 else 0.0 for x, y in zip(u, v)])
case 'CROSS':
res = u.cross(v)
case _:
print("Vector math operation not found:", self.operation)
raise ValueError
self.outputs["Result"].default_value = res
_enum_math_operations = [
('ADD', "Add", ""),
('SUBSTRACT', "Substract", ""),
('MULTIPLY', "Mutliply", ""),
('DIVIDE', "Divide", ""),
]
class Math(AbstractPowerShipNode):
"""Sets the location and/or rotation of the 3D cursor"""
@ -999,9 +893,18 @@ class Math(AbstractPowerShipNode):
bl_label = "Math"
bl_icon = "EMPTY_ARROWS"
operation: bpy.props.EnumProperty( # type: ignore
name="Operation",
items=_enum_math_operations,
)
def draw_buttons(
self, context: bpy.types.Context, layout: bpy.types.UILayout
) -> None:
super().draw_buttons(context, layout)
layout.prop(self, "operation")
def init(self, context):
self.add_execution_sockets()
self.add_optional_input_socket("MathOperationSocket", "Operation")
self.add_optional_input_socket("NodeSocketFloat", "U")
self.add_optional_input_socket("NodeSocketFloat", "V")
self.outputs.new("NodeSocketFloat", "Result")
@ -1009,12 +912,8 @@ class Math(AbstractPowerShipNode):
def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
u = self._get_optional_input_value("U", float)
v = self._get_optional_input_value("V", float)
mode = self._get_input_value("Operation", str)
if not (u and v):
return
match mode:
match self.operation:
case 'ADD':
res = u+v
case 'MULTIPLY':
@ -1022,9 +921,9 @@ class Math(AbstractPowerShipNode):
case 'SUBSTRACT':
res = u-v
case 'DIVIDE':
res = u/v
res = u/v if v != 0 else 0
case _:
print("MODE NOT FOUND:", mode)
print("Math operation not found:", self.operation)
raise ValueError
self.outputs["Result"].default_value = res
@ -1062,6 +961,17 @@ class SetBoneNode(AbstractPowerShipNode):
bl_label = "Set Bone"
bl_icon = "BONE_DATA"
space: bpy.props.EnumProperty( # type: ignore
name="Space",
items=_enum_control_space,
)
def draw_buttons(
self, context: bpy.types.Context, layout: bpy.types.UILayout
) -> None:
super().draw_buttons(context, layout)
layout.prop(self, "space")
def init(self, context):
self.add_execution_sockets()
@ -1103,13 +1013,20 @@ class SetBoneNode(AbstractPowerShipNode):
if control_scale is not None:
scale = control_scale
match self.space:
case "WORLD":
bone_mat_world = Matrix.LocRotScale(loc, rot, scale)
case "CHANNELS":
# Not sure what causes the scale to flip, however...
# The y/z-scale flips on update if multiple rotations are chained,
# this generates jitter when running const updates - flipping seems to temp fix it.
scale = [scale[i] for i in [0, 2, 1]]
v_nil = Vector((0, 0, 0))
bone_rest_rot_scale = bone.bone.matrix_local.copy()
bone_rest_rot_scale.translation = v_nil
bone_rest_rot = bone_rest_rot_scale.to_quaternion()
mat_rot_scale = Matrix.LocRotScale(
v_nil, rot, scale) @ bone_rest_rot_scale
v_nil, rot, scale) @ bone_rest_rot.to_matrix().to_4x4()
mat_loc = Matrix.Translation(loc)
bone_mat_world = mat_loc @ mat_rot_scale
@ -1510,10 +1427,6 @@ classes = (
# Socket types:
NodeSocketExecute,
NodeSocketQuaternion,
MathOperationSocket,
TrackAxisSocket,
UpAxisSocket,
AngleTypeSocket,
# Nodes:
ForwardSolveNode,
BackwardSolveNode,

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