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

View File

@ -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):
cgtinker marked this conversation as resolved Outdated

Keep formatting changes out of the patch. You can use git gui or some other tool to cherry-pick which lines you do (not) want to include in a commit. That way you can exclude such changes, commit the rest, then revert the unwanted formatting changes to get rid of them.

Keep formatting changes out of the patch. You can use `git gui` or some other tool to cherry-pick which lines you do (not) want to include in a commit. That way you can exclude such changes, commit the rest, then revert the unwanted formatting changes to get rid of them.
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")
cgtinker marked this conversation as resolved Outdated

This only outputs a normal vector when a and b are perpendicular. Better to use a.cross(b).normalized()

This only outputs a normal vector when `a` and `b` are perpendicular. Better to use `a.cross(b).normalized()`
@ -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", ""),
cgtinker marked this conversation as resolved Outdated

Follow PEP 257 (in this case, the initial line should be shorter, and the leading/trailing spaces should be removed). Same for other docstrings.

Wellll.... try to follow PEP 257 but also keep in mind that Blender uses those docstrings for the tooltips, and thus they shouldn't end in a period. Stupid, I know...

Follow PEP 257 (in this case, the initial line should be shorter, and the leading/trailing spaces should be removed). Same for other docstrings. Wellll.... try to follow PEP 257 but also keep in mind that Blender uses those docstrings for the tooltips, and thus they shouldn't end in a period. Stupid, I know...
@ -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",

Why is Y the default up-vector, and not Z?

Why is `Y` the default up-vector, and not `Z`?

I thought it was like that in the python interface (and I was wrong).
Just checked in mathutils_Vector.c, there the up axis is Y and the track axis is Z. Should we follow that convention or go for Z as up axis and X as track axis?

I thought it was like that in the python interface (and I was wrong). Just checked in _mathutils_Vector.c_, there the up axis is **Y** and the track axis is **Z**. Should we follow that convention or go for **Z** as up axis and **X** as track axis?
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)
cgtinker marked this conversation as resolved Outdated

I think these names could be improved for clarity. How about "Vector" and "Rotate To"?

I think these names could be improved for clarity. How about "Vector" and "Rotate To"?
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()
cgtinker marked this conversation as resolved Outdated

default_value doesn't seem used.

`default_value` doesn't seem used.
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

Why name it DEFAULT instead of UNSIGNED? And why is UNSIGNED the default value? Not saying that it should be the other one, just wondering about your thought process.

Why name it `DEFAULT` instead of `UNSIGNED`? And why is `UNSIGNED` the default value? Not saying that it should be the other one, just wondering about your thought process.

Usually an angle is not signed, you got to define something to sign it. That's why I thought unsigned angles should be the default.

I rechecked and to be honest, I neither knew that the "signed" vector method is only for 2D vectors nor how it actually signed an angle. So I guess I removed it and kept only the "unsigned" angle for now - my bad sorry. Kinda liked the idea of an easy to use signed angle.

So far, when I needed a signed angle, I ended up using a plane. Basically I've used the signed distance (based on the normal) from the plane to the destination of the vector and used the sign for the angle. This is possible with the current system without changes so I guess it's fine.

Usually an angle is not signed, you got to define something to sign it. That's why I thought unsigned angles should be the default. I rechecked and to be honest, I neither knew that the "signed" vector method is only for 2D vectors nor how it actually signed an angle. So I guess I removed it and kept only the "unsigned" angle for now - my bad sorry. Kinda liked the idea of an easy to use signed angle. So far, when I needed a signed angle, I ended up using a plane. Basically I've used the signed distance (based on the normal) from the plane to the destination of the vector and used the sign for the angle. This is possible with the current system without changes so I guess it's fine.
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(
cgtinker marked this conversation as resolved Outdated

Don't compute length when you can use length_squared as well.

Don't compute `length` when you can use `length_squared` as well.
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(
cgtinker marked this conversation as resolved Outdated

This could be an interesting design discussion. Not something to do here -- this code is fine. But in general, we have to decide how Powership is going to handle erroneous values. For example,. the Vector.normalized() function I suggested above will simply return (0, 0, 0) for zero vectors. I feel that maybe here it could also make sense to define x / 0 → 0 and return as many usable values as possible.

I actually had a little design discussion with @nathanvegdahl about this, and until we have a 'debug mode' that can visualise where NaNs are produced, it's better to stick to regular floats. So in this case x/y if y != 0.0 else 0.0

And another minor thing: the list comprehension can be replaced by a generator expression for a little bit of added performance and readability:

res = Vector(x/y if y != 0.0 else 0.0 for x, y in zip(u, v))
This could be an interesting design discussion. ~~Not something to do here -- this code is fine.~~ But in general, we have to decide how Powership is going to handle erroneous values. For example,. the `Vector.normalized()` function I suggested above will simply return `(0, 0, 0)` for zero vectors. I feel that maybe here it could also make sense to define `x / 0 → 0` and return as many usable values as possible. I actually had a little design discussion with @nathanvegdahl about this, and until we have a 'debug mode' that can visualise where NaNs are produced, it's better to stick to regular floats. So in this case `x/y if y != 0.0 else 0.0` And another minor thing: the list comprehension can be replaced by a generator expression for a little bit of added performance and readability: ```py res = Vector(x/y if y != 0.0 else 0.0 for x, y in zip(u, v)) ```
self, context: bpy.types.Context, layout: bpy.types.UILayout
) -> None:
super().draw_buttons(context, layout)
layout.prop(self, "operation")
cgtinker marked this conversation as resolved Outdated

Either log/print, or raise an exception. Don't do both, as one issue will be reported twice.

Either log/print, or raise an exception. Don't do both, as one issue will be reported twice.
def init(self, context):
cgtinker marked this conversation as resolved Outdated

Don't use a class as exception, always instantiate it.

raise ValueError(f"Vector math operation not found: {self.operation!r}")
Don't use a class as exception, always instantiate it. ```py raise ValueError(f"Vector math operation not found: {self.operation!r}") ```
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,
)
cgtinker marked this conversation as resolved Outdated

nan → 0.0

nan → 0.0
def draw_buttons(
self, context: bpy.types.Context, layout: bpy.types.UILayout
) -> None:
cgtinker marked this conversation as resolved Outdated

Same as above.

Same as above.
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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