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# SPDX-FileCopyrightText: 2022 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
from typing import Optional, List, Dict, Tuple, TYPE_CHECKING
from bpy.types import Action, Mesh, Armature
from bl_math import clamp
from .errors import MetarigError
from .misc import MeshObject, IdPropSequence, verify_mesh_obj
from .naming import Side, get_name_side, change_name_side, mirror_name
from .bones import BoneUtilityMixin
from .mechanism import MechanismUtilityMixin, driver_var_transform, quote_property
from ..base_rig import RigComponent, stage
from ..base_generate import GeneratorPlugin
if TYPE_CHECKING:
from ..operators.action_layers import ActionSlot
def get_rigify_action_slots(metarig_data: Armature) -> IdPropSequence['ActionSlot']:
return metarig_data.rigify_action_slots # noqa
class ActionSlotBase:
"""Abstract non-RNA base for the action list slots."""
action: Optional[Action]
enabled: bool
symmetrical: bool
subtarget: str
transform_channel: str
target_space: str
frame_start: int
frame_end: int
trans_min: float
trans_max: float
is_corrective: bool
trigger_action_a: Optional[Action]
trigger_action_b: Optional[Action]
############################################
# Action Constraint Setup
@property
def keyed_bone_names(self) -> List[str]:
"""Return a list of bone names that have keyframes in the Action of this Slot."""
keyed_bones = []
for fc in self.action.fcurves:
# Extracting bone name from fcurve data path
if fc.data_path.startswith('pose.bones["'):
bone_name = fc.data_path[12:].split('"]')[0]
if bone_name not in keyed_bones:
keyed_bones.append(bone_name)
return keyed_bones
@property
def do_symmetry(self) -> bool:
return self.symmetrical and get_name_side(self.subtarget) != Side.MIDDLE
@property
def default_side(self):
return get_name_side(self.subtarget)
def get_min_max(self, side=Side.MIDDLE) -> Tuple[float, float]:
if side == -self.default_side:
# Flip min/max in some cases - based on code of Paste Pose Flipped
if self.transform_channel in ['LOCATION_X', 'ROTATION_Z', 'ROTATION_Y']:
return -self.trans_min, -self.trans_max
return self.trans_min, self.trans_max
def get_factor_expression(self, var, side=Side.MIDDLE):
assert not self.is_corrective
trans_min, trans_max = self.get_min_max(side)
if 'ROTATION' in self.transform_channel:
var = f'({var}*180/pi)'
return f'clamp(({var} - {trans_min:.4}) / {trans_max - trans_min:.4})'
def get_trigger_expression(self, var_a, var_b):
assert self.is_corrective
return f'clamp({var_a} * {var_b})'
##################################
# Default Frame
def get_default_channel_value(self) -> float:
# The default transformation value for rotation and location is 0, but for scale it's 1.
return 1.0 if 'SCALE' in self.transform_channel else 0.0
def get_default_factor(self, side=Side.MIDDLE, *, triggers=None) -> float:
""" Based on the transform channel, and transform range,
calculate the evaluation factor in the default pose.
"""
if self.is_corrective:
if not triggers or None in triggers:
return 0
val_a, val_b = [trigger.get_default_factor(side) for trigger in triggers]
return clamp(val_a * val_b)
else:
trans_min, trans_max = self.get_min_max(side)
if trans_min == trans_max:
# Avoid division by zero
return 0
def_val = self.get_default_channel_value()
factor = (def_val - trans_min) / (trans_max - trans_min)
return clamp(factor)
def get_default_frame(self, side=Side.MIDDLE, *, triggers=None) -> float:
""" Based on the transform channel, frame range and transform range,
we can calculate which frame within the action should have the keyframe
which has the default pose.
This is the frame which will be read when the transformation is at its default
(so 1.0 for scale and 0.0 for loc/rot)
"""
factor = self.get_default_factor(side, triggers=triggers)
return self.frame_start * (1 - factor) + self.frame_end * factor
def is_default_frame_integer(self) -> bool:
default_frame = self.get_default_frame()
return abs(default_frame - round(default_frame)) < 0.001
class GeneratedActionSlot(ActionSlotBase):
"""Non-RNA version of the action list slot."""
def __init__(self, action, *, enabled=True, symmetrical=True, subtarget='',
transform_channel='LOCATION_X', target_space='LOCAL', frame_start=0,
frame_end=2, trans_min=-0.05, trans_max=0.05, is_corrective=False,
trigger_action_a=None, trigger_action_b=None):
self.action = action
self.enabled = enabled
self.symmetrical = symmetrical
self.subtarget = subtarget
self.transform_channel = transform_channel
self.target_space = target_space
self.frame_start = frame_start
self.frame_end = frame_end
self.trans_min = trans_min
self.trans_max = trans_max
self.is_corrective = is_corrective
self.trigger_action_a = trigger_action_a
self.trigger_action_b = trigger_action_b
class ActionLayer(RigComponent):
"""An action constraint layer instance, applying an action to a symmetry side."""
rigify_sub_object_run_late = True
owner: 'ActionLayerBuilder'
slot: ActionSlotBase
side: Side
def __init__(self, owner, slot, side):
super().__init__(owner)
self.slot = slot
self.side = side
self.name = self._get_name()
self.use_trigger = False
if slot.is_corrective:
trigger_a = self.owner.action_map[slot.trigger_action_a.name]
trigger_b = self.owner.action_map[slot.trigger_action_b.name]
self.trigger_a = trigger_a.get(side) or trigger_a.get(Side.MIDDLE)
self.trigger_b = trigger_b.get(side) or trigger_b.get(Side.MIDDLE)
self.trigger_a.use_trigger = True
self.trigger_b.use_trigger = True
else:
self.bone_name = change_name_side(slot.subtarget, side)
self.bones = self._filter_bones()
self.owner.layers.append(self)
@property
def use_property(self):
return self.slot.is_corrective or self.use_trigger
def _get_name(self):
name = self.slot.action.name
if self.side == Side.LEFT:
name += ".L"
elif self.side == Side.RIGHT:
name += ".R"
return name
def _filter_bones(self):
controls = self._control_bones()
bones = [bone for bone in self.slot.keyed_bone_names if bone not in controls]
if self.side != Side.MIDDLE:
bones = [name for name in bones if get_name_side(name) in (self.side, Side.MIDDLE)]
return bones
def _control_bones(self):
if self.slot.is_corrective:
return self.trigger_a._control_bones() | self.trigger_b._control_bones()
elif self.slot.do_symmetry:
return {self.bone_name, mirror_name(self.bone_name)}
else:
return {self.bone_name}
def configure_bones(self):
if self.use_property:
factor = self.slot.get_default_factor(self.side)
self.make_property(self.owner.property_bone, self.name, float(factor))
def rig_bones(self):
if self.slot.is_corrective and self.use_trigger:
raise MetarigError(f"Corrective action used as trigger: {self.slot.action.name}")
if self.use_property:
self.rig_input_driver(self.owner.property_bone, quote_property(self.name))
for bone_name in self.bones:
self.rig_bone(bone_name)
def rig_bone(self, bone_name):
if bone_name not in self.obj.pose.bones:
raise MetarigError(
f"Bone '{bone_name}' from action '{self.slot.action.name}' not found")
if self.side != Side.MIDDLE and get_name_side(bone_name) == Side.MIDDLE:
influence = 0.5
else:
influence = 1.0
con = self.make_constraint(
bone_name, 'ACTION',
name=f'Action {self.name}',
insert_index=0,
use_eval_time=True,
action=self.slot.action,
frame_start=self.slot.frame_start,
frame_end=self.slot.frame_end,
mix_mode='BEFORE_SPLIT',
influence=influence,
)
self.rig_output_driver(con, 'eval_time')
def rig_output_driver(self, obj, prop):
if self.use_property:
self.make_driver(obj, prop, variables=[(self.owner.property_bone, self.name)])
else:
self.rig_input_driver(obj, prop)
def rig_input_driver(self, obj, prop):
if self.slot.is_corrective:
self.rig_corrective_driver(obj, prop)
else:
self.rig_factor_driver(obj, prop)
def rig_corrective_driver(self, obj, prop):
self.make_driver(
obj, prop,
expression=self.slot.get_trigger_expression('a', 'b'),
variables={
'a': (self.owner.property_bone, self.trigger_a.name),
'b': (self.owner.property_bone, self.trigger_b.name),
}
)
def rig_factor_driver(self, obj, prop):
if self.side != Side.MIDDLE:
control_name = change_name_side(self.slot.subtarget, self.side)
else:
control_name = self.slot.subtarget
if control_name not in self.obj.pose.bones:
raise MetarigError(
f"Control bone '{control_name}' for action '{self.slot.action.name}' not found")
channel = self.slot.transform_channel\
.replace("LOCATION", "LOC").replace("ROTATION", "ROT")
self.make_driver(
obj, prop,
expression=self.slot.get_factor_expression('var', side=self.side),
variables=[
driver_var_transform(
self.obj, control_name,
type=channel,
space=self.slot.target_space,
rotation_mode='SWING_TWIST_Y',
)
]
)
@stage.rig_bones
def rig_child_shape_keys(self):
for child in self.owner.child_meshes:
mesh: Mesh = child.data
if mesh.shape_keys:
for key_block in mesh.shape_keys.key_blocks[1:]:
if key_block.name == self.name:
self.rig_shape_key(key_block)
def rig_shape_key(self, key_block):
self.rig_output_driver(key_block, 'value')
class ActionLayerBuilder(GeneratorPlugin, BoneUtilityMixin, MechanismUtilityMixin):
"""
Implements centralized generation of action layer constraints.
"""
slot_list: List[ActionSlotBase]
layers: List[ActionLayer]
action_map: Dict[str, Dict[Side, ActionLayer]]
property_bone: Optional[str]
child_meshes: List[MeshObject]
def __init__(self, generator):
super().__init__(generator)
metarig_data = generator.metarig.data
self.slot_list = list(get_rigify_action_slots(metarig_data))
self.layers = []
def initialize(self):
if self.slot_list:
self.action_map = {}
self.rigify_sub_objects = []
# Generate layers for active valid slots
action_slots = [slot for slot in self.slot_list if slot.enabled and slot.action]
# Constraints will be added in reverse order because each one is added to the top
# of the stack when created. However, Before Original reverses the effective
# order of transformations again, restoring the original sequence.
for act_slot in self.sort_slots(action_slots):
self.spawn_slot_layers(act_slot)
@staticmethod
def sort_slots(slots: List[ActionSlotBase]):
indices = {slot.action.name: i for i, slot in enumerate(slots)}
def action_key(action: Action):
return indices.get(action.name, -1) if action else -1
def slot_key(slot: ActionSlotBase):
# Ensure corrective actions are added after their triggers.
if slot.is_corrective:
return max(action_key(slot.action),
action_key(slot.trigger_action_a) + 0.5,
action_key(slot.trigger_action_b) + 0.5)
else:
return action_key(slot.action)
return sorted(slots, key=slot_key)
def spawn_slot_layers(self, act_slot):
name = act_slot.action.name
if name in self.action_map:
raise MetarigError(f"Action slot with duplicate action: {name}")
if act_slot.is_corrective:
if not act_slot.trigger_action_a or not act_slot.trigger_action_b:
raise MetarigError(f"Action slot has missing triggers: {name}")
trigger_a = self.action_map.get(act_slot.trigger_action_a.name)
trigger_b = self.action_map.get(act_slot.trigger_action_b.name)
if not trigger_a or not trigger_b:
raise MetarigError(f"Action slot references missing trigger slot(s): {name}")
symmetry = Side.LEFT in trigger_a or Side.LEFT in trigger_b
else:
symmetry = act_slot.do_symmetry
if symmetry:
self.action_map[name] = {
Side.LEFT: ActionLayer(self, act_slot, Side.LEFT),
Side.RIGHT: ActionLayer(self, act_slot, Side.RIGHT),
}
else:
self.action_map[name] = {
Side.MIDDLE: ActionLayer(self, act_slot, Side.MIDDLE)
}
def generate_bones(self):
if any(child.use_property for child in self.layers):
self.property_bone = self.new_bone("MCH-action-props")
def rig_bones(self):
if self.layers:
self.child_meshes = [
verify_mesh_obj(child)
for child in self.generator.obj.children_recursive
if child.type == 'MESH'
]
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