Run `make format` to reformat the Rigify code. It now adheres to the global Blender code style standard, rather than having its own style. Most of the changes are simply adding spaces around operators, newlines below docstrings, and changing some indentation. Note that this does not reformat any stored-as-multiline-strings code blocks. No functional changes. Pull Request: https://projects.blender.org/blender/blender/pulls/123833
743 lines
24 KiB
Python
743 lines
24 KiB
Python
# SPDX-FileCopyrightText: 2019-2022 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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import math
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from mathutils import Vector, Matrix
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from typing import Optional, Callable, Iterable
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from .errors import MetarigError
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from .naming import get_name, make_derived_name, is_control_bone
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from .misc import pairwise, ArmatureObject
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########################
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# Bone collection
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########################
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class BaseBoneDict(dict):
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"""
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Special dictionary for holding bone names in a structured way.
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Allows access to contained items as attributes, and only
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accepts certain types of values.
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"""
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@staticmethod
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def __sanitize_attr(key, value):
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if hasattr(BaseBoneDict, key):
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raise KeyError(f"Invalid BoneDict key: {key}")
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if value is None or isinstance(value, (str, list, BaseBoneDict)):
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return value
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if isinstance(value, dict):
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return BaseBoneDict(value)
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raise ValueError(f"Invalid BoneDict value: {repr(value)}")
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def __init__(self, *args, **kwargs):
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super().__init__()
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for key, value in dict(*args, **kwargs).items():
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dict.__setitem__(self, key, BaseBoneDict.__sanitize_attr(key, value))
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self.__dict__ = self
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def __repr__(self):
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return "BoneDict(%s)" % (dict.__repr__(self))
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def __setitem__(self, key, value):
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dict.__setitem__(self, key, BaseBoneDict.__sanitize_attr(key, value))
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def update(self, *args, **kwargs):
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for key, value in dict(*args, **kwargs).items():
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dict.__setitem__(self, key, BaseBoneDict.__sanitize_attr(key, value))
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def flatten(self, key: Optional[str] = None):
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"""Return all contained bones or a single key as a list."""
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items = [self[key]] if key is not None else self.values()
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all_bones = []
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for item in items:
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if isinstance(item, BaseBoneDict):
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all_bones.extend(item.flatten())
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elif isinstance(item, list):
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all_bones.extend(item)
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elif item is not None:
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all_bones.append(item)
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return all_bones
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class TypedBoneDict(BaseBoneDict):
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# Omit DynamicAttrs to ensure usages of undeclared attributes are highlighted
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pass
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class BoneDict(BaseBoneDict):
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"""
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Special dictionary for holding bone names in a structured way.
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Allows access to contained items as attributes, and only
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accepts certain types of values.
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@DynamicAttrs
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"""
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########################
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# Bone manipulation
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########################
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#
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# NOTE: PREFER USING BoneUtilityMixin IN NEW STYLE RIGS!
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def get_bone(obj: ArmatureObject, bone_name: Optional[str]):
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"""Get EditBone or PoseBone by name, depending on the current mode."""
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if not bone_name:
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return None
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bones = obj.data.edit_bones if obj.mode == 'EDIT' else obj.pose.bones
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if bone_name not in bones:
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raise MetarigError("bone '%s' not found" % bone_name)
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return bones[bone_name]
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def new_bone(obj: ArmatureObject, bone_name: str):
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""" Adds a new bone to the given armature object.
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Returns the resulting bone's name.
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"""
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if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE':
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edit_bone = obj.data.edit_bones.new(bone_name)
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name = edit_bone.name
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edit_bone.head = (0, 0, 0)
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edit_bone.tail = (0, 1, 0)
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edit_bone.roll = 0
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return name
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else:
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raise MetarigError("Can't add new bone '%s' outside of edit mode" % bone_name)
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def copy_bone(obj: ArmatureObject, bone_name: str, assign_name='', *,
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parent=False, inherit_scale=False, bbone=False,
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length: Optional[float] = None, scale: Optional[float] = None):
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""" Makes a copy of the given bone in the given armature object.
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Returns the resulting bone's name.
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"""
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if bone_name not in obj.data.edit_bones:
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raise MetarigError("copy_bone(): bone '%s' not found, cannot copy it" % bone_name)
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if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE':
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if assign_name == '':
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assign_name = bone_name
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# Copy the edit bone
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edit_bone_1 = obj.data.edit_bones[bone_name]
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edit_bone_2 = obj.data.edit_bones.new(assign_name)
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bone_name_2 = edit_bone_2.name
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# Copy edit bone attributes
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for coll in edit_bone_1.collections:
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coll.assign(edit_bone_2)
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edit_bone_2.head = Vector(edit_bone_1.head)
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edit_bone_2.tail = Vector(edit_bone_1.tail)
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edit_bone_2.roll = edit_bone_1.roll
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if parent:
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edit_bone_2.parent = edit_bone_1.parent
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edit_bone_2.use_connect = edit_bone_1.use_connect
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edit_bone_2.use_inherit_rotation = edit_bone_1.use_inherit_rotation
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edit_bone_2.use_local_location = edit_bone_1.use_local_location
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if parent or inherit_scale:
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edit_bone_2.inherit_scale = edit_bone_1.inherit_scale
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if bbone:
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# noinspection SpellCheckingInspection
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for name in ['bbone_segments', 'bbone_mapping_mode',
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'bbone_easein', 'bbone_easeout',
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'bbone_rollin', 'bbone_rollout',
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'bbone_curveinx', 'bbone_curveinz', 'bbone_curveoutx', 'bbone_curveoutz',
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'bbone_scalein', 'bbone_scaleout']:
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setattr(edit_bone_2, name, getattr(edit_bone_1, name))
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# Resize the bone after copy if requested
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if length is not None:
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edit_bone_2.length = length
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elif scale is not None:
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edit_bone_2.length *= scale
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return bone_name_2
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else:
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raise MetarigError("Cannot copy bones outside of edit mode")
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def copy_bone_properties(obj: ArmatureObject, bone_name_1: str, bone_name_2: str,
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transforms=True, props=True, widget=True):
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""" Copy transform and custom properties from bone 1 to bone 2. """
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if obj.mode in {'OBJECT', 'POSE'}:
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# Get the pose bones
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pose_bone_1 = obj.pose.bones[bone_name_1]
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pose_bone_2 = obj.pose.bones[bone_name_2]
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# Copy pose bone attributes
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if transforms:
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pose_bone_2.rotation_mode = pose_bone_1.rotation_mode
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pose_bone_2.rotation_axis_angle = tuple(pose_bone_1.rotation_axis_angle)
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pose_bone_2.rotation_euler = tuple(pose_bone_1.rotation_euler)
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pose_bone_2.rotation_quaternion = tuple(pose_bone_1.rotation_quaternion)
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pose_bone_2.lock_location = tuple(pose_bone_1.lock_location)
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pose_bone_2.lock_scale = tuple(pose_bone_1.lock_scale)
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pose_bone_2.lock_rotation = tuple(pose_bone_1.lock_rotation)
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pose_bone_2.lock_rotation_w = pose_bone_1.lock_rotation_w
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pose_bone_2.lock_rotations_4d = pose_bone_1.lock_rotations_4d
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# Copy custom properties
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if props:
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from .mechanism import copy_custom_properties
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copy_custom_properties(pose_bone_1, pose_bone_2)
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if widget:
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pose_bone_2.custom_shape = pose_bone_1.custom_shape
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else:
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raise MetarigError("Cannot copy bone properties in edit mode")
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def _legacy_copy_bone(obj, bone_name, assign_name=''):
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"""LEGACY ONLY, DON'T USE"""
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new_name = copy_bone(obj, bone_name, assign_name, parent=True, bbone=True)
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# Mode switch PER BONE CREATION?!
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bpy.ops.object.mode_set(mode='OBJECT')
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copy_bone_properties(obj, bone_name, new_name)
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bpy.ops.object.mode_set(mode='EDIT')
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return new_name
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def flip_bone(obj: ArmatureObject, bone_name: str):
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""" Flips an edit bone.
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"""
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if bone_name not in obj.data.edit_bones:
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raise MetarigError("flip_bone(): bone '%s' not found, cannot copy it" % bone_name)
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if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE':
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bone = obj.data.edit_bones[bone_name]
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head = Vector(bone.head)
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tail = Vector(bone.tail)
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bone.tail = head + tail
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bone.head = tail
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bone.tail = head
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else:
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raise MetarigError("Cannot flip bones outside of edit mode")
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def flip_bone_chain(obj: ArmatureObject, bone_names: Iterable[str]):
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"""Flips a connected bone chain."""
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assert obj.mode == 'EDIT'
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bones = [obj.data.edit_bones[name] for name in bone_names]
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# Verify chain and unparent
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for prev_bone, bone in pairwise(bones):
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assert bone.parent == prev_bone and bone.use_connect
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for bone in bones:
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bone.parent = None
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bone.use_connect = False
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for child in bone.children:
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child.use_connect = False
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# Flip bones
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for bone in bones:
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head, tail = Vector(bone.head), Vector(bone.tail)
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bone.tail = head + tail
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bone.head, bone.tail = tail, head
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# Re-parent
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for bone, next_bone in pairwise(bones):
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bone.parent = next_bone
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bone.use_connect = True
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def put_bone(obj: ArmatureObject, bone_name: str, pos: Optional[Vector], *,
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matrix: Optional[Matrix] = None,
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length: Optional[float] = None, scale: Optional[float] = None):
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""" Places a bone at the given position.
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"""
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if bone_name not in obj.data.edit_bones:
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raise MetarigError("put_bone(): bone '%s' not found, cannot move it" % bone_name)
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if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE':
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bone = obj.data.edit_bones[bone_name]
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if matrix is not None:
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old_len = len(matrix)
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matrix = matrix.to_4x4()
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if pos is not None:
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matrix.translation = pos
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elif old_len < 4:
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matrix.translation = bone.head
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bone.matrix = matrix
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else:
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delta = pos - bone.head
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bone.translate(delta)
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if length is not None:
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bone.length = length
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elif scale is not None:
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bone.length *= scale
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else:
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raise MetarigError("Cannot 'put' bones outside of edit mode")
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def disable_bbones(obj: ArmatureObject, bone_names: Iterable[str]):
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"""Disables B-Bone segments on the specified bones."""
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assert(obj.mode != 'EDIT')
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for bone in bone_names:
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obj.data.bones[bone].bbone_segments = 1
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# noinspection SpellCheckingInspection
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def _legacy_make_nonscaling_child(obj, bone_name, location, child_name_postfix=""):
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""" Takes the named bone and creates a non-scaling child of it at
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the given location. The returned bone (returned by name) is not
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a true child, but behaves like one sans inheriting scaling.
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It is intended as an intermediate construction to prevent rig types
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from scaling with their parents. The named bone is assumed to be
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an ORG bone.
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LEGACY ONLY, DON'T USE
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"""
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if bone_name not in obj.data.edit_bones:
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raise MetarigError("make_nonscaling_child(): bone '%s' not found, cannot copy it" % bone_name)
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if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE':
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# Create desired names for bones
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name1 = make_derived_name(bone_name, 'mch', child_name_postfix + "_ns_ch")
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name2 = make_derived_name(bone_name, 'mch', child_name_postfix + "_ns_intr")
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# Create bones
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child = copy_bone(obj, bone_name, name1)
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intermediate_parent = copy_bone(obj, bone_name, name2)
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# Get edit bones
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eb = obj.data.edit_bones
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child_e = eb[child]
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intrpar_e = eb[intermediate_parent]
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# Parenting
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child_e.use_connect = False
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child_e.parent = None
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intrpar_e.use_connect = False
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intrpar_e.parent = eb[bone_name]
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# Positioning
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child_e.length *= 0.5
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intrpar_e.length *= 0.25
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put_bone(obj, child, location)
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put_bone(obj, intermediate_parent, location)
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# Object mode
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bpy.ops.object.mode_set(mode='OBJECT')
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pb = obj.pose.bones
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# Add constraints
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con = pb[child].constraints.new('COPY_LOCATION')
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con.name = "parent_loc"
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con.target = obj
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con.subtarget = intermediate_parent
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con = pb[child].constraints.new('COPY_ROTATION')
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con.name = "parent_loc"
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con.target = obj
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con.subtarget = intermediate_parent
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bpy.ops.object.mode_set(mode='EDIT')
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return child
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else:
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raise MetarigError("Cannot make nonscaling child outside of edit mode")
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####################################
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# Bone manipulation as rig methods
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####################################
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class BoneUtilityMixin(object):
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obj: ArmatureObject
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register_new_bone: Callable[[str, Optional[str]], None]
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"""
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Provides methods for more convenient creation of bones.
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Requires self.obj to be the armature object being worked on.
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"""
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def register_new_bone(self, new_name: str, old_name: Optional[str] = None):
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"""Registers creation or renaming of a bone based on old_name"""
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pass
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def new_bone(self, new_name: str) -> str:
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"""Create a new bone with the specified name."""
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name = new_bone(self.obj, new_name)
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self.register_new_bone(name, None)
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return name
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def copy_bone(self, bone_name: str, new_name='', *,
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parent=False, inherit_scale=False, bbone=False,
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length: Optional[float] = None,
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scale: Optional[float] = None) -> str:
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"""Copy the bone with the given name, returning the new name."""
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name = copy_bone(self.obj, bone_name, new_name,
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parent=parent, inherit_scale=inherit_scale,
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bbone=bbone, length=length, scale=scale)
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self.register_new_bone(name, bone_name)
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return name
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def copy_bone_properties(self, src_name: str, tgt_name: str, *,
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transforms=True, props=True, widget=True,
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ui_controls: list[str] | bool | None = None):
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"""Copy pose-mode properties of the bone. For using ui_controls, self must be a Rig."""
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if ui_controls:
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from ..base_rig import BaseRig
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assert isinstance(self, BaseRig)
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if props:
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if ui_controls is None and is_control_bone(tgt_name) and hasattr(self, 'script'):
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ui_controls = [tgt_name]
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elif ui_controls is True:
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ui_controls = self.bones.flatten('ctrl')
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copy_bone_properties(
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self.obj, src_name, tgt_name,
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props=props and not ui_controls,
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transforms=transforms, widget=widget,
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)
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if props and ui_controls:
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from .mechanism import copy_custom_properties_with_ui
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copy_custom_properties_with_ui(self, src_name, tgt_name, ui_controls=ui_controls)
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def rename_bone(self, old_name: str, new_name: str) -> str:
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"""Rename the bone, returning the actual new name."""
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bone = self.get_bone(old_name)
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bone.name = new_name
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if bone.name != old_name:
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self.register_new_bone(bone.name, old_name)
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return bone.name
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def get_bone(self, bone_name: Optional[str])\
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-> Optional[bpy.types.EditBone | bpy.types.PoseBone]:
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"""Get EditBone or PoseBone by name, depending on the current mode."""
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return get_bone(self.obj, bone_name)
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def get_bone_parent(self, bone_name: str) -> Optional[str]:
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"""Get the name of the parent bone, or None."""
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return get_name(self.get_bone(bone_name).parent)
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def set_bone_parent(self, bone_name: str, parent_name: Optional[str],
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use_connect=False, inherit_scale: Optional[str] = None):
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"""Set the parent of the bone."""
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eb = self.obj.data.edit_bones
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bone = eb[bone_name]
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if use_connect is not None:
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bone.use_connect = use_connect
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if inherit_scale is not None:
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bone.inherit_scale = inherit_scale
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bone.parent = (eb[parent_name] if parent_name else None)
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def parent_bone_chain(self, bone_names: Iterable[str],
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use_connect: Optional[bool] = None,
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inherit_scale: Optional[str] = None):
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"""Link bones into a chain with parenting. First bone may be None."""
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for parent, child in pairwise(bone_names):
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self.set_bone_parent(
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child, parent, use_connect=use_connect, inherit_scale=inherit_scale)
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##############################################
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# B-Bones
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##############################################
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def connect_bbone_chain_handles(obj: ArmatureObject, bone_names: Iterable[str]):
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assert obj.mode == 'EDIT'
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for prev_name, next_name in pairwise(bone_names):
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prev_bone = get_bone(obj, prev_name)
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next_bone = get_bone(obj, next_name)
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prev_bone.bbone_handle_type_end = 'ABSOLUTE'
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prev_bone.bbone_custom_handle_end = next_bone
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next_bone.bbone_handle_type_start = 'ABSOLUTE'
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next_bone.bbone_custom_handle_start = prev_bone
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##############################################
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# Math
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##############################################
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def is_same_position(obj: ArmatureObject, bone_name1: str, bone_name2: str):
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head1 = get_bone(obj, bone_name1).head
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head2 = get_bone(obj, bone_name2).head
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return (head1 - head2).length < 1e-5
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def is_connected_position(obj: ArmatureObject, bone_name1: str, bone_name2: str):
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tail1 = get_bone(obj, bone_name1).tail
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head2 = get_bone(obj, bone_name2).head
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return (tail1 - head2).length < 1e-5
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def copy_bone_position(obj: ArmatureObject, bone_name: str, target_bone_name: str, *,
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length: Optional[float] = None,
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scale: Optional[float] = None):
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""" Completely copies the position and orientation of the bone. """
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bone1_e = obj.data.edit_bones[bone_name]
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bone2_e = obj.data.edit_bones[target_bone_name]
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bone2_e.head = bone1_e.head
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bone2_e.tail = bone1_e.tail
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bone2_e.roll = bone1_e.roll
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# Resize the bone after copy if requested
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if length is not None:
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bone2_e.length = length
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elif scale is not None:
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bone2_e.length *= scale
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def align_bone_orientation(obj: ArmatureObject, bone_name: str, target_bone_name: str):
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""" Aligns the orientation of bone to target bone. """
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bone1_e = obj.data.edit_bones[bone_name]
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bone2_e = obj.data.edit_bones[target_bone_name]
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axis = bone2_e.y_axis.normalized() * bone1_e.length
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bone1_e.tail = bone1_e.head + axis
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bone1_e.roll = bone2_e.roll
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def set_bone_orientation(obj: ArmatureObject, bone_name: str, orientation: str | Matrix):
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""" Aligns the orientation of bone to target bone or matrix. """
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if isinstance(orientation, str):
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align_bone_orientation(obj, bone_name, orientation)
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else:
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bone_e = obj.data.edit_bones[bone_name]
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matrix = Matrix(orientation).to_4x4()
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matrix.translation = bone_e.head
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bone_e.matrix = matrix
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def align_bone_roll(obj: ArmatureObject, bone1: str, bone2: str):
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""" Aligns the roll of two bones.
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"""
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bone1_e = obj.data.edit_bones[bone1]
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bone2_e = obj.data.edit_bones[bone2]
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bone1_e.roll = 0.0
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# Get the directions the bones are pointing in, as vectors
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y1 = bone1_e.y_axis
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x1 = bone1_e.x_axis
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y2 = bone2_e.y_axis
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x2 = bone2_e.x_axis
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# Get the shortest axis to rotate bone1 on to point in the same direction as bone2
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axis = y1.cross(y2)
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axis.normalize()
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# Angle to rotate on that shortest axis
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angle = y1.angle(y2)
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# Create rotation matrix to make bone1 point in the same direction as bone2
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rot_mat = Matrix.Rotation(angle, 3, axis)
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# Roll factor
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x3 = rot_mat @ x1
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dot = x2 @ x3
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if dot > 1.0:
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dot = 1.0
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elif dot < -1.0:
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dot = -1.0
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roll = math.acos(dot)
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# Set the roll
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bone1_e.roll = roll
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# Check if we rolled in the right direction
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x3 = rot_mat @ bone1_e.x_axis
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check = x2 @ x3
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# If not, reverse
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if check < 0.9999:
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bone1_e.roll = -roll
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def align_bone_x_axis(obj: ArmatureObject, bone: str, vec: Vector):
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""" Rolls the bone to align its x-axis as closely as possible to
|
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the given vector.
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Must be in edit mode.
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"""
|
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bone_e = obj.data.edit_bones[bone]
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vec = vec.cross(bone_e.y_axis)
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vec.normalize()
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dot = max(-1.0, min(1.0, bone_e.z_axis.dot(vec)))
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angle = math.acos(dot)
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bone_e.roll += angle
|
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dot1 = bone_e.z_axis.dot(vec)
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bone_e.roll -= angle * 2
|
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dot2 = bone_e.z_axis.dot(vec)
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if dot1 > dot2:
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bone_e.roll += angle * 2
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def align_bone_z_axis(obj: ArmatureObject, bone: str, vec: Vector):
|
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""" Rolls the bone to align its z-axis as closely as possible to
|
|
the given vector.
|
|
Must be in edit mode.
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"""
|
|
bone_e = obj.data.edit_bones[bone]
|
|
|
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vec = bone_e.y_axis.cross(vec)
|
|
vec.normalize()
|
|
|
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dot = max(-1.0, min(1.0, bone_e.x_axis.dot(vec)))
|
|
angle = math.acos(dot)
|
|
|
|
bone_e.roll += angle
|
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|
|
dot1 = bone_e.x_axis.dot(vec)
|
|
|
|
bone_e.roll -= angle * 2
|
|
|
|
dot2 = bone_e.x_axis.dot(vec)
|
|
|
|
if dot1 > dot2:
|
|
bone_e.roll += angle * 2
|
|
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|
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def align_bone_y_axis(obj: ArmatureObject, bone: str, vec: Vector):
|
|
""" Matches the bone y-axis to
|
|
the given vector.
|
|
Must be in edit mode.
|
|
"""
|
|
|
|
bone_e = obj.data.edit_bones[bone]
|
|
vec.normalize()
|
|
|
|
vec = vec * bone_e.length
|
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|
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bone_e.tail = bone_e.head + vec
|
|
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|
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def compute_chain_x_axis(obj: ArmatureObject, bone_names: list[str]):
|
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"""
|
|
Compute the X axis of all bones to be perpendicular
|
|
to the primary plane in which the bones lie.
|
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"""
|
|
eb = obj.data.edit_bones
|
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|
|
assert(len(bone_names) > 1)
|
|
first_bone = eb[bone_names[0]]
|
|
last_bone = eb[bone_names[-1]]
|
|
|
|
# Compute normal to the plane defined by the first bone,
|
|
# and the end of the last bone in the chain
|
|
|
|
chain_y_axis = last_bone.tail - first_bone.head
|
|
chain_rot_axis = first_bone.y_axis.cross(chain_y_axis)
|
|
|
|
if chain_rot_axis.length < first_bone.length / 100:
|
|
return first_bone.x_axis.normalized()
|
|
else:
|
|
return chain_rot_axis.normalized()
|
|
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|
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def align_chain_x_axis(obj: ArmatureObject, bone_names: list[str]):
|
|
"""
|
|
Aligns the X axis of all bones to be perpendicular
|
|
to the primary plane in which the bones lie.
|
|
"""
|
|
chain_rot_axis = compute_chain_x_axis(obj, bone_names)
|
|
|
|
for name in bone_names:
|
|
align_bone_x_axis(obj, name, chain_rot_axis)
|
|
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|
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def align_bone_to_axis(obj: ArmatureObject, bone_name: str, axis: str, *,
|
|
length: Optional[float] = None,
|
|
roll: Optional[float] = 0.0,
|
|
flip=False):
|
|
"""
|
|
Aligns the Y axis of the bone to the global axis (x,y,z,-x,-y,-z),
|
|
optionally adjusting length and initially flipping the bone.
|
|
"""
|
|
bone_e = obj.data.edit_bones[bone_name]
|
|
|
|
if length is None:
|
|
length = bone_e.length
|
|
if roll is None:
|
|
roll = bone_e.roll
|
|
|
|
if axis[0] == '-':
|
|
length = -length
|
|
axis = axis[1:]
|
|
|
|
vec = Vector((0, 0, 0))
|
|
setattr(vec, axis, length)
|
|
|
|
if flip:
|
|
base = Vector(bone_e.tail)
|
|
bone_e.tail = base + vec
|
|
bone_e.head = base
|
|
else:
|
|
bone_e.tail = bone_e.head + vec
|
|
|
|
bone_e.roll = roll
|
|
|
|
|
|
def set_bone_widget_transform(obj: ArmatureObject, bone_name: str,
|
|
transform_bone: Optional[str], *,
|
|
use_size=True, scale=1.0, target_size=False):
|
|
assert obj.mode != 'EDIT'
|
|
|
|
bone = obj.pose.bones[bone_name]
|
|
|
|
if transform_bone and transform_bone != bone_name:
|
|
bone.custom_shape_transform = bone2 = obj.pose.bones[transform_bone]
|
|
if use_size and target_size:
|
|
scale *= bone2.length / bone.length
|
|
else:
|
|
bone.custom_shape_transform = None
|
|
|
|
bone.use_custom_shape_bone_size = use_size
|
|
bone.custom_shape_scale_xyz = (scale, scale, scale)
|