from .node_container_common import * from .xForm_containers import xFormGeometryObject from .misc_containers import InputExistingGeometryObject from bpy.types import Node from .base_definitions import MantisNode from .utilities import (prRed, prGreen, prPurple, prWhite, prOrange, wrapRed, wrapGreen, wrapPurple, wrapWhite, wrapOrange,) def TellClasses(): return [ DeformerArmature, DeformerMorphTarget, DeformerMorphTargetDeform, ] def default_evaluate_input(nc, input_name): # duped from link_containers... should be common? # should catch 'Target', 'Pole Target' and ArmatureConstraint targets, too if ('Target' in input_name) and input_name != "Target Space": socket = nc.inputs.get(input_name) if socket.is_linked: return socket.links[0].from_node return None else: return evaluate_input(nc, input_name) # semi-duplicated from link_containers def GetxForm(nc): trace = trace_single_line_up(nc, "Deformer") for node in trace[0]: if (node.__class__ in [xFormGeometryObject, InputExistingGeometryObject]): return node raise GraphError("%s is not connected to a downstream xForm" % nc) class DeformerArmature: '''A node representing an armature deformer''' def __init__(self, signature, base_tree): self.base_tree=base_tree self.signature = signature self.inputs = { "Input Relationship" : NodeSocket(is_input = True, name = "Input Relationship", node = self,), "Armature Object" : NodeSocket(is_input = True, name = "Armature Object", node = self,), "Blend Vertex Group" : NodeSocket(is_input = True, name = "Blend Vertex Group", node = self), "Invert Vertex Group" : NodeSocket(is_input = True, name = "Invert Vertex Group", node = self), "Preserve Volume" : NodeSocket(is_input = True, name = "Preserve Volume", node = self), "Use Multi Modifier" : NodeSocket(is_input = True, name = "Use Multi Modifier", node = self), "Use Envelopes" : NodeSocket(is_input = True, name = "Use Envelopes", node = self), "Use Vertex Groups" : NodeSocket(is_input = True, name = "Use Vertex Groups", node = self), "Skinning Method" : NodeSocket(is_input = True, name = "Skinning Method", node = self), "Deformer" : NodeSocket(is_input = True, name = "Deformer", node = self), "Copy Skin Weights From" : NodeSocket(is_input = True, name = "Copy Skin Weights From", node = self), } self.outputs = { "Deformer" : NodeSocket(is_input = False, name = "Deformer", node=self), } self.parameters = { "Name" : None, "Armature Object" : None, "Blend Vertex Group" : None, "Invert Vertex Group" : None, "Preserve Volume" : None, "Use Multi Modifier" : None, "Use Envelopes" : None, "Use Vertex Groups" : None, "Skinning Method" : None, "Deformer" : None, "Copy Skin Weights From" : None, } # now set up the traverse target... self.inputs["Deformer"].set_traverse_target(self.outputs["Deformer"]) self.outputs["Deformer"].set_traverse_target(self.inputs["Deformer"]) self.node_type = "LINK" self.hierarchy_connections, self.connections = [], [] self.hierarchy_dependencies, self.dependencies = [], [] self.prepared = True self.executed = False def evaluate_input(self, input_name): return default_evaluate_input(self, input_name) def GetxForm(self, socket="Deformer"): if socket == "Deformer": return GetxForm(self) else: from .xForm_containers import xFormGeometryObject from .misc_containers import InputExistingGeometryObject from bpy.types import Object if (trace := trace_single_line(self, socket)[0] ) : for i in range(len(trace)): # have to look in reverse, actually if ( isinstance(trace[ i ], xFormGeometryObject ) ) or ( isinstance(trace[ i ], InputExistingGeometryObject ) ): return trace[ i ].bGetObject() raise GraphError(wrapRed(f"No other object found for {self}.")) # DUPLICATED FROM xForm_containers::xFormBone # DEDUP HACK HACK HACK HACK HACK def bGetParentArmature(self): from .xForm_containers import xFormArmature from .misc_containers import InputExistingGeometryObject from bpy.types import Object if (trace := trace_single_line(self, "Armature Object")[0] ) : for i in range(len(trace)): # have to look in reverse, actually if ( isinstance(trace[ i ], xFormArmature ) ): return trace[ i ].bGetObject() elif ( isinstance(trace[i], InputExistingGeometryObject)): if (ob := trace[i].bGetObject()).type == "ARMATURE": return ob raise RuntimeError(f"Cannot find armature for node {self}") return None #should do the trick... def bExecute(self, bContext = None,): self.executed = True def initialize_vgroups(self,): ob = self.GetxForm().bGetObject() armOb = self.bGetParentArmature() for b in armOb.data.bones: if b.use_deform == False: continue vg = ob.vertex_groups.get(b.name) if not vg: vg = ob.vertex_groups.new(name=b.name) num_verts = len(ob.data.vertices) vg.add(range(num_verts), 0, 'REPLACE') def copy_weights(self): # we'll use modifiers for this, maybe use GN for it in the future tho import bpy ob = self.GetxForm().bGetObject() try: copy_from = self.GetxForm(socket="Copy Skin Weights From") except GraphError: copy_from = None prRed(f"No object found for copying weights in {self}, continuing anyway.") m = ob.modifiers.new(type="DATA_TRANSFER", name="Mantis_temp_data_transfer") m.object = None; m.use_vert_data = True m.data_types_verts = {'VGROUP_WEIGHTS'} m.vert_mapping = 'POLYINTERP_NEAREST' m.layers_vgroup_select_src = 'ALL' m.layers_vgroup_select_dst = 'NAME' m.object = copy_from # m.use_object_transform = False # testing reveals that this is undesirable - since the objects may not have their transforms applied. ob.modifiers.move(len(ob.modifiers)-1, 0) # ob.data = ob.data.copy() if False: #MAYBE the mouse needs to be in the 3D viewport, no idea how to set this in an override # TODO: figure out how to apply this, context is incorrect because armature is still in pose mode original_active = bpy.context.active_object original_mode = original_active.mode bpy.ops.object.mode_set(mode='OBJECT') with bpy.context.temp_override(**{'active_object':ob, 'selected_objects':[ob, copy_from]}): # bpy.ops.object.datalayout_transfer(modifier=m.name) # note: this operator is used by the modifier or stand-alone in the UI # the poll for this operator is defined in blender/source/blender/editors/object/object_data_transfer.cc # and blender/source/blender/editors/object/object_modifier.cc # bpy.ops.object.modifier_apply(modifier=m.name, single_user=True) bpy.ops.object.datalayout_transfer(data_type='VGROUP_WEIGHTS') bpy.ops.object.data_transfer(data_type='VGROUP_WEIGHTS') bpy.ops.object.mode_set(mode=original_mode) def bFinalize(self, bContext=None): prGreen("Executing Armature Deform Node") mod_name = self.evaluate_input("Name") try: d = self.GetxForm().bGetObject().modifiers[mod_name] except KeyError: d = self.GetxForm().bGetObject().modifiers.new(mod_name, type='ARMATURE') if d is None: raise RuntimeError(f"Modifier was not created in node {self} -- the object is invalid.") self.bObject = d d.object = self.bGetParentArmature() props_sockets = { 'vertex_group' : ("Blend Vertex Group", ""), 'invert_vertex_group' : ("Invert Vertex Group", ""), 'use_deform_preserve_volume' : ("Preserve Volume", False), 'use_multi_modifier' : ("Use Multi Modifier", False), 'use_bone_envelopes' : ("Use Envelopes", False), 'use_vertex_groups' : ("Use Vertex Groups", False), } evaluate_sockets(self, d, props_sockets) # if (skin_method := self.evaluate_input("Skinning Method")) == "AUTOMATIC_HEAT": # This is bad and leads to somewhat unpredictable # behaviour, e.g. what object will be selected? What mode? # also bpy.ops is ugly and prone to error when used in # scripts. I don't intend to use bpy.ops when I can avoid it. import bpy self.initialize_vgroups() bContext.view_layer.depsgraph.update() ob = self.GetxForm().bGetObject() armOb = self.bGetParentArmature() deform_bones = [] for pb in armOb.pose.bones: if pb.bone.use_deform == True: deform_bones.append(pb) context_override = { 'active_object':ob, 'selected_objects':[ob, armOb], 'active_pose_bone':deform_bones[0], 'selected_pose_bones':deform_bones,} # with bContext.temp_override(**{'active_object':armOb}): bpy.ops.object.mode_set(mode='POSE') bpy.ops.pose.select_all(action='SELECT') with bContext.temp_override(**context_override): bpy.ops.paint.weight_paint_toggle() bpy.ops.paint.weight_from_bones(type='AUTOMATIC') bpy.ops.paint.weight_paint_toggle() # with bContext.temp_override(**{'active_object':armOb}): bpy.ops.object.mode_set(mode='POSE') bpy.ops.pose.select_all(action='DESELECT') bpy.ops.object.mode_set(mode='OBJECT') # TODO: modify Blender to make this available as a Python API function. elif skin_method == "EXISTING_GROUPS": pass elif skin_method == "COPY_FROM_OBJECT": self.initialize_vgroups() self.copy_weights() class DeformerMorphTarget: '''A node representing an armature deformer''' def __init__(self, signature, base_tree): self.base_tree=base_tree self.signature = signature self.inputs = { "Relative to" : NodeSocket(is_input = True, name = "Relative To", node = self,), "Object" : NodeSocket(is_input = True, name = "Object", node = self,), "Deformer" : NodeSocket(is_input = True, name = "Deformer", node = self), "Vertex Group" : NodeSocket(is_input = True, name = "Vertex Group", node = self), } self.outputs = { "Deformer" : NodeSocket(is_input = False, name = "Deformer", node=self), "Morph Target" : NodeSocket(is_input = False, name = "Morph Target", node=self), } self.parameters = { "Name" : None, "Relative to" : None, "Object" : None, "Morph Target" : None, "Deformer" : None, "Vertex Group" : None, } # now set up the traverse target... self.inputs["Deformer"].set_traverse_target(self.outputs["Deformer"]) self.outputs["Deformer"].set_traverse_target(self.inputs["Deformer"]) self.node_type = "LINK" self.hierarchy_connections, self.connections = [], [] self.hierarchy_dependencies, self.dependencies = [], [] self.prepared = True self.executed = False def GetxForm(self, trace_input="Object"): trace = trace_single_line(self, trace_input) for node in trace[0]: if (node.__class__ in [xFormGeometryObject, InputExistingGeometryObject]): return node raise GraphError("%s is not connected to an upstream xForm" % self) def bExecute(self, bContext = None,): prGreen("Executing Morph Target Node") name = '' ob = None; relative = None try: ob = self.GetxForm().bGetObject().name except Exception as e: # this will and should throw an error if it fails prRed(f"Execution failed at {self}: no object found for morph target.") raise e if self.inputs["Relative to"].is_linked: try: relative = self.GetxForm("Relative to").bGetObject().name except Exception as e: # same here prRed(f"Execution failed at {self}: no relative object found for morph target, despite link existing.") raise e vg = self.evaluate_input("Vertex Group") if self.evaluate_input("Vertex Group") else "" # just make sure it is a string mt={"object":ob, "vertex_group":vg, "relative_shape":relative} self.parameters["Morph Target"] = mt self.executed = True class DeformerMorphTargetDeform: '''A node representing an armature deformer''' def __init__(self, signature, base_tree): self.base_tree=base_tree self.signature = signature self.inputs = { "Deformer" : NodeSocket(is_input = True, name = "Deformer", node = self), } self.outputs = { "Deformer" : NodeSocket(is_input = False, name = "Deformer", node=self), } self.parameters = { "Name" : None, "Deformer" : None,} # now set up the traverse target... self.inputs["Deformer"].set_traverse_target(self.outputs["Deformer"]) self.outputs["Deformer"].set_traverse_target(self.inputs["Deformer"]) self.node_type = "LINK" self.hierarchy_connections, self.connections = [], [] self.hierarchy_dependencies, self.dependencies = [], [] self.prepared = True self.executed = True self.bObject = None setup_custom_props(self) def GetxForm(self): return GetxForm(self) def gen_morph_target_modifier(self): mod_name = self.evaluate_input("Name") try: m = self.GetxForm().bGetObject().modifiers[mod_name] except KeyError: m = self.GetxForm().bGetObject().modifiers.new(mod_name, type='NODES') self.bObject = m # at this point we make the node tree from bpy import data ng = data.node_groups.new(mod_name, "GeometryNodeTree") m.node_group = ng ng.interface.new_socket("Geometry", in_out="INPUT", socket_type="NodeSocketGeometry") ng.interface.new_socket("Geometry", in_out="OUTPUT", socket_type="NodeSocketGeometry") inp = ng.nodes.new("NodeGroupInput") out = ng.nodes.new("NodeGroupOutput") # TODO CLEANUP here if (position := ng.nodes.get("Position")) is None: position = ng.nodes.new("GeometryNodeInputPosition") if (index := ng.nodes.get("Index")) is None: index = ng.nodes.new("GeometryNodeInputIndex") rest_position = position add_these = [] props_sockets={} object_map = {} targets = [] for k,v in self.inputs.items(): if "Target" in k: targets.append(v) for i, t in enumerate(targets): mt_node = t.links[0].from_node mt_name = mt_node.GetxForm().bGetObject().name vg = mt_node.parameters["Morph Target"]["vertex_group"] if vg: mt_name = mt_name+"."+vg try: ob_relative = t.links[0].from_node.inputs["Relative to"].links[0].from_node.bGetObject() except IndexError: ob_relative = None ng.interface.new_socket(mt_name, in_out = "INPUT", socket_type="NodeSocketObject") ng.interface.new_socket(mt_name+" Value", in_out = "INPUT", socket_type="NodeSocketFloat") ob_node = ng.nodes.new("GeometryNodeObjectInfo") sample_index = ng.nodes.new("GeometryNodeSampleIndex"); sample_index.data_type = 'FLOAT_VECTOR' subtract = ng.nodes.new("ShaderNodeVectorMath"); subtract.operation="SUBTRACT" scale1 = ng.nodes.new("ShaderNodeVectorMath"); scale1.operation="SCALE" ng.links.new(input=inp.outputs[mt_name], output=ob_node.inputs["Object"]) ng.links.new(input=index.outputs["Index"], output=sample_index.inputs["Index"]) ng.links.new(input=position.outputs["Position"], output=sample_index.inputs["Value"]) ng.links.new(input=sample_index.outputs["Value"], output=subtract.inputs[0]) ng.links.new(input=ob_node.outputs["Geometry"], output=sample_index.inputs["Geometry"]) if ob_relative: # TODO: this should also be exposed as an input ob_node1 = ng.nodes.new("GeometryNodeObjectInfo"); ob_node1.inputs["Object"].default_value = ob_relative sample_index1 = ng.nodes.new("GeometryNodeSampleIndex"); sample_index1.data_type = 'FLOAT_VECTOR' ng.links.new(input=index.outputs["Index"], output=sample_index1.inputs["Index"]) ng.links.new(input=position.outputs["Position"], output=sample_index1.inputs["Value"]) ng.links.new(input=ob_node1.outputs["Geometry"], output=sample_index1.inputs["Geometry"]) ng.links.new(input=sample_index1.outputs["Value"], output=subtract.inputs[1]) else: # ng.links.new(input=rest_position.outputs["Attribute"], output=subtract.inputs[1]) ng.links.new(input=rest_position.outputs["Position"], output=subtract.inputs[1]) ng.links.new(input=subtract.outputs["Vector"], output=scale1.inputs[0]) # TODO: this should be exposed as a node tree input if vg:= mt_node.evaluate_input("Vertex Group"): # works vg_att = ng.nodes.new("GeometryNodeInputNamedAttribute"); vg_att.inputs["Name"].default_value=vg multiply = ng.nodes.new("ShaderNodeMath"); multiply.operation = "MULTIPLY" ng.links.new(input=vg_att.outputs["Attribute"], output=multiply.inputs[1]) ng.links.new(input=inp.outputs[mt_name+" Value"], output=multiply.inputs[0]) ng.links.new(input=multiply.outputs[0], output=scale1.inputs["Scale"]) else: ng.links.new(input=inp.outputs[mt_name+" Value"], output=scale1.inputs["Scale"]) add_these.append(scale1) object_map["Socket_"+str((i+1)*2)]=mt_node.GetxForm().bGetObject() props_sockets["Socket_"+str((i+1)*2+1)]= ("Value."+str(i).zfill(3), 1.0) set_position = ng.nodes.new("GeometryNodeSetPosition") ng.links.new(inp.outputs["Geometry"], output=set_position.inputs["Geometry"]) ng.links.new(set_position.outputs["Geometry"], output=out.inputs["Geometry"]) prev_node = rest_position for i, node in enumerate(add_these): add = ng.nodes.new("ShaderNodeVectorMath"); add.operation="ADD" ng.links.new(prev_node.outputs[0], output=add.inputs[0]) ng.links.new(node.outputs[0], output=add.inputs[1]) prev_node = add ng.links.new(add.outputs[0], output=set_position.inputs["Position"]) from .utilities import SugiyamaGraph SugiyamaGraph(ng, 12) evaluate_sockets(self, m, props_sockets) for socket, ob in object_map.items(): m[socket]=ob finish_drivers(self) def gen_shape_key(self): # TODO: make this a feature of the node definition that appears only when there are no prior deformers - and shows a warning! # TODO: the below works well, but it is quite slow. It does not seem to have better performence. Its only advantage is export to FBX. # there are a number of things I need to fix here # - reuse shape keys if possible # - figure out how to make this a lot faster # - edit the xForm stuff to delete drivers from shape key ID's, since they belong to the Key, not the Object. from time import time start_time = time() from bpy import data ob = self.GetxForm().bGetObject() m = data.meshes.new_from_object(ob, preserve_all_data_layers=True) ob.data = m ob.add_rest_position_attribute = True ob.shape_key_clear() targets = [] for k,v in self.inputs.items(): if "Target" in k: targets.append(v) for i, t in enumerate(targets): mt_node = t.links[0].from_node mt_name = "Morph Target."+str(i).zfill(3) # using the built-in shapekey feature is actually a lot harder in terms of programming because I need... # min/max, as it is just not a feature of the GN version # to carry info from the morph target node regarding relative shapes and vertex groups and all that # the drivers may be more difficult to apply, too. # hafta make new geometry for the object and add shape keys and all that # the benefit to all this being maybe better performence and exporting to game engines via .fbx # first make a basis shape key ob.shape_key_add(name='Basis', from_mix=False) keys={} props_sockets={} for i, t in enumerate(targets): mt_node = t.links[0].from_node # mt_name = "Morph Target."+str(i).zfill(3) sk_ob = mt_node.GetxForm().bGetObject() mt_name = sk_ob.name vg = mt_node.parameters["Morph Target"]["vertex_group"] if vg: mt_name = mt_name+"."+vg sk = ob.shape_key_add(name=mt_name, from_mix=False) # the shapekey data is absolute point data for each vertex, in order, very simple for j in range(len(m.vertices)): sk.data[j].co = sk_ob.data.vertices[j].co # assume they match sk.vertex_group = vg sk.slider_min = -10 sk.slider_max = 10 keys[mt_name]=sk props_sockets[mt_name]= ("Value."+str(i).zfill(3), 1.0) for i, t in enumerate(targets): mt_node = t.links[0].from_node # mt_name = "Morph Target."+str(i).zfill(3) sk_ob = mt_node.GetxForm().bGetObject() mt_name = sk_ob.name vg = mt_node.parameters["Morph Target"]["vertex_group"] if vg: mt_name = mt_name+"."+vg if rel := mt_node.parameters["Morph Target"]["relative_shape"]: sk = keys.get(mt_name) sk.relative_key = keys.get(rel) # for k,v in props_sockets.items(): # print(wrapWhite(k), wrapOrange(v), wrapRed(self.evaluate_input(v))) self.bObject = sk.id_data evaluate_sockets(self, sk.id_data, props_sockets) finish_drivers(self) prWhite(f"Initializing morph target took {time() -start_time} seconds") # then we need to get all the data from the morph targets, pull all the relative shapes first and add them, vertex groups and properties # next we add all the shape keys that are left, and their vertex groups # set the slider ranges to -10 and 10 # then set up the drivers def bFinalize(self, bContext=None): # let's find out if there is a prior deformer. # if not, then there should be an option to use plain 'ol shape keys # GN is always desirable as an option though because it can be baked. if self.inputs["Deformer"].is_linked and True: # for now we won't do Blender Shape Keys self.gen_morph_target_modifier() else: # TODO: give the user the option to do this via a node property. self.gen_shape_key() for c in TellClasses(): setup_container(c)