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- from .node_container_common import *
- from bpy.types import Node
- from .base_definitions import MantisNode
- def TellClasses():
-
- return [
- # xForm
- xFormRoot,
- xFormArmature,
- xFormBone,
- xFormGeometryObject,
- ]
- #*#-------------------------------#++#-------------------------------#*#
- # X - F O R M N O D E S
- #*#-------------------------------#++#-------------------------------#*#
- # class xFormNull:
- # '''A node representing an Empty object'''
- # inputs =
- # {
- # "Name":None,
- # "Rotation Order":None,
- # "Matrix":None,
- # "Relationship":None,
- # }
- # outputs =
- # {
- # "xFormOut":None,
- # }
- # parameters =
- # {
- # "Name":None,
- # "Rotation Order":None,
- # "Matrix":None,
- # "Relationship":None,
- # }
-
- # def evaluate_input(self, input):
- # pass
-
- # def instantiate_blender_object(self):
- # pass
- class xFormRoot:
- '''A node representing the root of the scene.'''
-
- def __init__(self, signature, base_tree):
- self.base_tree=base_tree
- self.signature = signature
- self.inputs = {}
- self.outputs = {"World Out":NodeSocket(name="World Out", node = self),}
- self.parameters = {}
- self.node_type = 'XFORM'
- self.hierarchy_connections = []
- self.connections = []
- self.hierarchy_dependencies = []
- self.dependencies = []
- self.prepared = True
- self.executed = True
- class xFormArmature:
- '''A node representing an armature object'''
-
- bObject = None
-
- def __init__(self, signature, base_tree):
- self.base_tree=base_tree
- self.signature = signature
- self.inputs = {
- "Name" : NodeSocket(is_input = True, name = "Name", node = self),
- "Rotation Order" : NodeSocket(is_input = True, name = "Rotation Order", node = self),
- "Matrix" : NodeSocket(is_input = True, name = "Matrix", node = self),
- "Relationship" : NodeSocket(is_input = True, name = "Relationship", node = self),
- }
- self.outputs = {
- "xForm Out" : NodeSocket(name="xForm Out", node = self),
- }
- self.parameters = {
- "Name":None,
- "Rotation Order":None,
- "Matrix":None,
- "Relationship":None,
- }
- self.links = {} # leave this empty for now!
- # now set up the traverse target...
- self.inputs["Relationship"].set_traverse_target(self.outputs["xForm Out"])
- self.outputs["xForm Out"].set_traverse_target(self.inputs["Relationship"])
- self.node_type = 'XFORM'
- self.hierarchy_connections = []
- self.connections = []
- self.hierarchy_dependencies = []
- self.dependencies = []
- self.prepared = True
- self.executed = False
-
- def bExecute(self, bContext = None,):
- # from .utilities import get_node_prototype
-
- import bpy
- if (not isinstance(bContext, bpy.types.Context)):
- raise RuntimeError("Incorrect context")
- name = self.evaluate_input("Name")
- if not ( matrix := self.evaluate_input('Matrix')):
- raise RuntimeError(wrapRed(f"No matrix found for Armature {self}"))
- self.parameters['Matrix'] = matrix
- reset_transforms = False
- #check if an object by the name exists
- if (name) and (ob := bpy.data.objects.get(name)):
- if (ob.animation_data):
- while (ob.animation_data.drivers):
- ob.animation_data.drivers.remove(ob.animation_data.drivers[-1])
- for pb in ob.pose.bones:
- # clear it, even after deleting the edit bones,
- # if we create them again the pose bones will be reused
- while (pb.constraints):
- pb.constraints.remove(pb.constraints[-1])
- if reset_transforms:
- pb.location = (0,0,0)
- pb.rotation_euler = (0,0,0)
- pb.rotation_quaternion = (1.0,0,0,0)
- pb.rotation_axis_angle = (0,0,1.0,0)
- pb.scale = (1.0,1.0,1.0)
- # feels ugly and bad, whatever
- collections = []
- for bc in ob.data.collections:
- collections.append(bc)
- for bc in collections:
- ob.data.collections.remove(bc)
- del collections
- # end ugly/bad
- else:
- # Create the Object
- ob = bpy.data.objects.new(name, bpy.data.armatures.new(name)) #create ob
- if (ob.name != name):
- raise RuntimeError("Could not create xForm object", name)
-
- self.bObject = ob.name
- ob.matrix_world = matrix.copy()
-
- # # first, get the parent object
- # parent_node = get_parent(self)
- # if hasattr(parent_node, "bObject"):
- # # this won't work of course, TODO
- # ob.parent = parent_node.bObject
- # # print (self.bObject)
- if True:
- from bpy.types import EditBone
- parent_nc = get_parent(self, type='LINK')
- if parent_nc:
- parent = parent_nc.inputs['Parent'].links[0].from_node.bGetObject(mode = 'OBJECT')
- ob.parent = parent
-
-
- # Link to Scene:
- if (ob.name not in bContext.view_layer.active_layer_collection.collection.objects):
- bContext.view_layer.active_layer_collection.collection.objects.link(ob)
- #self.bParent(bContext)
-
- print( wrapGreen("Created Armature object: ")+ wrapWhite(ob.name))
- # Finalize the action
- # oddly, overriding context doesn't seem to work
- try:
- bpy.ops.object.select_all(action='DESELECT')
- except RuntimeError:
- pass # we're already in edit mode, should be OK to do this.
- bContext.view_layer.objects.active = ob
- selected=[]
- for other_ob in bpy.data.objects:
- if other_ob.mode == "EDIT":
- selected.append(other_ob)
- selected.append(ob)
- context_override = {"active_object":ob, "selected_objects":selected}
- print("Changing Armature Mode to " +wrapPurple("EDIT"))
- with bContext.temp_override(**context_override):
- bpy.ops.object.mode_set(mode='EDIT')
- if ob.mode != "EDIT":
- prRed("eh?")
- # clear it
- while (len(ob.data.edit_bones) > 0):
- ob.data.edit_bones.remove(ob.data.edit_bones[0])
- # bContext.view_layer.objects.active = prevAct
-
-
- self.executed = True
-
- # # not used yet
- # #
- # def bFinalize(self, bContext = None):
- # import bpy
- # ob = self.bGetObject()
- # prevAct = bContext.view_layer.objects.active
- # bContext.view_layer.objects.active = ob
- # bpy.ops.object.mode_set(mode='OBJECT')
- # print ("Changing Armature Mode to OBJECT")
- # bContext.view_layer.objects.active = prevAct
- def bGetObject(self, mode = ''):
- import bpy; return bpy.data.objects[self.bObject]
- bone_inputs= [
- "Name",
- "Rotation Order",
- "Matrix",
- "Relationship",
- # IK settings
- "IK Stretch",
- "Lock IK",
- "IK Stiffness",
- "Limit IK",
- "X Min",
- "X Max",
- "Y Min",
- "Y Max",
- "Z Min",
- "Z Max",
- # Visual stuff
- "Bone Collection",
- "Hide",
- "Custom Object",
- "Custom Object xForm Override",
- "Custom Object Scale to Bone Length",
- "Custom Object Wireframe",
- "Custom Object Scale",
- "Custom Object Translation",
- "Custom Object Rotation",
- # Deform Stuff
- "Deform",
- "Envelope Distance",
- "Envelope Weight",
- "Envelope Multiply",
- "Envelope Head Radius",
- "Envelope Tail Radius",
- # BBone stuff:
- "BBone Segments",
- "BBone X Size",
- "BBone Z Size",
- "BBone HQ Deformation",
- "BBone X Curve-In",
- "BBone Z Curve-In",
- "BBone X Curve-Out",
- "BBone Z Curve-Out",
- "BBone Roll-In",
- "BBone Roll-Out",
- "BBone Inherit End Roll",
- "BBone Scale-In",
- "BBone Scale-Out",
- "BBone Ease-In",
- "BBone Ease-Out",
- "BBone Easing",
- "BBone Start Handle Type",
- "BBone Custom Start Handle",
- "BBone Start Handle Scale",
- "BBone Start Handle Ease",
- "BBone End Handle Type",
- "BBone Custom End Handle",
- "BBone End Handle Scale",
- "BBone End Handle Ease",
- # locks
- "Lock Location",
- "Lock Rotation",
- "Lock Scale",
- ]
- class xFormBone:
- '''A node representing a bone in an armature'''
- # DO: make a way to identify which armature this belongs to
- def __init__(self, signature, base_tree):
- self.base_tree=base_tree
- self.signature = signature
- self.inputs = {
- "Name" : NodeSocket(is_input = True, name = "Name", node = self,),
- "Rotation Order" : NodeSocket(is_input = True, name = "Rotation Order", node = self,),
- "Matrix" : NodeSocket(is_input = True, name = "Matrix", node = self,),
- "Relationship" : NodeSocket(is_input = True, name = "Relationship", node = self,),
- # IK settings
- "IK Stretch" : NodeSocket(is_input = True, name = "IK Stretch", node = self,),
- "Lock IK" : NodeSocket(is_input = True, name = "Lock IK", node = self,),
- "IK Stiffness" : NodeSocket(is_input = True, name = "IK Stiffness", node = self,),
- "Limit IK" : NodeSocket(is_input = True, name = "Limit IK", node = self,),
- "X Min" : NodeSocket(is_input = True, name = "X Min", node = self,),
- "X Max" : NodeSocket(is_input = True, name = "X Max", node = self,),
- "Y Min" : NodeSocket(is_input = True, name = "Y Min", node = self,),
- "Y Max" : NodeSocket(is_input = True, name = "Y Max", node = self,),
- "Z Min" : NodeSocket(is_input = True, name = "Z Min", node = self,),
- "Z Max" : NodeSocket(is_input = True, name = "Z Max", node = self,),
- # Visual stuff
- "Bone Collection" : NodeSocket(is_input = True, name = "Bone Collection", node = self,),
- "Hide" : NodeSocket(is_input = True, name = "Hide", node = self,),
- "Custom Object" : NodeSocket(is_input = True, name = "Custom Object", node = self,),
- "Custom Object xForm Override" : NodeSocket(is_input = True, name = "Custom Object xForm Override", node = self,),
- "Custom Object Scale to Bone Length" : NodeSocket(is_input = True, name = "Custom Object Scale to Bone Length", node = self,),
- "Custom Object Wireframe" : NodeSocket(is_input = True, name = "Custom Object Wireframe", node = self,),
- "Custom Object Scale" : NodeSocket(is_input = True, name = "Custom Object Scale", node = self,),
- "Custom Object Translation" : NodeSocket(is_input = True, name = "Custom Object Translation", node = self,),
- "Custom Object Rotation" : NodeSocket(is_input = True, name = "Custom Object Rotation", node = self,),
- # Deform Stuff
- "Deform" : NodeSocket(is_input = True, name = "Deform", node = self,),
- "Envelope Distance" : NodeSocket(is_input = True, name = "Envelope Distance", node = self,),
- "Envelope Weight" : NodeSocket(is_input = True, name = "Envelope Weight", node = self,),
- "Envelope Multiply" : NodeSocket(is_input = True, name = "Envelope Multiply", node = self,),
- "Envelope Head Radius" : NodeSocket(is_input = True, name = "Envelope Head Radius", node = self,),
- "Envelope Tail Radius" : NodeSocket(is_input = True, name = "Envelope Tail Radius", node = self,),
- # BBone stuff:
- "BBone Segments" : NodeSocket(is_input = True, name = "BBone Segments", node=self,),
- "BBone X Size" : NodeSocket(is_input = True, name = "BBone X Size", node=self,),
- "BBone Z Size" : NodeSocket(is_input = True, name = "BBone Z Size", node=self,),
- "BBone HQ Deformation" : NodeSocket(is_input = True, name = "BBone HQ Deformation", node=self,),
- "BBone X Curve-In" : NodeSocket(is_input = True, name = "BBone X Curve-In", node=self,),
- "BBone Z Curve-In" : NodeSocket(is_input = True, name = "BBone Z Curve-In", node=self,),
- "BBone X Curve-Out" : NodeSocket(is_input = True, name = "BBone X Curve-Out", node=self,),
- "BBone Z Curve-Out" : NodeSocket(is_input = True, name = "BBone Z Curve-Out", node=self,),
- "BBone Roll-In" : NodeSocket(is_input = True, name = "BBone Roll-In", node=self,),
- "BBone Roll-Out" : NodeSocket(is_input = True, name = "BBone Roll-Out", node=self,),
- "BBone Inherit End Roll" : NodeSocket(is_input = True, name = "BBone Inherit End Roll", node=self,),
- "BBone Scale-In" : NodeSocket(is_input = True, name = "BBone Scale-In", node=self,),
- "BBone Scale-Out" : NodeSocket(is_input = True, name = "BBone Scale-Out", node=self,),
- "BBone Ease-In" : NodeSocket(is_input = True, name = "BBone Ease-In", node=self,),
- "BBone Ease-Out" : NodeSocket(is_input = True, name = "BBone Ease-Out", node=self,),
- "BBone Easing" : NodeSocket(is_input = True, name = "BBone Easing", node=self,),
- "BBone Start Handle Type" : NodeSocket(is_input = True, name = "BBone Start Handle Type", node=self,),
- "BBone Custom Start Handle" : NodeSocket(is_input = True, name = "BBone Custom Start Handle", node=self,),
- "BBone Start Handle Scale" : NodeSocket(is_input = True, name = "BBone Start Handle Scale", node=self,),
- "BBone Start Handle Ease" : NodeSocket(is_input = True, name = "BBone Start Handle Ease", node=self,),
- "BBone End Handle Type" : NodeSocket(is_input = True, name = "BBone End Handle Type", node=self,),
- "BBone Custom End Handle" : NodeSocket(is_input = True, name = "BBone Custom End Handle", node=self,),
- "BBone End Handle Scale" : NodeSocket(is_input = True, name = "BBone End Handle Scale", node=self,),
- "BBone End Handle Ease" : NodeSocket(is_input = True, name = "BBone End Handle Ease", node=self,),
- # locks
- "Lock Location" : NodeSocket(is_input = True, name = "Lock Location", node = self,),
- "Lock Rotation" : NodeSocket(is_input = True, name = "Lock Rotation", node = self,),
- "Lock Scale" : NodeSocket(is_input = True, name = "Lock Scale", node = self,),
- }
- self.outputs = {
- "xForm Out" : NodeSocket(name = "xForm Out", node = self),
- }
- self.parameters = {
- "Name":None,
- "Rotation Order":None,
- "Matrix":None,
- "Relationship":None,
- # IK settings
- "IK Stretch":None,
- "Lock IK":None,
- "IK Stiffness":None,
- "Limit IK":None,
- "X Min":None,
- "X Max":None,
- "Y Min":None,
- "Y Max":None,
- "Z Min":None,
- "Z Max":None,
- "Hide":None,
- "Bone Collection":None,
- "Hide":None,
- "Custom Object":None,
- "Custom Object xForm Override":None,
- "Custom Object Scale to Bone Length":None,
- "Custom Object Wireframe":None,
- "Custom Object Scale":None,
- "Custom Object Translation":None,
- "Custom Object Rotation":None,
- "Deform" : None,
- "Envelope Distance" : None,
- "Envelope Weight" : None,
- "Envelope Multiply" : None,
- "Envelope Head Radius" : None,
- "Envelope Tail Radius" : None,
- #
- "BBone Segments" : None,
- "BBone X Size" : None,
- "BBone Z Size" : None,
- "BBone HQ Deformation" : None,
- "BBone X Curve-In" : None,
- "BBone Z Curve-In" : None,
- "BBone X Curve-Out" : None,
- "BBone Z Curve-Out" : None,
- "BBone Roll-In" : None,
- "BBone Roll-Out" : None,
- "BBone Inherit End Roll" : None,
- "BBone Scale-In" : None,
- "BBone Scale-Out" : None,
- "BBone Ease-In" : None,
- "BBone Ease-Out" : None,
- "BBone Easing" : None,
- "BBone Start Handle Type" : None,
- "BBone Custom Start Handle" : None,
- "BBone Start Handle Scale" : None,
- "BBone Start Handle Ease" : None,
- "BBone End Handle Type" : None,
- "BBone Custom End Handle" : None,
- "BBone End Handle Scale" : None,
- "BBone End Handle Ease" : None,
- #
- "Lock Location" : None,
- "Lock Rotation" : None,
- "Lock Scale" : None,
- }
- self.links = {} # leave this empty for now!
- # now set up the traverse target...
- self.inputs["Relationship"].set_traverse_target(self.outputs["xForm Out"])
- self.outputs["xForm Out"].set_traverse_target(self.inputs["Relationship"])
- self.node_type = 'XFORM'
- self.hierarchy_connections = []
- self.connections = []
- self.hierarchy_dependencies = []
- self.dependencies = []
- self.prepared = True
- self.executed = False
- self.input_length = len(self.inputs) # HACK HACK HACK
-
- def bGetParentArmature(self):
- finished = False
- if (trace := trace_single_line(self, "Relationship")[0] ) :
- for i in range(len(trace)):
- # have to look in reverse, actually
- if ( isinstance(trace[ i ], xFormArmature ) ):
- return trace[ i ].bGetObject()
- return None
- #should do the trick...
-
- def bSetParent(self, eb):
- # print (self.bObject)
- from bpy.types import EditBone
- parent_nc = get_parent(self, type='LINK')
- # print (self, parent_nc.inputs['Parent'].from_node)
- parent=None
- if parent_nc.inputs['Parent'].links[0].from_node.node_type == 'XFORM':
- parent = parent_nc.inputs['Parent'].links[0].from_node.bGetObject(mode = 'EDIT')
- else:
- raise RuntimeError(wrapRed(f"Cannot set parent for node {self}"))
- if isinstance(parent, EditBone):
- eb.parent = parent
-
- #DUMMY
- # I NEED TO GET THE LINK NC
- # IDIOT
-
- eb.use_connect = parent_nc.evaluate_input("Connected")
- eb.use_inherit_rotation = parent_nc.evaluate_input("Inherit Rotation")
- eb.inherit_scale = parent_nc.evaluate_input("Inherit Scale")
- # otherwise, no need to do anything.
-
-
- def bExecute(self, bContext = None,): #possibly will need to pass context?
- import bpy
- from mathutils import Vector
- if not (name := self.evaluate_input("Name")):
- raise RuntimeError(wrapRed(f"Could not set name for bone in {self}"))
- if (not isinstance(bContext, bpy.types.Context)):
- raise RuntimeError("Incorrect context")
- if not (xF := self.bGetParentArmature()):
- raise RuntimeError("Could not create edit bone: ", name, " from node:", self.signature, " Reason: No armature object to add bone to.")
-
- if not ( matrix := self.evaluate_input('Matrix')):
- # print(self.inputs['Matrix'].links[0].from_node.parameters)
- raise RuntimeError(wrapRed(f"No matrix found for Bone {self}"))
-
- self.parameters['Matrix'] = matrix
- length = matrix[3][3]
-
- if (xF):
- if (xF.mode != "EDIT"):
- raise RuntimeError("Armature Object Not in Edit Mode, exiting...")
- #
- # Create the Object
- d = xF.data
- eb = d.edit_bones.new(name)
- # Bone Collections:
- # We treat each separate string as a Bone Collection that this object belongs to
- # Bone Collections are fully qualified by their hierarchy.
- # Separate Strings with "|" and indicate hierarchy with ">". These are special characters.
- # NOTE: if the user names the collections differently at different times, this will take the FIRST definition and go with it
- sCols = self.evaluate_input("Bone Collection")
- bone_collections = sCols.split("|")
- for collection_list in bone_collections:
- hierarchy = collection_list.split(">")
- col_parent = None
- for sCol in hierarchy:
- if ( col := d.collections.get(sCol) ) is None:
- col = d.collections.new(sCol)
- col.parent = col_parent
- col_parent = col
- col.assign(eb)
-
- if (eb.name != name):
- prRed(f"Expected bone of name: {name}, got {eb.name} instead.")
- raise RuntimeError("Could not create bone ", name, "; Perhaps there is a duplicate bone name in the node tree?")
- eb.matrix = matrix.copy()
- tailoffset = Vector((0,length,0)) #Vector((0,self.tailoffset, 0))
- tailoffset = matrix.copy().to_3x3() @ tailoffset
- eb.tail = eb.head + tailoffset
- if eb.head == eb.tail:
- raise RuntimeError(wrapRed(f"Could not create edit bone: {name} because bone head was located in the same place as bone tail."))
-
- if (eb.name != name):
- raise RuntimeError("Could not create edit bone: ", name)
- assert (eb.name), "Bone must have a name."
- self.bObject = eb.name
- # The bone should have relationships going in at this point.
-
- assert (self.bObject), "eh? %s" % eb.name
-
- self.bSetParent(eb)
-
-
- # Setup Deform attributes...
- eb.use_deform = self.evaluate_input("Deform")
- eb.envelope_distance = self.evaluate_input("Envelope Distance")
- eb.envelope_weight = self.evaluate_input("Envelope Weight")
- eb.use_envelope_multiply = self.evaluate_input("Envelope Multiply")
- eb.head_radius = self.evaluate_input("Envelope Head Radius")
- eb.tail_radius = self.evaluate_input("Envelope Tail Radius")
- print( wrapGreen("Created Bone: ") + wrapOrange(eb.name) + wrapGreen(" in ") + wrapWhite(self.bGetParentArmature().name))
- self.executed = True
- def bFinalize(self, bContext = None):
- do_bb=False
- b = self.bGetParentArmature().data.bones[self.bObject]
- b.bbone_x = self.evaluate_input("BBone X Size"); b.bbone_x = max(b.bbone_x, 0.0002)
- b.bbone_z = self.evaluate_input("BBone Z Size"); b.bbone_z = max(b.bbone_z, 0.0002)
- if (segs := self.evaluate_input("BBone Segments")) > 1:
- do_bb=True
- b.bbone_segments = segs
- b.bbone_x = self.evaluate_input("BBone X Size")
- b.bbone_z = self.evaluate_input("BBone Z Size")
- if self.evaluate_input("BBone HQ Deformation"):
- b.bbone_mapping_mode = "CURVED"
- # 'bbone_handle_type_start' : ("BBone Start Handle Type", "AUTO"),
- # 'bbone_handle_type_end' : ("BBone End Handle Type", "AUTO"),
- # 'bbone_custom_handle_start' : ("BBone Custom Start Handle", "AUTO"),
- # 'bbone_custom_handle_end' : ("BBone Custom End Handle", "AUTO"),
- if handle_type := self.evaluate_input("BBone Start Handle Type"):
- b.bbone_handle_type_start = handle_type
- if handle_type := self.evaluate_input("BBone End Handle Type"):
- b.bbone_handle_type_end = handle_type
-
- try:
- if (custom_handle := self.evaluate_input("BBone Custom Start Handle")):
- b.bbone_custom_handle_start = self.bGetParentArmature().data.bones[custom_handle]
- # hypothetically we should support xForm inputs.... but we won't do that for now
- # elif custom_handle is None:
- # b.bbone_custom_handle_start = self.inputs["BBone Custom Start Handle"].links[0].from_node.bGetObject().name
- if (custom_handle := self.evaluate_input("BBone Custom End Handle")):
- b.bbone_custom_handle_end = self.bGetParentArmature().data.bones[custom_handle]
- except KeyError:
- prRed("Warning: BBone start or end handle not set because of missing bone in armature.")
-
- b.bbone_curveinx = self.evaluate_input("BBone X Curve-In")
- b.bbone_curveinz = self.evaluate_input("BBone Z Curve-In")
- b.bbone_curveoutx = self.evaluate_input("BBone X Curve-Out")
- b.bbone_curveoutz = self.evaluate_input("BBone Z Curve-Out")
- # 'bbone_curveinx' : ("BBone X Curve-In", pb.bone.bbone_curveinx),
- # 'bbone_curveinz' : ("BBone Z Curve-In", pb.bone.bbone_curveinz),
- # 'bbone_curveoutx' : ("BBone X Curve-Out", pb.bone.bbone_curveoutx),
- # 'bbone_curveoutz' : ("BBone Z Curve-Out", pb.bone.bbone_curveoutz),
-
- import bpy
- from .drivers import MantisDriver
- # prevAct = bContext.view_layer.objects.active
- # bContext.view_layer.objects.active = ob
- # bpy.ops.object.mode_set(mode='OBJECT')
- # bContext.view_layer.objects.active = prevAct
- #
- #get relationship
- # ensure we have a pose bone...
- # set the ik parameters
- #
- #
- # Don't need to bother about whatever that was
-
- pb = self.bGetParentArmature().pose.bones[self.bObject]
- rotation_mode = self.evaluate_input("Rotation Order")
- if rotation_mode == "AUTO": rotation_mode = "XYZ"
- pb.rotation_mode = rotation_mode
- pb.id_properties_clear()
- # these are kept around unless explicitly deleted.
- # from .utilities import get_node_prototype
- # np = get_node_prototype(self.signature, self.base_tree)
- driver = None
- do_prints=False
- # print (self.input_length)
- # even worse hack coming
- for i, inp in enumerate(self.inputs.values()):
- if inp.name in bone_inputs:
- continue
-
-
- name = inp.name
- try:
- value = self.evaluate_input(inp.name)
- except KeyError as e:
- trace = trace_single_line(self, inp.name)
- if do_prints: print(trace[0][-1], trace[1])
- if do_prints: print (trace[0][-1].parameters)
- raise e
- # This may be driven, so let's do this:
- if do_prints: print (value)
- if (isinstance(value, tuple)):
- # it's either a CombineThreeBool or a CombineVector.
- prRed("COMITTING SUICIDE NOW!!")
- bpy.ops.wm.quit_blender()
- if (isinstance(value, MantisDriver)):
- # the value should be the default for its socket...
- if do_prints: print (type(self.parameters[inp.name]))
- type_val_map = {
- str:"",
- bool:False,
- int:0,
- float:0.0,
- bpy.types.bpy_prop_array:(0,0,0),
- }
- driver = value
- value = type_val_map[type(self.parameters[inp.name])]
- if (value is None):
- prRed("This is probably not supposed to happen")
- value = 0
- raise RuntimeError("Could not set value of custom parameter")
- # it creates a more confusing error later sometimes, better to catch it here.
-
- # IMPORTANT: Is it possible for more than one driver to
- # come through here, and for the variable to be
- # overwritten?
-
- #TODO important
- #from rna_prop_ui import rna_idprop_ui_create
- # use this ^
-
- # add the custom properties to the **Pose Bone**
- pb[name] = value
- # This is much simpler now.
- ui_data = pb.id_properties_ui(name)
- description=''
- ui_data.update(
- description=description,#inp.description,
- default=value,)
- #if a number
-
- if type(value) == float:
- ui_data.update(
- min = inp.min,
- max = inp.max,
- soft_min = inp.soft_min,
- soft_max = inp.soft_max,)
-
- elif type(value) == int:
- ui_data.update(
- min = int(inp.min),
- max = int(inp.max),
- soft_min = int(inp.soft_min),
- soft_max = int(inp.soft_max),)
- elif type(value) == bool:
- ui_data.update() # TODO I can't figure out what the update function expects because it isn't documented
-
- if (pb.is_in_ik_chain):
- # this props_socket thing wasn't really meant to work here but it does, neat
- props_sockets = {
- 'ik_stretch' : ("IK Stretch", 0),
- 'lock_ik_x' : (("Lock IK", 0), False),
- 'lock_ik_y' : (("Lock IK", 1), False),
- 'lock_ik_z' : (("Lock IK", 2), False),
- 'ik_stiffness_x' : (("IK Stiffness", 0), 0.0),
- 'ik_stiffness_y' : (("IK Stiffness", 1), 0.0),
- 'ik_stiffness_z' : (("IK Stiffness", 2), 0.0),
- 'use_ik_limit_x' : (("Limit IK", 0), False),
- 'use_ik_limit_y' : (("Limit IK", 1), False),
- 'use_ik_limit_z' : (("Limit IK", 2), False),
- 'ik_min_x' : ("X Min", 0),
- 'ik_max_x' : ("X Max", 0),
- 'ik_min_y' : ("Y Min", 0),
- 'ik_max_y' : ("Y Max", 0),
- 'ik_min_z' : ("Z Min", 0),
- 'ik_max_z' : ("Z Max", 0),
- }
- evaluate_sockets(self, pb, props_sockets)
- if do_bb:
- props_sockets = {
- 'bbone_curveinx' : ("BBone X Curve-In", pb.bone.bbone_curveinx),
- 'bbone_curveinz' : ("BBone Z Curve-In", pb.bone.bbone_curveinz),
- 'bbone_curveoutx' : ("BBone X Curve-Out", pb.bone.bbone_curveoutx),
- 'bbone_curveoutz' : ("BBone Z Curve-Out", pb.bone.bbone_curveoutz),
- 'bbone_easein' : ("BBone Ease-In", 0),
- 'bbone_easeout' : ("BBone Ease-Out", 0),
- 'bbone_rollin' : ("BBone Roll-In", 0),
- 'bbone_rollout' : ("BBone Roll-Out", 0),
- 'bbone_scalein' : ("BBone Scale-In", (1,1,1)),
- 'bbone_scaleout' : ("BBone Scale-Out", (1,1,1)),
- }
- prRed("BBone Implementation is not complete, expect errors and missing features for now")
- evaluate_sockets(self, pb, props_sockets)
- # we need to clear this stuff since our only real goal was to get some drivers from the above
- for attr_name in props_sockets.keys():
- try:
- setattr(pb, attr_name, 0) # just clear it
- except ValueError:
- setattr(pb, attr_name, (1.0,1.0,1.0)) # scale needs to be set to 1
- # important TODO... all of the drivers and stuff should be handled this way, right?
- # time to set up drivers!
- # just gonna add this to the end and build off it I guess
- props_sockets = {
- "lock_location" : ("Lock Location", [False, False, False]),
- "lock_rotation" : ("Lock Rotation", [False, False, False]),
- "lock_scale" : ("Lock Scale", [False, False, False]),
- 'custom_shape_scale_xyz' : ("Custom Object Scale", (0.0,0.0,0.0) ),
- 'custom_shape_translation' : ("Custom Object Translation", (0.0,0.0,0.0) ),
- 'custom_shape_rotation_euler' : ("Custom Object Rotation", (0.0,0.0,0.0) ),
- 'use_custom_shape_bone_size' : ("Custom Object Scale to Bone Length", True,)
- }
- evaluate_sockets(self, pb, props_sockets)
- # this could probably be moved to bExecute
- props_sockets = {
- 'hide' : ("Hide", False),
- 'show_wire' : ("Custom Object Wireframe", False),
- }
- evaluate_sockets(self, pb.bone, props_sockets)
-
- if (driver):
- pass
- # whatever I was doing there.... was stupid. CLEAN UP TODO
- # this is the right thing to do.
- finish_drivers(self)
- #
- # OK, visual settings
- #
- # Get the override xform's bone:
-
-
- if len(self.inputs["Custom Object xForm Override"].links) > 0:
- trace = trace_single_line(self, "Custom Object xForm Override")
- try:
- pb.custom_shape_transform = trace[0][1].bGetObject()
- except AttributeError:
- pass
-
- if len(self.inputs["Custom Object"].links) > 0:
- trace = trace_single_line(self, "Custom Object")
- try:
- ob = trace[0][1].bGetObject()
- except AttributeError:
- ob=None
- if type(ob) in [bpy.types.Object]:
- pb.custom_shape = ob
- #
- # pb.bone.hide = self.evaluate_input("Hide")
- # pb.custom_shape_scale_xyz = self.evaluate_input("Custom Object Scale")
- # pb.custom_shape_translation = self.evaluate_input("Custom Object Translation")
- # pb.custom_shape_rotation_euler = self.evaluate_input("Custom Object Rotation")
- # pb.use_custom_shape_bone_size = self.evaluate_input("Custom Object Scale to Bone Length")
- # pb.bone.show_wire = self.evaluate_input("Custom Object Wireframe")
- # #
- # # D E P R E C A T E D
- # #
- # # Bone Groups
- # if bg_name := self.evaluate_input("Bone Group"): # this is a string
- # obArm = self.bGetParentArmature()
- # # Temporary! Temporary! HACK
- # color_set_items= [
- # "DEFAULT",
- # "THEME01",
- # "THEME02",
- # "THEME03",
- # "THEME04",
- # "THEME05",
- # "THEME06",
- # "THEME07",
- # "THEME08",
- # "THEME09",
- # "THEME10",
- # "THEME11",
- # "THEME12",
- # "THEME13",
- # "THEME14",
- # "THEME15",
- # "THEME16",
- # "THEME17",
- # "THEME18",
- # "THEME19",
- # "THEME20",
- # # "CUSTOM",
- # ]
- # try:
- # bg = obArm.pose.bone_groups.get(bg_name)
- # except SystemError:
- # bg = None
- # pass # no clue why this happens. uninitialzied?
- # if not bg:
- # bg = obArm.pose.bone_groups.new(name=bg_name)
- # #HACK lol
- # from random import randint
- # bg.color_set = color_set_items[randint(0,14)]
- # #15-20 are black by default, gross
- # # this is good enough for now!
-
- # pb.bone_group = bg
-
-
-
- def bGetObject(self, mode = 'POSE'):
- try:
- if (mode == 'EDIT'):
- return self.bGetParentArmature().data.edit_bones[self.bObject]
- elif (mode == 'OBJECT'):
- return self.bGetParentArmature().data.bones[self.bObject]
- elif (mode == 'POSE'):
- return self.bGetParentArmature().pose.bones[self.bObject]
- except Exception as e:
- prRed ("Cannot get bone for %s" % self)
- raise e
- def fill_parameters(self):
- # this is the fill_parameters that is run if it isn't a schema
- setup_custom_props(self)
- fill_parameters(self)
- # otherwise we will do this from the schema
- class xFormGeometryObject:
- '''A node representing an armature object'''
- bObject = None
- def __init__(self, signature, base_tree):
- self.base_tree=base_tree
- self.signature = signature
- self.inputs = {
- "Name" : NodeSocket(is_input = True, name = "Name", node = self),
- "Geometry" : NodeSocket(is_input = True, name = "Geometry", node = self),
- "Matrix" : NodeSocket(is_input = True, name = "Matrix", node = self),
- "Relationship" : NodeSocket(is_input = True, name = "Relationship", node = self),
- "Deformer" : NodeSocket(is_input = True, name = "Relationship", node = self),
- }
- self.outputs = {
- "xForm Out" : NodeSocket(is_input = False, name="xForm Out", node = self), }
- self.parameters = {
- "Name":None,
- "Geometry":None,
- "Matrix":None,
- "Relationship":None,
- "Deformer":None,
- }
- self.links = {} # leave this empty for now!
- # now set up the traverse target...
- self.inputs["Relationship"].set_traverse_target(self.outputs["xForm Out"])
- self.outputs["xForm Out"].set_traverse_target(self.inputs["Relationship"])
- self.node_type = "XFORM"
- self.bObject = None
- self.prepared = True
- self.executed = False
- def bSetParent(self, ob):
- from bpy.types import Object, Bone
- parent_nc = get_parent(self, type='LINK')
- if (parent_nc):
- parent = parent_nc.inputs['Parent'].links[0].from_node
- parent_bOb = parent.bGetObject(mode = 'EDIT')
- if isinstance(parent_bOb, Bone):
- armOb= parent.bGetParentArmature()
- ob.parent = armOb
- ob.parent_type = 'BONE'
- ob.parent_bone = parent_bOb.name
- elif isinstance(parent, Object):
- ob.parent = parent
- # blender will do the matrix math for me IF I set the world
- # matrix after setting the parent.
- #
- # deal with parenting settings here, if necesary
- def bPrepare(self, bContext = None,):
- import bpy
- self.bObject = bpy.data.objects.get(self.evaluate_input("Name"))
- if (not self.bObject) or (self.inputs["Geometry"].is_linked and self.bObject.type == "EMPTY"):
- trace = trace_single_line(self, "Geometry")
- if trace[-1]:
- self.bObject = bpy.data.objects.new(self.evaluate_input("Name"), trace[-1].node.bGetObject())
- else: # clear it
- self.bObject.constraints.clear()
- self.bObject.animation_data_clear() # this is a little dangerous.
- self.bObject.modifiers.clear()
-
- try:
- bpy.context.collection.objects.link(self.bObject)
- except RuntimeError: #already in; but a dangerous thing to pass.
- pass
-
- self.bSetParent(self.bObject)
- matrix = self.evaluate_input("Matrix")
- self.parameters['Matrix'] = matrix
- self.bObject.matrix_world = matrix
- self.executed = True
-
-
- def bGetObject(self, mode = 'POSE'):
- return self.bObject
- for c in TellClasses():
- setup_container(c)
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