blender/release/scripts/startup/keyingsets_builtins.py
Hans Goudey 8b9a3b94fc Refactor IDProperty UI data storage
The storage of IDProperty UI data (min, max, default value, etc) is
quite complicated. For every property, retrieving a single one of these
values involves three string lookups. First for the "_RNA_UI" group
property, then another for a group with the property's name, then for
the data value name. Not only is this inefficient, it's hard to reason
about, unintuitive, and not at all self-explanatory.

This commit replaces that system with a UI data struct directly in the
IDProperty. If it's not used, the only cost is of a NULL pointer. Beyond
storing the description, name, and RNA subtype, derived structs are used
to store type specific UI data like min and max.

Note that this means that addons using (abusing) the `_RNA_UI` custom
property will have to be changed. A few places in the addons repository
will be changed after this commit with D9919.

**Before**
Before, first the _RNA_UI subgroup is retrieved the _RNA_UI group,
then the subgroup for the original property, then specific UI data
is accessed like any other IDProperty.
```
prop = rna_idprop_ui_prop_get(idproperties_owner, "prop_name", create=True)
prop["min"] = 1.0
```

**After**
After, the `id_properties_ui` function for RNA structs returns a python
object specifically for managing an IDProperty's UI data.
```
ui_data = idproperties_owner.id_properties_ui("prop_name")
ui_data.update(min=1.0)
```
In addition to `update`, there are now other functions:
 - `as_dict`: Returns a dictionary of the property's UI data.
 - `clear`: Removes the property's UI data.
 - `update_from`: Copy UI data between properties,
   even if they have different owners.

Differential Revision: https://developer.blender.org/D9697
2021-08-27 08:27:24 -05:00

701 lines
24 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
"""
Built-In Keying Sets
None of these Keying Sets should be removed, as these are needed by various parts of Blender in order for them
to work correctly.
Beware also about changing the order that these are defined here, since this can result in old files referring to the
wrong Keying Set as the active one, potentially resulting in lost (i.e. unkeyed) animation.
Note that these classes cannot be subclassed further; only direct subclasses of KeyingSetInfo
are supported.
"""
import bpy
import keyingsets_utils
from bpy.types import KeyingSetInfo
###############################
# Built-In KeyingSets
# "Defines"
# Keep these in sync with those in ED_keyframing.h!
ANIM_KS_LOCATION_ID = "Location"
ANIM_KS_ROTATION_ID = "Rotation"
ANIM_KS_SCALING_ID = "Scaling"
ANIM_KS_LOC_ROT_SCALE_ID = "LocRotScale"
ANIM_KS_LOC_ROT_SCALE_CPROP_ID = "LocRotScaleCProp"
ANIM_KS_AVAILABLE_ID = "Available"
ANIM_KS_WHOLE_CHARACTER_ID = "WholeCharacter"
ANIM_KS_WHOLE_CHARACTER_SELECTED_ID = "WholeCharacterSelected"
# Location
class BUILTIN_KSI_Location(KeyingSetInfo):
"""Insert a keyframe on each of the location channels"""
bl_idname = ANIM_KS_LOCATION_ID
bl_label = "Location"
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator - use callback for location
generate = keyingsets_utils.RKS_GEN_location
# Rotation
class BUILTIN_KSI_Rotation(KeyingSetInfo):
"""Insert a keyframe on each of the rotation channels"""
bl_idname = ANIM_KS_ROTATION_ID
bl_label = "Rotation"
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator - use callback for rotation
generate = keyingsets_utils.RKS_GEN_rotation
# Scale
class BUILTIN_KSI_Scaling(KeyingSetInfo):
"""Insert a keyframe on each of the scale channels"""
bl_idname = ANIM_KS_SCALING_ID
bl_label = "Scale"
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator - use callback for scaling
generate = keyingsets_utils.RKS_GEN_scaling
# ------------
# LocRot
class BUILTIN_KSI_LocRot(KeyingSetInfo):
"""Insert a keyframe on each of the location and rotation channels"""
bl_label = "Location & Rotation"
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator
def generate(self, context, ks, data):
# location
keyingsets_utils.RKS_GEN_location(self, context, ks, data)
# rotation
keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
# LocScale
class BUILTIN_KSI_LocScale(KeyingSetInfo):
"""Insert a keyframe on each of the location and scale channels"""
bl_label = "Location & Scale"
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator
def generate(self, context, ks, data):
# location
keyingsets_utils.RKS_GEN_location(self, context, ks, data)
# scale
keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
# LocRotScale
class BUILTIN_KSI_LocRotScale(KeyingSetInfo):
"""Insert a keyframe on each of the location, rotation, and scale channels"""
bl_idname = ANIM_KS_LOC_ROT_SCALE_ID
bl_label = "Location, Rotation & Scale"
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator
def generate(self, context, ks, data):
# location
keyingsets_utils.RKS_GEN_location(self, context, ks, data)
# rotation
keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
# scale
keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
# LocRotScaleCProp
class BUILTIN_KSI_LocRotScaleCProp(KeyingSetInfo):
"""Key location/rotation/scale as well as custom properties"""
bl_idname = ANIM_KS_LOC_ROT_SCALE_CPROP_ID
bl_label = "Location, Rotation, Scale & Custom Properties"
poll = keyingsets_utils.RKS_POLL_selected_items
iterator = keyingsets_utils.RKS_ITER_selected_item
def generate(self, context, ks, data):
keyingsets_utils.RKS_GEN_location(self, context, ks, data)
keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
keyingsets_utils.RKS_GEN_custom_props(self, context, ks, data)
# RotScale
class BUILTIN_KSI_RotScale(KeyingSetInfo):
"""Insert a keyframe on each of the rotation and scale channels"""
bl_label = "Rotation & Scale"
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator
def generate(self, context, ks, data):
# rotation
keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
# scaling
keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
# ------------
# Bendy Bones
class BUILTIN_KSI_BendyBones(KeyingSetInfo):
"""Insert a keyframe for each of the BBone shape properties"""
bl_label = "BBone Shape"
# poll - use callback for selected bones
poll = keyingsets_utils.RKS_POLL_selected_bones
# iterator - use callback for selected bones
iterator = keyingsets_utils.RKS_ITER_selected_bones
# generator - use generator for bendy bone properties
generate = keyingsets_utils.RKS_GEN_bendy_bones
# ------------
# VisualLocation
class BUILTIN_KSI_VisualLoc(KeyingSetInfo):
"""Insert a keyframe on each of the location channels, """ \
"""taking into account effects of constraints and relationships"""
bl_label = "Visual Location"
bl_options = {'INSERTKEY_VISUAL'}
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator - use callback for location
generate = keyingsets_utils.RKS_GEN_location
# VisualRotation
class BUILTIN_KSI_VisualRot(KeyingSetInfo):
"""Insert a keyframe on each of the rotation channels, """ \
"""taking into account effects of constraints and relationships"""
bl_label = "Visual Rotation"
bl_options = {'INSERTKEY_VISUAL'}
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator - use callback for rotation
generate = keyingsets_utils.RKS_GEN_rotation
# VisualScaling
class BUILTIN_KSI_VisualScaling(KeyingSetInfo):
"""Insert a keyframe on each of the scale channels, """ \
"""taking into account effects of constraints and relationships"""
bl_label = "Visual Scale"
bl_options = {'INSERTKEY_VISUAL'}
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator - use callback for location
generate = keyingsets_utils.RKS_GEN_scaling
# VisualLocRot
class BUILTIN_KSI_VisualLocRot(KeyingSetInfo):
"""Insert a keyframe on each of the location and rotation channels, """ \
"""taking into account effects of constraints and relationships"""
bl_label = "Visual Location & Rotation"
bl_options = {'INSERTKEY_VISUAL'}
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator
def generate(self, context, ks, data):
# location
keyingsets_utils.RKS_GEN_location(self, context, ks, data)
# rotation
keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
# VisualLocScale
class BUILTIN_KSI_VisualLocScale(KeyingSetInfo):
"""Insert a keyframe on each of the location and scale channels, """ \
"""taking into account effects of constraints and relationships"""
bl_label = "Visual Location & Scale"
bl_options = {'INSERTKEY_VISUAL'}
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator
def generate(self, context, ks, data):
# location
keyingsets_utils.RKS_GEN_location(self, context, ks, data)
# scaling
keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
# VisualLocRotScale
class BUILTIN_KSI_VisualLocRotScale(KeyingSetInfo):
"""Insert a keyframe on each of the location, """ \
"""rotation and scale channels, taking into account effects of constraints and relationships"""
bl_label = "Visual Location, Rotation & Scale"
bl_options = {'INSERTKEY_VISUAL'}
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator
def generate(self, context, ks, data):
# location
keyingsets_utils.RKS_GEN_location(self, context, ks, data)
# rotation
keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
# scaling
keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
# VisualRotScale
class BUILTIN_KSI_VisualRotScale(KeyingSetInfo):
"""Insert a keyframe on each of the rotation and scale channels, """ \
"""taking into account effects of constraints and relationships"""
bl_label = "Visual Rotation & Scale"
bl_options = {'INSERTKEY_VISUAL'}
# poll - use predefined callback for selected bones/objects
poll = keyingsets_utils.RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator
def generate(self, context, ks, data):
# rotation
keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
# scaling
keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
# ------------
# Available
class BUILTIN_KSI_Available(KeyingSetInfo):
"""Insert a keyframe on each of the already existing F-Curves"""
bl_idname = ANIM_KS_AVAILABLE_ID
bl_label = "Available"
# poll - selected objects or selected object with animation data
def poll(self, context):
ob = context.active_object
if ob:
# TODO: this fails if one animation-less object is active, but many others are selected
return ob.animation_data and ob.animation_data.action
else:
return bool(context.selected_objects)
# iterator - use callback for selected bones/objects
iterator = keyingsets_utils.RKS_ITER_selected_item
# generator - use callback for doing this
generate = keyingsets_utils.RKS_GEN_available
###############################
class WholeCharacterMixin:
# these prefixes should be avoided, as they are not really bones
# that animators should be touching (or need to touch)
badBonePrefixes = (
'DEF',
'GEO',
'MCH',
'ORG',
'COR',
'VIS',
# ... more can be added here as you need in your own rigs ...
)
# poll - pose-mode on active object only
def poll(self, context):
return ((context.active_object) and (context.active_object.pose) and
(context.active_object.mode == 'POSE'))
# iterator - all bones regardless of selection
def iterator(self, context, ks):
for bone in context.active_object.pose.bones:
if not bone.name.startswith(self.badBonePrefixes):
self.generate(context, ks, bone)
# generator - all unlocked bone transforms + custom properties
def generate(self, context, ks, bone):
# loc, rot, scale - only include unlocked ones
if not bone.bone.use_connect:
self.doLoc(ks, bone)
if bone.rotation_mode in {'QUATERNION', 'AXIS_ANGLE'}:
self.doRot4d(ks, bone)
else:
self.doRot3d(ks, bone)
self.doScale(ks, bone)
# bbone properties?
self.doBBone(context, ks, bone)
# custom props?
self.doCustomProps(ks, bone)
# ----------------
# helper to add some bone's property to the Keying Set
def addProp(self, ks, bone, prop, index=-1, use_groups=True):
# add the property name to the base path
id_path = bone.path_from_id()
id_block = bone.id_data
if prop.startswith('['):
# custom properties
path = id_path + prop
else:
# standard transforms/properties
path = keyingsets_utils.path_add_property(id_path, prop)
# add Keying Set entry for this...
if use_groups:
ks.paths.add(id_block, path, index=index, group_method='NAMED', group_name=bone.name)
else:
ks.paths.add(id_block, path, index=index)
# ----------------
# location properties
def doLoc(self, ks, bone):
if bone.lock_location == (False, False, False):
self.addProp(ks, bone, "location")
else:
for i in range(3):
if not bone.lock_location[i]:
self.addProp(ks, bone, "location", i)
# rotation properties
def doRot4d(self, ks, bone):
# rotation mode affects the property used
if bone.rotation_mode == 'QUATERNION':
prop = "rotation_quaternion"
elif bone.rotation_mode == 'AXIS_ANGLE':
prop = "rotation_axis_angle"
# add rotation properties if they will
if bone.lock_rotations_4d:
# can check individually
if (bone.lock_rotation == (False, False, False)) and (bone.lock_rotation_w is False):
self.addProp(ks, bone, prop)
else:
if bone.lock_rotation_w is False:
self.addProp(ks, bone, prop, 0) # w = 0
for i in range(3):
if not bone.lock_rotation[i]:
self.addProp(ks, bone, prop, i + 1) # i + 1, since here x/y/z = 1,2,3, and w=0
elif True not in bone.lock_rotation:
# if axis-angle rotations get locked as eulers, then it's too messy to allow anything
# other than all open unless we keyframe the whole lot
self.addProp(ks, bone, prop)
def doRot3d(self, ks, bone):
if bone.lock_rotation == (False, False, False):
self.addProp(ks, bone, "rotation_euler")
else:
for i in range(3):
if not bone.lock_rotation[i]:
self.addProp(ks, bone, "rotation_euler", i)
# scale properties
def doScale(self, ks, bone):
if bone.lock_scale == (0, 0, 0):
self.addProp(ks, bone, "scale")
else:
for i in range(3):
if not bone.lock_scale[i]:
self.addProp(ks, bone, "scale", i)
# ----------------
# bendy bone properties
def doBBone(self, context, ks, pchan):
bone = pchan.bone
# This check is crude, but is the best we can do for now
# It simply adds all of these if the bbone has segments
# (and the bone is a control bone). This may lead to some
# false positives...
if bone.bbone_segments > 1:
keyingsets_utils.RKS_GEN_bendy_bones(self, context, ks, pchan)
# ----------------
# custom properties
def doCustomProps(self, ks, bone):
prop_type_compat = {bpy.types.BoolProperty,
bpy.types.IntProperty,
bpy.types.FloatProperty}
# go over all custom properties for bone
for prop in bone.keys():
# for now, just add all of 'em
prop_rna = type(bone).bl_rna.properties.get(prop, None)
if prop_rna is None:
prop_path = '["%s"]' % bpy.utils.escape_identifier(prop)
try:
rna_property = bone.path_resolve(prop_path, False)
except ValueError:
# This happens when a custom property is set to None. In that case it cannot
# be converted to an FCurve-compatible value, so we can't keyframe it anyway.
continue
if rna_property.rna_type in prop_type_compat:
self.addProp(ks, bone, prop_path)
elif prop_rna.is_animatable:
self.addProp(ks, bone, prop)
class BUILTIN_KSI_WholeCharacter(WholeCharacterMixin, KeyingSetInfo):
"""Insert a keyframe for all properties that are likely to get animated in a character rig """ \
"""(useful when blocking out a shot)"""
bl_idname = ANIM_KS_WHOLE_CHARACTER_ID
bl_label = "Whole Character"
class BUILTIN_KSI_WholeCharacterSelected(WholeCharacterMixin, KeyingSetInfo):
"""Insert a keyframe for all properties that are likely to get animated in a character rig """ \
"""(only selected bones)"""
bl_idname = ANIM_KS_WHOLE_CHARACTER_SELECTED_ID
bl_label = "Whole Character (Selected Bones Only)"
# iterator - all bones regardless of selection
def iterator(self, context, ks):
# Use either the selected bones, or all of them if none are selected.
bones = context.selected_pose_bones_from_active_object or context.active_object.pose.bones
for bone in bones:
if bone.name.startswith(self.badBonePrefixes):
continue
self.generate(context, ks, bone)
###############################
# Delta Location
class BUILTIN_KSI_DeltaLocation(KeyingSetInfo):
"""Insert keyframes for additional location offset"""
bl_label = "Delta Location"
# poll - selected objects only (and only if active object in object mode)
poll = keyingsets_utils.RKS_POLL_selected_objects
# iterator - selected objects only
iterator = keyingsets_utils.RKS_ITER_selected_objects
# generator - delta location channels only
def generate(self, _context, ks, data):
# get id-block and path info
id_block, base_path, grouping = keyingsets_utils.get_transform_generators_base_info(data)
# add the property name to the base path
path = keyingsets_utils.path_add_property(base_path, "delta_location")
# add Keying Set entry for this...
if grouping:
ks.paths.add(id_block, path, group_method='NAMED', group_name=grouping)
else:
ks.paths.add(id_block, path)
# Delta Rotation
class BUILTIN_KSI_DeltaRotation(KeyingSetInfo):
"""Insert keyframes for additional rotation offset"""
bl_label = "Delta Rotation"
# poll - selected objects only (and only if active object in object mode)
poll = keyingsets_utils.RKS_POLL_selected_objects
# iterator - selected objects only
iterator = keyingsets_utils.RKS_ITER_selected_objects
# generator - delta location channels only
def generate(self, _context, ks, data):
# get id-block and path info
id_block, base_path, grouping = keyingsets_utils.get_transform_generators_base_info(data)
# add the property name to the base path
# rotation mode affects the property used
if data.rotation_mode == 'QUATERNION':
path = keyingsets_utils.path_add_property(base_path, "delta_rotation_quaternion")
elif data.rotation_mode == 'AXIS_ANGLE':
# XXX: for now, this is not available yet
#path = path_add_property(base_path, "delta_rotation_axis_angle")
return
else:
path = keyingsets_utils.path_add_property(base_path, "delta_rotation_euler")
# add Keying Set entry for this...
if grouping:
ks.paths.add(id_block, path, group_method='NAMED', group_name=grouping)
else:
ks.paths.add(id_block, path)
# Delta Scale
class BUILTIN_KSI_DeltaScale(KeyingSetInfo):
"""Insert keyframes for additional scale factor"""
bl_label = "Delta Scale"
# poll - selected objects only (and only if active object in object mode)
poll = keyingsets_utils.RKS_POLL_selected_objects
# iterator - selected objects only
iterator = keyingsets_utils.RKS_ITER_selected_objects
# generator - delta location channels only
def generate(self, _context, ks, data):
# get id-block and path info
id_block, base_path, grouping = keyingsets_utils.get_transform_generators_base_info(data)
# add the property name to the base path
path = keyingsets_utils.path_add_property(base_path, "delta_scale")
# add Keying Set entry for this...
if grouping:
ks.paths.add(id_block, path, group_method='NAMED', group_name=grouping)
else:
ks.paths.add(id_block, path)
###############################
# Note that this controls order of options in 'insert keyframe' menu.
# Better try to keep some logical order here beyond mere alphabetical one, also because of menu entries shortcut.
# See also T51867.
classes = (
BUILTIN_KSI_Available,
BUILTIN_KSI_Location,
BUILTIN_KSI_Rotation,
BUILTIN_KSI_Scaling,
BUILTIN_KSI_LocRot,
BUILTIN_KSI_LocRotScale,
BUILTIN_KSI_LocRotScaleCProp,
BUILTIN_KSI_LocScale,
BUILTIN_KSI_RotScale,
BUILTIN_KSI_DeltaLocation,
BUILTIN_KSI_DeltaRotation,
BUILTIN_KSI_DeltaScale,
BUILTIN_KSI_VisualLoc,
BUILTIN_KSI_VisualRot,
BUILTIN_KSI_VisualScaling,
BUILTIN_KSI_VisualLocRot,
BUILTIN_KSI_VisualLocRotScale,
BUILTIN_KSI_VisualLocScale,
BUILTIN_KSI_VisualRotScale,
BUILTIN_KSI_BendyBones,
BUILTIN_KSI_WholeCharacter,
BUILTIN_KSI_WholeCharacterSelected,
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
def unregister():
from bpy.utils import unregister_class
for cls in classes:
unregister_class(cls)
if __name__ == "__main__":
register()