armature_mesher/__init__.py

258 lines
9.4 KiB
Python

import bpy
import bmesh
import math
from mathutils import Vector, Matrix
# ---------------------------------------------------------------------------
# Canonical primitive builders (Z-up, origin at centre / base)
# ---------------------------------------------------------------------------
def _sphere_positions(radius: float, segments: int) -> list[Vector]:
rings = max(segments // 2, 2)
out = []
for r in range(rings + 1):
phi = math.pi * r / rings
sp, cp = math.sin(phi), math.cos(phi)
for s in range(segments):
theta = 2.0 * math.pi * s / segments
out.append(Vector((radius * sp * math.cos(theta),
radius * sp * math.sin(theta),
radius * cp)))
return out
def _ring_positions(radius: float, segments: int) -> list[Vector]:
"""Unit ring in the XY plane — the caller's matrix orients it."""
out = []
for i in range(segments):
theta = 2.0 * math.pi * i / segments
out.append(Vector((math.cos(theta) * radius,
math.sin(theta) * radius,
0.0)))
return out
def _apply(mat: Matrix, vecs: list[Vector]) -> list[Vector]:
return [(mat @ v.to_4d()).to_3d() for v in vecs]
# ---------------------------------------------------------------------------
# BMesh helpers
# ---------------------------------------------------------------------------
def add_sphere(bm: bmesh.types.BMesh, mat: Matrix, radius: float, segments: int):
"""Sphere built at origin/Z-up, then transformed by `mat`."""
rings = max(segments // 2, 2)
verts = [bm.verts.new(p) for p in _apply(mat, _sphere_positions(radius, segments))]
for r in range(rings):
for s in range(segments):
sn = (s + 1) % segments
try:
bm.faces.new((verts[ r * segments + s],
verts[ r * segments + sn],
verts[(r + 1) * segments + sn],
verts[(r + 1) * segments + s]))
except ValueError:
pass
def add_capped_frustum(bm: bmesh.types.BMesh,
head_mat: Matrix, head_radius: float,
tail_mat: Matrix, tail_radius: float,
segments: int):
"""
Tapered cylinder. Each ring is built canonically in XY then placed by
the per-end matrix — no axis arithmetic at all.
head_mat / tail_mat each encode: orientation (bone axes) + translation
(the head or tail world position). The ring normal naturally aligns with
the bone axis because the matrix was built that way.
"""
head_pos = (head_mat @ Vector((0, 0, 0, 1))).to_3d()
tail_pos = (tail_mat @ Vector((0, 0, 0, 1))).to_3d()
if (tail_pos - head_pos).length < 1e-6:
return
hr = [bm.verts.new(p) for p in _apply(head_mat, _ring_positions(head_radius, segments))]
tr = [bm.verts.new(p) for p in _apply(tail_mat, _ring_positions(tail_radius, segments))]
for i in range(segments):
nxt = (i + 1) % segments
try:
bm.faces.new((hr[i], hr[nxt], tr[nxt], tr[i]))
except ValueError:
pass
hcv = bm.verts.new(head_pos)
for i in range(segments):
try:
bm.faces.new((hcv, hr[(i + 1) % segments], hr[i]))
except ValueError:
pass
tcv = bm.verts.new(tail_pos)
for i in range(segments):
try:
bm.faces.new((tcv, tr[i], tr[(i + 1) % segments]))
except ValueError:
pass
# ---------------------------------------------------------------------------
# Bone → per-end matrices
# ---------------------------------------------------------------------------
def _end_matrices(world_mat: Matrix, bone_matrix: Matrix, bone_length: float):
"""
Return (head_mat, tail_mat) — 4x4 world-space matrices for each bone end.
The bone matrix (armature-local) has:
col[0] = bone X axis
col[1] = bone Y axis ← along the bone
col[2] = bone Z axis
col[3] = head position (armature local)
We want each end's matrix to have:
our X = bone X ← spans the cross-section ring
our Y = bone Z ← spans the cross-section ring
our Z = bone Y ← ring normal points along bone
translation = head or tail world position
This means _ring_positions() (which lies in XY, normal=Z) will be
perpendicular to the bone with zero trigonometry.
"""
bx = bone_matrix.col[0].to_3d()
by = bone_matrix.col[1].to_3d() # along bone
bz = bone_matrix.col[2].to_3d()
# 3x3 orientation: columns = [our_X, our_Y, our_Z] = [bx, bz, by]
orient = Matrix((
(bx.x, bz.x, by.x),
(bx.y, bz.y, by.y),
(bx.z, bz.z, by.z),
))
head_local = bone_matrix.col[3].to_3d()
tail_local = head_local + by * bone_length
def _make(pos_local):
m = orient.to_4x4()
world_pos = (world_mat @ pos_local.to_4d()).to_3d()
# orientation columns also need the world rotation/scale applied
# Easiest: build full local matrix then left-multiply by world_mat.
local_mat = orient.to_4x4()
local_mat.col[3][:3] = pos_local # set translation in armature space
return world_mat @ local_mat
return _make(head_local), _make(tail_local)
# ---------------------------------------------------------------------------
# Operator
# ---------------------------------------------------------------------------
class ARMATURE_OT_build_envelope_mesh(bpy.types.Operator):
bl_idname = "armature.build_envelope_mesh"
bl_label = "Build Envelope Mesh"
bl_description = (
"Convert the selected armature into an envelope-style mesh. "
"Object/Pose mode = posed bones | Edit mode = edit bones."
)
bl_options = {'REGISTER', 'UNDO'}
segments: bpy.props.IntProperty(
name="Segments",
description="Sphere / cylinder resolution",
default=16, min=4, max=64,
)
@classmethod
def poll(cls, context):
obj = context.active_object
return obj is not None and obj.type == 'ARMATURE'
def execute(self, context):
arm_obj = context.active_object
original_mode = arm_obj.mode
world_mat = arm_obj.matrix_world
bm = bmesh.new()
segs = self.segments
def meshify(bone_matrix, bone_length, head_radius, tail_radius, draw_head=True):
head_mat, tail_mat = _end_matrices(world_mat, bone_matrix, bone_length)
axis_vec = (tail_mat @ Vector((0,0,0,1))).to_3d() - (head_mat @ Vector((0,0,0,1))).to_3d()
if draw_head:
add_sphere(bm, head_mat, max(head_radius, 0.001), segs)
add_sphere(bm, tail_mat, max(tail_radius, 0.001), segs)
add_capped_frustum(bm, head_mat, max(head_radius, 0.001),
tail_mat, max(tail_radius, 0.001), segs)
if original_mode == 'EDIT':
for bone in arm_obj.data.edit_bones:
meshify(bone.matrix, bone.length,
bone.head_radius, bone.tail_radius,
bone.parent is None)
else:
for bone in arm_obj.pose.bones:
meshify(bone.matrix, bone.bone.length,
bone.bone.head_radius, bone.bone.tail_radius,
bone.parent is None)
if original_mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
mesh = bpy.data.meshes.new(arm_obj.name + "_envelope_mesh")
bm.to_mesh(mesh)
bm.free()
mesh.update()
result_obj = bpy.data.objects.new(arm_obj.name + "_envelope", mesh)
context.collection.objects.link(result_obj)
bpy.ops.object.select_all(action='DESELECT')
result_obj.select_set(True)
context.view_layer.objects.active = result_obj
if original_mode == 'EDIT':
result_obj.select_set(False)
arm_obj.select_set(True)
context.view_layer.objects.active = arm_obj
bpy.ops.object.mode_set(mode='EDIT')
source_label = {'OBJECT': "rest pose", 'POSE': "current pose", 'EDIT': "edit-bone layout"}.get(original_mode, original_mode)
self.report({'INFO'}, f"Created '{result_obj.name}' from {source_label}.")
return {'FINISHED'}
# ---------------------------------------------------------------------------
# Panel
# ---------------------------------------------------------------------------
class VIEW3D_PT_armature_mesher(bpy.types.Panel):
bl_label = "Armature Mesher"
bl_idname = "VIEW3D_PT_armature_mesher"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Armature"
def draw(self, context):
layout = self.layout
op = layout.operator(ARMATURE_OT_build_envelope_mesh.bl_idname,
text="Build Envelope Mesh", icon='OUTLINER_OB_MESH')
op.segments = 16
# ---------------------------------------------------------------------------
# Registration
# ---------------------------------------------------------------------------
classes = (ARMATURE_OT_build_envelope_mesh, VIEW3D_PT_armature_mesher)
def register():
for cls in classes: bpy.utils.register_class(cls)
def unregister():
for cls in reversed(classes): bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()