Blender cannot handle bones with (near) zero length. Prior to this commit such bones were deleted when exiting Armature Edit mode. Now they are kept and elongated so that they are numerically stable (or at least they should be, given the threshold to the length that was already in place). To avoid the elongation from impacting the position of child bones, they are disconnected from the tiny bone. Apart from that it's quite nice for users that Blender no longer silently deletes bones, this is also useful for the USD importer, as it can import bones and expect them to exist afterwards (see #147048). Note: this only impacts armatures with bones of length ≤ 0.000001 units. Pull Request: https://projects.blender.org/blender/blender/pulls/147814
421 lines
17 KiB
Python
421 lines
17 KiB
Python
# SPDX-FileCopyrightText: 2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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"""
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blender -b --factory-startup --python tests/python/bl_animation_armature.py
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"""
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import unittest
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from typing import TypeAlias
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import bpy
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from mathutils import Vector
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from bpy.types import EditBone, Object, Armature
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Vectorish: TypeAlias = Vector | tuple[float, float, float]
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class BoneCollectionTest(unittest.TestCase):
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arm_ob: bpy.types.Object
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arm: bpy.types.Armature
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def setUp(self):
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bpy.ops.wm.read_homefile(use_factory_startup=True)
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self.arm_ob, self.arm = self.create_armature()
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def create_armature(self) -> tuple[bpy.types.Object, bpy.types.Armature]:
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arm = bpy.data.armatures.new('Armature')
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arm_ob = bpy.data.objects.new('ArmObject', arm)
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# Link to the scene just for giggles. And ease of debugging when things
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# go bad.
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bpy.context.scene.collection.objects.link(arm_ob)
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return arm_ob, arm
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def add_bones(self, arm_ob: bpy.types.Object) -> dict[str, bpy.types.Bone]:
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"""Add some test bones to the armature."""
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# Switch to edit mode to add some bones.
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bpy.context.view_layer.objects.active = arm_ob
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bpy.ops.object.mode_set(mode='EDIT')
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self.assertEqual('EDIT', arm_ob.mode, 'Armature should be in edit mode now')
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arm = arm_ob.data
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bone_names = ('root', 'child_L', 'child_R', 'child_L_L', 'child_L_R', 'child_R_L', 'child_R_R')
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try:
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for bone_name in bone_names:
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ebone = arm.edit_bones.new(name=bone_name)
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# Bones have to have a length, or they will be removed when exiting edit mode.
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ebone.tail = (1, 0, 0)
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arm.edit_bones['child_L'].parent = arm.edit_bones['root']
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arm.edit_bones['child_R'].parent = arm.edit_bones['root']
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arm.edit_bones['child_L_L'].parent = arm.edit_bones['child_L']
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arm.edit_bones['child_L_R'].parent = arm.edit_bones['child_L']
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arm.edit_bones['child_R_L'].parent = arm.edit_bones['child_R']
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arm.edit_bones['child_R_R'].parent = arm.edit_bones['child_R']
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finally:
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bpy.ops.object.mode_set(mode='OBJECT')
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# Return the bones, not the editbones.
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return {bone_name: arm.bones[bone_name]
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for bone_name in bone_names}
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def test_bone_collection_api(self):
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# Just to keep the rest of the code shorter.
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bcolls = self.arm.collections
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bcolls_all = self.arm.collections_all
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self.assertEqual([], list(bcolls), "By default an Armature should have no collections")
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# Build a hierarchy.
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root1 = bcolls.new('root1')
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r1_child1 = bcolls.new('r1_child1', parent=root1)
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r1_child1_001 = bcolls.new('r1_child1', parent=root1)
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root2 = bcolls.new('root2')
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r2_child1 = bcolls.new('r2_child1', parent=root2)
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r2_child2 = bcolls.new('r2_child2', parent=root2)
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self.assertEqual('r1_child1.001', r1_child1_001.name, 'Names should be unique')
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# Check the hierarchy.
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self.assertEqual([root1, root2], list(bcolls), 'armature.collections should reflect only the roots')
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self.assertEqual([r1_child1, r1_child1_001], list(root1.children), 'root1.children should have its children')
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self.assertEqual([r2_child1, r2_child2], list(root2.children), 'root2.children should have its children')
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self.assertEqual([], list(r1_child1.children))
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self.assertIsNone(root1.parent)
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self.assertEqual(root1, r1_child1.parent)
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# Check the array order.
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self.assertEqual([root1, root2, r1_child1, r1_child1_001, r2_child1, r2_child2], list(bcolls_all))
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# Move root2 to become the child of r1_child1.
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root2.parent = r1_child1
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# Check the hierarchy.
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self.assertEqual([root1], list(bcolls), 'armature.collections should reflect only the roots')
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self.assertEqual([root2], list(r1_child1.children))
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self.assertEqual([r1_child1, r1_child1_001], list(root1.children), 'root1.children should have its children')
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self.assertEqual([r2_child1, r2_child2], list(root2.children), 'root2.children should have its children')
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self.assertEqual(r1_child1, root2.parent)
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# Check the array order.
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self.assertEqual([root1, r1_child1, r1_child1_001, r2_child1, r2_child2, root2], list(bcolls_all))
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# Move root2 between r1_child1 and r1_child1_001.
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root2.parent = root1
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root2.child_number = 1
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# Check the hierarchy.
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self.assertEqual([root1], list(bcolls), 'armature.collections should reflect only the roots')
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self.assertEqual([r1_child1, root2, r1_child1_001], list(
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root1.children), 'root1.children should have its children')
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self.assertEqual([r2_child1, r2_child2], list(root2.children), 'root2.children should have its children')
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# Check the array order.
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self.assertEqual([root1, r1_child1, root2, r1_child1_001, r2_child1, r2_child2], list(bcolls_all))
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def test_parent_property(self):
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# Just to keep the rest of the code shorter.
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bcolls = self.arm.collections
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self.assertEqual([], list(bcolls), "By default an Armature should have no collections")
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# Build a hierarchy.
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root1 = bcolls.new('root1')
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r1_child1 = bcolls.new('r1_child1', parent=root1)
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r1_child2 = bcolls.new('r1_child2', parent=root1)
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root2 = bcolls.new('root2')
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r2_child1 = bcolls.new('r2_child1', parent=root2)
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r2_child2 = bcolls.new('r2_child2', parent=root2)
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# Check getting the parent.
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self.assertEqual(root1, r1_child1.parent)
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self.assertEqual(root1, r1_child2.parent)
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self.assertEqual(root2, r2_child1.parent)
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self.assertEqual(root2, r2_child2.parent)
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# Move r1_child1 to be a child of root2 by assigning the parent.
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r1_child1.parent = root2
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self.assertEqual(root2, r1_child1.parent)
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# Check the sibling order.
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self.assertEqual([r2_child1, r2_child2, r1_child1], list(root2.children))
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# Make r1_child1 a root.
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r1_child1.parent = None
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self.assertIsNone(r1_child1.parent)
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def test_bone_collection_bones(self):
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# Build a hierarchy on the armature.
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bcolls = self.arm.collections
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bcoll_root = bcolls.new('root')
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bcoll_child1 = bcolls.new('child1', parent=bcoll_root)
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bcoll_child2 = bcolls.new('child2', parent=bcoll_child1)
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# Add bones to the armature & assign to collections.
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bone_dict = self.add_bones(self.arm_ob)
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bcoll_root.assign(bone_dict['root'])
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bcoll_child1_bone_names = {'child_L', 'child_L_L', 'child_L_R'}
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for bone_name in bcoll_child1_bone_names:
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bcoll_child1.assign(bone_dict[bone_name])
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bcoll_child2_bone_names = {'child_R', 'child_R_L', 'child_R_R'}
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for bone_name in bcoll_child2_bone_names:
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bcoll_child2.assign(bone_dict[bone_name])
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# Check that the `.bones` property returns the expected ones.
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self.assertEqual([self.arm.bones['root']], list(bcoll_root.bones))
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self.assertEqual(bcoll_child1_bone_names, {b.name for b in bcoll_child1.bones})
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self.assertEqual(bcoll_child2_bone_names, {b.name for b in bcoll_child2.bones})
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# Check that the `.bones_recursive` property returns the expected bones.
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all_bones = set(self.arm.bones)
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self.assertEqual(all_bones, set(bcoll_root.bones_recursive),
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'All bones should have been assigned to at least one bone collection')
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self.assertEqual(bcoll_child1_bone_names | bcoll_child2_bone_names,
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{b.name for b in bcoll_child1.bones_recursive},
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"All bones of child1 and child2 should be in child1.bones_recursive")
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self.assertEqual(bcoll_child2_bone_names, {b.name for b in bcoll_child2.bones_recursive})
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def test_bone_collection_armature_join(self):
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other_arm_ob, other_arm = self.create_armature()
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# Build a hierarchy on the main armature.
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main_bcolls = self.arm.collections
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main_root = main_bcolls.new('root')
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main_child1 = main_bcolls.new('child1', parent=main_root)
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main_child2 = main_bcolls.new('child2', parent=main_root)
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# Build a hierarchy on the other armature.
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other_bcolls = other_arm.collections
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other_root = other_bcolls.new('root')
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other_child1 = other_bcolls.new('child1', parent=other_root)
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other_child3 = other_bcolls.new('child3', parent=other_root)
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# Create some custom properties on the collections.
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main_root['float'] = 0.2
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main_child1['string'] = 'main_string'
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main_child2['dict'] = {'agent': 47}
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other_root['float'] = 0.42
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other_child1['strange'] = 'other_string'
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other_child3['dict'] = {'agent': 327}
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# Join the two armatures together.
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self.assertEqual({'FINISHED'}, bpy.ops.object.select_all(action='DESELECT'))
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bpy.context.view_layer.objects.active = self.arm_ob
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self.arm_ob.select_set(True)
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other_arm_ob.select_set(True)
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self.assertEqual({'FINISHED'}, bpy.ops.object.join())
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# Check the custom properties.
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bcolls_all = self.arm.collections_all
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self.assertEqual(0.2, bcolls_all['root']['float'])
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self.assertEqual('main_string', bcolls_all['child1']['string'])
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self.assertEqual({'agent': 47}, bcolls_all['child2']['dict'].to_dict())
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self.assertNotIn(
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'strange',
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bcolls_all['child1'],
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'Bone collections that already existed in the active armature are not expected to be updated')
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self.assertEqual({'agent': 327}, bcolls_all['child3']['dict'].to_dict())
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class ArmatureCreationTest(unittest.TestCase):
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arm_ob: Object
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arm: Armature
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def setUp(self) -> None:
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print("\033[92mloading empty homefile\033[0m")
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bpy.ops.wm.read_homefile(use_empty=True, use_factory_startup=True)
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self.arm_ob, self.arm = self.create_armature()
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@staticmethod
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def create_armature() -> tuple[Object, Armature]:
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"""Create an Armature without any bones."""
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arm = bpy.data.armatures.new('Armature')
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arm_ob = bpy.data.objects.new('ArmObject', arm)
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# Remove any pre-existing bone.
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while arm.bones:
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arm.bones.remove(arm.bones[0])
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bpy.context.scene.collection.objects.link(arm_ob)
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bpy.context.view_layer.objects.active = arm_ob
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return arm_ob, arm
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def create_bone(self, name: str, parent: EditBone | None, head: Vectorish, tail: Vectorish) -> EditBone:
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bone = self.arm.edit_bones.new(name)
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bone.parent = parent
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bone.head = head
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bone.tail = tail
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bone.use_connect = True
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return bone
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def test_tiny_bones(self) -> None:
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"""Tiny bones should be elongated."""
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# 'bpy.context.active_object' does not exist when Blender is running in
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# GUI mode. That's not the normal way to run this test, but very useful
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# to be able to do for debugging purposes.
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with bpy.context.temp_override(active_object=self.arm_ob):
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bpy.ops.object.mode_set(mode='EDIT')
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# Constants defined in `ED_armature_from_edit()`:
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bone_length_threshold = 0.000001
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adjusted_bone_length = 2 * bone_length_threshold
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# A value for which the vector (under_threshold, 0, under_threshold)
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# is still shorter than the bone length threshold.
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under_threshold = 0.0000006
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root = self.create_bone("root", None, (0, 0, 0), (0, 0, 1))
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tinychild_1 = self.create_bone(
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"tinychild_1",
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root,
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root.tail,
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root.tail + Vector((0, under_threshold, 0)),
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)
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self.create_bone(
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"tinychild_2",
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root,
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root.tail,
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root.tail + Vector((under_threshold, 0, under_threshold)),
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)
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self.create_bone(
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"zerochild_3",
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root,
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root.tail,
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root.tail,
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)
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# Give a tiny child a grandchild that is also tiny, in a perpendicular direction.
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self.create_bone(
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"tinygrandchild_1_1",
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tinychild_1,
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tinychild_1.tail,
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tinychild_1.tail + Vector((under_threshold, 0, 0)),
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)
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# Add a grandchild that is long enough.
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grandchild_1_2 = self.create_bone(
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"grandchild_1_2",
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tinychild_1,
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tinychild_1.tail,
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tinychild_1.tail + Vector((1, 0, 0)),
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)
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# Add a great-grandchild, it should remain connected to its parent.
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self.create_bone(
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"great_grandchild_1_2_1",
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grandchild_1_2,
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grandchild_1_2.tail,
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grandchild_1_2.tail + Vector((1, 0, 0)),
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)
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# Switch out and back into Armature Edit mode, to see how the bones survived the round-trip.
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with bpy.context.temp_override(active_object=self.arm_ob):
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.mode_set(mode='EDIT')
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# Check that all bones still exist, and have the expected head/tail. This
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# comparison is done again in Armature Edit mode, so that all the numbers
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# mean the same thing as they meant when creating the bones.
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actual_names = sorted(bone.name for bone in self.arm.edit_bones)
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expect_names = sorted(["root", "tinychild_1", "tinychild_2", "zerochild_3", "tinygrandchild_1_1",
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"grandchild_1_2", "great_grandchild_1_2_1"])
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self.assertEqual(expect_names, actual_names)
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def check_bone(
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name: str,
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expect_head: Vectorish,
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expect_tail: Vectorish,
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*,
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expect_connected: bool,
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msg: str,
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places=7,
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) -> None:
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bone = self.arm.edit_bones[name]
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# Convert to tuples for nicer printing in failure messages.
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actual_head = bone.head.to_tuple()
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actual_tail = bone.tail.to_tuple()
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head_msg = "\n{}:\n Expected head ({:.8f}, {:.8f}, {:.8f}),\n Actual is ({:.8f}, {:.8f}, {:.8f}).\n {}".format(
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name, expect_head[0], expect_head[1], expect_head[2], actual_head[0], actual_head[1], actual_head[2], msg)
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self.assertAlmostEqual(expect_head[0], actual_head[0], places=places, msg=head_msg)
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self.assertAlmostEqual(expect_head[1], actual_head[1], places=places, msg=head_msg)
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self.assertAlmostEqual(expect_head[2], actual_head[2], places=places, msg=head_msg)
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# print("\n{}:\n Head is ({:.8f}, {:.8f}, {:.8f})".format(
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# name, actual_head[0], actual_head[1], actual_head[2]))
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tail_msg = "\n{}:\n Expected tail ({:.8f}, {:.8f}, {:.8f}),\n Actual is ({:.8f}, {:.8f}, {:.8f}).\n {}".format(
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name, expect_tail[0], expect_tail[1], expect_tail[2], actual_tail[0], actual_tail[1], actual_tail[2], msg)
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self.assertAlmostEqual(expect_tail[0], actual_tail[0], places=places, msg=tail_msg)
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self.assertAlmostEqual(expect_tail[1], actual_tail[1], places=places, msg=tail_msg)
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self.assertAlmostEqual(expect_tail[2], actual_tail[2], places=places, msg=tail_msg)
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# print(" Tail is ({:.8f}, {:.8f}, {:.8f})".format(
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# actual_tail[0], actual_tail[1], actual_tail[2]))
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self.assertEqual(expect_connected, bone.use_connect, msg="{}: {}".format(bone.name, msg))
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check_bone("root", (0, 0, 0), (0, 0, 1),
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expect_connected=True, msg="Should not have changed.")
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check_bone("tinychild_1", (0, 0, 1), (0, adjusted_bone_length, 1),
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expect_connected=True, msg="Should have been elongated in the Y-direction")
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adjust = (Vector((under_threshold, 0, under_threshold)).normalized() * adjusted_bone_length).x
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check_bone("tinychild_2",
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(0, 0, 1),
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(adjust, 0, 1 + adjust),
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expect_connected=True,
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msg="Should have been elongated in the XZ-direction")
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check_bone("zerochild_3",
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(0, 0, 1),
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(0, 0, 1 + adjusted_bone_length),
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expect_connected=True,
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msg="Should have been elongated in the Z-direction")
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check_bone("tinygrandchild_1_1",
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(0, under_threshold, 1),
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(adjusted_bone_length, under_threshold, 1),
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expect_connected=False,
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msg="Should have been elongated in the X-direction and disconnected")
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check_bone("grandchild_1_2",
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(0, under_threshold, 1),
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(1, under_threshold, 1),
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expect_connected=False,
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msg="Should been disconnected")
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check_bone("great_grandchild_1_2_1",
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(1, under_threshold, 1),
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(2, under_threshold, 1),
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expect_connected=True,
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msg="Should been kept connected")
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def main():
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import sys
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if '--' in sys.argv:
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argv = [sys.argv[0]] + sys.argv[sys.argv.index('--') + 1:]
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else:
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# Avoid passing all of Blender's arguments to unittest.main()
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argv = [sys.argv[0]]
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unittest.main(argv=argv, exit=False)
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if __name__ == "__main__":
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|
main()
|