blender-geometry-script/api/tree.py

181 wiersze
7.5 KiB
Python

import bpy
import inspect
try:
import node_arrange as node_arrange
except:
pass
from .state import State
from .types import *
from .node_mapper import *
from .static.attribute import *
from .static.curve import *
from .static.expression import *
from .static.input_group import *
from .static.repeat import *
from .static.sample_mode import *
from .static.simulation import *
from .arrange import _arrange
IS_BLENDER_4 = bpy.app.version[0] >= 4
def _as_iterable(x):
if isinstance(x, Type):
return [x,]
try:
return iter(x)
except TypeError:
return [x,]
def get_node_inputs(x):
if IS_BLENDER_4:
return [i for i in x.interface.items_tree if i.item_type == 'SOCKET' and i.in_out == 'INPUT']
else:
return x.inputs
def get_node_outputs(x):
if IS_BLENDER_4:
return [i for i in x.interface.items_tree if i.item_type == 'SOCKET' and i.in_out == 'OUTPUT']
else:
return x.outputs
def tree(name):
tree_name = name
def build_tree(builder):
signature = inspect.signature(builder)
# Locate or create the node group
node_group = None
if tree_name in bpy.data.node_groups:
node_group = bpy.data.node_groups[tree_name]
else:
node_group = bpy.data.node_groups.new(tree_name, 'GeometryNodeTree')
if IS_BLENDER_4:
node_group.is_modifier = True
# Clear the node group before building
for node in node_group.nodes:
node_group.nodes.remove(node)
node_inputs = get_node_inputs(node_group)
input_count = sum(map(lambda p: len(p.annotation.__annotations__) if issubclass(p.annotation, InputGroup) else 1, list(signature.parameters.values())))
for node_input in node_inputs[input_count:]:
if IS_BLENDER_4:
node_group.interface.remove(node_input)
else:
node_group.inputs.remove(node_input)
for group_output in get_node_outputs(node_group):
if IS_BLENDER_4:
node_group.interface.remove(group_output)
else:
node_group.outputs.remove(group_output)
# Setup the group inputs
group_input_node = node_group.nodes.new('NodeGroupInput')
group_output_node = node_group.nodes.new('NodeGroupOutput')
# Collect the inputs
inputs = {}
def validate_param(param):
if param.annotation == inspect.Parameter.empty:
raise Exception(f"Tree input '{param.name}' has no type specified. Please annotate with a valid node input type.")
if not issubclass(param.annotation, Type):
raise Exception(f"Type of tree input '{param.name}' is not a valid 'Type' subclass.")
for param in signature.parameters.values():
if issubclass(param.annotation, InputGroup):
instance = param.annotation()
prefix = (param.annotation.prefix + "_") if hasattr(param.annotation, "prefix") else ""
for group_param, annotation in param.annotation.__annotations__.items():
default = getattr(instance, group_param, None)
inputs[prefix + group_param] = (annotation, inspect.Parameter.empty if default is None else default, param.name, prefix)
else:
validate_param(param)
inputs[param.name] = (param.annotation, param.default, None, None)
# Create the input sockets and collect input values.
node_inputs = get_node_inputs(node_group)
for i, node_input in enumerate(node_inputs):
if node_input.bl_socket_idname != list(inputs.values())[i][0].socket_type:
for ni in node_inputs:
if IS_BLENDER_4:
node_group.interface.remove(ni)
else:
node_group.inputs.remove(ni)
break
builder_inputs = {}
node_inputs = get_node_inputs(node_group)
for i, arg in enumerate(inputs.items()):
input_name = arg[0].replace('_', ' ').title()
if len(node_inputs) > i:
node_inputs[i].name = input_name
node_input = node_inputs[i]
else:
if IS_BLENDER_4:
node_input = node_group.interface.new_socket(socket_type=arg[1][0].socket_type, name=input_name, in_out='INPUT')
else:
node_input = node_group.inputs.new(arg[1][0].socket_type, input_name)
if arg[1][1] != inspect.Parameter.empty:
node_input.default_value = arg[1][1]
if arg[1][2] is not None:
if arg[1][2] not in builder_inputs:
builder_inputs[arg[1][2]] = signature.parameters[arg[1][2]].annotation()
setattr(builder_inputs[arg[1][2]], arg[0].replace(arg[1][3], ''), arg[1][0](group_input_node.outputs[i]))
else:
builder_inputs[arg[0]] = arg[1][0](group_input_node.outputs[i])
# Run the builder function
State.current_node_tree = node_group
if inspect.isgeneratorfunction(builder):
generated_outputs = [*builder(**builder_inputs)]
if all(map(lambda x: issubclass(type(x), Type) and x._socket.type == 'GEOMETRY', generated_outputs)):
outputs = join_geometry(geometry=generated_outputs)
else:
outputs = generated_outputs
else:
outputs = builder(**builder_inputs)
# Create the output sockets
if isinstance(outputs, dict):
# Use a dict to name each return value
for i, (k, v) in enumerate(outputs.items()):
if not issubclass(type(v), Type):
v = Type(value=v)
if IS_BLENDER_4:
node_group.interface.new_socket(socket_type=v.socket_type, name=k, in_out='OUTPUT')
else:
node_group.outputs.new(v.socket_type, k)
node_group.links.new(v._socket, group_output_node.inputs[i])
else:
for i, result in enumerate(_as_iterable(outputs)):
if not issubclass(type(result), Type):
result = Type(value=result)
# raise Exception(f"Return value '{result}' is not a valid 'Type' subclass.")
if IS_BLENDER_4:
node_group.interface.new_socket(socket_type=result.socket_type, name='Result', in_out='OUTPUT')
else:
node_group.outputs.new(result.socket_type, 'Result')
node_group.links.new(result._socket, group_output_node.inputs[i])
_arrange(node_group)
# Return a function that creates a NodeGroup node in the tree.
# This lets @trees be used in other @trees via simple function calls.
def group_reference(*args, **kwargs):
if IS_BLENDER_4:
result = geometrynodegroup(node_tree=node_group, *args, **kwargs)
else:
result = group(node_tree=node_group, *args, **kwargs)
group_outputs = []
for group_output in result._socket.node.outputs:
group_outputs.append(Type(group_output))
if len(group_outputs) == 1:
return group_outputs[0]
else:
return tuple(group_outputs)
return group_reference
if isinstance(name, str):
return build_tree
else:
tree_name = name.__name__
return build_tree(name)