blender-geometry-script/api/types.py

120 wiersze
4.8 KiB
Python

import bpy
from bpy.types import NodeSocketStandard
import nodeitems_utils
from .state import State
# The base class all exposed socket types conform to.
class Type:
socket_type: str
def __init__(self, socket: bpy.types.NodeSocket = None, value = None):
if value is not None:
input_nodes = {
int: ('FunctionNodeInputInt', 'integer'),
bool: ('FunctionNodeInputBool', 'boolean'),
str: ('FunctionNodeInputString', 'string'),
tuple: ('FunctionNodeInputVector', 'vector'),
float: ('ShaderNodeValue', None),
}
if not type(value) in input_nodes:
raise Exception(f"'{value}' cannot be expressed as a node.")
input_node_info = input_nodes[type(value)]
value_node = State.current_node_tree.nodes.new(input_node_info[0])
if input_node_info[1] is None:
value_node.outputs[0].default_value = value
else:
setattr(value_node, input_node_info[1], value)
socket = value_node.outputs[0]
self._socket = socket
self.socket_type = type(socket).__name__
def _math(self, other, operation):
math_node = State.current_node_tree.nodes.new('ShaderNodeVectorMath' if self._socket.type == 'VECTOR' else 'ShaderNodeMath')
math_node.operation = operation
State.current_node_tree.links.new(self._socket, math_node.inputs[0])
if issubclass(type(other), Type):
State.current_node_tree.links.new(other._socket, math_node.inputs[1])
else:
math_node.inputs[1].default_value = other
return Type(math_node.outputs[0])
def __add__(self, other):
return self._math(other, 'ADD')
def __sub__(self, other):
return self._math(other, 'SUBTRACT')
def __mul__(self, other):
return self._math(other, 'MULTIPLY')
def __truediv__(self, other):
return self._math(other, 'DIVIDE')
def __mod__(self, other):
return self._math(other, 'MODULO')
def _compare(self, other, operation):
compare_node = State.current_node_tree.nodes.new('FunctionNodeCompare')
compare_node.data_type = 'FLOAT' if self._socket.type == 'VALUE' else self._socket.type
compare_node.operation = operation
State.current_node_tree.links.new(self._socket, compare_node.inputs[0])
if issubclass(type(other), Type):
State.current_node_tree.links.new(other._socket, compare_node.inputs[1])
else:
compare_node.inputs[1].default_value = other
return Type(compare_node.outputs[0])
def __eq__(self, other):
return self._compare(other, 'EQUAL')
def __ne__(self, other):
return self._compare(other, 'NOT_EQUAL')
def __lt__(self, other):
return self._compare(other, 'LESS_THAN')
def __le__(self, other):
return self._compare(other, 'LESS_EQUAL')
def __gt__(self, other):
return self._compare(other, 'GREATER_THAN')
def __ge__(self, other):
return self._compare(other, 'GREATER_EQUAL')
def _get_xyz_component(self, component):
if self._socket.type != 'VECTOR':
raise Exception("`x`, `y`, `z` properties are not available on non-Vector types.")
separate_node = State.current_node_tree.nodes.new('ShaderNodeSeparateXYZ')
State.current_node_tree.links.new(self._socket, separate_node.inputs[0])
return Type(separate_node.outputs[component])
@property
def x(self):
return self._get_xyz_component(0)
@property
def y(self):
return self._get_xyz_component(1)
@property
def z(self):
return self._get_xyz_component(2)
for standard_socket in list(filter(lambda x: 'NodeSocket' in x, dir(bpy.types))):
name = standard_socket.replace('NodeSocket', '')
if len(name) < 1:
continue
globals()[name] = type(name, (Type,), { 'socket_type': standard_socket, '__module__': Type.__module__ })
if name == 'Int':
class IntIterator:
def __init__(self, integer):
self.integer = integer
self.points = State.current_node_tree.nodes.new('GeometryNodePoints')
State.current_node_tree.links.new(self.integer._socket, self.points.inputs[0])
self.index = State.current_node_tree.nodes.new('GeometryNodeInputIndex')
self._did_iterate = False
def __next__(self):
if not self._did_iterate:
self._did_iterate = True
return Type(self.index.outputs[0]), Type(self.points.outputs[0])
else:
raise StopIteration()
globals()[name].__iter__ = lambda self: IntIterator(self)