from .node_container_common import * from .base_definitions import MantisNode, NodeSocket from .xForm_socket_templates import * def TellClasses(): return [ # xForm xFormArmature, xFormBone, xFormGeometryObject, xFormObjectInstance, xFormCurvePin, ] #*#-------------------------------#++#-------------------------------#*# # X - F O R M N O D E S #*#-------------------------------#++#-------------------------------#*# def reset_object_data(ob): # moving this to a common function so I can figure out the details later ob.constraints.clear() ob.animation_data_clear() # this is a little dangerous. TODO find a better solution since this can wipe animation the user wants to keep ob.modifiers.clear() # I would also like a way to copy modifiers and their settings, or bake them down. oh well def get_parent_node(node_container, type = 'XFORM'): # type variable for selecting whether to get either # the parent xForm or the inheritance node node_line, socket = trace_single_line(node_container, "Relationship") parent_nc = None for i in range(len(node_line)): # check each of the possible parent types. if ( (node_line[ i ].__class__.__name__ == 'LinkInherit') ): try: # it's the next one if (type == 'XFORM'): return node_line[ i + 1 ] else: # type = 'LINK' return node_line[ i ] except IndexError: # if there is no next one... return None # then there's no parent! return None def get_matrix(node): matrix = node.evaluate_input('Matrix') if matrix is None: node_line, socket = trace_single_line(node, "Matrix") raise RuntimeError(wrapRed(f"No matrix found for Armature {node}")) return matrix def set_object_parent(node): parent_nc = get_parent_node(node, type='LINK') if (parent_nc): parent = None if node.inputs["Relationship"].is_linked: trace = trace_single_line(node, "Relationship") for other_node in trace[0]: if other_node is node: continue # lol if (other_node.node_type == 'XFORM'): parent = other_node; break if parent is None: prWhite(f"INFO: no parent set for {node}.") return prWhite(f"INFO: setting parent of {node} to {other_node}.") if (parent.bObject) is None: raise GraphError(f"Could not get parent object from node {parent} for {node}") if isinstance(parent, xFormBone): armOb= parent.bGetParentArmature() node.bObject.parent = armOb node.bObject.parent_type = 'BONE' node.bObject.parent_bone = parent.bObject else: node.bObject.parent = parent.bGetObject() class xFormNode(MantisNode): def __init__(self, signature, base_tree, socket_templates=[]): super().__init__(signature, base_tree, socket_templates) self.node_type = 'XFORM' self.bObject=None # because new objects are created during prep phase def reset_execution(self): super().reset_execution() self.prepared=False class xFormArmature(xFormNode): '''A node representing an armature object''' def __init__(self, signature, base_tree): super().__init__(signature, base_tree, xFormArmatureSockets) self.init_parameters() self.set_traverse([("Relationship", "xForm Out")]) def bPrepare(self, bContext=None): self.parameters['Matrix'] = get_matrix(self) self.prepared = True def bTransformPass(self, bContext = None,): # from .utilities import get_node_prototype import bpy if (not isinstance(bContext, bpy.types.Context)): raise RuntimeError("Incorrect context") name = self.evaluate_input("Name") matrix = self.parameters['Matrix'] reset_transforms = False #check if an object by the name exists if (name) and (ob := bpy.data.objects.get(name)): if (ob.animation_data): while (ob.animation_data.drivers): ob.animation_data.drivers.remove(ob.animation_data.drivers[-1]) for pb in ob.pose.bones: # clear it, even after deleting the edit bones, # if we create them again the pose bones will be reused while (pb.constraints): pb.constraints.remove(pb.constraints[-1]) if reset_transforms: pb.location = (0,0,0) pb.rotation_euler = (0,0,0) pb.rotation_quaternion = (1.0,0,0,0) pb.rotation_axis_angle = (0,0,1.0,0) pb.scale = (1.0,1.0,1.0) # feels ugly and bad, whatever collections = [] for bc in ob.data.collections: collections.append(bc) for bc in collections: ob.data.collections.remove(bc) del collections # end ugly/bad else: # Create the Object ob = bpy.data.objects.new(name, bpy.data.armatures.new(name)) #create ob if (ob.name != name): raise RuntimeError("Could not create xForm object", name) self.bObject = ob.name ob.matrix_world = matrix.copy() ob.data.pose_position = 'REST' set_object_parent(self) # Link to Scene: if (ob.name not in bContext.view_layer.active_layer_collection.collection.objects): bContext.view_layer.active_layer_collection.collection.objects.link(ob) print( wrapGreen("Created Armature object: ")+ wrapWhite(ob.name)) # Finalize the action # oddly, overriding context doesn't seem to work try: bpy.ops.object.select_all(action='DESELECT') except RuntimeError: pass # we're already in edit mode, should be OK to do this. bContext.view_layer.objects.active = ob selected=[] for other_ob in bpy.data.objects: if other_ob.mode == "EDIT": selected.append(other_ob) selected.append(ob) context_override = {"active_object":ob, "selected_objects":selected} print("Changing Armature Mode to " +wrapPurple("EDIT")) with bContext.temp_override(**context_override): bpy.ops.object.mode_set(mode='EDIT') if ob.mode != "EDIT": prRed("eh?") # clear it while (len(ob.data.edit_bones) > 0): ob.data.edit_bones.remove(ob.data.edit_bones[0]) # bContext.view_layer.objects.active = prevAct self.executed = True def bGetObject(self, mode = ''): import bpy; return bpy.data.objects[self.bObject] bone_inputs= [ "Name", "Rotation Order", "Matrix", "Relationship", # IK settings "IK Stretch", "Lock IK", "IK Stiffness", "Limit IK", "X Min", "X Max", "Y Min", "Y Max", "Z Min", "Z Max", # Visual stuff "Bone Collection", "Hide", "Custom Object", "Custom Object xForm Override", "Custom Object Scale to Bone Length", "Custom Object Wireframe", "Custom Object Scale", "Custom Object Translation", "Custom Object Rotation", "Color", "Inherit Color", # Deform Stuff "Deform", "Envelope Distance", "Envelope Weight", "Envelope Multiply", "Envelope Head Radius", "Envelope Tail Radius", # BBone stuff: "BBone Segments", "BBone X Size", "BBone Z Size", "BBone HQ Deformation", "BBone X Curve-In", "BBone Z Curve-In", "BBone X Curve-Out", "BBone Z Curve-Out", "BBone Roll-In", "BBone Roll-Out", "BBone Inherit End Roll", "BBone Scale-In", "BBone Scale-Out", "BBone Ease-In", "BBone Ease-Out", "BBone Easing", "BBone Start Handle Type", "BBone Custom Start Handle", "BBone Start Handle Scale", "BBone Start Handle Ease", "BBone End Handle Type", "BBone Custom End Handle", "BBone End Handle Scale", "BBone End Handle Ease", # locks "Lock Location", "Lock Rotation", "Lock Scale", ] class xFormBone(xFormNode): '''A node representing a bone in an armature''' # DO: make a way to identify which armature this belongs to def __init__(self, signature, base_tree): super().__init__(signature, base_tree) outputs = [ "xForm Out", ] self.inputs.init_sockets(bone_inputs) self.outputs.init_sockets(outputs) self.socket_templates=xFormBoneSockets # TODO: implement socket templates completely for Bone # currently it is waiting on BBone and refactoring/cleanup. self.init_parameters() self.set_traverse([("Relationship", "xForm Out")]) def bGetParentArmature(self): if (trace := trace_single_line(self, "Relationship")[0] ) : for i in range(len(trace)): # have to look in reverse, actually TODO if ( isinstance(trace[ i ], xFormArmature ) ): return trace[ i ].bGetObject() return None #should do the trick... def bSetParent(self, eb): # print (self.bObject) from bpy.types import EditBone parent_nc = get_parent_node(self, type='LINK') # print (self, parent_nc.inputs['Parent'].from_node) parent=None if parent_nc.inputs['Parent'].links[0].from_node.node_type == 'XFORM': parent = parent_nc.inputs['Parent'].links[0].from_node.bGetObject(mode = 'EDIT') else: raise RuntimeError(wrapRed(f"Cannot set parent for node {self}")) if isinstance(parent, EditBone): eb.parent = parent eb.use_connect = parent_nc.evaluate_input("Connected") eb.use_inherit_rotation = parent_nc.evaluate_input("Inherit Rotation") eb.inherit_scale = parent_nc.evaluate_input("Inherit Scale") # otherwise, no need to do anything. def bPrepare(self, bContext=None): self.parameters['Matrix'] = get_matrix(self) self.prepared = True def bTransformPass(self, bContext = None,): #possibly will need to pass context? import bpy from mathutils import Vector if not (name := self.evaluate_input("Name")): raise RuntimeError(wrapRed(f"Could not set name for bone in {self}")) if (not isinstance(bContext, bpy.types.Context)): raise RuntimeError("Incorrect context") if not (xF := self.bGetParentArmature()): raise RuntimeError("Could not create edit bone: ", name, " from node:", self, " Reason: No armature object to add bone to.") matrix = self.parameters['Matrix'] length = matrix[3][3] if (xF): if (xF.mode != "EDIT"): raise RuntimeError("Armature Object Not in Edit Mode, exiting...") # # Create the Object d = xF.data eb = d.edit_bones.new(name) # Bone Collections: # We treat each separate string as a Bone Collection that this object belongs to # Bone Collections are fully qualified by their hierarchy. # Separate Strings with "|" and indicate hierarchy with ">". These are special characters. # NOTE: if the user names the collections differently at different times, this will take the FIRST definition and go with it if self.inputs['Bone Collection'].links: bCol_groups = [] for i, l in enumerate(self.inputs['Bone Collection'].links): bCol_group = self.evaluate_input("Bone Collection", index=i) bCol_groups.append(bCol_group) bCols = '|'.join(bCol_groups) else: bCols = self.evaluate_input("Bone Collection") bone_collections = bCols.split("|") for collection_list in bone_collections: hierarchy = collection_list.split(">") col_parent = None for bCol in hierarchy: if ( col := d.collections_all.get(bCol) ) is None: col = d.collections.new(bCol) col.parent = col_parent col_parent = col d.collections_all.get(hierarchy[-1]).assign(eb) if (eb.name != name): prRed(f"Expected bone of name: {name}, got {eb.name} instead.") raise RuntimeError("Could not create bone ", name, "; Perhaps there is a duplicate bone name in the node tree?") eb.matrix = matrix.copy() tailoffset = Vector((0,length,0)) #Vector((0,self.tailoffset, 0)) tailoffset = matrix.copy().to_3x3() @ tailoffset eb.tail = eb.head + tailoffset if (eb.name != name): raise RuntimeError("Could not create edit bone: ", name) assert (eb.name), "Bone must have a name." self.bObject = eb.name # The bone should have relationships going in at this point. self.bSetParent(eb) if eb.head == eb.tail: raise RuntimeError(wrapRed(f"Could not create edit bone: {name} because bone head was located in the same place as bone tail.")) # Setup Deform attributes... eb.use_deform = self.evaluate_input("Deform") eb.envelope_distance = self.evaluate_input("Envelope Distance") eb.envelope_weight = self.evaluate_input("Envelope Weight") eb.use_envelope_multiply = self.evaluate_input("Envelope Multiply") eb.head_radius = self.evaluate_input("Envelope Head Radius") eb.tail_radius = self.evaluate_input("Envelope Tail Radius") print( wrapGreen("Created Bone: ") + wrapOrange(eb.name) + wrapGreen(" in ") + wrapWhite(self.bGetParentArmature().name)) self.executed = True def set_bone_color(self, b, inherit_color, bContext): color_values = self.evaluate_input('Color') if color_values is None: prOrange(f"Warning: No color information found for {b.name}. This should not happen.") return if inherit_color and b.parent: b.color.palette=b.parent.color.palette if b.color.palette == 'CUSTOM': b.color.custom.active=b.parent.color.custom.active b.color.custom.normal=b.parent.color.custom.normal b.color.custom.select=b.parent.color.custom.select return from mathutils import Color color_active = Color(color_values[:3]) color_normal = Color(color_values[3:6]) color_select = Color(color_values[6:]) is_theme_colors = False theme = bContext.preferences.themes[0] for i, color_set in enumerate(theme.bone_color_sets): if ((color_active == color_set.active) and (color_normal == color_set.normal) and (color_select == color_set.select) ): is_theme_colors=True; break if is_theme_colors: # add 1, not 0-indexed b.color.palette = 'THEME'+str(i+1).zfill(2) elif ((color_active == theme.view_3d.bone_pose_active) and (color_normal == theme.view_3d.bone_solid) and (color_select == theme.view_3d.bone_pose) ): b.color.palette = 'DEFAULT' else: b.color.palette = 'CUSTOM' b.color.custom.active=color_active b.color.custom.normal=color_normal b.color.custom.select=color_select def bFinalize(self, bContext = None): b = self.bGetParentArmature().data.bones[self.bObject] # let's do bone colors first inherit_color = self.evaluate_input("Inherit Color") if len(self.inputs['Color'].links) > 0: inherit_color = False # use the link instead # try: # just in case, this shouldn't cause a failure self.set_bone_color(b, inherit_color, bContext) # except Exception as e: # prRed("WARNING: failed to set color because of error, see report below:") # prOrange(e) # do_bb=False b.bbone_x = self.evaluate_input("BBone X Size"); b.bbone_x = max(b.bbone_x, 0.0002) b.bbone_z = self.evaluate_input("BBone Z Size"); b.bbone_z = max(b.bbone_z, 0.0002) if (segs := self.evaluate_input("BBone Segments")) > 1: do_bb=True b.bbone_segments = segs b.bbone_x = self.evaluate_input("BBone X Size") b.bbone_z = self.evaluate_input("BBone Z Size") if self.evaluate_input("BBone HQ Deformation"): b.bbone_mapping_mode = "CURVED" # 'bbone_handle_type_start' : ("BBone Start Handle Type", "AUTO"), # 'bbone_handle_type_end' : ("BBone End Handle Type", "AUTO"), # 'bbone_custom_handle_start' : ("BBone Custom Start Handle", "AUTO"), # 'bbone_custom_handle_end' : ("BBone Custom End Handle", "AUTO"), if handle_type := self.evaluate_input("BBone Start Handle Type"): b.bbone_handle_type_start = handle_type if handle_type := self.evaluate_input("BBone End Handle Type"): b.bbone_handle_type_end = handle_type try: if (custom_handle := self.evaluate_input("BBone Custom Start Handle")): b.bbone_custom_handle_start = self.bGetParentArmature().data.bones[custom_handle] # hypothetically we should support xForm inputs.... but we won't do that for now # elif custom_handle is None: # b.bbone_custom_handle_start = self.inputs["BBone Custom Start Handle"].links[0].from_node.bGetObject().name if (custom_handle := self.evaluate_input("BBone Custom End Handle")): b.bbone_custom_handle_end = self.bGetParentArmature().data.bones[custom_handle] except KeyError: prRed("Warning: BBone start or end handle not set because of missing bone in armature.") bone_props_socket= { 'bbone_curveinx' : ("BBone X Curve-In", 0.0), 'bbone_curveinz' : ("BBone Z Curve-In", 0.0), 'bbone_curveoutx' : ("BBone X Curve-Out", 0.0), 'bbone_curveoutz' : ("BBone Z Curve-Out", 0.0), } evaluate_sockets(self, b, bone_props_socket) # TODO this section should be done with props-socket thing b.bbone_handle_use_scale_start = self.evaluate_input("BBone Start Handle Scale") b.bbone_handle_use_scale_end = self.evaluate_input("BBone End Handle Scale") import bpy from .drivers import MantisDriver # prevAct = bContext.view_layer.objects.active # bContext.view_layer.objects.active = ob # bpy.ops.object.mode_set(mode='OBJECT') # bContext.view_layer.objects.active = prevAct # #get relationship # ensure we have a pose bone... # set the ik parameters # # # Don't need to bother about whatever that was pb = self.bGetParentArmature().pose.bones[self.bObject] rotation_mode = self.evaluate_input("Rotation Order") if rotation_mode == "AUTO": rotation_mode = "XYZ" pb.rotation_mode = rotation_mode pb.id_properties_clear() # these are kept around unless explicitly deleted. # from .utilities import get_node_prototype # np = get_node_prototype(self.signature, self.base_tree) driver = None do_prints=False # detect custom inputs for i, inp in enumerate(self.inputs.values()): custom_prop=False for s_template in self.socket_templates: if s_template.name == inp.name: break else: custom_prop=True if custom_prop == False: continue name = inp.name try: value = self.evaluate_input(inp.name) except KeyError as e: trace = trace_single_line(self, inp.name) if do_prints: print(trace[0][-1], trace[1]) if do_prints: print (trace[0][-1].parameters) raise e # This may be driven, so let's do this: if do_prints: print (value) if (isinstance(value, tuple)): raise RuntimeError(f"The custom property type is not supported: {self}") if (isinstance(value, MantisDriver)): # the value should be the default for its socket... if do_prints: print (type(self.parameters[inp.name])) type_val_map = { str:"", bool:False, int:0, float:0.0, bpy.types.bpy_prop_array:(0,0,0), } driver = value value = type_val_map[type(self.parameters[inp.name])] if (value is None): raise RuntimeError("Could not set value of custom parameter") # it creates a more confusing error later sometimes, better to catch it here. # IMPORTANT: Is it possible for more than one driver to # come through here, and for the variable to be # overwritten? #TODO important #from rna_prop_ui import rna_idprop_ui_create # use this ^ # add the custom properties to the **Pose Bone** pb[name] = value # This is much simpler now. ui_data = pb.id_properties_ui(name) description='' ui_data.update( description=description,#inp.description, default=value,) #if a number if type(value) == float: ui_data.update( min = inp.min, max = inp.max, soft_min = inp.soft_min, soft_max = inp.soft_max,) elif type(value) == int: ui_data.update( min = int(inp.min), max = int(inp.max), soft_min = int(inp.soft_min), soft_max = int(inp.soft_max),) elif type(value) == bool: ui_data.update() # TODO I can't figure out what the update function expects because it isn't documented if (pb.is_in_ik_chain): # this props_socket thing wasn't really meant to work here but it does, neat props_sockets = { 'ik_stretch' : ("IK Stretch", 0), 'lock_ik_x' : (("Lock IK", 0), False), 'lock_ik_y' : (("Lock IK", 1), False), 'lock_ik_z' : (("Lock IK", 2), False), 'ik_stiffness_x' : (("IK Stiffness", 0), 0.0), 'ik_stiffness_y' : (("IK Stiffness", 1), 0.0), 'ik_stiffness_z' : (("IK Stiffness", 2), 0.0), 'use_ik_limit_x' : (("Limit IK", 0), False), 'use_ik_limit_y' : (("Limit IK", 1), False), 'use_ik_limit_z' : (("Limit IK", 2), False), 'ik_min_x' : ("X Min", 0), 'ik_max_x' : ("X Max", 0), 'ik_min_y' : ("Y Min", 0), 'ik_max_y' : ("Y Max", 0), 'ik_min_z' : ("Z Min", 0), 'ik_max_z' : ("Z Max", 0), } evaluate_sockets(self, pb, props_sockets) if do_bb: props_sockets = { 'bbone_curveinx' : ("BBone X Curve-In", pb.bone.bbone_curveinx), 'bbone_curveinz' : ("BBone Z Curve-In", pb.bone.bbone_curveinz), 'bbone_curveoutx' : ("BBone X Curve-Out", pb.bone.bbone_curveoutx), 'bbone_curveoutz' : ("BBone Z Curve-Out", pb.bone.bbone_curveoutz), 'bbone_easein' : ("BBone Ease-In", 0), 'bbone_easeout' : ("BBone Ease-Out", 0), 'bbone_rollin' : ("BBone Roll-In", 0), 'bbone_rollout' : ("BBone Roll-Out", 0), 'bbone_scalein' : ("BBone Scale-In", (1,1,1)), 'bbone_scaleout' : ("BBone Scale-Out", (1,1,1)), } evaluate_sockets(self, pb, props_sockets) # we need to clear this stuff since our only real goal was to get some drivers from the above for attr_name in props_sockets.keys(): try: setattr(pb, attr_name, 0) # just clear it except ValueError: setattr(pb, attr_name, (1.0,1.0,1.0)) # scale needs to be set to 1 # important TODO... all of the drivers and stuff should be handled this way, right? # time to set up drivers! # just gonna add this to the end and build off it I guess props_sockets = { "lock_location" : ("Lock Location", [False, False, False]), "lock_rotation" : ("Lock Rotation", [False, False, False]), "lock_scale" : ("Lock Scale", [False, False, False]), 'custom_shape_scale_xyz' : ("Custom Object Scale", (0.0,0.0,0.0) ), 'custom_shape_translation' : ("Custom Object Translation", (0.0,0.0,0.0) ), 'custom_shape_rotation_euler' : ("Custom Object Rotation", (0.0,0.0,0.0) ), 'use_custom_shape_bone_size' : ("Custom Object Scale to Bone Length", True,) } evaluate_sockets(self, pb, props_sockets) # this could probably be moved to bTransformPass props_sockets = { 'hide' : ("Hide", False), 'show_wire' : ("Custom Object Wireframe", False), } evaluate_sockets(self, pb.bone, props_sockets) if (driver): pass # whatever I was doing there.... was stupid. CLEAN UP TODO # this is the right thing to do. finish_drivers(self) # # OK, visual settings # # Get the override xform's bone: pb.custom_shape_transform = None pb.custom_shape = None if len(self.inputs["Custom Object xForm Override"].links) > 0: trace = trace_single_line(self, "Custom Object xForm Override") try: pb.custom_shape_transform = trace[0][1].bGetObject() except AttributeError: pass if len(self.inputs["Custom Object"].links) > 0: trace = trace_single_line(self, "Custom Object") try: ob = trace[0][1].bGetObject() except AttributeError: ob=None if type(ob) in [bpy.types.Object]: pb.custom_shape = ob def bGetObject(self, mode = 'POSE'): if self.bObject is None: return None if mode in ["POSE", "OBJECT"] and self.bGetParentArmature().mode == "EDIT": raise RuntimeError("Cannot get Bone or PoseBone in Edit mode.") elif mode == "EDIT" and self.bGetParentArmature().mode != "EDIT": raise RuntimeError("Cannot get EditBone except in Edit mode.") try: if (mode == 'EDIT'): return self.bGetParentArmature().data.edit_bones[self.bObject] elif (mode == 'OBJECT'): return self.bGetParentArmature().data.bones[self.bObject] elif (mode == 'POSE'): return self.bGetParentArmature().pose.bones[self.bObject] except Exception as e: prRed ("Cannot get bone for %s" % self) raise e def fill_parameters(self, prototype=None): # this is the fill_parameters that is run if it isn't a schema setup_custom_props(self) super().fill_parameters(prototype) # otherwise we will do this from the schema # LEGIBILITY TODO - why? explain this? class xFormGeometryObject(xFormNode): '''A node representing an armature object''' def __init__(self, signature, base_tree): super().__init__(signature, base_tree, xFormGeometryObjectSockets) self.init_parameters() self.set_traverse([("Relationship", "xForm Out")]) self.has_shape_keys = False def bPrepare(self, bContext = None,): import bpy if not self.evaluate_input("Name"): self.prepared = True self.executed = True # and return an error if there are any dependencies: if self.hierarchy_connections: raise GraphError(wrapRed(f"Cannot Generate object {self} because the chosen name is empty or invalid.")) return self.bObject = bpy.data.objects.get(self.evaluate_input("Name")) trace = trace_single_line(self, "Geometry") if (not self.bObject): if trace[-1]: self.bObject = bpy.data.objects.new(self.evaluate_input("Name"), trace[-1].node.bGetObject()) # handle mismatched data. data_wrong = False; data = None if (self.inputs["Geometry"].is_linked and self.bObject.type == "EMPTY"): data_wrong = True; data = trace[-1].node.bGetObject() elif (not self.inputs["Geometry"].is_linked and not self.bObject.type == "EMPTY"): data_wrong = True # clumsy but functional if data_wrong: unlink_me = self.bObject unlink_me.name = "MANTIS_TRASH.000" for col in unlink_me.users_collection: col.objects.unlink(unlink_me) self.bObject = bpy.data.objects.new(self.evaluate_input("Name"), data) if self.bObject and (self.inputs["Geometry"].is_linked and self.bObject.type in ["MESH", "CURVE"]): self.bObject.data = trace[-1].node.bGetObject() # NOW: find out if we need to duplicate the object data. dupe_data=False node_line = trace_single_line(self, "Deformer")[0] from .deformer_nodes import DeformerHook for deformer in node_line: if isinstance(deformer, DeformerHook) and \ deformer.evaluate_input("Affect Curve Radius") == True and \ self.bObject.type == 'CURVE': print(f"INFO: Duplicating data {self.bObject.data.name} in {self} so it can be used for drivers.") dupe_data=True; break if dupe_data: name = self.bObject.data.name # it has to be a curve data = bpy.data.curves.get(self.bObject.data.name+"_MANTIS") if data: # Delete it and regenerate it if it exists. data.name+="_TRASH.000" # but we can't actually delete it here # since previous executions of the graph may be using it. # instead, we'll rename it and use a new copy. This will probably # be deleted on its own by Blender's garbage collector. # if it isn't, then it is still in use and I may NOT touch it. data=self.bObject.data.copy(); data.animation_data_clear() data.name = name+"_MANTIS" self.bObject.data = data reset_object_data(self.bObject) matrix= get_matrix(self) self.parameters['Matrix'] = matrix try: set_object_parent(self) except: # I guess it isn't ready yet. we'll do it later pass # (This can happen when solving schema.) self.bObject.matrix_world = matrix self.prepared = True def bTransformPass(self, bContext = None,): try: bContext.collection.objects.link(self.bObject) except RuntimeError: #already in; but a dangerous thing to pass. pass self.has_shape_keys = False # putting this in bTransformPass simply prevents it from being run more than once. # maybe I should do that with the rest of bPrepare, too. props_sockets = { 'hide_viewport' : ("Hide in Viewport", False), 'hide_render' : ("Hide in Render", False), } evaluate_sockets(self, self.bObject, props_sockets) self.executed = True def bFinalize(self, bContext = None): matrix= get_matrix(self) set_object_parent(self) self.bObject.matrix_world = matrix for i, (driver_key, driver_item) in enumerate(self.drivers.items()): print (wrapGreen(i), wrapWhite(self), wrapPurple(driver_key)) prOrange(driver_item) finish_drivers(self) def bGetObject(self, mode = 'POSE'): return self.bObject class xFormObjectInstance(xFormNode): """Represents an instance of an existing geometry object.""" def __init__(self, signature, base_tree): super().__init__(signature, base_tree, xFormGeometryObjectInstanceSockets) self.init_parameters() # TODO: I think this field is a leftover from a test or something. see if it can be removed. self.links = {} # leave this empty for now! self.set_traverse([("Relationship", "xForm Out")]) self.has_shape_keys = False # Shape Keys will make a dupe so this is OK def ui_modify_socket(self, ui_socket, socket_name=None): if ui_socket.name == 'As Instance': change_handled = True try: self.bObject.modifiers[0]['Socket_1'] = ui_socket.default_value except Exception as e: print("Failed to update mantis socket because of %s" % e, "Updating tree instead.") return change_handled else: return super().ui_modify_socket(ui_socket, socket_name) def bPrepare(self, bContext = None,): from bpy import data empty_mesh = data.meshes.get("MANTIS_EMPTY_MESH") if not empty_mesh: empty_mesh = data.meshes.new("MANTIS_EMPTY_MESH") if not self.evaluate_input("Name"): self.prepared = True self.executed = True # and return an error if there are any dependencies: if self.hierarchy_connections: raise GraphError(wrapRed(f"Cannot Generate object {self} because the chosen name is empty or invalid.")) return self.bObject = data.objects.get(self.evaluate_input("Name")) if (not self.bObject): self.bObject = data.objects.new(self.evaluate_input("Name"), empty_mesh) reset_object_data(self.bObject) matrix= get_matrix(self) self.parameters['Matrix'] = matrix set_object_parent(self) self.bObject.matrix_world = matrix self.prepared = True def bTransformPass(self, bContext = None,): try: bContext.collection.objects.link(self.bObject) except RuntimeError: #already in; but a dangerous thing to pass. pass self.has_shape_keys = False # putting this in bTransformPass simply prevents it from being run more than once. # maybe I should do that with the rest of bPrepare, too. props_sockets = { 'hide_viewport' : ("Hide in Viewport", False), 'hide_render' : ("Hide in Render", False), } evaluate_sockets(self, self.bObject, props_sockets) self.executed = True def bFinalize(self, bContext = None): # now we need to set the object instance up. from bpy import data trace = trace_single_line(self, "Source Object") for node in trace[0]: if node is self: continue # lol if (node.node_type == 'XFORM'): source_ob = node.bGetObject(); break modifier = self.bObject.modifiers.new("Object Instance", type='NODES') ng = data.node_groups.get("Object Instance") if ng is None: from .geometry_node_graphgen import gen_object_instance_node_group ng = gen_object_instance_node_group() modifier.node_group = ng modifier["Socket_0"] = source_ob modifier["Socket_1"] = self.evaluate_input("As Instance") for i, (driver_key, driver_item) in enumerate(self.drivers.items()): print (wrapGreen(i), wrapWhite(self), wrapPurple(driver_key)) prOrange(driver_item) finish_drivers(self) def bGetObject(self, mode = 'POSE'): return self.bObject class xFormCurvePin(xFormNode): """An xForm pinned to a specific location on a curve.""" def __init__(self, signature, base_tree): super().__init__(signature, base_tree,xFormCurvePinSockets) self.init_parameters(additional_parameters={"Matrix":None}) def prep_driver_values(self, constraint): from .misc_nodes import UtilityDriver, UtilitySwitch for socket_name in ["Curve Pin Factor", "Forward Axis","Up Axis",]: if self.inputs.get(socket_name) is None: continue # in case it has been bypassed if self.inputs[socket_name].is_linked: link = self.inputs[socket_name].links[0] driver = link.from_node if isinstance(driver, UtilityDriver): prop_amount = driver.evaluate_input("Property") elif isinstance(driver, UtilitySwitch): xf=driver.GetxForm() prop_amount = xf.evaluate_input(driver.evaluate_input('Parameter')) else: return for template in self.socket_templates: if template.name == socket_name: break setattr(constraint, template.blender_property, prop_amount ) def bPrepare(self, bContext = None,): from bpy import data if not bContext: # lol import bpy bContext = bpy.context ob = data.objects.get(self.evaluate_input("Name")) if not ob: ob = data.objects.new(self.evaluate_input("Name"), None) ob.lock_location = [True, True, True] ob.lock_rotation = [True, True, True] ob.lock_scale = [True, True, True] ob.lock_rotation_w = True ob.empty_display_type = 'CONE' ob.empty_display_size = 0.10 self.bObject = ob reset_object_data(ob) node_line = trace_single_line(self, "Parent Curve")[0][1:] # slice excludes self for other_node in node_line: if other_node.node_type == 'XFORM': break else: raise GraphError(f"ERROR: {self} is not connected to a parent curve") if isinstance(other_node, (xFormArmature, xFormBone, xFormObjectInstance,)): raise GraphError(f"ERROR: {self} must be connected to curve," " not {other_node.__class__.__name__}") curve=other_node.bGetObject() if curve.type != 'CURVE': raise GraphError(f"ERROR: {self} must be connected to curve," " not {curve.type}") # we'll limit all the transforms so we can parent it # because it is annoying to have a cluttered outliner. # # always do this so that everything stays consistent. spline_index = self.evaluate_input("Spline Index") from .utilities import get_extracted_spline_object curve = get_extracted_spline_object(curve, spline_index, self.mContext) # Link to Scene: for link_me in [ob, curve]: if (link_me.name not in bContext.view_layer.active_layer_collection.collection.objects): bContext.view_layer.active_layer_collection.collection.objects.link(link_me) c = ob.constraints.new("LIMIT_LOCATION") for max_min in ['max','min']: for axis in "xyz": setattr(c, "use_"+max_min+"_"+axis, True) setattr(c, max_min+"_"+axis, 0.0) c = ob.constraints.new("LIMIT_ROTATION") for axis in "xyz": setattr(c, "use_limit_"+axis, True) setattr(c, max_min+"_"+axis, 0.0) c = ob.constraints.new("LIMIT_SCALE") for max_min in ['max','min']: for axis in "xyz": setattr(c, "use_"+max_min+"_"+axis, True) setattr(c, max_min+"_"+axis, 1.0) c = ob.constraints.new("FOLLOW_PATH") c.target = curve c.use_fixed_location = True c.use_curve_radius = True c.use_curve_follow = True c.name = "Curve Pin" props_sockets = self.gen_property_socket_map() constraint_props_sockets = props_sockets.copy() del constraint_props_sockets['name']; del constraint_props_sockets['empty_display_size'] del props_sockets['offset_factor']; del props_sockets['forward_axis'] del props_sockets['up_axis'] evaluate_sockets(self, c, constraint_props_sockets) evaluate_sockets(self, self.bObject, props_sockets) # this isn't usually run on xForm nodes so for now I need to set the # driver's default values manually if I want a matrix now. # because the drivers may not have initialized yet. self.prep_driver_values(c) # now if all goes well... the matrix will be correct. dg = bContext.view_layer.depsgraph dg.update() # and the matrix should be correct now - copy because it may be modified self.parameters['Matrix'] = ob.matrix_world.copy() ob.parent=curve print( wrapGreen("Created Curve Pin: ") + wrapOrange(self.bObject.name) ) self.prepared = True; self.executed = True def bFinalize(self, bContext = None): finish_drivers(self) def bGetObject(self, mode = 'POSE'): return self.bObject