from .utilities import (prRed, prGreen, prPurple, prWhite, prOrange, wrapRed, wrapGreen, wrapPurple, wrapWhite, wrapOrange,) def gen_morph_target_nodes(mod_name, mod_ob, targets, context, use_offset=True): from bpy import data modifier = mod_ob.modifiers.new(mod_name, type='NODES') mod_ob.add_rest_position_attribute = True ng = data.node_groups.new(mod_name, "GeometryNodeTree") modifier.node_group = ng ng.interface.new_socket("Geometry", in_out="INPUT", socket_type="NodeSocketGeometry") ng.interface.new_socket("Geometry", in_out="OUTPUT", socket_type="NodeSocketGeometry") inp = ng.nodes.new("NodeGroupInput") out = ng.nodes.new("NodeGroupOutput") # TODO CLEANUP here if (position := ng.nodes.get("Position")) is None: position = ng.nodes.new("GeometryNodeInputPosition") if (index := ng.nodes.get("Index")) is None: index = ng.nodes.new("GeometryNodeInputIndex") rest_position = ng.nodes.new("GeometryNodeInputNamedAttribute") rest_position.inputs["Name"].default_value="rest_position" rest_position.data_type = 'FLOAT_VECTOR' if use_offset == False: rest_position = position add_these = [] props_sockets={} object_map = {} for i, t in enumerate(targets): mt_node = t.links[0].from_node mt_ob = mt_node.GetxForm().bGetObject() if mt_ob is None: # create it mt_ob = data.objects.new(mt_node.evaluate_input("Name"), data.meshes.new_from_object(self_ob)) context.collection.objects.link(mt_ob) prOrange(f"WARN: no object found for f{mt_node}; creating duplicate of current object ") mt_name = mt_ob.name vg = mt_node.parameters["Morph Target"]["vertex_group"] if vg: mt_name = mt_name+"."+vg try: ob_relative = t.links[0].from_node.inputs["Relative to"].links[0].from_node.bGetObject() except IndexError: ob_relative = None ng.interface.new_socket(mt_name, in_out = "INPUT", socket_type="NodeSocketObject") ng.interface.new_socket(mt_name+" Value", in_out = "INPUT", socket_type="NodeSocketFloat") ob_node = ng.nodes.new("GeometryNodeObjectInfo") sample_index = ng.nodes.new("GeometryNodeSampleIndex"); sample_index.data_type = 'FLOAT_VECTOR' subtract = ng.nodes.new("ShaderNodeVectorMath"); subtract.operation="SUBTRACT" scale1 = ng.nodes.new("ShaderNodeVectorMath"); scale1.operation="SCALE" ng.links.new(input=inp.outputs[mt_name], output=ob_node.inputs["Object"]) ng.links.new(input=index.outputs["Index"], output=sample_index.inputs["Index"]) ng.links.new(input=position.outputs["Position"], output=sample_index.inputs["Value"]) ng.links.new(input=sample_index.outputs["Value"], output=subtract.inputs[0]) ng.links.new(input=ob_node.outputs["Geometry"], output=sample_index.inputs["Geometry"]) if ob_relative: # TODO: this should also be exposed as an input ob_node1 = ng.nodes.new("GeometryNodeObjectInfo"); ob_node1.inputs["Object"].default_value = ob_relative sample_index1 = ng.nodes.new("GeometryNodeSampleIndex"); sample_index1.data_type = 'FLOAT_VECTOR' ng.links.new(input=index.outputs["Index"], output=sample_index1.inputs["Index"]) ng.links.new(input=position.outputs["Position"], output=sample_index1.inputs["Value"]) ng.links.new(input=ob_node1.outputs["Geometry"], output=sample_index1.inputs["Geometry"]) ng.links.new(input=sample_index1.outputs["Value"], output=subtract.inputs[1]) else: # ng.links.new(input=rest_position.outputs["Attribute"], output=subtract.inputs[1]) ng.links.new(input=rest_position.outputs[0], output=subtract.inputs[1]) ng.links.new(input=subtract.outputs["Vector"], output=scale1.inputs[0]) # TODO: this should be exposed as a node tree input if vg:= mt_node.evaluate_input("Vertex Group"): # works vg_att = ng.nodes.new("GeometryNodeInputNamedAttribute"); vg_att.inputs["Name"].default_value=vg multiply = ng.nodes.new("ShaderNodeMath"); multiply.operation = "MULTIPLY" ng.links.new(input=vg_att.outputs["Attribute"], output=multiply.inputs[1]) ng.links.new(input=inp.outputs[mt_name+" Value"], output=multiply.inputs[0]) ng.links.new(input=multiply.outputs[0], output=scale1.inputs["Scale"]) else: ng.links.new(input=inp.outputs[mt_name+" Value"], output=scale1.inputs["Scale"]) add_these.append(scale1) object_map["Socket_"+str((i+1)*2)]=mt_node.GetxForm().bGetObject() props_sockets["Socket_"+str((i+1)*2+1)]= ("Value."+str(i).zfill(3), 1.0) set_position = ng.nodes.new("GeometryNodeSetPosition") bake = ng.nodes.new("GeometryNodeBake") ng.links.new(inp.outputs["Geometry"], output=set_position.inputs["Geometry"]) ng.links.new(set_position.outputs["Geometry"], output=bake.inputs[0]) ng.links.new(bake.outputs[0], output=out.inputs[0]) if use_offset == True: prev_node = ng.nodes.new("FunctionNodeInputVector") else: prev_node = position for i, node in enumerate(add_these): add = ng.nodes.new("ShaderNodeVectorMath"); add.operation="ADD" ng.links.new(prev_node.outputs[0], output=add.inputs[0]) ng.links.new(node.outputs[0], output=add.inputs[1]) prev_node = add if use_offset == True: ng.links.new(add.outputs[0], output=set_position.inputs["Offset"]) else: ng.links.new(add.outputs[0], output=set_position.inputs["Position"]) try: from .utilities import SugiyamaGraph SugiyamaGraph(ng, 12) except ImportError: pass # this is unlikely to fail since I package the wheel but if it does it shouldn't crash out. for socket, ob in object_map.items(): modifier[socket]=ob return modifier, props_sockets def gen_object_instance_node_group(): from bpy import data ng = data.node_groups.new("Object Instance", "GeometryNodeTree") ng.interface.new_socket("Object", in_out = "INPUT", socket_type="NodeSocketObject") ng.interface.new_socket("As Instance", in_out = "INPUT", socket_type="NodeSocketBool") ng.interface.new_socket("Object Instance", in_out="OUTPUT", socket_type="NodeSocketGeometry") inp = ng.nodes.new("NodeGroupInput") ob_node = ng.nodes.new("GeometryNodeObjectInfo") out = ng.nodes.new("NodeGroupOutput") ng.links.new(input=inp.outputs["Object"], output=ob_node.inputs["Object"]) ng.links.new(input=inp.outputs["As Instance"], output=ob_node.inputs["As Instance"]) ng.links.new(input=ob_node.outputs["Geometry"], output=out.inputs["Object Instance"]) inp.location = (-200, 0) out.location = ( 200, 0) return ng def gen_import_obj_node_group(): import bpy from bpy import data, types from math import pi as PI tree=bpy.data.node_groups.new("Import OBJ","GeometryNodeTree") tree.is_modifier=True tree.interface.new_socket(name="Path",description="Path to a OBJ file",in_out="INPUT",socket_type="NodeSocketString") tree.interface.new_socket(name="Geometry",description="",in_out="OUTPUT",socket_type="NodeSocketGeometry") Group_Input = tree.nodes.new("NodeGroupInput") Group_Output = tree.nodes.new("NodeGroupOutput") Import_OBJ = tree.nodes.new("GeometryNodeImportOBJ") Realize_Instances = tree.nodes.new("GeometryNodeRealizeInstances") Rotate_Instances = tree.nodes.new("GeometryNodeRotateInstances") Rotate_Instances.inputs[2].default_value=[PI/2,0.0, 0.0] # assume standard axes tree.links.new(Group_Input.outputs[0],Import_OBJ.inputs[0]) tree.links.new(Rotate_Instances.outputs[0],Realize_Instances.inputs[0]) tree.links.new(Realize_Instances.outputs[0],Group_Output.inputs[0]) tree.links.new(Import_OBJ.outputs[0],Rotate_Instances.inputs[0]) try: from .utilities import SugiyamaGraph SugiyamaGraph(tree, 4) except: # there should not ever be a user error if this fails pass return tree def gen_scale_object_data_modifier(): # A basic modifier that simply scales the object's data (for widgets) # I need to be able to scale at import so that the user can easily # control widget scale as inputs to components. import bpy from bpy import data, types tree=bpy.data.node_groups.new("Scale Object Data","GeometryNodeTree") tree.is_modifier=True tree.interface.new_socket(name="Geometry",description="",in_out="OUTPUT",socket_type="NodeSocketGeometry") tree.interface.new_socket(name="Geometry",description="",in_out="INPUT",socket_type="NodeSocketGeometry") tree.interface.new_socket(name="Scale",description="",in_out="INPUT",socket_type="NodeSocketVector") Group_Input = tree.nodes.new("NodeGroupInput") Group_Output = tree.nodes.new("NodeGroupOutput") Transform_Geometry = tree.nodes.new("GeometryNodeTransform") tree.links.new(Transform_Geometry.outputs[0],Group_Output.inputs[0]) tree.links.new(Group_Input.outputs[0],Transform_Geometry.inputs[0]) tree.links.new(Group_Input.outputs[1],Transform_Geometry.inputs[3]) try: from .utilities import SugiyamaGraph SugiyamaGraph(tree, 4) except: # there should not ever be a user error if this fails pass return tree def gen_simple_flip_modifier(): import bpy from bpy import data, types tree=bpy.data.node_groups.new("Simple Flip","GeometryNodeTree") tree.is_modifier=True tree.interface.new_socket(name="Geometry",description="",in_out="OUTPUT",socket_type="NodeSocketGeometry") tree.interface.new_socket(name="Geometry",description="",in_out="INPUT",socket_type="NodeSocketGeometry") tree.interface.new_socket(name="Flip X",description="",in_out="INPUT",socket_type="NodeSocketBool") tree.interface.new_socket(name="Flip Y",description="",in_out="INPUT",socket_type="NodeSocketBool") tree.interface.new_socket(name="Flip Z",description="",in_out="INPUT",socket_type="NodeSocketBool") Group_Input = tree.nodes.new("NodeGroupInput") Group_Output = tree.nodes.new("NodeGroupOutput") Set_Position = tree.nodes.new("GeometryNodeSetPosition") Position = tree.nodes.new("GeometryNodeInputPosition") Combine_XYZ = tree.nodes.new("ShaderNodeCombineXYZ") Map_Range = tree.nodes.new("ShaderNodeMapRange") Map_Range_001 = tree.nodes.new("ShaderNodeMapRange") Map_Range_002 = tree.nodes.new("ShaderNodeMapRange") Map_Range.inputs[3].default_value = 1.0 Map_Range_001.inputs[3].default_value = 1.0 Map_Range_002.inputs[3].default_value = 1.0 Map_Range.inputs[4].default_value = -1.0 Map_Range_001.inputs[4].default_value = -1.0 Map_Range_002.inputs[4].default_value = -1.0 Vector_Math = tree.nodes.new("ShaderNodeVectorMath") Vector_Math.operation = "MULTIPLY" tree.links.new(Set_Position.outputs[0],Group_Output.inputs[0]) tree.links.new(Group_Input.outputs[0],Set_Position.inputs[0]) tree.links.new(Group_Input.outputs[1],Map_Range.inputs[0]) tree.links.new(Map_Range.outputs[0],Combine_XYZ.inputs[0]) tree.links.new(Map_Range_001.outputs[0],Combine_XYZ.inputs[1]) tree.links.new(Map_Range_002.outputs[0],Combine_XYZ.inputs[2]) tree.links.new(Group_Input.outputs[2],Map_Range_001.inputs[0]) tree.links.new(Group_Input.outputs[3],Map_Range_002.inputs[0]) tree.links.new(Combine_XYZ.outputs[0],Vector_Math.inputs[1]) tree.links.new(Position.outputs[0],Vector_Math.inputs[0]) tree.links.new(Vector_Math.outputs[0],Set_Position.inputs[2]) try: from .utilities import SugiyamaGraph SugiyamaGraph(tree, 4) except: # there should not ever be a user error if this fails pass return tree