#Mantis Nodes Base import bpy from bpy.props import (BoolProperty, StringProperty, EnumProperty, CollectionProperty, \ IntProperty, IntVectorProperty, PointerProperty, BoolVectorProperty) from . import ops_nodegroup from bpy.types import NodeTree, Node, PropertyGroup, Operator, UIList, Panel from .utilities import (prRed, prGreen, prPurple, prWhite, prOrange, wrapRed, wrapGreen, wrapPurple, wrapWhite, wrapOrange,) from .utilities import get_socket_maps, relink_socket_map, do_relink def TellClasses(): #Why use a function to do this? Because I don't need every class to register. return [ MantisTree, SchemaTree, MantisNodeGroup, SchemaGroup, ] def error_popup_draw(self, context): self.layout.label(text="Error executing tree. See Console.") class MantisTree(NodeTree): '''A custom node tree type that will show up in the editor type list''' bl_idname = 'MantisTree' bl_label = "Rigging Nodes" bl_icon = 'OUTLINER_OB_ARMATURE' tree_valid:BoolProperty(default=False) do_live_update:BoolProperty(default=True) # use this to disable updates for e.g. scripts num_links:IntProperty(default=-1) filepath:StringProperty(default="", subtype='FILE_PATH') is_executing:BoolProperty(default=False) is_exporting:BoolProperty(default=False) execution_id:StringProperty(default='') mantis_version:IntVectorProperty(default=[0,9,2]) # this prevents the node group from executing on the next depsgraph update # because I don't always have control over when the dg update happens. prevent_next_exec:BoolProperty(default=False) parsed_tree={} if bpy.app.version >= (3, 2): # in 3.1 this can lead to a crash @classmethod def valid_socket_type(cls, socket_type: str): # https://docs.blender.org/api/master/bpy.types.NodeTree.html#bpy.types.NodeTree.valid_socket_type from .socket_definitions import Tell_bl_idnames return socket_type in Tell_bl_idnames() # thank you, Sverchok def update_tree(self, context = None): if self.is_exporting: return # return self.is_executing = True from . import readtree prGreen("Validating Tree: %s" % self.name) try: self.parsed_tree = readtree.parse_tree(self) if context: self.display_update(context) self.is_executing = False self.tree_valid = True except GraphError as e: prRed("Failed to update node tree due to error.") self.tree_valid = False self.is_executing = False raise e finally: self.is_executing = False def display_update(self, context): if self.is_exporting: return self.is_executing = True current_tree = bpy.context.space_data.path[-1].node_tree for node in current_tree.nodes: if hasattr(node, "display_update"): try: node.display_update(self.parsed_tree, context) except Exception as e: print("Node \"%s\" failed to update display with error: %s" %(wrapGreen(node.name), wrapRed(e))) self.is_executing = False # TODO: deal with invalid links properly. # - Non-hierarchy links should be ignored in the circle-check and so the links should be marked valid in such a circle # - hierarchy-links should be marked invalid and prevent the tree from executing. def execute_tree(self,context, error_popups = False): self.prevent_next_exec = False if self.is_exporting: return # return prGreen("Executing Tree: %s" % self.name) self.is_executing = True from . import readtree try: readtree.execute_tree(self.parsed_tree, self, context, error_popups) except RecursionError as e: prRed("Recursion error while parsing tree.") finally: self.is_executing = False class SchemaTree(NodeTree): '''A node tree representing a schema to generate a Mantis tree''' bl_idname = 'SchemaTree' bl_label = "Rigging Nodes Schema" bl_icon = 'RIGID_BODY_CONSTRAINT' # these are only needed for consistent interface, but should not be used do_live_update:BoolProperty(default=True) # default to true so that updates work is_executing:BoolProperty(default=False) is_exporting:BoolProperty(default=False) mantis_version:IntVectorProperty(default=[0,9,2]) if bpy.app.version >= (3, 2): # in 3.1 this can lead to a crash @classmethod def valid_socket_type(cls, socket_type: str): # https://docs.blender.org/api/master/bpy.types.NodeTree.html#bpy.types.NodeTree.valid_socket_type from .socket_definitions import Tell_bl_idnames return socket_type in Tell_bl_idnames() # thank you, Sverchok #TODO: do a better job explaining how MantisNode and MantisUINode relate. class MantisUINode: """ This class contains the common user-interface features of Mantis nodes. MantisUINode objects will spawn one or more MantisNode objects when the graph is evaluated. The MantisNode objects will pull the data from the UI node and use it to generate the graph. """ @classmethod def poll(cls, ntree): return (ntree.bl_idname in ['MantisTree', 'SchemaTree']) def insert_link(self, link): context = bpy.context if context.space_data: node_tree = context.space_data.path[0].node_tree from . import readtree if node_tree.do_live_update: node_tree.update_tree(context) if (link.to_socket.is_linked == False): node_tree.num_links+=1 elif (link.to_socket.is_multi_input): node_tree.num_links+=1 class SchemaUINode: @classmethod def poll(cls, ntree): return (ntree.bl_idname in ['SchemaTree']) class LinkNode(MantisUINode): @classmethod def poll(cls, ntree): return (ntree.bl_idname in ['MantisTree', 'SchemaTree']) class xFormNode(MantisUINode): @classmethod def poll(cls, ntree): return (ntree.bl_idname in ['MantisTree', 'SchemaTree']) class DeformerNode(MantisUINode): @classmethod def poll(cls, ntree): return (ntree.bl_idname in ['MantisTree', 'SchemaTree']) def poll_node_tree(self, object): if isinstance(object, MantisTree): return True return False # TODO: try to check identifiers instead of name. def node_group_update(node, force = False): if not force: if (node.id_data.do_live_update == False) or (node.id_data.is_executing == True): return # note: if (node.id_data.is_exporting == True) I need to be able to update so I can make links. toggle_update = node.id_data.do_live_update node.id_data.do_live_update = False identifiers_in={socket.identifier:socket for socket in node.inputs} identifiers_out={socket.identifier:socket for socket in node.outputs} if node.node_tree is None: node.inputs.clear(); node.outputs.clear() node.id_data.do_live_update = toggle_update return found_in, found_out = [], [] update_input, update_output = False, False for item in node.node_tree.interface.items_tree: if item.item_type != "SOCKET": continue if item.in_out == 'OUTPUT': if s:= identifiers_out.get(item.identifier): # if the requested output doesn't exist, update found_out.append(item.identifier) if update_output: continue if s.bl_idname != item.socket_type: update_output = True; continue else: update_output = True; continue else: if s:= identifiers_in.get(item.identifier): # if the requested input doesn't exist, update found_in.append(item.identifier) if update_input: continue # done here if s.bl_idname != item.socket_type: update_input = True; continue else: update_input = True; continue # Schema has an extra input for Length and for Extend. if node.bl_idname == 'MantisSchemaGroup': found_in.extend(['Schema Length', '']) # if we have too many elements, just get rid of the ones we don't need if len(node.inputs) > len(found_in):# for inp in node.inputs: if inp.identifier in found_in: continue node.inputs.remove(inp) if len(node.outputs) > len(found_out): for out in node.outputs: if out.identifier in found_out: continue node.outputs.remove(out) # if len(node.inputs) > 0 and (inp := node.inputs[-1]).bl_idname == 'WildcardSocket' and inp.is_linked: update_input = True if len(node.outputs) > 0 and (out := node.outputs[-1]).bl_idname == 'WildcardSocket' and out.is_linked: update_output = True # if not (update_input or update_output): node.id_data.do_live_update = toggle_update return if update_input or update_output: socket_map_in, socket_map_out = get_socket_maps(node) if update_input : if node.bl_idname == 'MantisSchemaGroup': schema_length=0 if sl := node.inputs.get("Schema Length"): schema_length = sl.default_value # sometimes this isn't available yet # TODO not happy about this solution node.inputs.clear() if node.bl_idname == 'MantisSchemaGroup': node.inputs.new("IntSocket", "Schema Length", identifier='Schema Length') node.inputs['Schema Length'].default_value = schema_length if update_output: node.outputs.clear() for item in node.node_tree.interface.items_tree: if item.item_type != "SOCKET": continue if (item.in_out == 'INPUT' and update_input): relink_socket_map(node, node.inputs, socket_map_in, item) if (item.in_out == 'OUTPUT' and update_output): relink_socket_map(node, node.outputs, socket_map_out, item) # at this point there is no wildcard socket if '__extend__' in socket_map_in.keys(): do_relink(node, None, socket_map_in, in_out='INPUT', parent_name='Constant' ) node.id_data.do_live_update = toggle_update def node_tree_prop_update(self, context): if self.is_updating: # update() can be called from update() and that leads to an infinite loop. return # so we check if an update is currently running. self.is_updating = True node_group_update(self) self.is_updating = False if self.bl_idname in ['MantisSchemaGroup'] and self.node_tree is not None: if len(self.inputs) == 0: self.inputs.new("IntSocket", "Schema Length", identifier='Schema Length') if self.inputs[-1].bl_idname != "WildcardSocket": self.inputs.new("WildcardSocket", "", identifier="__extend__") from bpy.types import NodeCustomGroup class MantisNodeGroup(Node, MantisUINode): bl_idname = "MantisNodeGroup" bl_label = "Node Group" node_tree:PointerProperty(type=NodeTree, poll=poll_node_tree, update=node_tree_prop_update,) is_updating:BoolProperty(default=False) def update(self): live_update = self.id_data.do_live_update if self.is_updating: # update() can be called from update() and that leads to an infinite loop. return # so we check if an update is currently running. try: self.is_updating = True node_group_update(self) self.is_updating = False finally: # we need to reset this regardless of whether or not the operation succeeds! self.is_updating = False self.id_data.do_live_update = live_update # ensure this remains the same def draw_buttons(self, context, layout): row = layout.row(align=True) row.prop(self, "node_tree", text="") row.operator("mantis.edit_group", text="", icon='NODETREE', emboss=True) class GraphError(Exception): pass def get_signature_from_edited_tree(node, context): sig_path=[None,] for item in context.space_data.path[:-1]: sig_path.append(item.node_tree.nodes.active.name) return tuple(sig_path+[node.name]) def poll_node_tree_schema(self, object): if isinstance(object, SchemaTree): return True return False # TODO tiny UI problem - inserting new links into the tree will not place them in the right place. class SchemaGroup(Node, MantisUINode): bl_idname = "MantisSchemaGroup" bl_label = "Node Schema" node_tree:PointerProperty(type=NodeTree, poll=poll_node_tree_schema, update=node_tree_prop_update,) is_updating:BoolProperty(default=False) def draw_buttons(self, context, layout): row = layout.row(align=True) row.prop(self, "node_tree", text="") row.operator("mantis.edit_group", text="", icon='NODETREE', emboss=True) def update(self): live_update = self.id_data.do_live_update if self.is_updating: # update() can be called from update() and that leads to an infinite loop. return # so we check if an update is currently running. self.is_updating = True try: node_group_update(self) # reset things if necessary: if self.node_tree: if len(self.inputs) == 0: self.inputs.new("IntSocket", "Schema Length", identifier='Schema Length') if self.inputs[-1].bl_idname != "WildcardSocket": self.inputs.new("WildcardSocket", "", identifier="__extend__") finally: # we need to reset this regardless of whether or not the operation succeeds! self.is_updating = False self.id_data.do_live_update = live_update # ensure this remains the same NODES_REMOVED=["xFormRootNode"] # Node bl_idname, # Socket Name SOCKETS_REMOVED=[("UtilityDriverVariable", "Transform Channel"), ("xFormRootNode","World Out"), ("UtilitySwitch","xForm"), ("LinkDrivenParameter", "Enable")] # Node Class #Prior bl_idname # prior name # new bl_idname # new name, # Multi SOCKETS_RENAMED=[ ("LinkDrivenParameter", "DriverSocket", "Driver", "FloatSocket", "Value", False)] # NODE CLASS NAME IN_OUT SOCKET TYPE SOCKET NAME INDEX MULTI DEFAULT SOCKETS_ADDED=[("DeformerMorphTargetDeform", 'INPUT', 'BooleanSocket', "Use Shape Key", 1, False, False), ("DeformerMorphTargetDeform", 'INPUT', 'BooleanSocket', "Use Offset", 2, False, True), ("UtilityFCurve", 'INPUT', "eFCrvExtrapolationMode", "Extrapolation Mode", 0, False, 'CONSTANT')] # replace names with bl_idnames for reading the tree and solving schemas. replace_types = ["NodeGroupInput", "NodeGroupOutput", "SchemaIncomingConnection", "SchemaArrayInput", "SchemaConstInput", "SchemaConstOutput", "SchemaIndex", "SchemaOutgoingConnection", "SchemaConstantOutput", "SchemaArrayOutput", "SchemaArrayInputGet",] # anything that gets properties added in the graph... this is a clumsy approach but I need to watch for this # in schema generation and this is the easiest way to do it for now. custom_props_types = ["LinkArmature", "UtilityKeyframe", "UtilityFCurve", "UtilityDriver", "xFormBone"] # filters for determining if a link is a hierarchy link or a non-hierarchy (cyclic) link. from_name_filter = ["Driver",] to_name_filter = [ "Custom Object xForm Override", "Custom Object", "Deform Bones", ] class MantisNode: """ This class contains the basic interface for a Mantis Node. A MantisNode is used internally by Mantis to represent the final evaluated node graph. It gets generated with data from a MantisUINode when the graph is read. """ def __init__(self, signature, base_tree): self.base_tree=base_tree self.signature = signature self.inputs = MantisNodeSocketCollection(node=self, is_input=True) self.outputs = MantisNodeSocketCollection(node=self, is_input=False) self.parameters = dict() self.node_type='UNINITIALIZED' self.hierarchy_connections, self.connections = [], [] self.hierarchy_dependencies, self.dependencies = [], [] self.prepared = False self.executed = False self.drivers = {} def init_parameters(self, additional_parameters = {}): for socket in self.inputs: self.parameters[socket.name] = None for socket in self.outputs: self.parameters[socket.name] = None for key, value in additional_parameters.items(): self.parameters[key]=value def set_traverse(self, traversal_pairs = [(str, str)]): for (a, b) in traversal_pairs: self.inputs[a].set_traverse_target(self.outputs[b]) self.outputs[b].set_traverse_target(self.inputs[a]) def flush_links(self): for inp in self.inputs.values(): inp.flush_links() for out in self.outputs.values(): out.flush_links() def evaluate_input(self, input_name, index=0): from .node_container_common import trace_single_line if not (self.inputs.get(input_name)): # get the named parameter if there is no input if input_name == 'Meta-Armature': prOrange("beans are not frogs") return self.parameters.get(input_name) # this will return None if the parameter does not exist. # this trace() should give a key error if there is a problem # it is NOT handled here because it should NOT happen - so I want the error message. trace = trace_single_line(self, input_name, index) prop = trace[0][-1].parameters[trace[1].name] #trace[0] = the list of traced nodes; read its parameters return prop def fill_parameters(self, ui_node=None): from .utilities import get_node_prototype from .node_container_common import get_socket_value if not ui_node: if ( (self.signature[0] in ["MANTIS_AUTOGENERATED", "SCHEMA_AUTOGENERATED" ]) or (self.signature[-1] in ["NodeGroupOutput", "NodeGroupInput"]) ): # I think this is harmless return None else: ui_node = get_node_prototype(self.signature, self.base_tree) if not ui_node: raise RuntimeError(wrapRed("No node prototype found for... %s" % ( [self.base_tree] + list(self.signature[1:]) ) ) ) for key in self.parameters.keys(): node_socket = ui_node.inputs.get(key) if self.parameters[key] is not None: # the parameters are usually initialized as None. continue # will be filled by the node itself if not node_socket: #maybe the node socket has no name if ( ( len(ui_node.inputs) == 0) and ( len(ui_node.outputs) == 1) ): # this is a simple input node. node_socket = ui_node.outputs[0] elif key == 'Name': # for Links we just use the Node Label, or if there is no label, the name. self.parameters[key] = ui_node.label if ui_node.label else ui_node.name continue else: pass if node_socket: if node_socket.bl_idname in ['RelationshipSocket', 'xFormSocket']: continue elif node_socket.is_linked and (not node_socket.is_output): pass # we will get the value from the link, because this is a linked input port. # very importantly, we do not pass linked outputs- fill these because they are probably Input nodes. elif hasattr(node_socket, "default_value"): if (value := get_socket_value(node_socket)) is not None: self.parameters[key] = value # TODO: try and remove the input if it is not needed (for performance speed) else: raise RuntimeError(wrapRed("No value found for " + self.__repr__() + " when filling out node parameters for " + ui_node.name + "::"+node_socket.name)) else: pass def bPrepare(self, bContext=None): return def bExecute(self, bContext=None): return def bFinalize(self, bContext=None): return def __repr__(self): return self.signature.__repr__() # do I need this and the link class above? class DummyLink: #gonna use this for faking links to keep the interface consistent def __init__(self, from_socket, to_socket, nc_from=None, nc_to=None, original_from=None, multi_input_sort_id=0): self.from_socket = from_socket self.to_socket = to_socket self.nc_from = nc_from self.nc_to = nc_to self.multi_input_sort_id = multi_input_sort_id # self.from_node = from_socket.node # self.to_node = to_socket.node if (original_from): self.original_from = original_from else: self.original_from = self.from_socket def __repr__(self): return(self.nc_from.__repr__()+":"+self.from_socket.name + " -> " + self.nc_to.__repr__()+":"+self.to_socket.name) class NodeLink: from_node = None from_socket = None to_node = None to_socket = None def __init__(self, from_node, from_socket, to_node, to_socket, multi_input_sort_id=0): if from_node.signature == to_node.signature: raise RuntimeError("Cannot connect a node to itself.") self.from_node = from_node self.from_socket = from_socket self.to_node = to_node self.to_socket = to_socket self.from_node.outputs[self.from_socket].links.append(self) # it is the responsibility of the node that uses these links to sort them correctly based on the sort_id self.multi_input_sort_id = multi_input_sort_id self.to_node.inputs[self.to_socket].links.append(self) from .node_container_common import detect_hierarchy_link self.is_hierarchy = detect_hierarchy_link(from_node, from_socket, to_node, to_socket,) self.is_alive = True def __repr__(self): return self.from_node.outputs[self.from_socket].__repr__() + " --> " + self.to_node.inputs[self.to_socket].__repr__() # link_string = # if I need to colorize output for debugging. # if self.is_hierarchy: # return wrapOrange(link_string) # else: # return wrapWhite(link_string) def die(self): self.is_alive = False self.to_node.inputs[self.to_socket].flush_links() self.from_node.outputs[self.from_socket].flush_links() def insert_node(self, middle_node, middle_node_in, middle_node_out, re_init_hierarchy = True): to_node = self.to_node to_socket = self.to_socket self.to_node = middle_node self.to_socket = middle_node_in middle_node.outputs[middle_node_out].connect(to_node, to_socket) if re_init_hierarchy: from .utilities import init_connections, init_dependencies init_connections(self.from_node) init_connections(middle_node) init_dependencies(middle_node) init_dependencies(to_node) class NodeSocket: @property # this is a read-only property. def is_linked(self): return bool(self.links) def __init__(self, is_input = False, node = None, name = None, traverse_target = None): self.can_traverse = False # to/from the other side of the parent node self.traverse_target = None self.node = node self.name = name self.is_input = is_input self.links = [] if (traverse_target): self.can_traverse = True def connect(self, node, socket, sort_id=0): if (self.is_input): to_node = self.node; from_node = node to_socket = self.name; from_socket = socket else: from_node = self.node; to_node = node from_socket = self.name; to_socket = socket for l in from_node.outputs[from_socket].links: if l.to_node==to_node and l.to_socket==to_socket: return None new_link = NodeLink( from_node, from_socket, to_node, to_socket, sort_id) return new_link def set_traverse_target(self, traverse_target): self.traverse_target = traverse_target self.can_traverse = True def flush_links(self): """ Removes dead links from this socket.""" self.links = [l for l in self.links if l.is_alive] @property def is_connected(self): return len(self.links)>0 def __repr__(self): return self.node.__repr__() + "::" + self.name class MantisNodeSocketCollection(dict): def __init__(self, node, is_input=False): self.is_input = is_input self.node = node def init_sockets(self, sockets): for socket in sockets: if not isinstance(socket, str): raise RuntimeError("NodeSocketCollection keys must be str.") self[socket] = NodeSocket(is_input=self.is_input, name=socket, node=self.node) def __setitem__(self, key, value=None): """Allows setting items using square brackets: obj[key] = value""" assert isinstance(key, str) and isinstance(value, NodeSocket), "Key must be a string and value must be NodeSocket" super().__setitem__(key, value) def __delitem__(self, key): """Deletes a node socket by name, and all its links.""" socket = self[key] for l in socket.links: l.die() super().__delitem__(key) def __iter__(self): """Makes the class iterable""" return iter(self.values())