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| import bpyfrom bpy.types import Nodefrom .base_definitions import MantisUINode, get_signature_from_edited_treefrom .misc_nodes_socket_templates import *from .utilities import (prRed, prGreen, prPurple, prWhite,                              prOrange,                              wrapRed, wrapGreen, wrapPurple, wrapWhite,                              wrapOrange,)def TellClasses():    return [ InputFloatNode,             InputIntNode,             InputVectorNode,             InputBooleanNode,             InputBooleanThreeTupleNode,             InputRotationOrderNode,             InputTransformSpaceNode,             InputStringNode,             InputMatrixNode,             # InputGeometryNode,             InputWidget,             InputExistingGeometryObjectNode,             InputExistingGeometryDataNode,             InputThemeBoneColorSets,             InputColorSetPallete,             UtilityDeclareCollections,             UtilityCollectionJoin,             UtilityCollectionHierarchy,             UtilityGeometryOfXForm,             UtilityNameOfXForm,            #  ComposeMatrixNode,             MetaRigMatrixNode,             UtilityPointFromCurve,             UtilityMatrixFromCurve,             UtilityMatricesFromCurve,             UtilityNumberOfCurveSegments,             UtilityNumberOfSplines,             UtilityMatrixFromCurveSegment,             UtilityGetCurvePoint,             UtilityGetNearestFactorOnCurve,             UtilityKDChoosePoint,             UtilityKDChooseXForm,            #  ScaleBoneLengthNode,             UtilityMetaRigNode,             UtilityBonePropertiesNode,             UtilityDriverVariableNode,             UtilityFCurveNode,             UtilityDriverNode,             UtilitySwitchNode,             UtilityKeyframe,             UtilityCombineThreeBoolNode,             UtilityCombineVectorNode,             UtilitySeparateVector,             UtilityCatStringsNode,             UtilityGetBoneLength,             UtilityPointFromBoneMatrix,             UtilitySetBoneLength,             UtilityMatrixSetLocation,             UtilityMatrixGetLocation,             UtilityMatrixFromXForm,             UtilityAxesFromMatrix,             UtilityBoneMatrixHeadTailFlip,             UtilityMatrixTransform,             UtilityMatrixInvert,             UtilityMatrixCompose,             UtilityMatrixAlignRoll,             UtilityTransformationMatrix,             UtilitySetBoneMatrixTail,             UtilityIntToString,             UtilityArrayGet,             UtilityArrayLength,             #             UtilityCompare,             UtilityChoose,             # for testing             UtilityPrint,            ]def default_traverse(self,socket):    return Noneclass InputFloatNode(Node, MantisUINode):    '''A node representing inheritance'''    bl_idname = 'InputFloatNode'    bl_label = "Float"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname[:-4]    def init(self, context):        self.outputs.new('FloatSocket', "Float Input").input = True        self.initialized = Trueclass InputIntNode(Node, MantisUINode):    '''A node representing inheritance'''    bl_idname = 'InputIntNode'    bl_label = "Integer"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname    def init(self, context):        self.outputs.new('IntSocket', "Integer").input = True        self.initialized = True    class InputVectorNode(Node, MantisUINode):    '''A node representing inheritance'''    bl_idname = 'InputVectorNode'    bl_label = "Vector"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname[:-4]    def init(self, context):        self.outputs.new('VectorSocket', "").input = True        self.initialized = Trueclass InputBooleanNode(Node, MantisUINode):    '''A node representing inheritance'''    bl_idname = 'InputBooleanNode'    bl_label = "Boolean"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname[:-4]    def init(self, context):        self.outputs.new('BooleanSocket', "").input = True        self.initialized = Trueclass InputBooleanThreeTupleNode(Node, MantisUINode):    '''A node representing inheritance'''    bl_idname = 'InputBooleanThreeTupleNode'    bl_label = "Boolean Vector"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname[:-4]    def init(self, context):        o = self.outputs.new('BooleanThreeTupleSocket', "")        o.input = True        self.initialized = Trueclass InputRotationOrderNode(Node, MantisUINode):    '''A node representing inheritance'''    bl_idname = 'InputRotationOrderNode'    bl_label = "Rotation Order"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname[:-4]    def init(self, context):        self.outputs.new('RotationOrderSocket', "").input = True        self.initialized = Trueclass InputTransformSpaceNode(Node, MantisUINode):    '''A node representing inheritance'''    bl_idname = 'InputTransformSpaceNode'    bl_label = "Transform Space"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname[:-4]    def init(self, context):        self.outputs.new('TransformSpaceSocket', "").input = True        self.initialized = Trueclass InputStringNode(Node, MantisUINode):    '''A node representing inheritance'''    bl_idname = 'InputStringNode'    bl_label = "String"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname[:-4]    def init(self, context):        self.outputs.new('StringSocket', "").input = True        self.initialized = Trueclass InputMatrixNode(Node, MantisUINode):    '''A node representing inheritance'''    bl_idname = 'InputMatrixNode'    bl_label = "Matrix"    bl_icon = 'NODE'    first_row  : bpy.props.FloatVectorProperty(name="", size=4, default = (1.0, 0.0, 0.0, 0.0,))    second_row : bpy.props.FloatVectorProperty(name="", size=4, default = (0.0, 1.0, 0.0, 0.0,))    third_row  : bpy.props.FloatVectorProperty(name="", size=4, default = (0.0, 0.0, 1.0, 0.0,))    fourth_row : bpy.props.FloatVectorProperty(name="", size=4, default = (0.0, 0.0, 0.0, 1.0,))    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname[:-4]    def set_matrix(self):        return (self.first_row[ 0], self.first_row[ 1], self.first_row[ 2], self.first_row[ 3],                self.second_row[0], self.second_row[1], self.second_row[2], self.second_row[3],                self.third_row[ 0], self.third_row[ 1], self.third_row[ 2], self.third_row[ 3],                self.fourth_row[0], self.fourth_row[1], self.fourth_row[2], self.fourth_row[3],)    def init(self, context):        self.outputs.new('MatrixSocket', "Matrix")        self.initialized = True    def draw_buttons(self, context, layout):        # return        layout.prop(self, "first_row")        layout.prop(self, "second_row")        layout.prop(self, "third_row")        layout.prop(self, "fourth_row")    def update(self):        mat_sock = self.outputs[0]        mat_sock.default_value = self.set_matrix()class ScaleBoneLengthNode(Node, MantisUINode):    '''Scale Bone Length'''    bl_idname = 'ScaleBoneLength'    bl_label = "Scale Bone Length"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    # === Optional Functions ===    def init(self, context):        self.inputs.new('MatrixSocket', "In Matrix")        self.inputs.new('FloatSocket', "Factor")        self.outputs.new('MatrixSocket', "Out Matrix")        self.initialized = Trueclass MetaRigMatrixNode(Node, MantisUINode):    # Identical to the above, except    '''A node representing a bone's matrix'''    bl_idname = 'MetaRigMatrixNode'    bl_label = "Matrix"    bl_icon = 'NODE'    first_row  : bpy.props.FloatVectorProperty(name="", size=4, default = (1.0, 0.0, 0.0, 0.0,))    second_row : bpy.props.FloatVectorProperty(name="", size=4, default = (0.0, 1.0, 0.0, 0.0,))    third_row  : bpy.props.FloatVectorProperty(name="", size=4, default = (0.0, 0.0, 1.0, 0.0,))    fourth_row : bpy.props.FloatVectorProperty(name="", size=4, default = (0.0, 0.0, 0.0, 1.0,))    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name="UtilityMetaRig"    def set_matrix(self):        return (self.first_row[ 0], self.first_row[ 1], self.first_row[ 2], self.first_row[ 3],                self.second_row[0], self.second_row[1], self.second_row[2], self.second_row[3],                self.third_row[ 0], self.third_row[ 1], self.third_row[ 2], self.third_row[ 3],                self.fourth_row[0], self.fourth_row[1], self.fourth_row[2], self.fourth_row[3],)    def init(self, context):        self.outputs.new('MatrixSocket', "Matrix")        self.initialized = True        def update(self):        mat_sock = self.outputs[0]        mat_sock.default_value = self.set_matrix()class UtilityMatrixFromCurve(Node, MantisUINode):    """Gets a matrix from a curve."""    bl_idname = "UtilityMatrixFromCurve"    bl_label = "Matrix from Curve"    bl_icon = "NODE"        initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.init_sockets(MatrixFromCurveSockets)        self.initialized = Trueclass UtilityPointFromCurve(Node, MantisUINode):    """Gets a point from a curve."""    bl_idname = "UtilityPointFromCurve"    bl_label = "Point from Curve"    bl_icon = "NODE"        initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.init_sockets(PointFromCurveSockets)        self.initialized = Trueclass UtilityNumberOfCurveSegments(Node, MantisUINode):    """Tells the number of segments in a curve."""    bl_idname = "UtilityNumberOfCurveSegments"    bl_label = "Number of Curve Segments"    bl_icon = "NODE"        initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("EnumCurveSocket", "Curve")        self.inputs.new('UnsignedIntSocket', 'Spline Index')        self.outputs.new("UnsignedIntSocket", "Number of Segments")        self.initialized = True    class UtilityNumberOfSplines(Node, MantisUINode):    """Tells the number of splines in a curve."""    bl_idname = "UtilityNumberOfSplines"    bl_label = "Number of Splines"    bl_icon = "NODE"        initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.init_sockets(NumberOfSplinesSockets)        self.initialized = Trueclass UtilityMatrixFromCurveSegment(Node, MantisUINode):    """Gets a matrix from a curve segment."""    bl_idname = "UtilityMatrixFromCurveSegment"    bl_label = "Matrix from Curve Segment"    bl_icon = "NODE"        initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.init_sockets(MatrixFromCurveSegmentSockets)        self.initialized = Trueclass UtilityGetCurvePoint(Node, MantisUINode):    bl_idname = 'UtilityGetCurvePoint'    bl_label = "Control Point from Curve"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname    def init(self, context):        self.init_sockets(GetCurvePointSockets)        self.initialized = True    def display_update(self, parsed_tree, context):        self.outputs["Point"].hide=False        self.outputs["Left Handle"].hide=True        self.outputs["Right Handle"].hide=True        spline_index = self.inputs['Spline Index'].default_value        index = self.inputs['Index'].default_value        curve = self.inputs['Curve'].default_value        if self.inputs['Spline Index'].is_linked or self.inputs['Index'].is_linked \            or self.inputs['Curve'].is_linked:            mantis_node = parsed_tree.get(get_signature_from_edited_tree(self, context))            spline_index = mantis_node.evaluate_input("Spline Index")            index = mantis_node.evaluate_input("Index")            curve = mantis_node.evaluate_input("Curve")        if curve := bpy.data.objects.get(curve):            if curve.type != "CURVE":                self.outputs["Point"].hide=True            spline = curve.data.splines[spline_index]            if spline.type == 'BEZIER':                self.outputs["Left Handle"].hide=False                self.outputs["Right Handle"].hide=False    class UtilityMatricesFromCurve(Node, MantisUINode):    """Gets a matrix from a curve."""    bl_idname = "UtilityMatricesFromCurve"    bl_label = "Matrices from Curve"    bl_icon = "NODE"        initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.init_sockets(MatricesFromCurveSockets)        self.initialized = Truedef display_update_choose_nearest(self, parsed_tree, context):    number_of_points = self.inputs['Number to Find'].default_value    if self.inputs["Number to Find"].is_linked:        mantis_node = parsed_tree.get(get_signature_from_edited_tree(self, context))        number_of_points = mantis_node.evaluate_input("Number to Find")    elif number_of_points == 0:        self.inputs['Number to Find'].default_value=1    if number_of_points > 1:        # then we need to make it an array out        self.outputs.display_shape = 'SQUARE_DOT'    else:        self.outputs.display_shape = 'CIRCLE'class UtilityGetNearestFactorOnCurve(Node, MantisUINode):    bl_idname = 'UtilityGetNearestFactorOnCurve'    bl_label = "Get Factor on Curve at Point"    bl_icon = 'NODE'    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname    def init(self, context):        self.init_sockets(GetNearestFactorOnCurveSockets)        self.initialized = Trueclass UtilityKDChoosePoint(Node, MantisUINode):    """Chooses the nearest point with a KD Tree."""    bl_idname = "UtilityKDChoosePoint"    bl_label = "Choose Nearest Point"    bl_icon = "NODE"        initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("VectorSocket", "Reference Point")        a = self.inputs.new('VectorSocket', 'Points', use_multi_input=True)        a.display_shape='SQUARE_DOT'        s = self.inputs.new("UnsignedIntSocket", "Number to Find")        s.default_value=1        self.outputs.new("VectorSocket", "Result Point")        self.outputs.new("UnsignedIntSocket", "Result Index")        self.outputs.new("FloatSocket", "Result Distance")        self.initialized = True        def display_update(self, parsed_tree, context):        display_update_choose_nearest(self, parsed_tree, context)class UtilityKDChooseXForm(Node, MantisUINode):    """Chooses the nearest xForm with a KD Tree."""    bl_idname = "UtilityKDChooseXForm"    bl_label = "Choose Nearest xForm"    bl_icon = "NODE"        initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("VectorSocket", "Reference Point")        self.inputs.new('xFormSocket', 'xForm Nodes', use_multi_input=True)        self.inputs.new("FloatFactorSocket", "Get Point Head/Tail")        s = self.inputs.new("UnsignedIntSocket", "Number to Find")        s.default_value=1        self.outputs.new("xFormSocket", "Result xForm")        self.outputs.new("UnsignedIntSocket", "Result Index")        self.outputs.new("FloatSocket", "Result Distance")        self.initialized = True        def display_update(self, parsed_tree, context):        display_update_choose_nearest(self, parsed_tree, context)class UtilityMetaRigNode(Node, MantisUINode):    """Gets a matrix from a meta-rig bone."""    bl_idname = "UtilityMetaRig"    bl_label = "Meta-Rig"    bl_icon = "NODE"        armature:bpy.props.StringProperty()    pose_bone:bpy.props.StringProperty()    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        armt = self.inputs.new("EnumMetaRigSocket", "Meta-Armature")        bone = self.inputs.new("EnumMetaBoneSocket", "Meta-Bone")        bone.hide=True        self.outputs.new("MatrixSocket", "Matrix")        self.initialized = True        def display_update(self, parsed_tree, context):        nc = parsed_tree.get(get_signature_from_edited_tree(self, context))        if nc:            self.armature= nc.evaluate_input("Meta-Armature")            self.pose_bone= nc.evaluate_input("Meta-Bone")        if not self.armature:            self.inputs["Meta-Bone"].hide=True        else:            self.inputs["Meta-Bone"].hide=False        if self.inputs["Meta-Armature"].is_linked:            self.inputs["Meta-Armature"].search_prop = None        if self.inputs["Meta-Bone"].is_linked:            self.inputs["Meta-Bone"].search_prop = Noneclass UtilityBonePropertiesNode(Node, MantisUINode):    """Provides as sockets strings identifying bone transform properties."""    bl_idname = "UtilityBoneProperties"    bl_label = "Bone Properties"    bl_icon = "NODE"    #bl_width_default = 250    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.outputs.new("StringSocket", "matrix")        self.outputs.new("StringSocket", "matrix_local")        self.outputs.new("StringSocket", "matrix_basis")        self.outputs.new("StringSocket", "head")        self.outputs.new("StringSocket", "tail")        self.outputs.new("StringSocket", "length")        self.outputs.new("StringSocket", "rotation")        self.outputs.new("StringSocket", "location")        self.outputs.new("StringSocket", "scale")        self.initialized = True        class UtilityDriverVariableNode(Node, MantisUINode):    """Creates a variable for use in a driver."""    bl_idname = "UtilityDriverVariable"    bl_label = "Driver Variable"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname            def init(self, context):        self.inputs.new("EnumDriverVariableType", "Variable Type")                 # 0        self.inputs.new("ParameterStringSocket", "Property")                       # 1        self.inputs.new("IntSocket", "Property Index")                             # 2        self.inputs.new("EnumDriverVariableEvaluationSpace", "Evaluation Space")   # 3        self.inputs.new("EnumDriverRotationMode", "Rotation Mode")                 # 4        self.inputs.new("xFormSocket", "xForm 1")                                  # 5        self.inputs.new("xFormSocket", "xForm 2")                                  # 6        self.outputs.new("DriverVariableSocket", "Driver Variable")        self.inputs[3].hide = True        self.initialized = True        def display_update(self, parsed_tree, context):        if self.inputs["Variable Type"].is_linked:            if context.space_data:                node_tree = context.space_data.path[0].node_tree                nc = parsed_tree.get(get_signature_from_edited_tree(self, context))                if nc:                    driver_type = nc.evaluate_input("Variable Type")        else:            driver_type = self.inputs[0].default_value        if driver_type == 'SINGLE_PROP':            self.inputs[1].hide = False            self.inputs[2].hide = False            self.inputs[3].hide = False            self.inputs[4].hide = False            self.inputs[5].hide = False            self.inputs[6].hide = True        elif driver_type == 'LOC_DIFF':            self.inputs[1].hide = True            self.inputs[2].hide = True            self.inputs[3].hide = True            self.inputs[4].hide = True            self.inputs[5].hide = False            self.inputs[6].hide = False        elif driver_type == 'ROTATION_DIFF':            self.inputs[1].hide = True            self.inputs[2].hide = True            self.inputs[3].hide = True            self.inputs[4].hide = False            self.inputs[5].hide = False            self.inputs[6].hide = False        elif driver_type == 'TRANSFORMS':            self.inputs[1].hide = True            self.inputs[2].hide = True            self.inputs[3].hide = False            self.inputs[4].hide = False            self.inputs[5].hide = False            self.inputs[6].hide = True    # TODO: make a way to edit the fCurve directly.# I had a working version of this in the past, but it required doing sinful things like# keeping track of the RAM address of the window.class UtilityFCurveNode(Node, MantisUINode):    """Creates an fCurve for use with a driver."""    bl_idname = "UtilityFCurve"    bl_label = "fCurve"    bl_icon = "NODE"        use_kf_nodes   : bpy.props.BoolProperty(default=True)    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("eFCrvExtrapolationMode", "Extrapolation Mode")        self.outputs.new("FCurveSocket", "fCurve")        self.initialized = True                def draw_buttons(self, context, layout):        layout.operator( 'mantis.fcurve_node_add_kf' )        if (len(self.inputs) > 1):            layout.operator( 'mantis.fcurve_node_remove_kf' )class UtilityDriverNode(Node, MantisUINode):    """Represents a Driver relationship"""    bl_idname = "UtilityDriver"    bl_label = "Driver"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("EnumDriverType", "Driver Type")        self.inputs.new("FCurveSocket", "fCurve")        self.inputs.new("StringSocket", "Expression")        self.outputs.new("DriverSocket", "Driver")        self.initialized = True            def display_update(self, parsed_tree, context):        if not self.inputs["Driver Type"].is_linked:            dType = self.inputs["Driver Type"].default_value        nc = parsed_tree.get(get_signature_from_edited_tree(self, context))        if nc:            dType = nc.evaluate_input("Driver Type")        if dType == 'SCRIPTED':            self.inputs["Expression"].hide = False        else:            self.inputs["Expression"].hide = True        def draw_buttons(self, context, layout):        # return        layout.operator( 'mantis.driver_node_add_variable' )        if (len(self.inputs) > 3):            layout.operator( 'mantis.driver_node_remove_variable' )class UtilitySwitchNode(Node, MantisUINode):    """Represents a switch relationship between one driver property and one or more driven properties."""    bl_idname = "UtilitySwitch"    bl_label = "Switch"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        # self.inputs.new("xFormSocket", "xForm")        self.inputs.new("ParameterStringSocket", "Parameter")        self.inputs.new("IntSocket", "Parameter Index")        self.inputs.new("BooleanSocket", "Invert Switch")        self.outputs.new("DriverSocket", "Driver")        self.initialized = Trueclass UtilityCombineThreeBoolNode(Node, MantisUINode):    """Combines three booleans into a three-bool."""    bl_idname = "UtilityCombineThreeBool"    bl_label = "CombineThreeBool"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("BooleanSocket", "X")        self.inputs.new("BooleanSocket", "Y")        self.inputs.new("BooleanSocket", "Z")        self.outputs.new("BooleanThreeTupleSocket", "Three-Bool")        self.initialized = Trueclass UtilityCombineVectorNode(Node, MantisUINode):    """Combines three floats into a vector."""    bl_idname = "UtilityCombineVector"    bl_label = "CombineVector"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("FloatSocket", "X")        self.inputs.new("FloatSocket", "Y")        self.inputs.new("FloatSocket", "Z")        self.outputs.new("VectorSocket", "Vector")        self.initialized = True        class UtilitySeparateVector(Node, MantisUINode):    """Separates a vector into three floats"""    bl_idname = "UtilitySeparateVector"    bl_label = "Separate Vector"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("VectorSocket", "Vector")        self.outputs.new("FloatSocket", "X")        self.outputs.new("FloatSocket", "Y")        self.outputs.new("FloatSocket", "Z")        self.initialized = True        class UtilityCatStringsNode(Node, MantisUINode):    """Adds a suffix to a string"""    bl_idname = "UtilityCatStrings"    bl_label = "Concatenate Strings"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("StringSocket", "String_1")        self.inputs.new("StringSocket", "String_2")        self.outputs.new("StringSocket", "OutputString")        self.initialized = True    def draw_label(self): # this will prefer a user-set label, or return the evaluated name        if self.label:            return self.label        if self.outputs['OutputString'].display_text:            return self.outputs['OutputString'].display_text        return self.name            def display_update(self, parsed_tree, context):        if context.space_data:            nc = parsed_tree.get(get_signature_from_edited_tree(self, context))            self.inputs['String_1'].display_text = ""            self.inputs['String_2'].display_text = ""            self.outputs['OutputString'].display_text = ""            if nc:                try:                    self.inputs['String_1'].display_text = a = nc.evaluate_input("String_1")                    self.inputs['String_2'].display_text = b = nc.evaluate_input("String_2")                    # cat the strings here, since the node may not have run yet.                    self.outputs['OutputString'].display_text = a+b                except KeyError:                    return # the tree isn't ready yet.                    class InputLayerMaskNode(Node, MantisUINode):    """Represents a layer mask for a bone."""    bl_idname = "InputLayerMaskNode"    bl_label = "Layer Mask"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.outputs.new("LayerMaskInputSocket", "Layer Mask")        self.initialized = Trueclass InputWidget(Node, MantisUINode):    """Fetches a Widget from the Widget Library."""    bl_idname = "InputWidget"    bl_label = "Widget"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.init_sockets(InputWidgetSockets)        self.initialized = True    class InputExistingGeometryObjectNode(Node, MantisUINode):    """Represents an existing geometry object from within the scene."""    bl_idname = "InputExistingGeometryObject"    bl_label = "Existing Object"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname    # We want Mantis to import widgets and stuff, so we hold a reference to the object    object_reference : bpy.props.PointerProperty(type=bpy.types.Object,)         def init(self, context):        self.inputs.new("StringSocket", "Name")        self.outputs.new("xFormSocket", "Object")        self.initialized = True        def display_update(self, parsed_tree, context):        nc = parsed_tree.get(get_signature_from_edited_tree(self, context))        if nc: # this is done here so I don't have to define yet another custom socket.            self.object_reference = bpy.data.objects.get(nc.evaluate_input("Name"))    # TODO: maybe I should hold a data reference here, too.#       but it is complicated by the fact that Mantis does not distinguish b/tw geo typesclass InputExistingGeometryDataNode(Node, MantisUINode):    """Represents a mesh or curve datablock from the scene."""    bl_idname = "InputExistingGeometryData"    bl_label = "Existing Geometry"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("StringSocket", "Name")        self.outputs.new("GeometrySocket", "Geometry")        self.initialized = Trueclass InputThemeBoneColorSets(Node, MantisUINode):    """Displays the theme's colors."""    bl_idname = "InputThemeBoneColorSets"    bl_label = "Theme Colors"    bl_icon = "NODE"    bl_width_min=280    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        for i in range(20):            s = self.outputs.new("ColorSetDisplaySocket", f"Color {str(i).zfill(2)}")            s.color_index=i        self.initialized = Trueclass InputColorSetPallete(Node, MantisUINode):    """Displays the theme's colors."""    bl_idname = "InputColorSetPallete"    bl_label = "Color Pallete"    bl_icon = "NODE"    bl_width_min=280    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.initialized = True        def draw_buttons(self, context, layout):        ops_props = layout.operator('mantis.color_pallete_socket_add')        ops_props.tree_invoked = self.id_data.name        ops_props.node_invoked = self.namedef socket_data_from_collection_paths(root_data, root_name, path, socket_data):    # so we need to 'push' the socket names and their paths in order    # socket_data is a list of tuples of ( name, path, )    for key, value in root_data.items():        path.append(key)        socket_data.append( (key, path))        if hasattr(value , 'items'):            socket_data = socket_data_from_collection_paths(value, key, path.copy(), socket_data)        path.pop()    return socket_dataclass UtilityDeclareCollections(Node, MantisUINode):    """A utility used to declare bone collections."""    bl_idname = "UtilityDeclareCollections"    bl_label  = "Collections"    bl_icon   = "NODE"    bl_width_min = 320    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname    # Here is the layout of the data:    # nested dicts of key:dict ( key = name, dict = children)    # the 'leaf nodes' are empty dicts    # we'll store it as a JSON string in order to make it a bpy.props     # and still have the ability to use it as a dict and save it    # TODO: check and see if these strings have a character limit    collection_declarations : bpy.props.StringProperty(default="")    def update_interface(self):        from .utilities import get_socket_maps, do_relink        # we need to do dynamic stuff here like with interfaces        socket_map_out = get_socket_maps(self)[1]        self.outputs.clear()        current_data = self.read_declarations_from_json()        socket_data = socket_data_from_collection_paths(current_data, self.name, [], [])        for item in socket_data:            full_path_name = '>'.join(item[1]+[item[0]])            s = self.outputs.new('CollectionDeclarationSocket', name=item[0],identifier=full_path_name )            s.collection_path = full_path_name        for s in self.outputs:            if s.identifier in socket_map_out.keys():                do_relink(self, s, socket_map_out, 'OUTPUT')            def init(self, context):        self.initialized = True        if self.collection_declarations == "":            self.push_declarations_to_json({})        def push_declarations_to_json(self, dict):        import json        j_str = json.dumps(dict)        self.collection_declarations = j_str    def read_declarations_from_json(self):        import json        j_data = json.loads(self.collection_declarations)        return j_data        def draw_buttons(self, context, layout):        op_props = layout.operator('mantis.collection_add_new')        op_props.socket_invoked = '' # this isn't reset between invocations        # so we have to make sure to unset it when running it from the nodeclass UtilityCollectionJoin(Node, MantisUINode):    """A utility used to join bone collection declarations."""    bl_idname = "UtilityCollectionJoin"    bl_label  = "Join Collection Declarations"    bl_icon   = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname    def init(self, context):        self.init_sockets(CollectionJoinSockets)        self.initialized = Trueclass UtilityCollectionHierarchy(Node, MantisUINode):    """A utility used to declare bone collection hierarchies."""    bl_idname = "UtilityCollectionHierarchy"    bl_label  = "Collection Child Declaration"    bl_icon   = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname    def init(self, context):        self.init_sockets(CollectionHierarchySockets)        self.initialized = True        class UtilityGeometryOfXForm(Node, MantisUINode):    """Retrieves a mesh or curve datablock from an xForm."""    bl_idname = "UtilityGeometryOfXForm"    bl_label = "Geometry of xForm"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("xFormSocket", "xForm")        self.outputs.new("GeometrySocket", "Geometry")        self.initialized = Trueclass UtilityNameOfXForm(Node, MantisUINode):    """Retrieves the name of a xForm."""    bl_idname = "UtilityNameOfXForm"    bl_label = "Name of xForm"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("xFormSocket", "xForm")        self.outputs.new("StringSocket", "Name")        self.initialized = Trueclass UtilityGetBoneLength(Node, MantisUINode):    """Returns the length of the bone from its matrix."""    bl_idname = "UtilityGetBoneLength"    bl_label = "Get Bone Length"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("MatrixSocket", "Bone Matrix")        self.outputs.new("FloatSocket", "Bone Length")        self.initialized = True# TODO: make it work with BBones!class UtilityPointFromBoneMatrix(Node, MantisUINode):    """Returns a point representing the location along a bone, given a matrix representing that bone's shape."""    bl_idname = "UtilityPointFromBoneMatrix"    bl_label = "Point from Bone Matrix"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("MatrixSocket", "Bone Matrix")        self.inputs.new("FloatFactorSocket", "Head/Tail")        self.outputs.new("VectorSocket", "Point")        self.initialized = Trueclass UtilitySetBoneLength(Node, MantisUINode):    """Sets the length of a bone matrix."""    bl_idname = "UtilitySetBoneLength"    bl_label = "Set Bone Matrix Length"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("MatrixSocket", "Bone Matrix")        self.inputs.new("FloatSocket", "Length")        self.outputs.new("MatrixSocket", "Bone Matrix")        self.initialized = True# TODO: more keyframe types should be supported in the future.# Some of the code that can do this is commented out here until I can implement it properly.class UtilityKeyframe(Node, MantisUINode):    """A keyframe for a FCurve"""    bl_idname = "UtilityKeyframe"    bl_label = "KeyFrame"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        # x and y        # output is keyframe        # self.inputs.new("EnumKeyframeInterpolationTypeSocket", "Interpolation")        # self.inputs.new("EnumKeyframeBezierHandleType", "Left Handle Type")        # self.inputs.new("EnumKeyframeBezierHandleType", "Right Handle Type")        # self.inputs.new("FloatSocket", "Left Handle Distance")        # self.inputs.new("FloatSocket", "Left Handle Value")        # self.inputs.new("FloatSocket", "Right Handle Frame")        # self.inputs.new("FloatSocket", "Right Handle Value")        self.inputs.new("FloatSocket", "Frame")        self.inputs.new("FloatSocket", "Value")        self.outputs.new("KeyframeSocket", "Keyframe")        # there will eventually be inputs for e.g. key type, key handles, etc.        # right now I am gonna hardcode LINEAR keyframes so I don't have to deal with anything else        # TODO TODO TODO    # def display_update(self, parsed_tree, context):    #     if context.space_data:    #         nc = parsed_tree.get(get_signature_from_edited_tree(self, context))    #         if nc.evaluate_input("Interpolation") in ["CONSTANT", "LINEAR"]:    #             for inp in self.inputs[1:6]:    #                 inp.hide = True    #         else:    #             if nc.evaluate_input("Left Handle Type") in ["FREE", "ALIGNED"]:    #             for inp in self.inputs[1:6]:    #                 inp.hide = False        self.initialized = Trueclass UtilityBoneMatrixHeadTailFlip(Node, MantisUINode):    """Flips a bone matrix so that the head is where the tail was and visa versa."""    bl_idname = "UtilityBoneMatrixHeadTailFlip"    bl_label = "Flip Head/Tail"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("MatrixSocket", "Bone Matrix")        self.outputs.new("MatrixSocket", "Bone Matrix")        self.initialized = Trueclass UtilityMatrixTransform(Node, MantisUINode):    """Transforms a matrix by another."""    bl_idname = "UtilityMatrixTransform"    bl_label = "Multiply Matrices"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("MatrixSocket", "Matrix 1")        self.inputs.new("MatrixSocket", "Matrix 2")        self.outputs.new("MatrixSocket", "Out Matrix")        self.initialized = Trueclass UtilityMatrixInvert(Node, MantisUINode):    """Inverts an invertable matrix, otherwise throws an error."""    bl_idname = "UtilityMatrixInvert"    bl_label = "Invert Matrix"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.init_sockets(MatrixInvertSockets)        self.initialized = Trueclass UtilityMatrixCompose(Node, MantisUINode):    """Inverts an invertable matrix, otherwise throws an error."""    bl_idname = "UtilityMatrixCompose"    bl_label = "Compose Matrix"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.init_sockets(MatrixComposeSockets)        self.initialized = Trueclass UtilityMatrixAlignRoll(Node, MantisUINode):    """Aligns the Z axis of a matrix to point in a direction."""    bl_idname = "UtilityMatrixAlignRoll"    bl_label = "Align Matrix Roll"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.init_sockets(MatrixAlignRollSockets)        self.initialized = Trueclass UtilityMatrixSetLocation(Node, MantisUINode):    """Sets a matrix's location."""    bl_idname = "UtilityMatrixSetLocation"    bl_label = "Set Matrix Location"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("MatrixSocket", "Matrix")        self.inputs.new("VectorSocket", "Location")        self.outputs.new("MatrixSocket", "Matrix")        self.initialized = Trueclass UtilityMatrixGetLocation(Node, MantisUINode):    """Gets a matrix's location."""    bl_idname = "UtilityMatrixGetLocation"    bl_label = "Get Matrix Location"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("MatrixSocket", "Matrix")        self.outputs.new("VectorSocket", "Location")        self.initialized = Trueclass UtilityTransformationMatrix(Node, MantisUINode):    """Constructs a matrix representing a transformation"""    bl_idname = "UtilityTransformationMatrix"    bl_label = "Transformation Matrix"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        # first input is a transformation type - translation, rotation, or scale        #                         rotation is an especially annoying feature because it can take multiple types        #   so Euler, axis/angle, quaternion, matrix...        #   for now I am only going to implement axis-angle        # it should get an axis and a magnitude        # self.inputs.new("MatrixSocket", "Bone Matrix")                self.inputs.new("MatrixTransformOperation", "Operation")        self.inputs.new("VectorSocket", "Vector")        self.inputs.new("FloatSocket", "W")        self.outputs.new("MatrixSocket", "Matrix")        self.initialized = True    def display_update(self, parsed_tree, context):        operation = self.inputs['Operation'].default_value        if self.inputs['Operation'].is_linked:            if context.space_data:                nc = parsed_tree.get(get_signature_from_edited_tree(self, context))                operation = nc.evaluate_input("Operation")        if operation in ["ROTATE_AXIS_ANGLE", "SCALE"]:            self.inputs["Vector"].hide = False            self.inputs["W"].hide = False        if operation in ["TRANSLATE"]:            self.inputs["Vector"].hide = False            self.inputs["W"].hide = True            # Blender calculates bone roll this way...# https://projects.blender.org/blender/blender/src/commit/dd209221675ac7b62ce47b7ea42f15cbe34a6035/source/blender/editors/armature/armature_edit.cc#L281# but this looks like it will be harder to re-implement than to re-use. Unfortunately, it doesn't apply directly to a matrix so I have to call a method# in the edit bone.# So instead, we need to avoid calculating the roll for now.# but I want to make that its own node and add roll-recalc to this node, too.class UtilitySetBoneMatrixTail(Node, MantisUINode):    """Constructs a matrix representing a transformation"""    bl_idname = "UtilitySetBoneMatrixTail"    bl_label = "Set Bone Matrix Tail"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("MatrixSocket", "Matrix")        self.inputs.new("VectorSocket", "Tail Location")        self.outputs.new("MatrixSocket", "Result")        self.initialized = Trueclass UtilityMatrixFromXForm(Node, MantisUINode):    """Returns the matrix of the given xForm node."""    bl_idname = "UtilityMatrixFromXForm"    bl_label = "Matrix of xForm"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("xFormSocket", "xForm")        self.outputs.new("MatrixSocket", "Matrix")        self.initialized = Trueclass UtilityAxesFromMatrix(Node, MantisUINode):    """Returns the axes of the matrix."""    bl_idname = "UtilityAxesFromMatrix"    bl_label = "Axes of Matrix"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("MatrixSocket", "Matrix")        self.outputs.new("VectorSocket", "X Axis")        self.outputs.new("VectorSocket", "Y Axis")        self.outputs.new("VectorSocket", "Z Axis")        self.initialized = Trueclass UtilityIntToString(Node, MantisUINode):    """Converts a number to a string"""    bl_idname = "UtilityIntToString"    bl_label = "Number String"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):                self.inputs.new("IntSocket", "Number")        self.inputs.new("IntSocket", "Zero Padding")        self.outputs.new("StringSocket", "String")        self.initialized = Trueclass UtilityArrayGet(Node, MantisUINode):    """Gets a value from an array at a specified index."""    bl_idname = "UtilityArrayGet"    bl_label  = "Array Get"    bl_icon   = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new('EnumArrayGetOptions', 'OoB Behaviour')        self.inputs.new("IntSocket", "Index")        s = self.inputs.new("WildcardSocket", "Array", use_multi_input=True)        s.display_shape = 'SQUARE_DOT'        self.outputs.new("WildcardSocket", "Output")        self.initialized = True        def update(self):        wildcard_color = (0.0,0.0,0.0,0.0)        if self.inputs['Array'].is_linked == False:            self.inputs['Array'].color = wildcard_color            self.outputs['Output'].color = wildcard_color    def insert_link(self, link):        super().insert_link(link)        if link.to_socket.identifier == self.inputs['Array'].identifier:            from_socket = link.from_socket            if hasattr(from_socket, "color"):                self.inputs['Array'].color = from_socket.color                self.outputs['Output'].color = from_socket.colorclass UtilityArrayLength(Node, MantisUINode):    """Gets The length of an array."""    bl_idname = "UtilityArrayLength"    bl_label  = "Array Length"    bl_icon   = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        s = self.inputs.new("WildcardSocket", "Array", use_multi_input=True)        s.display_shape = 'SQUARE_DOT'        self.outputs.new("UnsignedIntSocket", "Length")        self.initialized = True        def update(self):        wildcard_color = (0.0,0.0,0.0,0.0)        if self.inputs['Array'].is_linked == False:            self.inputs['Array'].color = wildcard_color    def insert_link(self, link):        super().insert_link(link)        if link.to_socket.identifier == self.inputs['Array'].identifier:            from_socket = link.from_socket            if hasattr(from_socket, "color"):                self.inputs['Array'].color = from_socket.colorclass UtilityCompare(Node, MantisUINode):    """Compares two inputs and produces a boolean output"""    bl_idname = "UtilityCompare"    bl_label = "Compare"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.init_sockets(CompareSockets)        self.initialized = True        def update(self):        wildcard_color = (0.0,0.0,0.0,0.0)        if self.inputs['A'].is_linked == False:            self.inputs['A'].color = wildcard_color        if self.inputs['B'].is_linked == False:            self.inputs['B'].color = wildcard_color    def insert_link(self, link):        super().insert_link(link)        if link.to_socket.identifier == self.inputs['A'].identifier:            self.inputs['A'].color = link.from_socket.color_simple            if hasattr(link.from_socket, "color"):                self.inputs['A'].color = link.from_socket.color        if link.to_socket.identifier == self.inputs['B'].identifier:            self.inputs['B'].color = link.from_socket.color_simple            if hasattr(link.from_socket, "color"):                self.inputs['B'].color = link.from_socket.colorclass UtilityChoose(Node, MantisUINode):    """Chooses an output"""    bl_idname = "UtilityChoose"    bl_label = "Choose"    bl_icon = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):                self.inputs.new("BooleanSocket", "Condition")        self.inputs.new("WildcardSocket", "A")        self.inputs.new("WildcardSocket", "B")        self.outputs.new("WildcardSocket", "Result")        self.initialized = True        def display_update(self, parsed_tree, context):        wildcard_color = (0.0,0.0,0.0,0.0)        if not self.inputs['A'].is_linked:            self.inputs['A'].color = wildcard_color        if not self.inputs['B'].is_linked:            self.inputs['B'].color = wildcard_color        self.outputs['Result'].color = wildcard_color        # if both inputs are the same color, then use that color for the result        if self.inputs['Condition'].is_linked:            from .base_definitions import get_signature_from_edited_tree            nc = parsed_tree.get(get_signature_from_edited_tree(self, context))            if nc:                condition = nc.evaluate_input('Condition')        else:            condition = self.inputs['Condition'].default_value        if condition == True:            self.outputs['Result'].color = self.inputs['B'].color        else:            self.outputs['Result'].color = self.inputs['A'].color    def insert_link(self, link):        super().insert_link(link)        if link.to_socket.identifier == self.inputs['A'].identifier:            self.inputs['A'].color = link.from_socket.color_simple            if hasattr(link.from_socket, "color"):                self.inputs['A'].color = link.from_socket.color        if link.to_socket.identifier == self.inputs['B'].identifier:            self.inputs['B'].color = link.from_socket.color_simple            if hasattr(link.from_socket, "color"):                self.inputs['B'].color = link.from_socket.colorclass UtilityPrint(Node, MantisUINode):    """A utility used to print arbitrary values."""    bl_idname = "UtilityPrint"    bl_label  = "Print"    bl_icon   = "NODE"    initialized : bpy.props.BoolProperty(default = False)    mantis_node_class_name=bl_idname        def init(self, context):        self.inputs.new("WildcardSocket", "Input")        self.initialized = True# Set up the class property that ties the UI classes to the Mantis classes.for cls in TellClasses():    cls.mantis_node_library='.misc_nodes'    cls.set_mantis_class()
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