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							- 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):
 
-         from bpy.types import EditBone
 
-         parent_nc = get_parent_node(self, type='LINK')
 
-         node_lines, _last_socket = trace_single_line(parent_nc, 'Parent')
 
-         if node_lines[-1].node_type == 'XFORM':
 
-             parent = node_lines[-1].bGetObject(mode = 'EDIT')
 
-             if isinstance(parent, EditBone): # otherwise, no need to do anything.
 
-                 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")
 
-         else:
 
-             raise RuntimeError(wrapRed(f"Cannot set parent for node {self}"))
 
-     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")
 
-         if bCols: # it is actually possible to add a bone to no collections. odd.
 
-             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
 
-             value = self.evaluate_input(inp.name)
 
-             # This may be driven, so let's do this:
 
-             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...
 
-                 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.
 
-             pb[name] = value
 
-             ui_data = pb.id_properties_ui(name)
 
-             description = ''
 
-             if hasattr(inp, 'description'):
 
-                 description = inp.description
 
-                 # i am assuming there was a reason I was not already taking inp.description
 
-                 # So guard it a little here just to be safe and not change things too much.
 
-             ui_data.update(
 
-                 default=value,
 
-                 description=description)
 
-             #if a number, set the min/max values. it may overflow on the C side
 
-             if type(value) in [float, int]:
 
-                 for prop_name in ['min', 'max', 'soft_min', 'soft_max', ]:
 
-                     prop_value = getattr(inp, prop_name)
 
-                     if type(value) == int: prop_value = int(prop_value)
 
-                     # DO: figure out the right way to prevent an oveflow
 
-                     try: # we have to do this as a keyword argument like this
 
-                         ui_data.update( **{prop_name:prop_value} )
 
-                     except OverflowError: #this occurs when the value is inf
 
-                         prRed(f"invalid value {prop_value} for custom prop {prop_name}"
 
-                              f" of type {type(value)} in {self}. It will remain unset.")
 
-             pb.property_overridable_library_set(f"[\"{name}\"]", True)
 
-         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
 
 
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