This adds a new type of zone to Geometry Nodes that allows executing some nodes
for each element in a geometry.
## Features
* The `Selection` input allows iterating over a subset of elements on the set
domain.
* Fields passed into the input node are available as single values inside of the
zone.
* The input geometry can be split up into separate (completely independent)
geometries for each element (on all domains except face corner).
* New attributes can be created on the input geometry by outputting a single
value from each iteration.
* New geometries can be generated in each iteration.
* All of these geometries are joined to form the final output.
* Attributes from the input geometry are propagated to the output
geometries.
## Evaluation
The evaluation strategy is similar to the one used for repeat zones. Namely, it
dynamically builds a `lazy_function::Graph` once it knows how many iterations
are necessary. It contains a separate node for each iteration. The inputs for
each iteration are hardcoded into the graph. The outputs of each iteration a
passed to a separate lazy-function that reduces all the values down to the final
outputs. This final output can have a huge number of inputs and that is not
ideal for multi-threading yet, but that can still be improved in the future.
## Performance
There is a non-neglilible amount of overhead for each iteration. The overhead is
way larger than the per-element overhead when just doing field evaluation.
Therefore, normal field evaluation should be preferred when possible. That can
partially still be optimized if there is only some number crunching going on in
the zone but that optimization is not implemented yet.
However, processing many small geometries (e.g. each hair of a character
separately) will likely **always be slower** than working on fewer larger
geoemtries. The additional flexibility you get by processing each element
separately comes at the cost that Blender can't optimize the operation as well.
For node groups that need to handle lots of geometry elements, we recommend
trying to design the node setup so that iteration over tiny sub-geometries is
not required.
An opposite point is true as well though. It can be faster to process more
medium sized geometries in parallel than fewer very large geometries because of
more multi-threading opportunities. The exact threshold between tiny, medium and
large geometries depends on a lot of factors though.
Overall, this initial version of the new zone does not implement all
optimization opportunities yet, but the points mentioned above will still hold
true later.
Pull Request: https://projects.blender.org/blender/blender/pulls/127331
442 lines
14 KiB
Python
442 lines
14 KiB
Python
# SPDX-FileCopyrightText: 2012-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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from __future__ import annotations
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import bpy
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from bpy.types import (
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FileHandler,
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Operator,
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PropertyGroup,
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)
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from bpy.props import (
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BoolProperty,
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CollectionProperty,
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EnumProperty,
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FloatVectorProperty,
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StringProperty,
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)
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from mathutils import (
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Vector,
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)
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from bpy.app.translations import (
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pgettext_tip as tip_,
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pgettext_rpt as rpt_,
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)
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from nodeitems_builtins import node_tree_group_type
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class NodeSetting(PropertyGroup):
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value: StringProperty(
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name="Value",
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description="Python expression to be evaluated "
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"as the initial node setting",
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default="",
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)
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# Base class for node "Add" operators.
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class NodeAddOperator:
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use_transform: BoolProperty(
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name="Use Transform",
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description="Start transform operator after inserting the node",
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default=False,
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)
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settings: CollectionProperty(
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name="Settings",
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description="Settings to be applied on the newly created node",
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type=NodeSetting,
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options={'SKIP_SAVE'},
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)
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@staticmethod
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def store_mouse_cursor(context, event):
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space = context.space_data
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tree = space.edit_tree
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# convert mouse position to the View2D for later node placement
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if context.region.type == 'WINDOW':
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# convert mouse position to the View2D for later node placement
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space.cursor_location_from_region(event.mouse_region_x, event.mouse_region_y)
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else:
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space.cursor_location = tree.view_center
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# Deselect all nodes in the tree.
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@staticmethod
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def deselect_nodes(context):
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space = context.space_data
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tree = space.edit_tree
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for n in tree.nodes:
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n.select = False
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def create_node(self, context, node_type):
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space = context.space_data
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tree = space.edit_tree
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try:
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node = tree.nodes.new(type=node_type)
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except RuntimeError as ex:
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self.report({'ERROR'}, str(ex))
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return None
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for setting in self.settings:
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# XXX catch exceptions here?
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value = eval(setting.value)
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node_data = node
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node_attr_name = setting.name
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# Support path to nested data.
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if '.' in node_attr_name:
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node_data_path, node_attr_name = node_attr_name.rsplit(".", 1)
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node_data = node.path_resolve(node_data_path)
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try:
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setattr(node_data, node_attr_name, value)
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except AttributeError as ex:
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self.report(
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{'ERROR_INVALID_INPUT'},
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rpt_("Node has no attribute {:s}").format(setting.name))
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print(str(ex))
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# Continue despite invalid attribute
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node.select = True
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tree.nodes.active = node
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node.location = space.cursor_location
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return node
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree to add nodes to
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return (space and (space.type == 'NODE_EDITOR') and
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space.edit_tree and space.edit_tree.is_editable)
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# Default invoke stores the mouse position to place the node correctly
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# and optionally invokes the transform operator
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def invoke(self, context, event):
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self.store_mouse_cursor(context, event)
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result = self.execute(context)
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if self.use_transform and ('FINISHED' in result):
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# removes the node again if transform is canceled
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bpy.ops.node.translate_attach_remove_on_cancel('INVOKE_DEFAULT')
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return result
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# Simple basic operator for adding a node.
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class NODE_OT_add_node(NodeAddOperator, Operator):
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"""Add a node to the active tree"""
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bl_idname = "node.add_node"
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bl_label = "Add Node"
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bl_options = {'REGISTER', 'UNDO'}
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type: StringProperty(
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name="Node Type",
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description="Node type",
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)
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# Default execute simply adds a node.
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def execute(self, context):
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if self.properties.is_property_set("type"):
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self.deselect_nodes(context)
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self.create_node(context, self.type)
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return {'FINISHED'}
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else:
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return {'CANCELLED'}
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@classmethod
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def description(cls, _context, properties):
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nodetype = properties["type"]
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if nodetype in node_tree_group_type.values():
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for setting in properties.settings:
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if setting.name == "node_tree":
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node_group = eval(setting.value)
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if node_group.description:
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return node_group.description
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bl_rna = bpy.types.Node.bl_rna_get_subclass(nodetype)
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if bl_rna is not None:
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return tip_(bl_rna.description)
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else:
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return ""
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class NodeAddZoneOperator(NodeAddOperator):
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offset: FloatVectorProperty(
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name="Offset",
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description="Offset of nodes from the cursor when added",
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size=2,
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default=(150, 0),
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)
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add_default_geometry_link = True
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def execute(self, context):
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space = context.space_data
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tree = space.edit_tree
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self.deselect_nodes(context)
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input_node = self.create_node(context, self.input_node_type)
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output_node = self.create_node(context, self.output_node_type)
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if input_node is None or output_node is None:
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return {'CANCELLED'}
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# Simulation input must be paired with the output.
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input_node.pair_with_output(output_node)
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input_node.location -= Vector(self.offset)
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output_node.location += Vector(self.offset)
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if self.add_default_geometry_link:
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# Connect geometry sockets by default if available.
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# Get the sockets by their types, because the name is not guaranteed due to i18n.
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from_socket = next(s for s in input_node.outputs if s.type == 'GEOMETRY')
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to_socket = next(s for s in output_node.inputs if s.type == 'GEOMETRY')
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tree.links.new(to_socket, from_socket)
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return {'FINISHED'}
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class NODE_OT_add_simulation_zone(NodeAddZoneOperator, Operator):
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"""Add simulation zone input and output nodes to the active tree"""
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bl_idname = "node.add_simulation_zone"
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bl_label = "Add Simulation Zone"
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bl_options = {'REGISTER', 'UNDO'}
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input_node_type = "GeometryNodeSimulationInput"
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output_node_type = "GeometryNodeSimulationOutput"
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class NODE_OT_add_repeat_zone(NodeAddZoneOperator, Operator):
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"""Add a repeat zone that allows executing nodes a dynamic number of times"""
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bl_idname = "node.add_repeat_zone"
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bl_label = "Add Repeat Zone"
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bl_options = {'REGISTER', 'UNDO'}
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input_node_type = "GeometryNodeRepeatInput"
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output_node_type = "GeometryNodeRepeatOutput"
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class NODE_OT_add_foreach_geometry_element_zone(NodeAddZoneOperator, Operator):
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"""Add a For Each Geometry Element zone that allows executing nodes e.g. for each vertex separately"""
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bl_idname = "node.add_foreach_geometry_element_zone"
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bl_label = "Add For Each Geometry Element Zone"
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bl_options = {'REGISTER', 'UNDO'}
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input_node_type = "GeometryNodeForeachGeometryElementInput"
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output_node_type = "GeometryNodeForeachGeometryElementOutput"
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add_default_geometry_link = False
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class NODE_OT_collapse_hide_unused_toggle(Operator):
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"""Toggle collapsed nodes and hide unused sockets"""
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bl_idname = "node.collapse_hide_unused_toggle"
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bl_label = "Collapse and Hide Unused Sockets"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space and (space.type == 'NODE_EDITOR') and
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(space.edit_tree and space.edit_tree.is_editable))
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def execute(self, context):
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space = context.space_data
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tree = space.edit_tree
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for node in tree.nodes:
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if node.select:
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hide = (not node.hide)
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node.hide = hide
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# Note: connected sockets are ignored internally
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for socket in node.inputs:
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socket.hide = hide
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for socket in node.outputs:
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socket.hide = hide
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return {'FINISHED'}
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class NODE_OT_tree_path_parent(Operator):
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"""Go to parent node tree"""
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bl_idname = "node.tree_path_parent"
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bl_label = "Parent Node Tree"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space and (space.type == 'NODE_EDITOR') and len(space.path) > 1)
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def execute(self, context):
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space = context.space_data
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space.path.pop()
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return {'FINISHED'}
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class NodeInterfaceOperator():
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@classmethod
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def poll(cls, context):
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space = context.space_data
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if not space or space.type != 'NODE_EDITOR' or not space.edit_tree:
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return False
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if space.edit_tree.is_embedded_data:
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return False
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return True
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class NODE_OT_interface_item_new(NodeInterfaceOperator, Operator):
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'''Add a new item to the interface'''
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bl_idname = "node.interface_item_new"
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bl_label = "New Item"
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bl_options = {'REGISTER', 'UNDO'}
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item_type: EnumProperty(
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name="Item Type",
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description="Type of the item to create",
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items=(
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('INPUT', "Input", ""),
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('OUTPUT', "Output", ""),
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('PANEL', "Panel", ""),
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),
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default='INPUT',
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)
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# Returns a valid socket type for the given tree or None.
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@staticmethod
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def find_valid_socket_type(tree):
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socket_type = 'NodeSocketFloat'
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# Socket type validation function is only available for custom
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# node trees. Assume that 'NodeSocketFloat' is valid for
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# built-in node tree types.
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if not hasattr(tree, "valid_socket_type") or tree.valid_socket_type(socket_type):
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return socket_type
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# Custom nodes may not support float sockets, search all
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# registered socket subclasses.
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types_to_check = [bpy.types.NodeSocket]
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while types_to_check:
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t = types_to_check.pop()
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idname = getattr(t, "bl_idname", "")
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if tree.valid_socket_type(idname):
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return idname
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# Test all subclasses
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types_to_check.extend(t.__subclasses__())
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def execute(self, context):
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snode = context.space_data
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tree = snode.edit_tree
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interface = tree.interface
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# Remember active item and position to determine target position.
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active_item = interface.active
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active_pos = active_item.position if active_item else -1
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if self.item_type == 'INPUT':
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item = interface.new_socket("Socket", socket_type=self.find_valid_socket_type(tree), in_out='INPUT')
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elif self.item_type == 'OUTPUT':
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item = interface.new_socket("Socket", socket_type=self.find_valid_socket_type(tree), in_out='OUTPUT')
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elif self.item_type == 'PANEL':
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item = interface.new_panel("Panel")
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else:
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return {'CANCELLED'}
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if active_item:
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# Insert into active panel if possible, otherwise insert after active item.
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if active_item.item_type == 'PANEL' and item.item_type != 'PANEL':
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interface.move_to_parent(item, active_item, len(active_item.interface_items))
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else:
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interface.move_to_parent(item, active_item.parent, active_pos + 1)
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interface.active = item
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return {'FINISHED'}
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class NODE_OT_interface_item_duplicate(NodeInterfaceOperator, Operator):
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'''Add a copy of the active item to the interface'''
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bl_idname = "node.interface_item_duplicate"
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bl_label = "Duplicate Item"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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if not super().poll(context):
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return False
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snode = context.space_data
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tree = snode.edit_tree
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interface = tree.interface
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return interface.active is not None
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def execute(self, context):
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snode = context.space_data
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tree = snode.edit_tree
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interface = tree.interface
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item = interface.active
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if item:
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item_copy = interface.copy(item)
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interface.active = item_copy
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return {'FINISHED'}
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class NODE_OT_interface_item_remove(NodeInterfaceOperator, Operator):
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'''Remove active item from the interface'''
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bl_idname = "node.interface_item_remove"
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bl_label = "Remove Item"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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snode = context.space_data
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tree = snode.edit_tree
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interface = tree.interface
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item = interface.active
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if item:
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interface.remove(item)
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interface.active_index = min(interface.active_index, len(interface.items_tree) - 1)
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return {'FINISHED'}
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class NODE_FH_image_node(FileHandler):
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bl_idname = "NODE_FH_image_node"
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bl_label = "Image node"
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bl_import_operator = "node.add_file"
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bl_file_extensions = ";".join((*bpy.path.extensions_image, *bpy.path.extensions_movie))
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@classmethod
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def poll_drop(cls, context):
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return (
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(context.area is not None) and
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(context.area.type == 'NODE_EDITOR') and
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(context.region is not None) and
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(context.region.type == 'WINDOW')
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)
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classes = (
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NodeSetting,
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NODE_FH_image_node,
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NODE_OT_add_node,
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NODE_OT_add_simulation_zone,
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NODE_OT_add_repeat_zone,
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NODE_OT_add_foreach_geometry_element_zone,
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NODE_OT_collapse_hide_unused_toggle,
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NODE_OT_interface_item_new,
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NODE_OT_interface_item_duplicate,
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NODE_OT_interface_item_remove,
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NODE_OT_tree_path_parent,
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)
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