314 lines
8.9 KiB
Python
Executable file
314 lines
8.9 KiB
Python
Executable file
import bpy
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from bpy.types import NodeTree, Node, NodeSocket
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from bpy.props import *
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import os
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import sys
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# Implementation of custom nodes from Python
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# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
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class CGTree(NodeTree):
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# Description string
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'''Logic nodes'''
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# Optional identifier string. If not explicitly defined, the python class name is used.
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bl_idname = 'CGTreeType'
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# Label for nice name display
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bl_label = 'CG Node Tree'
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# Icon identifier
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# NOTE: If no icon is defined, the node tree will not show up in the editor header!
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# This can be used to make additional tree types for groups and similar nodes (see below)
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# Only one base tree class is needed in the editor for selecting the general category
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bl_icon = 'GAME'
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#def update(self):
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#print("runing tree")
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# Mix-in class for all custom nodes in this tree type.
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# Defines a poll function to enable instantiation.
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class CGTreeNode:
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@classmethod
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def poll(cls, ntree):
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return ntree.bl_idname == 'CGTreeType'
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# Derived from the Node base type.
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class TransformNode(Node, CGTreeNode):
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# Description string
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'''A custom node'''
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# Optional identifier string. If not explicitly defined, the python class name is used.
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bl_idname = 'TransformNodeType'
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# Label for nice name display
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bl_label = '@Transform'
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# Icon identifier
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bl_icon = 'SOUND'
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# These work just like custom properties in ID data blocks
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# Extensive information can be found under
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# http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties
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#objname = bpy.props.StringProperty()
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# Initialization function, called when a new node is created.
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# This is the most common place to create the sockets for a node, as shown below.
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# NOTE: this is not the same as the standard __init__ function in Python, which is
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# a purely internal Python method and unknown to the node system!
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def init(self, context):
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self.inputs.new('NodeSocketVector', "Position")
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self.inputs.new('NodeSocketVector', "Rotation")
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self.inputs.new('NodeSocketVector', "Scale")
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self.inputs["Scale"].default_value = [1.0, 1.0, 1.0]
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self.outputs.new('NodeSocketString', "Transform")
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# Copy function to initialize a copied node from an existing one.
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def copy(self, node):
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print("Copying from node ", node)
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# Free function to clean up on removal.
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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# Additional buttons displayed on the node.
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#def draw_buttons(self, context, layout):
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#layout.prop_search(self, "objname", context.scene, "objects", text = "")
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# Derived from the Node base type.
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class TimeNode(Node, CGTreeNode):
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# Description string
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'''Time node'''
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# Optional identifier string. If not explicitly defined, the python class name is used.
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bl_idname = 'TimeNodeType'
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# Label for nice name display
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bl_label = 'Time'
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# Icon identifier
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bl_icon = 'TIME'
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def init(self, context):
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self.inputs.new('NodeSocketFloat', "Start")
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self.inputs.new('NodeSocketFloat', "Stop")
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self.inputs.new('NodeSocketFloat', "Scale")
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self.inputs.new('NodeSocketBool', "Enabled")
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self.inputs.new('NodeSocketBool', "Loop")
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self.inputs.new('NodeSocketBool', "Reflect")
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self.inputs["Stop"].default_value = -1
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self.inputs["Scale"].default_value = 1
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self.inputs["Enabled"].default_value = True
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self.outputs.new('NodeSocketFloat', "Time")
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#def draw_buttons(self, context, layout):
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#layout.prop(self, "startTime")
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#layout.prop(self, "stopTime")
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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class VectorNode(Node, CGTreeNode):
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bl_idname = 'VectorNodeType'
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# Label for nice name display
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bl_label = 'Vector'
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# Icon identifier
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bl_icon = 'CURVE_PATH'
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def init(self, context):
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self.inputs.new('NodeSocketFloat', "X")
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self.inputs.new('NodeSocketFloat', "Y")
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self.inputs.new('NodeSocketFloat', "Z")
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self.outputs.new('NodeSocketVector', "Vector")
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def draw_buttons(self, context, layout):
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pass
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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def update(self):
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print("Updating node: ", self.name)
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render()
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class ScaleValueNode(Node, CGTreeNode):
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bl_idname = 'ScaleValueNodeType'
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# Label for nice name display
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bl_label = 'ScaleValue'
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# Icon identifier
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bl_icon = 'CURVE_PATH'
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def init(self, context):
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self.inputs.new('NodeSocketFloat', "Factor")
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self.inputs.new('NodeSocketFloat', "Value")
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self.inputs["Factor"].default_value = 1.0
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self.outputs.new('NodeSocketFloat', "Value")
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def draw_buttons(self, context, layout):
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pass
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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def update(self):
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print("Updating node: ", self.name)
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render()
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class SineNode(Node, CGTreeNode):
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bl_idname = 'SineNodeType'
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# Label for nice name display
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bl_label = 'Sine'
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# Icon identifier
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bl_icon = 'CURVE_PATH'
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def init(self, context):
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self.inputs.new('NodeSocketFloat', "Value")
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self.outputs.new('NodeSocketFloat', "Value")
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def draw_buttons(self, context, layout):
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pass
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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def update(self):
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print("Updating node: ", self.name)
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render()
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### Node Categories ###
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# Node categories are a python system for automatically
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# extending the Add menu, toolbar panels and search operator.
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# For more examples see release/scripts/startup/nodeitems_builtins.py
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import nodeitems_utils
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from nodeitems_utils import NodeCategory, NodeItem
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# our own base class with an appropriate poll function,
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# so the categories only show up in our own tree type
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class MyNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return context.space_data.tree_type == 'CGTreeType'
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# all categories in a list
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node_categories = [
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# identifier, label, items list
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MyNodeCategory("TRANSFORMNODES", "Transform Nodes", items=[
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# our basic node
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NodeItem("TransformNodeType"),
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NodeItem("TimeNodeType"),
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NodeItem("VectorNodeType"),
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NodeItem("ScaleValueNodeType"),
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NodeItem("SineNodeType"),
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]),
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]
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def register():
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bpy.utils.register_module(__name__)
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try:
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nodeitems_utils.register_node_categories("CG_NODES", node_categories)
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except:
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pass
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def unregister():
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nodeitems_utils.unregister_node_categories("CG_NODES")
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bpy.utils.unregister_module(__name__)
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# Generating node sources
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def buildNodeTrees():
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s = bpy.data.filepath.split(os.path.sep)
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s.pop()
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fp = os.path.sep.join(s)
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os.chdir(fp)
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# Make sure package dir exists
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nodes_path = 'Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/") + "/node"
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if not os.path.exists(nodes_path):
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os.makedirs(nodes_path)
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# Export node scripts
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for node_group in bpy.data.node_groups:
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if node_group.bl_idname == 'CGTreeType': # Build only cycles game trees
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node_group.use_fake_user = True # Keep fake references for now
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buildNodeTree(node_group)
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def buildNodeTree(node_group):
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rn = getRootNode(node_group)
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path = 'Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/") + "/node/"
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node_group_name = node_group.name.replace('.', '_')
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with open(path + node_group_name + '.hx', 'w') as f:
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f.write('package ' + bpy.data.worlds[0].CGProjectPackage + '.node;\n\n')
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f.write('import cycles.node.*;\n\n')
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f.write('class ' + node_group_name + ' extends cycles.trait.NodeExecutor {\n\n')
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f.write('\tpublic function new() { super(); requestAdd(add); }\n\n')
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f.write('\tfunction add() {\n')
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# Make sure root node exists
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if rn != None:
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name = '_' + rn.name.replace(".", "_").replace("@", "")
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buildNode(node_group, rn, f, [])
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f.write('\n\t\tstart(' + name + ');\n')
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f.write('\t}\n')
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f.write('}\n')
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def buildNode(node_group, node, f, created_nodes):
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# Get node name
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name = '_' + node.name.replace(".", "_").replace("@", "")
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# Check if node already exists
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for n in created_nodes:
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if n == name:
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return name
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# Create node
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type = node.name.split(".")[0].replace("@", "") + "Node"
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f.write('\t\tvar ' + name + ' = new ' + type + '();\n')
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created_nodes.append(name)
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# Variables
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if type == "TransformNode":
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f.write('\t\t' + name + '.transform = node.transform;\n')
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# Create inputs
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for inp in node.inputs:
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# Is linked - find node
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inpname = ''
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if inp.is_linked:
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n = findNodeByLink(node_group, node, inp)
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inpname = buildNode(node_group, n, f, created_nodes)
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# Not linked - create node with default values
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else:
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inpname = buildDefaultNode(inp)
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# Add input
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f.write('\t\t' + name + '.inputs.push(' + inpname + ');\n')
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return name
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def findNodeByLink(node_group, to_node, inp):
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for link in node_group.links:
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if link.to_node == to_node and link.to_socket == inp:
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return link.from_node
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def getRootNode(node_group):
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for n in node_group.nodes:
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if n.outputs[0].is_linked == False:
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return n
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def buildDefaultNode(inp):
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inpname = ''
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if inp.type == "VECTOR":
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inpname = 'VectorNode.create(' + str(inp.default_value[0]) + ', ' + str(inp.default_value[1]) + ", " + str(inp.default_value[2]) + ')'
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elif inp.type == "VALUE":
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inpname = 'FloatNode.create(' + str(inp.default_value) + ')'
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elif inp.type == 'BOOLEAN':
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inpname = 'BoolNode.create(' + str(inp.default_value).lower() + ')'
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return inpname
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