armory/blender/nodes_logic.py
2016-02-07 23:03:52 +01:00

313 lines
8.9 KiB
Python
Executable file

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