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__init__.py
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__init__.py
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print("______________________________________________________")
bl_info = {
"name": "ProcGenMod",
"author": "Punya Aachman",
"version": (1, 0, 0),
"blender": (2, 79, 0),
"location": "Node Editor",
"description": "Create procedural meshes using Node Editor",
"category": "PCG"}
import bpy
import bmesh
import nodeitems_utils
import random
import requests
from bpy.types import NodeTree, Node, NodeSocket, Operator
from bpy.props import IntProperty, FloatProperty, EnumProperty, BoolProperty, StringProperty, FloatVectorProperty, PointerProperty, BoolVectorProperty
from nodeitems_utils import NodeCategory, NodeItem
from os import getenv
######################### ADDON UPDATER ######################
class PcgPreferences(bpy.types.AddonPreferences):
bl_idname = __name__
prop_addon_location = StringProperty(name="Addon Location", default=bpy.utils.user_resource('SCRIPTS', "addons\\") + __name__ + "\__init__.py") # Contributed by @kabu
def draw(self, context):
layout = self.layout
layout.prop(self, "prop_addon_location")
layout.operator("pcg.addon_updater")
class PcgAddonUpdater(Operator):
bl_idname = "pcg.addon_updater"
bl_label = "Update ProcGenMod"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
user_prefs = context.user_preferences
addon_prefs = user_prefs.addons[__name__].preferences
print("Debug: ProcGenMod: Fetching data...")
try:
r = requests.get("https://raw.githubusercontent.com/aachman98/procgenmod/master/__init__.py")
except requests.exceptions.ConnectionError:
bpy.ops.report('ERROR', "No internet connetion")
return {'CANCELLED'}
print("Debug: ProcGenMod: Data Fetched! Writing data...")
f = open(addon_prefs.prop_addon_location, 'w', encoding="utf8")
f.write(r.text)
print("Debug: ProcGenMod: Data Written! Addon successfully updated.")
f.close()
return {'FINISHED'}
##############################################################
class PcgNodeTree(NodeTree):
bl_idname = 'PcgNodeTree'
bl_label = 'PCG node tree'
bl_icon = 'MESH_CUBE'
class PcgNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'PcgNodeTree'
########################## CATEGORIES ########################
# Node base classes
class PcgNode:
mesh = StringProperty()
@classmethod
def poll(cls, ntree):
return ntree.bl_idname == 'PcgNodeTree'
def update_value(self, context):
bpy.ops.pcg.refresh_mesh_op()
return None
class PcgNewNode:
first_time = BoolProperty(default=True)
node_color = (1, 1, 1)
@classmethod
def poll(cls, ntree):
return ntree.bl_idname == 'PcgNodeTree'
def update_value(self, context):
bpy.ops.pcg.refresh_mesh_op()
return None
def init(self, context):
self.hide = True
self.use_custom_color = True
self.color = self.node_color
def override(self):
window = bpy.data.window_managers['WinMan'].windows[0]
screen = window.screen
area = [i for i in screen.areas if i.type == 'VIEW_3D'][0]
space = area.spaces[0]
scene = bpy.data.scenes[0]
region = [i for i in area.regions if i.type == 'WINDOW'][0]
return {'window':window, 'screen':screen, 'area': area, 'space':space, 'scene':scene, 'active_object':self.mesh.name, 'region':region, 'edit_object':self.mesh.name, 'gpencil_data':bpy.context.gpencil_data}
def draw_buttons(self, context, layout):
print("Debug: " + self.name + ": Draw non-socket attributes")
def pre_execute(self):
print("Debug: " + self.name + ": Condition check, setting up environment, overrides, ...")
return True
def post_execute(self):
print("Debug: " + self.name + ": Reset environment, change active object, ...")
def execute(self):
if not self.pre_execute():
return None
self.functionality()
ret_data = self.post_execute()
if (self.first_time):
self.first_time = False
return ret_data
def functionality(self):
print("Debug: " + self.name + ": Main functionality of the node using props_ & self.inputs[]")
# New node system categories
class PcgNewInputNode(PcgNewNode):
node_color = (0.5, 0.0, 0.0)
mesh = PointerProperty(type=bpy.types.Object)
def init(self, context):
self.outputs.new("NewMeshSocket", "Mesh")
super().init(context)
def pre_execute(self):
if (not self.mesh == None):
try:
bpy.data.meshes.remove(bpy.data.meshes[self.mesh.name])
bpy.data.objects.remove(self.mesh)
except:
print("Debug: " + self.name + ": Mesh object non-existant")
if ((not bpy.context.active_object == None) and (not bpy.context.active_object.mode == "OBJECT")):
bpy.ops.object.mode_set(mode="OBJECT")
return True
def post_execute(self):
self.mesh = bpy.context.active_object
return self.mesh
class PcgNewTransformNode(PcgNewNode):
node_color = (0.0, 0.5, 0.0)
mesh = PointerProperty(type=bpy.types.Object)
def init(self, context):
self.inputs.new("NewObjectSocket", "Object").prop_prop = "mesh"
self.outputs.new("NewObjectSocket", "Object")
self.inputs.move(len(self.inputs)-1, 0)
super().init(context)
def pre_execute(self):
self.mesh = self.inputs["Object"].execute()
if (self.mesh == None):
print("Debug: " + self.name + ": Empty object recieved")
return False
bpy.context.scene.objects.active = self.mesh
return True
def post_execute(self):
return self.mesh
class PcgNewModifierNode(PcgNewNode):
node_color = (0.0, 0.0, 0.5)
mesh = PointerProperty(type=bpy.types.Object)
def init(self, context):
self.inputs.new("NewMeshSocket", "Mesh").prop_prop = "mesh"
self.outputs.new("NewMeshSocket", "Mesh")
self.inputs.move(len(self.inputs)-1, 0)
super().init(context)
def pre_execute(self):
self.mesh = self.inputs["Mesh"].execute()
if (self.mesh == None):
print("Debug: " + self.name + ": Empty object recieved")
return False
bpy.context.scene.objects.active = self.mesh
return True
def post_execute(self):
bpy.ops.object.modifier_apply(modifier=self.mesh.modifiers[0].name)
return self.mesh
class PcgNewConversionNode(PcgNewNode):
node_color = (0.0, 0.5, 0.5)
mesh = PointerProperty(type=bpy.types.Object)
def pre_execute(self):
self.mesh = self.inputs[0].execute()
if (self.mesh == None):
print("Debug: " + self.name + ": Empty object recieved")
return False
bpy.context.scene.objects.active = self.mesh
return True
def post_execute(self):
return self.mesh
class PcgNewSelectionNode(PcgNewNode):
node_color = (0.5, 0.0, 0.5)
mesh = PointerProperty(type=bpy.types.Object)
def init(self, context):
self.inputs.new("NewComponentSocket", "Component").prop_prop = "mesh"
self.outputs.new("NewComponentSocket", "Component")
self.inputs.move(len(self.inputs)-1, 0)
super().init(context)
def pre_execute(self):
self.mesh = self.inputs["Component"].execute()
if (self.mesh == None):
print("Debug: " + self.name + ": Empty object recieved")
return False
return True
def post_execute(self):
return self.mesh
class PcgNewDeletionNode(PcgNewNode):
node_color = (0.5, 0.5, 0.0)
mesh = PointerProperty(type=bpy.types.Object)
def init(self, context):
self.inputs.new("NewComponentSocket", "Component").prop_prop = "mesh"
self.outputs.new("NewComponentSocket", "Component")
self.inputs.move(len(self.inputs)-1, 0)
super().init(context)
def pre_execute(self):
self.mesh = self.inputs["Component"].execute()
if (self.mesh == None):
print("Debug: " + self.name + ": Empty object recieved")
return False
return True
def post_execute(self):
return self.mesh
class PcgNewEditOperatorNode(PcgNewNode):
node_color = (0.5, 0.5, 0.5)
mesh = PointerProperty(type=bpy.types.Object)
def init(self, context):
self.inputs.new("NewComponentSocket", "Component").prop_prop = "mesh"
self.outputs.new("NewComponentSocket", "Component")
self.inputs.move(len(self.inputs)-1, 0)
super().init(context)
def pre_execute(self):
self.mesh = self.inputs["Component"].execute()
if (self.mesh == None):
print("Debug: " + self.name + ": Empty object recieved")
return False
return True
def post_execute(self):
return self.mesh
class PcgNewObjectOperatorNode(PcgNewNode):
node_color = (0.3, 0.7, 0.0)
mesh = PointerProperty(type=bpy.types.Object)
def init(self, context):
self.inputs.new("NewMeshSocket", "Mesh").prop_prop = "mesh"
self.outputs.new("NewMeshSocket", "Mesh")
self.inputs.move(len(self.inputs)-1, 0)
super().init(context)
def pre_execute(self):
self.mesh = self.inputs["Mesh"].execute()
if (self.mesh == None):
print("Debug: " + self.name + ": Empty object recieved")
return False
return True
def post_execute(self):
return self.mesh
class PcgNewConstantNode(PcgNewNode):
node_color = (0.3, 0.0, 0.7)
def init(self, context):
self.use_custom_color = True
self.color = self.node_color
class PcgNewMathsNode(PcgNewNode):
node_color = (0.7, 0.3, 0.0)
# Old system categories
class PcgInputNode(PcgNode):
prop_location = FloatVectorProperty(name="Location", update=PcgNode.update_value)
prop_rotation = FloatVectorProperty(name="Rotation", subtype="EULER", unit="ROTATION", update=PcgNode.update_value)
def init(self, context):
self.inputs.new("FloatVectorSocket", "Location").prop_prop = "prop_location"
self.inputs.new("FloatVectorSocket", "Rotation").prop_prop = "prop_rotation"
self.outputs.new("MeshSocket", "Mesh")
self.hide = True
self.use_custom_color = True
self.color = (0.5, 0.0, 0.0)
def execute(self):
if (not self.mesh == ""):
try:
bpy.data.objects.remove(bpy.data.objects[self.mesh])
bpy.data.meshes.remove(bpy.data.meshes[self.mesh])
except:
print("Debug: " + self.name + ": Mesh object non-existant")
if (self.inputs["Location"].is_linked):
prop_location = self.inputs["Location"].links[0].from_node.execute()
else:
prop_location = self.prop_location
if (self.inputs["Rotation"].is_linked):
prop_rotation = self.inputs["Rotation"].links[0].from_node.execute()
else:
prop_rotation = self.prop_rotation
self.functionality(prop_location, prop_rotation)
self.mesh = bpy.context.active_object.name
return self.mesh
def functionality(self, loc, rot):
print("Debug: PcgInputNode: Main functionality of the node")
class PcgTransformNode(PcgNode):
def init(self, context):
self.inputs.new("UniversalSocket", "Mesh")
self.outputs.new("UniversalSocket", "Mesh")
self.hide = True
self.use_custom_color = True
self.color = (0.0, 0.5, 0.0)
def execute(self):
if (not self.inputs[0].is_linked):
print("Debug: " + self.name + ": Not linked")
return ""
self.mesh = self.inputs[0].links[0].from_node.execute()
if (self.mesh == ""):
print("Debug: " + self.name + ": Empty object recieved")
return ""
self.functionality()
return self.mesh
def functionality(self):
print("Debug: PcgTransformNode: Main functionality of the node")
class PcgModifierNode(PcgNode):
def init(self, context):
self.inputs.new("MeshSocket", "Mesh")
self.outputs.new("MeshSocket", "Mesh")
self.hide = True
self.use_custom_color = True
self.color = (0.0, 0.0, 0.5)
def execute(self):
if (not self.inputs[0].is_linked):
print("Debug: " + self.name + ": Not linked")
return ""
self.mesh = self.inputs[0].links[0].from_node.execute()
if (self.mesh == ""):
print("Debug: " + self.name + ": Empty object recieved")
return ""
bpy.context.scene.objects.active = bpy.data.objects[self.mesh]
if (not self.functionality()):
print("Debug: " + self.name + ": Error: Modifier failed to execute")
return ""
self.name = bpy.data.objects[self.mesh].modifiers[0].name
bpy.ops.object.modifier_apply(modifier=bpy.data.objects[self.mesh].modifiers[0].name)
return self.mesh
def functionality(self):
print("Debug: PcgModifierNode: Main functionality of the node")
return True
class PcgSelectionNode(PcgNode):
def init(self, context):
self.inputs.new("ComponentSocket", "Component")
self.outputs.new("ComponentSocket", "Component")
self.hide = True
self.use_custom_color = True
self.color = (0.0, 0.5, 0.5)
def execute(self):
if (not self.inputs[0].is_linked):
print("Debug: " + self.name + ": Not linked")
return ""
self.mesh = self.inputs[0].links[0].from_node.execute()
if (self.mesh == ""):
print("Debug: " + self.name + ": Empty object recieved")
return ""
self.functionality()
return self.mesh
def functionality(self):
print("Debug: PcgSelectionNode: Main functionality of the node")
class PcgEditOperatorNode(PcgNode):
def init(self, context):
self.inputs.new("ComponentSocket", "Component")
self.outputs.new("ComponentSocket", "Component")
self.hide = True
self.use_custom_color = True
self.color = (0.5, 0.0, 0.5)
def execute(self):
if (not self.inputs[0].is_linked):
print("Debug: " + self.name + ": Not linked")
return ""
self.mesh = self.inputs[0].links[0].from_node.execute()
if (self.mesh == ""):
print("Debug: " + self.name + ": Empty object recieved")
return ""
self.functionality()
return self.mesh
def functionality(self):
print("Debug: PcgEditOperationNode: Main functionality of the node")
class PcgObjectOperatorNode(PcgNode):
def init(self, context):
self.inputs.new("MeshSocket", "Mesh")
self.outputs.new("MeshSocket", "Mesh")
self.hide = True
self.use_custom_color = True
self.color = (0.5, 0.5, 0.0)
def execute(self):
if (not self.inputs[0].is_linked):
print("Debug: " + self.name + ": Not linked")
return ""
self.mesh = self.inputs[0].links[0].from_node.execute()
if (self.mesh == ""):
print("Debug: " + self.name + ": Empty object recieved")
return ""
self.functionality()
return self.mesh
def functionality(self):
print("Debug: PcgOperationNode: Main functionality of the node")
class PcgSettingNode(PcgNode):
def init(self, context):
self.inputs.new("UniversalSocket", "")
self.outputs.new("UniversalSocket", "")
self.hide = True
self.use_custom_color = True
self.color = (0.5, 0.5, 0.5)
def execute(self):
if (not self.inputs[0].is_linked):
print("Debug: " + self.name + ": Not linked")
return ""
self.mesh = self.inputs[0].links[0].from_node.execute()
if (self.mesh == ""):
print("Debug: " + self.name + ": Empty object recieved")
return ""
self.functionality()
return self.mesh
def functionality(self):
print("Debug: PcgSettingNode: Main functionality of the node")
##############################################################
########################### SOCKETS ##########################
# Socket base classes
class PcgNodeSocket:
prop_prop = StringProperty(name="Node Property", default="prop_dummy")
def draw(self, context, layout, node, text):
layout.label(self.name)
if (not self.is_output):
if (not self.is_linked):
layout.prop(node, self.prop_prop)
class PcgNewNodeSocket:
prop_prop = StringProperty(default="prop_dummy")
color = (1.0, 1.0, 1.0, 1.0)
mirror_prop = True
def draw_color(self, context, node):
return self.color
def draw(self, context, layout, node, text):
if (not self.is_output) and (not self.is_linked) and (self.mirror_prop):
layout.prop(node, self.prop_prop, text=self.name)
else:
layout.label(self.name)
def execute(self):
if (self.is_output):
return self.node.execute()
elif (self.is_linked):
return self.links[0].from_socket.execute()
elif (self.mirror_prop):
return eval("self.node." + self.prop_prop)
else:
return None
# Old socket types
class MeshSocket(NodeSocket):
bl_idname = "MeshSocket"
bl_label = "Mesh"
def draw(self, context, layout, node, text):
if (node.mesh == ""):
layout.label(self.name)
else:
layout.label(node.mesh)
def draw_color(self, context, node):
return 1, 1, 1, 1
class ComponentSocket(NodeSocket):
bl_idname = "ComponentSocket"
bl_label = "Component"
def draw(self, context, layout, node, text):
layout.label(self.name)
def draw_color(self, context, node):
return 0, 0, 0, 1
class UniversalSocket(NodeSocket):
bl_idname = "UniversalSocket"
bl_label = "Universal"
def draw(self, context, layout, node, text):
layout.label("")
def draw_color(self, context, node):
return 1, 0, 0, 1
class MeshArraySocket(NodeSocket):
bl_idname = "MeshArraySocket"
bl_label = "Mesh Array"
def draw(self, context, layout, node, text):
layout.label(str(len(self.links)))
def draw_color(self, context, node):
return 0.5, 0.5, 0.5, 1
class FloatSocket(NodeSocket, PcgNodeSocket):
bl_idname = "FloatSocket"
bl_label = "Float"
def draw_color(self, context, node):
return 0, 1, 0, 1
class FloatVectorSocket(NodeSocket, PcgNodeSocket):
bl_idname = "FloatVectorSocket"
bl_label = "Float Vector"
def draw_color(self, context, node):
return 1, 1, 0, 1
# New socket types
class NewMeshSocket(NodeSocket, PcgNewNodeSocket):
bl_idname = "NewMeshSocket"
bl_label = "New Mesh"
color = (1.0, 1.0, 1.0, 1.0)
mirror_prop = False
class NewComponentSocket(NodeSocket, PcgNewNodeSocket):
bl_idname = "NewComponentSocket"
bl_label = "New Component"
color = (0.0, 0.0, 0.0, 1.0)
mirror_prop = False
class NewObjectSocket(NodeSocket, PcgNewNodeSocket):
bl_idname = "NewObjectSocket"
bl_label = "New Object"
color = (0.5, 0.5, 0.5, 1.0)
mirror_prop = False
class NewBoolSocket(NodeSocket, PcgNewNodeSocket):
bl_idname = "NewBoolSocket"
bl_label = "New Boolean"
color = (1.0, 0.0, 0.0, 1.0)
class NewIntSocket(NodeSocket, PcgNewNodeSocket):
bl_idname = "NewIntSocket"
bl_label = "New Integer"
color = (0.0, 0.7, 1.0, 1.0)
class NewFloatSocket(NodeSocket, PcgNewNodeSocket):
bl_idname = "NewFloatSocket"
bl_label = "New Float"
color = (0.0, 1.0, 0.0, 1.0)
class NewFloatVectorSocket(NodeSocket, PcgNewNodeSocket):
bl_idname = "NewFloatVectorSocket"
bl_label = "New Float Vector"
color = (1.0, 1.0, 0.0, 1.0)
class NewAngleSocket(NodeSocket, PcgNewNodeSocket):
bl_idname = "NewAngleSocket"
bl_label = "New Angle"
color = (0.0, 0.0, 0.5, 1.0)
class NewAngleVectorSocket(NodeSocket, PcgNewNodeSocket):
bl_idname = "NewAngleVectorSocket"
bl_label = "New Angle Vector"
color = (0.0, 0.0, 1.0, 1.0)
class NewStringSocket(NodeSocket, PcgNewNodeSocket):
bl_idname = "NewStringSocket"
bl_label = "New String"
color = (1.0, 0.0, 1.0, 1.0)
##############################################################
######################### HELPER OPS #########################
class RealtimeMeshOp(Operator):
bl_idname = "pcg.realtime_mesh_op"
bl_label = "Realtime Mesh Update"
bl_options = {"REGISTER", "UNDO"}
node = None
@classmethod
def poll(cls, context):
return context.space_data.type == "NODE_EDITOR"
def execute(self, context):
bpy.ops.pcg.refresh_mesh_op()
return {'FINISHED'}
def modal(self, context, event):
if (event.type == "ESC"):
print("Debug: RealtimeMeshOp: STOP")
return {'FINISHED'}
elif (event.type == "LEFTMOUSE"):
node = context.active_node
if (not node == self.node):
print("Debug: RealtimeMeshOp: Active node changed")
self.node = node
self.execute(context)
return {'PASS_THROUGH'}
def invoke(self, context, event):
context.window_manager.modal_handler_add(self)
print("Debug: RealtimeMeshOp: START")
return {'RUNNING_MODAL'}
class SaveSelectionOp(Operator):
bl_idname = "pcg.save_selection_op"
bl_label = "Execute MeshNode"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return context.space_data.type == "NODE_EDITOR"
def execute(self, context):
node = context.active_node
if (node == None):
print("Debug: SaveSelectionOp: No Active Node")
return {'CANCELLED'}
node.save_selection()
return {'FINISHED'}
class RefreshMeshOp(Operator):
bl_idname = "pcg.refresh_mesh_op"
bl_label = "Refresh Mesh Update"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return context.space_data.type == "NODE_EDITOR"
def execute(self, context):
node = context.active_node
if (not node == None):
for group in bpy.data.node_groups:
for node in group.nodes:
try:
node.first_time = True
node.last_time = False
except:
print("Debug: " + node.name + ": Not a Loop node")
node.execute()
return {'FINISHED'}
print("Debug: RefreshMeshOp: No active node")
return {'CANCELLED'}
##############################################################
########################### NODES ############################
# Input
class PlaneNode(Node, PcgInputNode):
bl_idname = "PlaneNode"
bl_label = "Plane"
prop_radius = FloatProperty(name="Radius", default=1.0, min=0, update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.column().prop(self, "prop_radius")
def functionality(self, loc, rot):
bpy.ops.mesh.primitive_plane_add(radius=self.prop_radius, location=loc, rotation=rot)
class CubeNode(Node, PcgInputNode):
bl_idname = "CubeNode"
bl_label = "Cube"
prop_radius = FloatProperty(name="Radius", default=1.0, min=0.0, update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.column().prop(self, "prop_radius")
def functionality(self, loc, rot):
bpy.ops.mesh.primitive_cube_add(radius=self.prop_radius, location=loc, rotation=rot)
class CircleNode(Node, PcgInputNode):
bl_idname = "CircleNode"
bl_label = "Circle"
prop_vertices = IntProperty(name="Vertices", default=32, min=3, max=1000000, update=PcgNode.update_value)
prop_radius = FloatProperty(name="Radius", default=1.0, min=0, update=PcgNode.update_value)
prop_end = EnumProperty(name="Fill Type", items=[("NOTHING", "Nothing", "Don’t fill at all."), ("NGON", "Ngon", "Use ngons"), ("TRIFAN", "Triangle Fan", "Use triangle fans.")], default="NOTHING", update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.column().prop(self, "prop_vertices")
layout.column().prop(self, "prop_radius")
layout.column().prop(self, "prop_end")
def functionality(self, loc, rot):
bpy.ops.mesh.primitive_circle_add(vertices=self.prop_vertices, radius=self.prop_radius, fill_type=self.prop_end, location=loc, rotation=rot)
class UVSphereNode(Node, PcgInputNode):
bl_idname = "UVSphereNode"
bl_label = "UV Sphere"
prop_segments = IntProperty(name="Segments", default=32, min=3, max=10000, update=PcgNode.update_value)
prop_rings = IntProperty(name="Ring Count", default=16, min=3, max=10000, update=PcgNode.update_value)
prop_size = FloatProperty(name="Size", default=1.0, min=0.0, update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.column().prop(self, "prop_segments")
layout.column().prop(self, "prop_rings")
layout.column().prop(self, "prop_size")
def functionality(self, loc, rot):
bpy.ops.mesh.primitive_uv_sphere_add(segments=self.prop_segments, ring_count=self.prop_rings, size=self.prop_size, location=loc, rotation=rot)
class IcoSphereNode(Node, PcgInputNode):
bl_idname = "IcoSphereNode"
bl_label = "Ico Sphere"
prop_subdivisions = IntProperty(name="Subdivisions", default=2, min=1, max=10, update=PcgNode.update_value)
prop_size = FloatProperty(name="Size", default=1.0, min=0.0, update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.column().prop(self, "prop_subdivisions")
layout.column().prop(self, "prop_size")
def functionality(self, loc, rot):
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=self.prop_subdivisions, size=self.prop_size, location=loc, rotation=rot)
class CylinderNode(Node, PcgInputNode):
bl_idname = "CylinderNode"
bl_label = "Cylinder"
prop_vertices = IntProperty(name="Vertices", default=32, min=3, max=1000000, update=PcgNode.update_value)
prop_radius = FloatProperty(name="Radius", default=1.0, min=0, update=PcgNode.update_value)
prop_depth = FloatProperty(name="Depth", default=2.0, min=0, update=PcgNode.update_value)
prop_end = EnumProperty(name="End Fill Type", items=[("NOTHING", "Nothing", "Don’t fill at all."), ("NGON", "Ngon", "Use ngons"), ("TRIFAN", "Triangle Fan", "Use triangle fans.")], default="NGON", update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.column().prop(self, "prop_vertices")
layout.column().prop(self, "prop_radius")
layout.column().prop(self, "prop_depth")
layout.column().prop(self, "prop_end")
def functionality(self, loc, rot):
bpy.ops.mesh.primitive_cylinder_add(vertices=self.prop_vertices, radius=self.prop_radius, depth=self.prop_depth, end_fill_type=self.prop_end, location=loc, rotation=rot)
class ConeNode(Node, PcgInputNode):
bl_idname = "ConeNode"
bl_label = "Cone"
prop_vertices = IntProperty(name="Vertices", default=32, min=3, max=1000000, update=PcgNode.update_value)
prop_radius1 = FloatProperty(name="Radius 1", default=1.0, min=0.0, update=PcgNode.update_value)
prop_radius2 = FloatProperty(name="Radius 2", default=0.0, min=0.0, update=PcgNode.update_value)
prop_depth = FloatProperty(name="Depth", default=2.0, min=0, update=PcgNode.update_value)
prop_end = EnumProperty(name="End Fill Type", items=[("NOTHING", "Nothing", "Don’t fill at all."), ("NGON", "Ngon", "Use ngons"), ("TRIFAN", "Triangle Fan", "Use triangle fans.")], default="NGON", update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.column().prop(self, "prop_vertices")
layout.column().prop(self, "prop_radius1")
layout.column().prop(self, "prop_radius2")
layout.column().prop(self, "prop_depth")
layout.column().prop(self, "prop_end")
def functionality(self, loc, rot):
bpy.ops.mesh.primitive_cone_add(vertices=self.prop_vertices, radius1=self.prop_radius1, radius2=self.prop_radius2, depth=self.prop_depth, end_fill_type=self.prop_end, location=loc, rotation=rot)
class TorusNode(Node, PcgInputNode):
bl_idname = "TorusNode"
bl_label = "Torus"
prop_major_segments = IntProperty(name="Major Segment", default=48, min=3, max=256, update=PcgNode.update_value)
prop_minor_segments = IntProperty(name="Minor Segment", default=12, min=3, max=256, update=PcgNode.update_value)
prop_mode = EnumProperty(name="Mode", items=[("MAJOR_MINOR", "Major/Minor", "Use the major/minor radii for torus dimensions."), ("EXT_INT", "Exterior/Interior", "Use the exterior/interior radii for torus dimensions.")], default="MAJOR_MINOR", update=PcgNode.update_value)
prop_major_radius = FloatProperty(name="Major Radius", default=1.0, min=0.01, max=100, update=PcgNode.update_value)
prop_minor_radius = FloatProperty(name="Minor Radius", default=0.25, min=0.01, max=100, update=PcgNode.update_value)
prop_ext_radius = FloatProperty(name="Exterior Radius", default=1.25, min=0.01, max=100, update=PcgNode.update_value)
prop_int_radius = FloatProperty(name="Interior Radius", default=0.75, min=0.01, max=100, update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.column().prop(self, "prop_major_segments")
layout.column().prop(self, "prop_minor_segments")
layout.column().prop(self, "prop_mode")
if (self.prop_mode == "MAJOR_MINOR"):
layout.column().prop(self, "prop_major_radius")
layout.column().prop(self, "prop_minor_radius")
else:
layout.column().prop(self, "prop_ext_radius")
layout.column().prop(self, "prop_int_radius")
def functionality(self, loc, rot):
bpy.ops.mesh.primitive_torus_add(major_segments=self.prop_major_segments, minor_segments=self.prop_minor_segments, mode=self.prop_mode, major_radius = self.prop_major_radius, minor_radius = self.prop_minor_radius, abso_major_rad = self.prop_ext_radius, abso_minor_rad = self.prop_int_radius, location=loc, rotation=rot)
class GridNode(Node, PcgInputNode):
bl_idname = "GridNode"
bl_label = "Grid"
prop_x = IntProperty(name="X Subdivisions", default=10, min=2, max=10000000, update=PcgNode.update_value)
prop_y = IntProperty(name="Y Subdivisions", default=10, min=2, max=10000000, update=PcgNode.update_value)
prop_radius = FloatProperty(name="Radius", default=1.0, min=0.0, update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.prop(self, "prop_x")
layout.prop(self, "prop_y")
layout.column().prop(self, "prop_radius")
def functionality(self, loc, rot):
bpy.ops.mesh.primitive_grid_add(x_subdivisions=self.prop_x, y_subdivisions=self.prop_y, radius=self.prop_radius, location=loc, rotation=rot)
class SuzanneNode(Node, PcgInputNode):
bl_idname = "SuzanneNode"
bl_label = "Suzanne (Monkey)"
prop_radius = FloatProperty(name="Radius", default=1.0, min=0.0, update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.column().prop(self, "prop_radius")
def functionality(self, loc, rot):
bpy.ops.mesh.primitive_monkey_add(radius=self.prop_radius, location=loc, rotation=rot)
class CustomMeshNode(Node, PcgInputNode):
bl_idname = "CustomMeshNode"
bl_label = "Custom Mesh"
# prop_edit = BoolProperty(name="Edit Manually", update=PcgNode.update_value)
prop_object = PointerProperty(name="Mesh", type=bpy.types.Object, update=PcgNode.update_value)
def draw_buttons(self, context, layout):
# layout.column().prop(self, "prop_edit")
layout.column().prop(self, "prop_object")
def execute(self):
if (self.prop_object == None):
print("Debug: " + self.name + ": Mesh not selected")
return ""
if (not self.mesh == ""):
try:
bpy.data.objects.remove(bpy.data.objects[self.mesh])
bpy.data.meshes.remove(bpy.data.meshes[self.mesh])
except:
print("Debug: " + self.name + ": Mesh object non-existant")
self.functionality()
return self.mesh
def functionality(self):
if (self.inputs["Location"].is_linked):
prop_location = self.inputs["Location"].links[0].from_node.execute()
else:
prop_location = self.prop_location
if (self.inputs["Rotation"].is_linked):
prop_rotation = self.inputs["Rotation"].links[0].from_node.execute()
else:
prop_rotation = self.prop_rotation
bpy.ops.object.select_all(action='DESELECT')
bpy.context.scene.objects.active = self.prop_object
self.prop_object.select = True
bpy.ops.object.duplicate()
self.mesh = bpy.context.active_object.name
bpy.data.objects[self.mesh].location = prop_location
bpy.data.objects[self.mesh].rotation_euler = prop_rotation
# Transform
class LocationNode(Node, PcgTransformNode):
bl_idname = "LocationNode"
bl_label = "Set Location"
prop_location = FloatVectorProperty(name="Location", update=PcgNode.update_value)
def init(self, context):
super().init(context)
self.inputs.new("FloatVectorSocket", "Location").prop_prop = "prop_location"
def functionality(self):
if (self.inputs["Location"].is_linked):
prop_location = self.inputs["Location"].links[0].from_node.execute()
else:
prop_location = self.prop_location
bpy.data.objects[self.mesh].location = prop_location
class RotationNode(Node, PcgTransformNode):
bl_idname = "RotationNode"
bl_label = "Set Rotation"
prop_rotation = FloatVectorProperty(name="Rotation", subtype="EULER", unit="ROTATION", update=PcgNode.update_value)
def draw_buttons(self, context, layout):
layout.column().prop(self, "prop_rotation")
def functionality(self):
bpy.data.objects[self.mesh].rotation_euler = self.prop_rotation
class ScaleNode(Node, PcgTransformNode):
bl_idname = "ScaleNode"
bl_label = "Set Scale"
prop_scale = FloatVectorProperty(name="Scale", default=(1.0, 1.0, 1.0), update=PcgNode.update_value)
def init(self, context):
super().init(context)
self.inputs.new("FloatVectorSocket", "Scale").prop_prop = "prop_scale"
def functionality(self):
if (self.inputs["Scale"].is_linked):
prop_scale = self.inputs["Scale"].links[0].from_node.execute()
else:
prop_scale = self.prop_scale
bpy.data.objects[self.mesh].scale = prop_scale
class TranslateNode(Node, PcgTransformNode):
bl_idname = "TranslateNode"
bl_label = "Translate"
prop_value = FloatVectorProperty(name="Value", update=PcgNode.update_value)
prop_constraint_axis = BoolVectorProperty(name="Constraint Axis", update=PcgNode.update_value)
prop_mirror = BoolProperty(name="Mirror", update=PcgNode.update_value)
def init(self, context):
super().init(context)
self.inputs.new("FloatVectorSocket", "Value").prop_prop = "prop_value"
def draw_buttons(self, context, layout):
layout.prop(self, "prop_constraint_axis")
layout.prop(self, "prop_mirror")
def functionality(self):
if (self.inputs["Value"].is_linked):
prop_value = self.inputs["Value"].links[0].from_node.execute()
else:
prop_value = self.prop_value
window = bpy.data.window_managers['WinMan'].windows[0]
screen = window.screen
area = [i for i in screen.areas if i.type == 'VIEW_3D'][0]
space = area.spaces[0]
scene = bpy.data.scenes[0]
region = [i for i in area.regions if i.type == 'WINDOW'][0]
override = {'window':window, 'screen':screen, 'area':area, 'space':space, 'scene':scene, 'active_object':bpy.data.objects[self.mesh], 'region':region, 'gpencil_data':bpy.context.gpencil_data}
bpy.ops.transform.translate(override, value=prop_value, constraint_axis=self.prop_constraint_axis, constraint_orientation=space.transform_orientation, mirror=self.prop_mirror, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, snap=False, snap_target='CLOSEST', snap_point=(0.0, 0.0, 0.0), snap_align=False, snap_normal=(0.0, 0.0, 0.0), gpencil_strokes=False, texture_space=False, remove_on_cancel=False, release_confirm=False, use_accurate=False)
class RotateNode(Node, PcgTransformNode):
bl_idname = "RotateNode"
bl_label = "Rotate"
prop_value = FloatProperty(name="Value", subtype="ANGLE", unit="ROTATION", update=PcgNode.update_value)
# prop_constraint_axis = EnumProperty(name="Constraint Axis", items=[("X", "X", "", 2), ("Y", "Y", "", 4), ("Z", "Z", "", 8)], default={"X"}, options={"ENUM_FLAG"}, update=PcgNode.update_value)
prop_constraint_axis = EnumProperty(name="Constraint Axis", items=[("X", "X", ""), ("Y", "Y", ""), ("Z", "Z", "")], default="X", update=PcgNode.update_value)
prop_mirror = BoolProperty(name="Mirror", update=PcgNode.update_value)
# def calculate_weight(self):
# axis = self.prop_value
# val = max(axis[0], axis[1], axis[2])
# if (val == 0):
# return 0, (0, 0, 0)
# axis = (axis[0]/val, axis[1]/val, axis[2]/val)
# return val, axis
def draw_buttons(self, context, layout):
layout.prop(self, "prop_value")
layout.prop(self, "prop_constraint_axis", expand=True)
layout.prop(self, "prop_mirror")
def functionality(self):
window = bpy.data.window_managers['WinMan'].windows[0]
screen = window.screen
area = [i for i in screen.areas if i.type == 'VIEW_3D'][0]
space = area.spaces[0]
scene = bpy.data.scenes[0]
region = [i for i in area.regions if i.type == 'WINDOW'][0]
# val, axis = self.calculate_weight()
override = {'window':window, 'screen':screen, 'area':area, 'space':space, 'scene':scene, 'active_object':bpy.data.objects[self.mesh], 'region':region, 'gpencil_data':bpy.context.gpencil_data}
# bpy.ops.transform.rotate(override, value=self.prop_value, axis=(1.0, 1.0, 1.0), constraint_axis=("X" in self.prop_constraint_axis, "Y" in self.prop_constraint_axis, "Z" in self.prop_constraint_axis), constraint_orientation=space.transform_orientation, mirror=self.prop_mirror, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, snap=False, snap_target='CLOSEST', snap_point=(0.0, 0.0, 0.0), snap_align=False, snap_normal=(0.0, 0.0, 0.0), gpencil_strokes=False, release_confirm=False, use_accurate=False)
bpy.ops.transform.rotate(override, value=self.prop_value, axis=(1.0, 1.0, 1.0), constraint_axis=(self.prop_constraint_axis=="X", self.prop_constraint_axis=="Y", self.prop_constraint_axis=="Z"), constraint_orientation=space.transform_orientation, mirror=self.prop_mirror, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, snap=False, snap_target='CLOSEST', snap_point=(0.0, 0.0, 0.0), snap_align=False, snap_normal=(0.0, 0.0, 0.0), gpencil_strokes=False, release_confirm=False, use_accurate=False)
class ResizeNode(Node, PcgTransformNode):
bl_idname = "ResizeNode"
bl_label = "Resize"
prop_value = FloatVectorProperty(name="Value", default=(1.0, 1.0, 1.0), update=PcgNode.update_value)
prop_constraint_axis = BoolVectorProperty(name="Constraint Axis", update=PcgNode.update_value)
prop_mirror = BoolProperty(name="Mirror", update=PcgNode.update_value)
def init(self, context):
super().init(context)
self.inputs.new("FloatVectorSocket", "Value").prop_prop = "prop_value"
def draw_buttons(self, context, layout):
layout.prop(self, "prop_constraint_axis")
layout.prop(self, "prop_mirror")
def functionality(self):
if (self.inputs["Value"].is_linked):
prop_value = self.inputs["Value"].links[0].from_node.execute()
else:
prop_value = self.prop_value
window = bpy.data.window_managers['WinMan'].windows[0]
screen = window.screen
area = [i for i in screen.areas if i.type == 'VIEW_3D'][0]
space = area.spaces[0]
scene = bpy.data.scenes[0]
region = [i for i in area.regions if i.type == 'WINDOW'][0]
override = {'window':window, 'screen':screen, 'area':area, 'space':space, 'scene':scene, 'active_object':bpy.data.objects[self.mesh], 'region':region, 'gpencil_data':bpy.context.gpencil_data}
bpy.ops.transform.resize(override, value=prop_value, constraint_axis=self.prop_constraint_axis, constraint_orientation=space.transform_orientation, mirror=self.prop_mirror, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, snap=False, snap_target='CLOSEST', snap_point=(0.0, 0.0, 0.0), snap_align=False, snap_normal=(0.0, 0.0, 0.0), gpencil_strokes=False, texture_space=False, remove_on_cancel=False, release_confirm=False, use_accurate=False)
# Conversion
class ToComponentNode(Node, PcgNode):
bl_idname = "ToComponentNode"
bl_label = "To Component Mode"
prop_selection_type = EnumProperty(name="Component", items=[("FACE", "Faces", ""), ("VERT", "Vertices", ""), ("EDGE", "Edges", "")], default="FACE", update=PcgNode.update_value)
prop_deselect = BoolProperty(name="Deselect All", default=True, update=PcgNode.update_value)
def init(self, context):
self.inputs.new("MeshSocket", "Mesh")
self.outputs.new("ComponentSocket", "Component")
def draw_buttons(self, context, layout):
layout.prop(self, "prop_selection_type", expand=True)
layout.prop(self, "prop_deselect")
def execute(self):
if (not self.inputs[0].is_linked):
print("Debug: " + self.name + ": Not linked")
return ""
self.mesh = self.inputs[0].links[0].from_node.execute()
if (self.mesh == ""):
print("Debug: " + self.name + ": Empty object recieved")
return ""
bpy.context.scene.objects.active = bpy.data.objects[self.mesh]
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_mode(type=self.prop_selection_type)
if (self.prop_deselect):
bpy.ops.mesh.select_all(action="DESELECT")
return self.mesh
class ToMeshNode(Node, PcgSelectionNode):
bl_idname = "ToMeshNode"