Implement arrangement framework for node groups
- Introduced `frames.py` to manage field complex calculations and their arrangement within node groups. - Added functionality to create and remove field frames based on node arrangements. - Developed `passages.py` to find unobstructed paths for connections around calculation frames. - Implemented `references.py` to route shared results on peripheral tracks, ensuring efficient distribution of outputs. - Created `sections.py` to reserve space for field calculations adjacent to geometry consumers. - Added `sources.py` to position shared calculation sources effectively beside their distribution channels. - Enhanced outline smoothing with `outline_smoothing.py` to adapt camera depth along original outlines.
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@@ -155,15 +155,23 @@ def sample_face_camera(group, image):
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return texture.outputs["Color"]
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def split_depth_surface(group, geometry, face_camera, strength, uniform, *,
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face_center=None, triangles=False):
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"""Split adjacent face samples using their Z depth and base center spacing."""
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def ray_distance(group, camera):
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"""Measure the distance from the camera origin to a camera-space point."""
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length = group.nodes.new("ShaderNodeVectorMath")
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length.operation = "LENGTH"
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group.links.new(camera, length.inputs[0])
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return length.outputs["Value"]
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def split_depth_surface(group, geometry, face_camera, strength, reference_depth, *,
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face_distance=None, face_center=None, triangles=False):
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"""Split relative ray-distance jumps over the base face-center spacing."""
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nodes, links = group.nodes, group.links
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if face_center is None:
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face_center = nodes.new("GeometryNodeInputPosition").outputs[0]
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face_camera = evaluate_field(group, face_camera, "FLOAT_VECTOR", "FACE")
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axes = nodes.new("ShaderNodeSeparateXYZ")
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links.new(face_camera, axes.inputs[0])
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if face_distance is None:
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face_distance = ray_distance(group, face_camera)
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centers, depths = [], []
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for side in (0, 1):
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corner = nodes.new("GeometryNodeCornersOfEdge")
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@@ -172,7 +180,7 @@ def split_depth_surface(group, geometry, face_camera, strength, uniform, *,
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links.new(corner.outputs["Corner Index"], face.inputs["Corner Index"])
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for data_type, field, results in (
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("FLOAT_VECTOR", face_center, centers),
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("FLOAT", axes.outputs["Z"], depths),
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("FLOAT", face_distance, depths),
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):
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sample = nodes.new("GeometryNodeFieldAtIndex")
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sample.data_type = data_type
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@@ -185,13 +193,15 @@ def split_depth_surface(group, geometry, face_camera, strength, uniform, *,
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for index, center in enumerate(centers):
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links.new(center, distance.inputs[index])
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delta = _math(group, "ABSOLUTE", _math(group, "SUBTRACT", *depths))
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scaled = _math(group, "MULTIPLY", delta, uniform)
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# Cross multiplication avoids division and stays invariant under uniform scaling.
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local_distance = _math(group, "MAXIMUM", _math(group, "MULTIPLY", _math(group, "ADD", *depths), 0.5), 1e-8)
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reference = _math(group, "MAXIMUM", reference_depth, 1e-8)
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# Uniform Scale cancels between the distance jump and local spacing correction.
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# Cross multiplication also avoids dividing by the local distance.
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selected = _math(
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group,
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"GREATER_THAN",
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_math(group, "MULTIPLY", scaled, strength),
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_math(group, "MULTIPLY", distance.outputs["Value"], 2.5),
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_math(group, "MULTIPLY", _math(group, "MULTIPLY", delta, reference), strength),
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_math(group, "MULTIPLY", _math(group, "MULTIPLY", distance.outputs["Value"], local_distance), 2.5),
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)
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selected = _math(
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group,
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@@ -352,7 +362,7 @@ def thicken_depth_surface(group, geometry, thickness, normal_smooth=None, *,
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normal = nodes.new("GeometryNodeInputNormal")
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blur = nodes.new("GeometryNodeBlurAttribute")
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blur.data_type = "FLOAT_VECTOR"
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links.new(normal_smooth, blur.inputs["Iterations"])
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blur.inputs["Iterations"].default_value = normal_smooth
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links.new(normal.outputs[0], blur.inputs["Value"])
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normalize = nodes.new("ShaderNodeVectorMath")
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normalize.operation = "NORMALIZE"
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