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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@@ -51,7 +51,6 @@ def expand_smooth(
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repeat_output = nodes.new("GeometryNodeRepeatOutput")
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repeat_input = nodes.new("GeometryNodeRepeatInput")
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repeat_input.pair_with_output(repeat_output)
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repeat_output.repeat_items.new("GEOMETRY", "Geometry")
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links.new(
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iteration_controls.outputs[iterations_name],
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repeat_input.inputs["Iterations"],
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@@ -109,11 +108,6 @@ def expand_smooth(
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links.new(boundary_points.outputs["Value"], choose_boundary.inputs["Switch"])
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links.new(smooth_all.outputs["Value"], choose_boundary.inputs["False"])
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links.new(sample_boundary.outputs["Value"], choose_boundary.inputs["True"])
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boundary_mix = nodes.new("ShaderNodeMix")
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boundary_mix.data_type = "VECTOR"
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boundary_mix.inputs[0].default_value = 1.0
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links.new(smooth_all.outputs["Value"], boundary_mix.inputs[4])
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links.new(choose_boundary.outputs["Output"], boundary_mix.inputs[5])
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weight = weight_controls.outputs[weight_name]
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if pin_sharp:
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@@ -126,15 +120,10 @@ def expand_smooth(
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normal_coherence = nodes.new("ShaderNodeVectorMath")
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normal_coherence.operation = "LENGTH"
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links.new(smooth_normal.outputs["Value"], normal_coherence.inputs[0])
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sharp_switch = nodes.new("GeometryNodeSwitch")
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sharp_switch.input_type = "FLOAT"
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sharp_switch.inputs["Switch"].default_value = pin_sharp
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sharp_switch.inputs["False"].default_value = 1.0
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links.new(normal_coherence.outputs["Value"], sharp_switch.inputs["True"])
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smooth_weight = nodes.new("ShaderNodeMath")
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smooth_weight.operation = "MULTIPLY"
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links.new(weight_controls.outputs[weight_name], smooth_weight.inputs[0])
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links.new(sharp_switch.outputs["Output"], smooth_weight.inputs[1])
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links.new(normal_coherence.outputs["Value"], smooth_weight.inputs[1])
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weight = smooth_weight.outputs[0]
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if influence is not None:
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masked_weight = nodes.new("ShaderNodeMath")
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@@ -143,17 +132,12 @@ def expand_smooth(
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links.new(influence, masked_weight.inputs[1])
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weight = masked_weight.outputs[0]
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target_position = nodes.new("GeometryNodeSwitch")
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target_position.input_type = "VECTOR"
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target_position.inputs["Switch"].default_value = True
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links.new(smooth_all.outputs["Value"], target_position.inputs["False"])
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links.new(boundary_mix.outputs["Result"], target_position.inputs["True"])
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current_position = nodes.new("GeometryNodeInputPosition")
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mix_position = nodes.new("ShaderNodeMix")
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mix_position.data_type = "VECTOR"
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links.new(weight, mix_position.inputs[0])
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links.new(current_position.outputs["Position"], mix_position.inputs[4])
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links.new(target_position.outputs["Output"], mix_position.inputs[5])
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links.new(choose_boundary.outputs["Output"], mix_position.inputs[5])
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set_position = nodes.new("GeometryNodeSetPosition")
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links.new(repeat_input.outputs["Geometry"], set_position.inputs["Geometry"])
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links.new(mix_position.outputs["Result"], set_position.inputs["Position"])
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