feat: Implement depth cutout symmetry and associated functionalities
- Introduced a new proposal for depth cutout symmetry, allowing for the reuse of depth replacement and geometry operations. - Added requirements for maintaining default thickness values for cutout nodes and ensuring proper initialization during object creation. - Enhanced symmetry node to handle existing geometry, including alignment, mirroring, and boundary filling. - Implemented fill smoothing to control the geometry of generated walls while preserving original surfaces. - Created tests to validate the functionality of the new symmetry features against baseline geometry. - Updated existing assets and node groups to support the new symmetry capabilities without introducing additional dependencies.
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187
tools/nodes/groups/image_cutout_symmetry.py
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187
tools/nodes/groups/image_cutout_symmetry.py
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"""Mirror completed depth geometry and fill matching boundaries."""
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import bpy
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from ..common.nodes import (
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interface_socket, group_input, float_input, bool_input, vector_input,
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evaluate_field, store_float_attribute, read_float_attribute, prepare_node_group,
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)
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from ..common.depth_surface import _math
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from ..common.normal_map import ROTATION_ATTRIBUTE, FACE_ATTRIBUTE, AXIS_ATTRIBUTE
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NODE_GROUP_NAME = "O Image Cutout Symmetry"
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def _align_front(group, geometry, controls):
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"""Align existing geometry with the fixed XY symmetry plane."""
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nodes, links = group.nodes, group.links
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align = nodes.new('FunctionNodeAlignEulerToVector')
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align.axis = 'Z'
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links.new(controls['Symmetry Direction'], align.inputs['Vector'])
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position = nodes.new('GeometryNodeInputPosition')
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rotate = nodes.new('ShaderNodeVectorRotate')
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rotate.rotation_type = 'EULER_XYZ'
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rotate.invert = True
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links.new(position.outputs[0], rotate.inputs['Vector'])
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links.new(align.outputs['Rotation'], rotate.inputs['Rotation'])
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place = nodes.new('GeometryNodeSetPosition')
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links.new(geometry, place.inputs['Geometry'])
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links.new(rotate.outputs[0], place.inputs['Position'])
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offset = nodes.new('ShaderNodeCombineXYZ')
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links.new(controls['Depth Offset'], offset.inputs['Z'])
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links.new(offset.outputs[0], place.inputs['Offset'])
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store = nodes.new('GeometryNodeStoreNamedAttribute')
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store.data_type, store.domain = 'FLOAT_VECTOR', 'FACE'
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store.inputs['Name'].default_value = ROTATION_ATTRIBUTE
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links.new(place.outputs[0], store.inputs['Geometry'])
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links.new(align.outputs['Rotation'], store.inputs['Value'])
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return store.outputs['Geometry']
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def _delete_negative_faces(group, front, tolerance):
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"""Discard faces touching negative Z without leaving wires or isolated vertices."""
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position = group.nodes.new('GeometryNodeInputPosition')
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components = group.nodes.new('ShaderNodeSeparateXYZ')
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group.links.new(position.outputs[0], components.inputs[0])
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negative = _math(group, 'LESS_THAN', components.outputs['Z'], tolerance)
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point_negative = evaluate_field(group, negative, 'FLOAT', 'POINT')
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face_negative = evaluate_field(group, point_negative, 'FLOAT', 'FACE')
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delete = group.nodes.new('GeometryNodeDeleteGeometry')
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delete.domain = 'FACE'
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delete.mode = 'ALL'
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group.links.new(front, delete.inputs['Geometry'])
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group.links.new(_math(group, 'GREATER_THAN', face_negative, 0), delete.inputs['Selection'])
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return delete.outputs[0]
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def _mirror(group, geometry):
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mirror = group.nodes.new('GeometryNodeTransform')
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mirror.inputs['Scale'].default_value = (1, 1, -1)
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group.links.new(geometry, mirror.inputs['Geometry'])
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flip = group.nodes.new('GeometryNodeFlipFaces')
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group.links.new(mirror.outputs[0], flip.inputs['Mesh'])
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return flip.outputs[0]
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def _extrude_boundary(group, geometry, selection, z_factor):
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"""Extrude selected edges to a fraction of their current height."""
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nodes, links = group.nodes, group.links
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extrude = nodes.new('GeometryNodeExtrudeMesh')
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extrude.mode = 'EDGES'
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extrude.inputs['Offset Scale'].default_value = 0
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links.new(geometry, extrude.inputs['Mesh'])
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links.new(selection, extrude.inputs['Selection'])
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position = nodes.new('GeometryNodeInputPosition')
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scale = nodes.new('ShaderNodeVectorMath')
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scale.operation = 'MULTIPLY'
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scale.inputs[1].default_value = (1, 1, z_factor)
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links.new(position.outputs[0], scale.inputs[0])
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place = nodes.new('GeometryNodeSetPosition')
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links.new(extrude.outputs['Mesh'], place.inputs['Geometry'])
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links.new(extrude.outputs['Top'], place.inputs['Selection'])
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links.new(scale.outputs[0], place.inputs['Position'])
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store = nodes.new('GeometryNodeStoreNamedAttribute')
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store.data_type, store.domain = 'FLOAT', 'FACE'
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store.inputs['Name'].default_value = FACE_ATTRIBUTE
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store.inputs['Value'].default_value = 3
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links.new(place.outputs[0], store.inputs['Geometry'])
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links.new(extrude.outputs['Side'], store.inputs['Selection'])
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return store.outputs[0], extrude.outputs['Top']
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def _walls(group, front, boundary, smooth, tolerance, *, curved):
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"""Build straight walls or a smoothed half-strip followed by its reflection."""
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nodes, links = group.nodes, group.links
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geometry, top = _extrude_boundary(group, front, boundary, .5 if curved else -1)
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if curved:
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geometry, _ = _extrude_boundary(group, geometry, top, 0)
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sides = nodes.new('GeometryNodeSeparateGeometry')
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sides.domain = 'FACE'
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links.new(geometry, sides.inputs['Geometry'])
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links.new(_math(group, 'COMPARE', read_float_attribute(group, FACE_ATTRIBUTE), 3), sides.inputs['Selection'])
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geometry = sides.outputs['Selection']
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if curved:
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# Query the retained front to pin the original seam; only new ring XY moves.
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proximity = nodes.new('GeometryNodeProximity')
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proximity.target_element = 'POINTS'
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links.new(front, proximity.inputs['Target'])
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movable = _math(group, 'GREATER_THAN', proximity.outputs['Distance'], tolerance)
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position = nodes.new('GeometryNodeInputPosition')
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blur = nodes.new('GeometryNodeBlurAttribute')
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blur.data_type = 'FLOAT_VECTOR'
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links.new(position.outputs[0], blur.inputs['Value'])
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links.new(smooth, blur.inputs['Iterations'])
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# Keep heights fixed so neither the seam nor the symmetry plane can drift.
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difference = nodes.new('ShaderNodeVectorMath')
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difference.operation = 'SUBTRACT'
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links.new(blur.outputs[0], difference.inputs[0])
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links.new(position.outputs[0], difference.inputs[1])
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mask = nodes.new('ShaderNodeVectorMath')
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mask.operation = 'MULTIPLY'
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mask.inputs[1].default_value = (.5, .5, 0)
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links.new(difference.outputs[0], mask.inputs[0])
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place = nodes.new('GeometryNodeSetPosition')
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links.new(geometry, place.inputs['Geometry'])
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links.new(movable, place.inputs['Selection'])
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links.new(mask.outputs[0], place.inputs['Offset'])
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join = nodes.new('GeometryNodeJoinGeometry')
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links.new(place.outputs[0], join.inputs[0])
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links.new(_mirror(group, place.outputs[0]), join.inputs[0])
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geometry = join.outputs[0]
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shade = nodes.new('GeometryNodeSetShadeSmooth')
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shade.domain = 'FACE'
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shade.inputs['Shade Smooth'].default_value = curved
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links.new(geometry, shade.inputs['Geometry'])
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return shade.outputs[0]
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def build_image_cutout_symmetry_group():
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existing = bpy.data.node_groups.get(NODE_GROUP_NAME)
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if existing is not None:
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return existing
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group = bpy.data.node_groups.new(NODE_GROUP_NAME, 'GeometryNodeTree')
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group.is_modifier, group.use_fake_user = True, True
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group.color_tag = 'GEOMETRY'
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interface_socket(group, 'Geometry', 'INPUT', 'NodeSocketGeometry')
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vector_input(group, 'Symmetry Direction', (0, 0, 1), subtype='DIRECTION').description = 'Align this direction with the local symmetry axis.'
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float_input(group, 'Depth Offset', 0, minimum=-1e10, subtype='DISTANCE').description = 'Offset the aligned geometry along the symmetry axis.'
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bool_input(group, 'Fill Sides', True).description = 'Connect matching front and mirrored boundaries.'
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smooth = interface_socket(group, 'Fill Smooth', 'INPUT', 'NodeSocketInt')
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smooth.default_value, smooth.min_value, smooth.max_value = 2, 0, 20
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smooth.description = 'Smooth only the generated wall interiors. Zero keeps straight walls.'
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interface_socket(group, 'Geometry', 'OUTPUT', 'NodeSocketGeometry')
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nodes, links = group.nodes, group.links
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inputs = group_input(nodes, set()).outputs
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bounds = nodes.new('GeometryNodeBoundBox')
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links.new(inputs['Geometry'], bounds.inputs['Geometry'])
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size = nodes.new('ShaderNodeVectorMath')
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size.operation = 'DISTANCE'
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links.new(bounds.outputs['Min'], size.inputs[0])
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links.new(bounds.outputs['Max'], size.inputs[1])
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tolerance = _math(group, 'MULTIPLY', _math(group, 'MAXIMUM', size.outputs['Value'], 1e-8), 1e-7)
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front = _delete_negative_faces(group, _align_front(group, inputs['Geometry'], inputs), tolerance)
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shade = nodes.new('GeometryNodeSetShadeSmooth')
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shade.domain = 'FACE'
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links.new(front, shade.inputs['Geometry'])
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front = store_float_attribute(group, shade.outputs[0], FACE_ATTRIBUTE, 1., domain='FACE')
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count = nodes.new('GeometryNodeInputMeshEdgeNeighbors')
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boundary = _math(group, 'COMPARE', count.outputs['Face Count'], 1)
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walls = nodes.new('GeometryNodeSwitch')
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walls.input_type = 'GEOMETRY'
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links.new(_math(group, 'GREATER_THAN', inputs['Fill Smooth'], 0), walls.inputs['Switch'])
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for curved, socket in ((False, 'False'), (True, 'True')):
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links.new(_walls(group, front, boundary, inputs['Fill Smooth'], tolerance, curved=curved), walls.inputs[socket])
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enabled = nodes.new('GeometryNodeSwitch')
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enabled.input_type = 'GEOMETRY'
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links.new(inputs['Fill Sides'], enabled.inputs['Switch'])
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links.new(walls.outputs[0], enabled.inputs['True'])
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back = store_float_attribute(group, _mirror(group, front), FACE_ATTRIBUTE, 2., domain='FACE')
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join = nodes.new('GeometryNodeJoinGeometry')
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for geometry in (front, back, enabled.outputs[0]):
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links.new(geometry, join.inputs[0])
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merge = nodes.new('GeometryNodeMergeByDistance')
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links.new(tolerance, merge.inputs['Distance'])
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links.new(join.outputs[0], merge.inputs['Geometry'])
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geometry = store_float_attribute(group, merge.outputs[0], AXIS_ATTRIBUTE, 0., domain='FACE')
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links.new(geometry, nodes.new('NodeGroupOutput').inputs['Geometry'])
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prepare_node_group(group)
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return group
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