"""Build the camera-projected Depth Plane Geometry Nodes group.""" import bpy from ..common.validity import delete_invalid_faces from ..common.nodes import group_input as _group_input, interface_socket as _interface_socket from ..common.nodes import compare_node, prepare_node_group, float_input, evaluate_field from ..common.boundary_smoothing import smooth_boundary_camera, smooth_cut_boundary from ..common.depth_surface import ( _math, project_depth_surface, thicken_depth_surface, split_depth_surface, sample_face_camera, build_surface_camera, ) DEPTH_PLANE_NODE_GROUP_NAME = "O Image Depth Plane" def build_image_depth_plane_group(image_plane_group): group = bpy.data.node_groups.get(DEPTH_PLANE_NODE_GROUP_NAME) if group is not None: return group group = bpy.data.node_groups.new( DEPTH_PLANE_NODE_GROUP_NAME, "GeometryNodeTree", ) group.is_modifier = True geometry = _interface_socket(group, "Geometry", "INPUT", "NodeSocketGeometry") geometry.structure_type = "SINGLE" subdivide = _interface_socket(group, "Subdivide", "INPUT", "NodeSocketInt") subdivide.description = "Increase mesh density to represent finer shapes. Higher levels create more vertices and require more processing time." subdivide.default_value = 6 subdivide.min_value = 0 subdivide.max_value = 10 thickness = _interface_socket(group, "Thickness", "INPUT", "NodeSocketFloat") thickness.default_value = 0.0 thickness.min_value = 0.0 thickness.subtype = "DISTANCE" thickness.description = "Add shell thickness inward from the depth surface. Zero keeps a single surface." depth_scale = _interface_socket(group, "Depth Scale", "INPUT", "NodeSocketFloat") depth_scale.default_value = 1.0 depth_scale.min_value = 0.0 depth_scale.max_value = 2.0 float_input(group, "Depth Split", 0.1, maximum=1, subtype="FACTOR").description = "Split the mesh where depth changes abruptly. Scaled by Depth Scale: a flat projection stays whole, higher values detect smaller depth jumps." valid_only = _interface_socket(group, "Depth Mask", "INPUT", "NodeSocketBool") valid_only.description = "Remove mesh areas marked invalid by the depth mask." valid_only.default_value = True options = group.interface.new_panel(name="Options", default_closed=True) boundary_smooth = _interface_socket(group, "Boundary Smooth", "INPUT", "NodeSocketInt", parent=options) boundary_smooth.default_value, boundary_smooth.min_value, boundary_smooth.max_value = 4, 0, 16 boundary_smooth.description = "Smooth depth and geometry near cut edges while preserving the original image border. Zero disables boundary smoothing." validity_threshold = _interface_socket(group, "Mask Threshold", "INPUT", "NodeSocketFloat", parent=options) validity_threshold.description = "Set the minimum depth mask value treated as valid. Higher values exclude more partially valid boundary areas." validity_threshold.default_value = 0.9 validity_threshold.min_value, validity_threshold.max_value = 0.0, 0.99 validity_threshold.subtype = "FACTOR" float_input(group, "Reference Depth", 1.0, subtype="DISTANCE", parent=options) data = group.interface.new_panel(name="Data", default_closed=True) uniform_scale = _interface_socket( group, "Uniform Scale", "INPUT", "NodeSocketFloat", parent=data, ) uniform_scale.default_value = 1.0 uniform_scale.min_value = 0.0 uniform_scale.hide_in_modifier = True depth_image = _interface_socket( group, "Depth Image", "INPUT", "NodeSocketImage", parent=data, ) depth_image.hide_in_modifier = True _interface_socket(group, "Geometry", "OUTPUT", "NodeSocketGeometry") nodes, links = group.nodes, group.links controls = _group_input(nodes, {"Geometry", "Subdivide"}) plane = nodes.new("GeometryNodeGroup") plane.node_tree = image_plane_group plane.inputs["Thickness"].default_value = 0 links.new(controls.outputs["Geometry"], plane.inputs["Geometry"]) links.new(controls.outputs["Subdivide"], plane.inputs["Subdivide"]) texture_input = _group_input(nodes, {"Depth Image"}) scale_input = _group_input(nodes, {"Uniform Scale"}) uv = nodes.new("GeometryNodeInputNamedAttribute") uv.data_type = "FLOAT_VECTOR" uv.inputs["Name"].default_value = "UVMap" texture = nodes.new("GeometryNodeImageTexture") texture.interpolation, texture.extension = "Linear", "EXTEND" links.new(uv.outputs["Attribute"], texture.inputs["Vector"]) links.new(texture_input.outputs["Depth Image"], texture.inputs["Image"]) threshold_input = _group_input(nodes, {"Mask Threshold"}) channels = nodes.new("FunctionNodeSeparateColor") channels.mode = "RGB" links.new(texture.outputs["Color"], channels.inputs["Color"]) invalid = nodes.new("FunctionNodeCompare") invalid.data_type, invalid.operation = "FLOAT", "LESS_THAN" links.new(channels.outputs["Alpha"], invalid.inputs["A"]) links.new(threshold_input.outputs["Mask Threshold"], invalid.inputs["B"]) # Image Plane's normalized UV rectangle retains its original outline after cuts. uv_axes = nodes.new("ShaderNodeSeparateXYZ") links.new(uv.outputs["Attribute"], uv_axes.inputs[0]) u, v = uv_axes.outputs["X"], uv_axes.outputs["Y"] margin = _math(group, "MINIMUM", _math(group, "MINIMUM", u, v), _math(group, "MINIMUM", _math(group, "SUBTRACT", 1, u), _math(group, "SUBTRACT", 1, v))) original_boundary = evaluate_field(group, compare_node(group, "LESS_THAN", margin, 1e-6), "BOOLEAN", "POINT") protected = plane.outputs["Geometry"] culled = delete_invalid_faces(group, protected, invalid.outputs["Result"]) cull_controls = _group_input(nodes, {"Depth Mask"}) cull = nodes.new("GeometryNodeSwitch") cull.input_type = "GEOMETRY" links.new(cull_controls.outputs["Depth Mask"], cull.inputs["Switch"]) links.new(culled, cull.inputs["True"]) links.new(protected, cull.inputs["False"]) split_input = _group_input(nodes, {"Depth Split", "Depth Scale"}) reference_input = _group_input(nodes, {"Reference Depth"}) geometry, corner_camera, cut_vertex = split_depth_surface( group, cull.outputs["Output"], sample_face_camera(group, texture_input.outputs["Depth Image"]), split_input.outputs["Depth Split"], reference_input.outputs["Reference Depth"], split_input.outputs["Depth Scale"], ) camera = build_surface_camera( group, texture.outputs["Color"], corner_camera, cut_vertex, split_input.outputs["Depth Split"], ) depth_input = _group_input(nodes, {"Reference Depth", "Depth Scale"}) camera = smooth_boundary_camera(group, camera, original_boundary) surface = project_depth_surface( group, geometry, camera, scale_input.outputs["Uniform Scale"], depth_input.outputs["Reference Depth"], depth_input.outputs["Depth Scale"], ) surface = smooth_cut_boundary( group, surface, cut_vertex, protected=original_boundary, outline_scale=1.0, ) shell_input = _group_input(nodes, {"Thickness"}) shell = thicken_depth_surface( group, surface, shell_input.outputs["Thickness"], normal_smooth=100, ) positive = compare_node(group, "GREATER_THAN", shell_input.outputs["Thickness"], 0) choose = nodes.new("GeometryNodeSwitch") choose.input_type = "GEOMETRY" links.new(positive, choose.inputs["Switch"]) links.new(surface, choose.inputs["False"]) links.new(shell["geometry"], choose.inputs["True"]) smooth = nodes.new("GeometryNodeSetShadeSmooth") smooth.domain = "FACE" links.new(choose.outputs["Output"], smooth.inputs["Geometry"]) output = nodes.new("NodeGroupOutput") links.new(smooth.outputs["Geometry"], output.inputs["Geometry"]) group.color_tag = "GEOMETRY" group.description = "Build a camera-projected image shell." group.use_fake_user = True prepare_node_group(group) return group