"""Build interfaces and basic nodes shared by asset definitions.""" from types import SimpleNamespace def prepare_node_group(node_group): """Hide unused outputs and discard disconnected interface nodes.""" for node in list(node_group.nodes): for socket in node.outputs: socket.hide = not socket.is_linked if node.bl_idname == "NodeGroupInput" and not any(socket.is_linked for socket in node.outputs): node_group.nodes.remove(node) def interface_socket(group, name, in_out, socket_type, parent=None): socket = group.interface.new_socket( name=name, in_out=in_out, socket_type=socket_type, parent=parent, ) if in_out == "INPUT" and hasattr(socket, "structure_type"): socket.structure_type = "SINGLE" return socket def group_input(nodes, visible_names): node = nodes.new("NodeGroupInput") visible = set(visible_names) for output in node.outputs: output.hide = output.name not in visible return node def float_input( group, name, default, minimum=0.0, maximum=None, subtype=None, parent=None, ): socket = interface_socket(group, name, "INPUT", "NodeSocketFloat", parent) socket.default_value = default socket.min_value = minimum if maximum is not None: socket.max_value = maximum if subtype is not None: socket.subtype = subtype return socket def bool_input(group, name, default=False, parent=None): socket = interface_socket(group, name, "INPUT", "NodeSocketBool", parent) socket.default_value = default return socket def vector_input(group, name, default, subtype=None, parent=None): socket = interface_socket(group, name, "INPUT", "NodeSocketVector", parent) socket.default_value = default if subtype is not None: socket.subtype = subtype return socket def math_node(nodes, operation): node = nodes.new("ShaderNodeMath") node.operation = operation return node def menu_switch(group, control, names, kind): selector = next((node for node in group.nodes if node.bl_idname == "GeometryNodeMenuSwitch" and node.inputs["Menu"].is_linked and node.inputs["Menu"].links[0].from_socket.name == control), None) if selector is None: selector = group.nodes.new("GeometryNodeMenuSwitch") selector.data_type = "BOOLEAN" for item, name in zip(selector.enum_items, names): item.name = name selector.inputs[names[0]].default_value = False selector.inputs[names[1]].default_value = True local = group_input(group.nodes, {control}) group.links.new(local.outputs[control], selector.inputs["Menu"]) node = group.nodes.new("GeometryNodeSwitch") node.input_type = kind group.links.new(selector.outputs[0], node.inputs["Switch"]) return SimpleNamespace(inputs={names[0]: node.inputs["False"], names[1]: node.inputs["True"]}, outputs=node.outputs) def read_float_attribute(group, name): node = group.nodes.new("GeometryNodeInputNamedAttribute") node.data_type = "FLOAT" node.inputs["Name"].default_value = name return node.outputs["Attribute"] def store_float_attribute(group, geometry, name, value, domain="POINT"): node = group.nodes.new("GeometryNodeStoreNamedAttribute") node.domain, node.data_type = domain, "FLOAT" node.inputs["Name"].default_value = name group.links.new(geometry, node.inputs["Geometry"]) if isinstance(value, (int, float)): node.inputs["Value"].default_value = value else: group.links.new(value, node.inputs["Value"]) return node.outputs["Geometry"]