"""Mirror completed depth geometry and fill matching boundaries.""" import bpy from mathutils import Matrix from anyimage.operators.cutout_tool.shape import NORMAL_REDUCTION_ATTRIBUTE_NAME from ..common.nodes import ( interface_socket, group_input, float_input, bool_input, vector_input, compare_node, evaluate_field, store_float_attribute, read_float_attribute, prepare_node_group, ) from ..common.depth_surface import _math from ..common.normal_map import ROTATION_ATTRIBUTE, FACE_ATTRIBUTE, AXIS_ATTRIBUTE from ..common.direction import symmetry_legacy_direction_to_canonical from ..common.smoothing import edge_boundary_field, pinned_smooth NODE_GROUP_NAME = "O Image Cutout Symmetry" # 衔接带从轮廓向内覆盖的圈数。 FILL_SMOOTH_RINGS = 4 # 对称面附近按中位边长的倍数降低法线贴图强度。 SEAM_NORMAL_BAND = 4 def _align_front(group, geometry, controls): """Align existing geometry with the fixed XY symmetry plane.""" nodes, links = group.nodes, group.links direction = symmetry_legacy_direction_to_canonical(group, controls['Direction']) align = nodes.new('FunctionNodeAlignEulerToVector') align.axis = 'Y' links.new(direction, align.inputs['Vector']) position = nodes.new('GeometryNodeInputPosition') rotate = nodes.new('ShaderNodeVectorRotate') rotate.rotation_type = 'EULER_XYZ' rotate.invert = True links.new(position.outputs[0], rotate.inputs['Vector']) links.new(align.outputs['Rotation'], rotate.inputs['Rotation']) offset = nodes.new('ShaderNodeCombineXYZ') offset_value = nodes.new('ShaderNodeMath') offset_value.operation = 'MULTIPLY' offset_value.inputs[1].default_value = -1.0 links.new(controls['Offset'], offset_value.inputs[0]) links.new(offset_value.outputs[0], offset.inputs['Y']) offset_position = nodes.new('ShaderNodeVectorMath') offset_position.operation = 'ADD' links.new(rotate.outputs[0], offset_position.inputs[0]) links.new(offset.outputs[0], offset_position.inputs[1]) scale_vector = nodes.new('ShaderNodeCombineXYZ') scale_vector.inputs['X'].default_value = 1 scale_vector.inputs['Z'].default_value = 1 links.new(controls['Scale'], scale_vector.inputs['Y']) scale = nodes.new('ShaderNodeVectorMath') scale.operation = 'MULTIPLY' links.new(offset_position.outputs[0], scale.inputs[0]) links.new(scale_vector.outputs[0], scale.inputs[1]) place = nodes.new('GeometryNodeSetPosition') links.new(geometry, place.inputs['Geometry']) links.new(scale.outputs[0], place.inputs['Position']) store = nodes.new('GeometryNodeStoreNamedAttribute') store.data_type, store.domain = 'FLOAT_VECTOR', 'FACE' store.inputs['Name'].default_value = ROTATION_ATTRIBUTE links.new(place.outputs[0], store.inputs['Geometry']) links.new(align.outputs['Rotation'], store.inputs['Value']) return store.outputs['Geometry'] def _boundary_edge_field(group): """Report one on edges that carry a single face.""" neighbors = group.nodes.new('GeometryNodeInputMeshEdgeNeighbors') return compare_node(group, 'EQUAL', neighbors.outputs['Face Count'], 1, data_type='INT') def _fold_to_plane(group, geometry, tolerance): """Move over-plane points onto the plane and drop the faces that collapse.""" nodes, links = group.nodes, group.links position = nodes.new('GeometryNodeInputPosition') components = nodes.new('ShaderNodeSeparateXYZ') links.new(position.outputs[0], components.inputs[0]) beyond = compare_node(group, 'GREATER_THAN', components.outputs['Y'], tolerance) target = nodes.new('ShaderNodeCombineXYZ') links.new(components.outputs['X'], target.inputs['X']) links.new(components.outputs['Z'], target.inputs['Z']) place = nodes.new('GeometryNodeSetPosition') links.new(geometry, place.inputs['Geometry']) links.new(beyond, place.inputs['Selection']) links.new(target.outputs[0], place.inputs['Position']) # A face lying on the plane would be mirrored onto itself. center = evaluate_field(group, _math(group, 'ABSOLUTE', components.outputs['Y']), 'FLOAT', 'FACE') normal = nodes.new('GeometryNodeInputNormal') normal_axes = nodes.new('ShaderNodeSeparateXYZ') links.new(normal.outputs[0], normal_axes.inputs[0]) flat = nodes.new('FunctionNodeBooleanMath') flat.operation = 'AND' links.new(compare_node(group, 'LESS_THAN', center, tolerance), flat.inputs[0]) links.new(compare_node(group, 'GREATER_THAN', _math(group, 'ABSOLUTE', normal_axes.outputs['Y']), 1 - 1e-3), flat.inputs[1]) delete = nodes.new('GeometryNodeDeleteGeometry') delete.domain, delete.mode = 'FACE', 'ALL' links.new(place.outputs[0], delete.inputs['Geometry']) links.new(flat.outputs[0], delete.inputs['Selection']) return _clean_crease(group, delete.outputs[0], tolerance) def _clean_crease(group, geometry, tolerance): """Open interior in-plane edges left by folding a closed surface.""" nodes, links = group.nodes, group.links heights = _edge_abs_y(group) edge_plane = nodes.new('FunctionNodeBooleanMath') edge_plane.operation = 'AND' links.new(compare_node(group, 'LESS_THAN', heights[0], tolerance), edge_plane.inputs[0]) links.new(compare_node(group, 'LESS_THAN', heights[1], tolerance), edge_plane.inputs[1]) neighbors = nodes.new('GeometryNodeInputMeshEdgeNeighbors') interior = compare_node(group, 'EQUAL', neighbors.outputs['Face Count'], 2, data_type='INT') fold = nodes.new('FunctionNodeBooleanMath') fold.operation = 'AND' links.new(edge_plane.outputs[0], fold.inputs[0]) links.new(interior, fold.inputs[1]) face_index = nodes.new('GeometryNodeInputIndex') corners = nodes.new('GeometryNodeCornersOfFace') links.new(face_index.outputs[0], corners.inputs['Face Index']) face_fold = None for offset in range(4): corner = nodes.new('GeometryNodeOffsetCornerInFace') links.new(corners.outputs['Corner Index'], corner.inputs['Corner Index']) corner.inputs['Offset'].default_value = offset edge_of_corner = nodes.new('GeometryNodeEdgesOfCorner') links.new(corner.outputs['Corner Index'], edge_of_corner.inputs['Corner Index']) sample = nodes.new('GeometryNodeFieldAtIndex') sample.data_type, sample.domain = 'BOOLEAN', 'EDGE' links.new(fold.outputs[0], sample.inputs['Value']) links.new(edge_of_corner.outputs['Next Edge Index'], sample.inputs['Index']) if face_fold is None: face_fold = sample.outputs['Value'] else: combined = nodes.new('FunctionNodeBooleanMath') combined.operation = 'OR' links.new(face_fold, combined.inputs[0]) links.new(sample.outputs['Value'], combined.inputs[1]) face_fold = combined.outputs['Boolean'] cleanup = nodes.new('GeometryNodeDeleteGeometry') cleanup.domain, cleanup.mode = 'FACE', 'ALL' links.new(geometry, cleanup.inputs['Geometry']) links.new(face_fold, cleanup.inputs['Selection']) return cleanup.outputs[0] def _off_plane_edge_field(group, tolerance): """Report one on edges that keep an endpoint off the symmetry plane.""" heights = _edge_abs_y(group) return compare_node(group, 'GREATER_THAN', _math(group, 'MAXIMUM', heights[0], heights[1]), tolerance) def _edge_abs_y(group): """Return both endpoint heights on the symmetry axis for an edge.""" edge = group.nodes.new('GeometryNodeInputMeshEdgeVertices') heights = [] for socket in ('Position 1', 'Position 2'): axis = group.nodes.new('ShaderNodeSeparateXYZ') group.links.new(edge.outputs[socket], axis.inputs[0]) heights.append(_math(group, 'ABSOLUTE', axis.outputs['Y'])) return heights def _mirror(group, geometry): mirror = group.nodes.new('GeometryNodeTransform') mirror.inputs['Scale'].default_value = (1, -1, 1) group.links.new(geometry, mirror.inputs['Geometry']) flip = group.nodes.new('GeometryNodeFlipFaces') group.links.new(mirror.outputs[0], flip.inputs['Mesh']) return flip.outputs[0] def _boundary_fields(group, tolerance): """Return the folded front's boundary field and its on-plane seam.""" nodes, links = group.nodes, group.links boundary = evaluate_field(group, edge_boundary_field(nodes, links), 'FLOAT', 'POINT') position = nodes.new('GeometryNodeInputPosition') components = nodes.new('ShaderNodeSeparateXYZ') links.new(position.outputs[0], components.inputs[0]) seam = nodes.new('FunctionNodeBooleanMath') seam.operation = 'AND' links.new(compare_node(group, 'GREATER_THAN', boundary, 0), seam.inputs[0]) links.new( compare_node(group, 'LESS_THAN', _math(group, 'ABSOLUTE', components.outputs['Y']), tolerance), seam.inputs[1], ) return boundary, seam.outputs[0] def _falloff(group, center, rings=2): """Blur a 0/1 center into a falloff over the requested rings.""" blur = group.nodes.new('GeometryNodeBlurAttribute') blur.data_type = 'FLOAT' blur.inputs['Iterations'].default_value = rings group.links.new(center, blur.inputs['Value']) return _math(group, 'MAXIMUM', center, blur.outputs[0]) def _relax_in_plane(group, geometry, region, iterations, pin_boundary): """Relax points without leaving the symmetry plane.""" return pinned_smooth( group, geometry, iterations, region, weight=0.5, movement=(1, 0, 1), pin_boundary=pin_boundary, ) def _relax_seam(group, geometry, seam_field, smooth): """Relax the cut seam in plane through a two-ring falloff.""" return _relax_in_plane(group, geometry, _falloff(group, seam_field), smooth, pin_boundary=True) def _relax_fill(group, geometry, boundary_field, smooth): """Smooth the junction band the wall builds from, including the symmetry axis.""" region = _falloff(group, boundary_field, FILL_SMOOTH_RINGS) return _relax_in_plane(group, geometry, region, smooth, pin_boundary=False) def _extrude_boundary(group, geometry, selection, y_factor): """Extrude selected edges to a fraction of their current height.""" nodes, links = group.nodes, group.links extrude = nodes.new('GeometryNodeExtrudeMesh') extrude.mode = 'EDGES' extrude.inputs['Offset Scale'].default_value = 0 links.new(geometry, extrude.inputs['Mesh']) links.new(selection, extrude.inputs['Selection']) position = nodes.new('GeometryNodeInputPosition') scale = nodes.new('ShaderNodeVectorMath') scale.operation = 'MULTIPLY' scale.inputs[1].default_value = (1, y_factor, 1) links.new(position.outputs[0], scale.inputs[0]) place = nodes.new('GeometryNodeSetPosition') links.new(extrude.outputs['Mesh'], place.inputs['Geometry']) links.new(extrude.outputs['Top'], place.inputs['Selection']) links.new(scale.outputs[0], place.inputs['Position']) store = nodes.new('GeometryNodeStoreNamedAttribute') store.data_type, store.domain = 'FLOAT', 'FACE' store.inputs['Name'].default_value = FACE_ATTRIBUTE store.inputs['Value'].default_value = 3 links.new(place.outputs[0], store.inputs['Geometry']) links.new(extrude.outputs['Side'], store.inputs['Selection']) return store.outputs[0], extrude.outputs['Top'] def _build_wall(group, front, boundary): """Attach the curved half wall to the front and mark its faces.""" geometry, top = _extrude_boundary(group, front, boundary, .5) geometry, _ = _extrude_boundary(group, geometry, top, 0) return geometry def build_image_cutout_symmetry_group(): existing = bpy.data.node_groups.get(NODE_GROUP_NAME) if existing is not None: return existing group = bpy.data.node_groups.new(NODE_GROUP_NAME, 'GeometryNodeTree') group.is_modifier, group.use_fake_user = True, True group.color_tag = 'GEOMETRY' interface_socket(group, 'Geometry', 'INPUT', 'NodeSocketGeometry') vector_input(group, 'Direction', (0, 0, 1), subtype='DIRECTION').description = 'Align this direction with the local symmetry axis.' float_input(group, 'Offset', 0, minimum=-10, maximum=10, subtype='DISTANCE').description = 'Offset geometry along the aligned symmetry axis before scaling.' float_input(group, 'Scale', 1, maximum=2).description = 'Scale the offset geometry along the aligned symmetry axis.' options = group.interface.new_panel(name='Options', default_closed=True) bool_input(group, 'Fill Sides', True, parent=options).description = 'Connect matching front and mirrored boundaries.' smooth = interface_socket(group, 'Fill Smooth', 'INPUT', 'NodeSocketInt', options) smooth.default_value, smooth.min_value, smooth.max_value = 2, 0, 16 smooth.description = 'Smooth the band around the front boundary and the symmetry seam over four rings. Zero keeps the raw outline.' seam = interface_socket(group, 'Seam Smooth', 'INPUT', 'NodeSocketInt', options) seam.default_value, seam.min_value, seam.max_value = 2, 0, 16 seam.description = 'Smooth the cut seam inside the symmetry plane. Zero keeps the raw seam.' interface_socket(group, 'Geometry', 'OUTPUT', 'NodeSocketGeometry') nodes, links = group.nodes, group.links inputs = group_input(nodes, set()).outputs aligned = _align_front(group, inputs['Geometry'], inputs) edge = nodes.new('GeometryNodeInputMeshEdgeVertices') edge_length = nodes.new('ShaderNodeVectorMath') edge_length.operation = 'DISTANCE' links.new(edge.outputs['Position 1'], edge_length.inputs[0]) links.new(edge.outputs['Position 2'], edge_length.inputs[1]) statistics = nodes.new('GeometryNodeAttributeStatistic') statistics.data_type, statistics.domain = 'FLOAT', 'EDGE' links.new(aligned, statistics.inputs['Geometry']) links.new(edge_length.outputs['Value'], statistics.inputs['Attribute']) snap_tolerance = _math( group, 'MULTIPLY', _math(group, 'MAXIMUM', statistics.outputs['Median'], 1e-6), 1e-6, ) is_boundary = _boundary_edge_field(group) boundary_field, seam_field = _boundary_fields(group, snap_tolerance) front = _fold_to_plane(group, aligned, snap_tolerance) shade = nodes.new('GeometryNodeSetShadeSmooth') shade.domain = 'FACE' links.new(front, shade.inputs['Geometry']) front = store_float_attribute(group, shade.outputs[0], FACE_ATTRIBUTE, 1., domain='FACE') front = _relax_seam(group, front, seam_field, inputs['Seam Smooth']) boundary = nodes.new('FunctionNodeBooleanMath') boundary.operation = 'AND' links.new(is_boundary, boundary.inputs[0]) # The seam sits on the plane and welds through the merge, so only off-plane edges need walls. links.new(_off_plane_edge_field(group, snap_tolerance), boundary.inputs[1]) fill_smooth = nodes.new('GeometryNodeSwitch') fill_smooth.input_type = 'INT' fill_smooth.inputs['False'].default_value = 0 links.new(inputs['Fill Sides'], fill_smooth.inputs['Switch']) links.new(inputs['Fill Smooth'], fill_smooth.inputs['True']) front = _relax_fill(group, front, boundary_field, fill_smooth.outputs[0]) walled = _build_wall(group, front, boundary.outputs[0]) wall_shade = nodes.new('GeometryNodeSetShadeSmooth') wall_shade.domain = 'FACE' links.new(compare_node(group, 'EQUAL', read_float_attribute(group, FACE_ATTRIBUTE), 3), wall_shade.inputs['Selection']) links.new(walled, wall_shade.inputs['Geometry']) body = nodes.new('GeometryNodeSwitch') body.input_type = 'GEOMETRY' links.new(inputs['Fill Sides'], body.inputs['Switch']) links.new(front, body.inputs['False']) links.new(wall_shade.outputs[0], body.inputs['True']) mark_back = nodes.new('GeometryNodeStoreNamedAttribute') mark_back.data_type, mark_back.domain = 'FLOAT', 'FACE' mark_back.inputs['Name'].default_value = FACE_ATTRIBUTE mark_back.inputs['Value'].default_value = 2 links.new(_mirror(group, body.outputs[0]), mark_back.inputs['Geometry']) links.new(compare_node(group, 'EQUAL', read_float_attribute(group, FACE_ATTRIBUTE), 1), mark_back.inputs['Selection']) join = nodes.new('GeometryNodeJoinGeometry') for geometry in (body.outputs[0], mark_back.outputs['Geometry']): links.new(geometry, join.inputs[0]) position = nodes.new('GeometryNodeInputPosition') axis = nodes.new('ShaderNodeSeparateXYZ') links.new(position.outputs[0], axis.inputs[0]) on_axis = compare_node(group, 'LESS_THAN', _math(group, 'ABSOLUTE', axis.outputs['Y']), snap_tolerance) merge = nodes.new('GeometryNodeMergeByDistance') merge.inputs['Distance'].default_value = 0.01 links.new(join.outputs[0], merge.inputs['Geometry']) links.new(on_axis, merge.inputs['Selection']) geometry = store_float_attribute(group, merge.outputs[0], AXIS_ATTRIBUTE, 1., domain='FACE') orient = nodes.new('GeometryNodeTransform') orient.inputs['Rotation'].default_value = Matrix.Rotation(1.5707963267948966, 4, 'Z').to_euler() links.new(geometry, orient.inputs['Geometry']) # Fade the material normal map near the symmetry plane so the weld shades smoother. position = nodes.new('GeometryNodeInputPosition') components = nodes.new('ShaderNodeSeparateXYZ') links.new(position.outputs[0], components.inputs[0]) ramp = nodes.new('ShaderNodeMapRange') ramp.interpolation_type = 'SMOOTHSTEP' ramp.clamp = True links.new(_math(group, 'ABSOLUTE', components.outputs['X']), ramp.inputs['Value']) ramp.inputs['From Min'].default_value = 0.0 links.new(_math(group, 'MULTIPLY', statistics.outputs['Median'], SEAM_NORMAL_BAND), ramp.inputs['From Max']) ramp.inputs['To Min'].default_value = 1.0 ramp.inputs['To Max'].default_value = 0.0 reduction = _math( group, 'MAXIMUM', read_float_attribute(group, NORMAL_REDUCTION_ATTRIBUTE_NAME), ramp.outputs['Result'], ) geometry = store_float_attribute( group, orient.outputs[0], NORMAL_REDUCTION_ATTRIBUTE_NAME, reduction, ) links.new(geometry, nodes.new('NodeGroupOutput').inputs['Geometry']) prepare_node_group(group) return group