"""Build the Depth Plane Geometry Nodes group.""" import bpy DEPTH_PLANE_NODE_GROUP_NAME = "O Image Depth Plane" 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, location, visible_names): node = nodes.new("NodeGroupInput") node.location = location visible = set(visible_names) for output in node.outputs: output.hide = output.name not in visible return node def _math(nodes, operation, location): node = nodes.new("ShaderNodeMath") node.operation = operation node.location = location return node def build_depth_plane_group(mesh_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.default_value = 6 subdivide.min_value = 0 subdivide.max_value = 10 thickness = _interface_socket(group, "Thickness", "INPUT", "NodeSocketFloat") thickness.default_value = 0.1 thickness.min_value = 0.0 thickness.subtype = "DISTANCE" depth_scale = _interface_socket(group, "Depth Scale", "INPUT", "NodeSocketFloat") depth_scale.default_value = 1.0 depth_scale.min_value = 0.0 options = group.interface.new_panel(name="Options", default_closed=True) base_plane_depth = _interface_socket( group, "Base Plane Depth", "INPUT", "NodeSocketFloat", parent=options, ) base_plane_depth.default_value = 1.0 base_plane_depth.min_value = 0.0 base_plane_depth.subtype = "DISTANCE" 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 = group.nodes links = group.links geometry_input = _group_input( nodes, (-1900.0, 500.0), {"Geometry", "Subdivide"}, ) shape_input = _group_input( nodes, (-1550.0, 950.0), {"Thickness", "Depth Scale", "Base Plane Depth"}, ) image_input = _group_input( nodes, (-1200.0, -350.0), {"Depth Image", "Uniform Scale"}, ) group_output = nodes.new("NodeGroupOutput") group_output.location = (1550.0, 500.0) mesh_plane = nodes.new("GeometryNodeGroup") mesh_plane.node_tree = mesh_plane_group mesh_plane.location = (-1600.0, 500.0) links.new(geometry_input.outputs["Geometry"], mesh_plane.inputs["Geometry"]) links.new(geometry_input.outputs["Subdivide"], mesh_plane.inputs["Subdivide"]) links.new(shape_input.outputs["Thickness"], mesh_plane.inputs["Thickness"]) positive_half = _math(nodes, "MULTIPLY", (-1300.0, 300.0)) positive_half.inputs[1].default_value = 0.5 links.new(shape_input.outputs["Thickness"], positive_half.inputs[0]) translation = nodes.new("ShaderNodeCombineXYZ") translation.location = (-1100.0, 300.0) links.new(positive_half.outputs[0], translation.inputs["Z"]) place_block = nodes.new("GeometryNodeTransform") place_block.location = (-900.0, 500.0) links.new(mesh_plane.outputs["Geometry"], place_block.inputs["Geometry"]) links.new(translation.outputs["Vector"], place_block.inputs["Translation"]) uv = nodes.new("GeometryNodeInputNamedAttribute") uv.data_type = "FLOAT_VECTOR" uv.inputs["Name"].default_value = "UVMap" uv.location = (-950.0, -350.0) texture = nodes.new("GeometryNodeImageTexture") texture.interpolation = "Linear" texture.extension = "EXTEND" texture.location = (-700.0, -350.0) links.new(image_input.outputs["Depth Image"], texture.inputs["Image"]) links.new(uv.outputs["Attribute"], texture.inputs["Vector"]) depth_components = nodes.new("ShaderNodeSeparateXYZ") depth_components.location = (-450.0, -350.0) links.new(texture.outputs["Color"], depth_components.inputs["Vector"]) metric_depth = _math(nodes, "MULTIPLY", (-200.0, -350.0)) links.new(depth_components.outputs["X"], metric_depth.inputs[0]) links.new(image_input.outputs["Uniform Scale"], metric_depth.inputs[1]) relative_depth = _math(nodes, "SUBTRACT", (50.0, -350.0)) links.new(shape_input.outputs["Base Plane Depth"], relative_depth.inputs[0]) links.new(metric_depth.outputs[0], relative_depth.inputs[1]) full_offset = _math(nodes, "MULTIPLY", (300.0, -350.0)) links.new(relative_depth.outputs[0], full_offset.inputs[0]) links.new(shape_input.outputs["Depth Scale"], full_offset.inputs[1]) inward_limit = _math(nodes, "MULTIPLY", (50.0, -600.0)) inward_limit.inputs[1].default_value = -0.999 links.new(shape_input.outputs["Thickness"], inward_limit.inputs[0]) limited_offset = _math(nodes, "MAXIMUM", (300.0, -600.0)) links.new(full_offset.outputs[0], limited_offset.inputs[0]) links.new(inward_limit.outputs[0], limited_offset.inputs[1]) has_thickness = _math(nodes, "GREATER_THAN", (50.0, -850.0)) has_thickness.inputs[1].default_value = 1e-6 links.new(shape_input.outputs["Thickness"], has_thickness.inputs[0]) safe_offset = nodes.new("GeometryNodeSwitch") safe_offset.input_type = "FLOAT" safe_offset.location = (550.0, -450.0) links.new(has_thickness.outputs[0], safe_offset.inputs["Switch"]) links.new(full_offset.outputs[0], safe_offset.inputs["False"]) links.new(limited_offset.outputs[0], safe_offset.inputs["True"]) position = nodes.new("GeometryNodeInputPosition") position.location = (-650.0, 50.0) position_components = nodes.new("ShaderNodeSeparateXYZ") position_components.location = (-400.0, 50.0) links.new(position.outputs["Position"], position_components.inputs["Vector"]) layer_ratio = _math(nodes, "DIVIDE", (-150.0, 50.0)) links.new(position_components.outputs["Z"], layer_ratio.inputs[0]) links.new(shape_input.outputs["Thickness"], layer_ratio.inputs[1]) nonnegative_ratio = _math(nodes, "MAXIMUM", (350.0, 50.0)) nonnegative_ratio.inputs[1].default_value = 0.0 links.new(layer_ratio.outputs[0], nonnegative_ratio.inputs[0]) clamped_ratio = _math(nodes, "MINIMUM", (600.0, 50.0)) clamped_ratio.inputs[1].default_value = 1.0 links.new(nonnegative_ratio.outputs[0], clamped_ratio.inputs[0]) layer_weight = nodes.new("GeometryNodeSwitch") layer_weight.input_type = "FLOAT" layer_weight.location = (850.0, 50.0) layer_weight.inputs["False"].default_value = 1.0 links.new(has_thickness.outputs[0], layer_weight.inputs["Switch"]) links.new(clamped_ratio.outputs[0], layer_weight.inputs["True"]) weighted_offset = _math(nodes, "MULTIPLY", (850.0, -350.0)) links.new(safe_offset.outputs["Output"], weighted_offset.inputs[0]) links.new(layer_weight.outputs["Output"], weighted_offset.inputs[1]) offset = nodes.new("ShaderNodeCombineXYZ") offset.location = (1050.0, -200.0) links.new(weighted_offset.outputs[0], offset.inputs["Z"]) set_position = nodes.new("GeometryNodeSetPosition") set_position.location = (1050.0, 500.0) links.new(place_block.outputs["Geometry"], set_position.inputs["Geometry"]) links.new(offset.outputs["Vector"], set_position.inputs["Offset"]) shade_smooth = nodes.new("GeometryNodeSetShadeSmooth") shade_smooth.domain = "FACE" shade_smooth.inputs["Shade Smooth"].default_value = True shade_smooth.location = (1300.0, 500.0) links.new(set_position.outputs["Geometry"], shade_smooth.inputs["Geometry"]) links.new(shade_smooth.outputs["Geometry"], group_output.inputs["Geometry"]) group.color_tag = "GEOMETRY" group.description = ( "Build a single-sided depth terrain block with a fixed base." ) group.use_fake_user = True return group