"""Build O Image Depth Balloon.""" import bpy from mathutils import Matrix from anyimage.operators.cutout_tool.shape import CUTOUT_Z_TO_X, NORMAL_SCALE_ATTRIBUTE_NAME from ..common.nodes import ( interface_socket, group_input, math_node, float_input, bool_input, vector_input, menu_switch, read_float_attribute, store_float_attribute, prepare_node_group, ) from ..common.smoothing import expand_smooth from ..common.reference_plane import reference_plane_depth from ..common.cutout import _extrude_layers, _island_cleanup, _position_field, _profile_field, _remove_zero_thickness, _set_layer_z, _shade_output NODE_GROUP_NAME = "O Image Depth Balloon" def _set_geometry_z(group, geometry, z_value): nodes = group.nodes links = group.links position = nodes.new("GeometryNodeInputPosition") separate = nodes.new("ShaderNodeSeparateXYZ") links.new(position.outputs["Position"], separate.inputs["Vector"]) combine = nodes.new("ShaderNodeCombineXYZ") links.new(separate.outputs["X"], combine.inputs["X"]) links.new(separate.outputs["Y"], combine.inputs["Y"]) links.new(z_value, combine.inputs["Z"]) set_position = nodes.new("GeometryNodeSetPosition") links.new(geometry, set_position.inputs["Geometry"]) links.new(combine.outputs["Vector"], set_position.inputs["Position"]) return set_position.outputs["Geometry"] def _build_depth_balloon( group, geometry, thickness, depth_scale, double_sided, uniform_scale, depth_direction, depth_image, depth_reference, ): nodes = group.nodes links = group.links profile, profile_factor = _profile_field(group, geometry) camera_position = _position_field(group, depth_image) separate_camera = nodes.new("ShaderNodeSeparateXYZ") links.new(camera_position, separate_camera.inputs["Vector"]) metric_depth = math_node(nodes, "MULTIPLY") links.new(separate_camera.outputs["Z"], metric_depth.inputs[0]) links.new(uniform_scale, metric_depth.inputs[1]) plane_depth = reference_plane_depth( group, depth_direction, depth_reference, ) corrected_depth = math_node(nodes, "SUBTRACT") links.new(plane_depth, corrected_depth.inputs[0]) links.new(metric_depth.outputs[0], corrected_depth.inputs[1]) nonnegative_depth = math_node(nodes, "MAXIMUM") nonnegative_depth.inputs[1].default_value = 0.0 links.new(corrected_depth.outputs[0], nonnegative_depth.inputs[0]) scaled_depth = math_node(nodes, "MULTIPLY") links.new(nonnegative_depth.outputs[0], scaled_depth.inputs[0]) links.new(depth_scale, scaled_depth.inputs[1]) front_depth = scaled_depth.outputs[0] base_front = math_node(nodes, "MULTIPLY") links.new(profile, base_front.inputs[0]) links.new(thickness, base_front.inputs[1]) base_back = math_node(nodes, "MULTIPLY") links.new(profile, base_back.inputs[0]) links.new(thickness, base_back.inputs[1]) negate_back = math_node(nodes, "MULTIPLY") negate_back.inputs[1].default_value = -1.0 links.new(base_back.outputs[0], negate_back.inputs[0]) front_mix = nodes.new("ShaderNodeMix") front_mix.data_type = "FLOAT" front_mix.clamp_factor = True links.new(profile_factor, front_mix.inputs["Factor"]) links.new(base_front.outputs[0], front_mix.inputs["A"]) links.new(front_depth, front_mix.inputs["B"]) mirrored_front = math_node(nodes, "MULTIPLY") mirrored_front.inputs[1].default_value = -1.0 links.new(front_mix.outputs["Result"], mirrored_front.inputs[0]) back_choice = nodes.new("GeometryNodeSwitch") back_choice.input_type = "FLOAT" links.new(double_sided, back_choice.inputs["Switch"]) links.new(negate_back.outputs[0], back_choice.inputs["False"]) links.new(mirrored_front.outputs[0], back_choice.inputs["True"]) extrude = _extrude_layers(group, geometry) shaped = _set_layer_z( group, geometry, extrude, front_mix.outputs["Result"], back_choice.outputs["Output"], ) front_only = _set_geometry_z( group, geometry, front_mix.outputs["Result"] ) return _remove_zero_thickness(group, front_only, shaped, thickness) def build_image_depth_balloon_group(): name = NODE_GROUP_NAME existing = bpy.data.node_groups.get(name) if existing is not None: return existing group = bpy.data.node_groups.new(name, 'GeometryNodeTree') group.is_modifier, group.use_fake_user = (True, True) group.color_tag = 'GEOMETRY' group['anyimage_asset_revision'] = 11 interface_socket(group, 'Geometry', 'INPUT', 'NodeSocketGeometry') float_input(group, 'Thickness', 1.0).description = 'Balloon profile multiplier; zero returns the sheet' float_input(group, 'Depth Scale', 1.0) bool_input(group, 'Double Sided', True) iterations = interface_socket(group, 'Smooth', 'INPUT', 'NodeSocketInt') iterations.default_value = 0 iterations.min_value, iterations.max_value = (0, 20) options = group.interface.new_panel(name='Options', default_closed=True) float_input(group, 'Cleanup Threshold', 0.0, parent=options) float_input(group, 'Reference Depth', 1.0, subtype='DISTANCE', parent=options) float_input(group, 'Smooth Weight', 1.0, maximum=1, subtype='FACTOR', parent=options) vector_input(group, 'Depth Direction', (0, 0, 1), subtype='DIRECTION', parent=options) data = group.interface.new_panel(name='Data', default_closed=True) interface_socket(group, 'Inward Axis', 'INPUT', 'NodeSocketMenu', data).hide_in_modifier = True float_input(group, 'Uniform Scale', 1.0, parent=data).hide_in_modifier = True interface_socket(group, 'Depth Image', 'INPUT', 'NodeSocketImage', data).hide_in_modifier = True interface_socket(group, 'Geometry', 'OUTPUT', 'NodeSocketGeometry') controls = group_input(group.nodes, set()) geometry = _build_depth_balloon(group, controls.outputs['Geometry'], controls.outputs['Thickness'], controls.outputs['Depth Scale'], controls.outputs['Double Sided'], controls.outputs['Uniform Scale'], controls.outputs['Depth Direction'], controls.outputs['Depth Image'], controls.outputs['Reference Depth']) planar_inputs = [link.to_socket for link in group.links if link.from_node.bl_idname == 'NodeGroupInput' and link.from_socket.name == 'Geometry'] base = group_input(group.nodes, {'Geometry', 'Cleanup Threshold'}) area = math_node(group.nodes, 'MULTIPLY') area.inputs[1].default_value = 0.01 group.links.new(base.outputs['Cleanup Threshold'], area.inputs[0]) cleaned = _island_cleanup(group, base.outputs['Geometry'], area.outputs[0]) for target in planar_inputs: group.links.new(cleaned, target) geometry = expand_smooth(group, geometry, iterations_name='Smooth', weight_name='Smooth Weight') profile = read_float_attribute(group, 'o_balloon') scale = profile geometry = store_float_attribute(group, geometry, NORMAL_SCALE_ATTRIBUTE_NAME, scale) orient = group.nodes.new('GeometryNodeTransform') orient.inputs['Rotation'].default_value = Matrix(CUTOUT_Z_TO_X).to_euler() group.links.new(geometry, orient.inputs['Geometry']) axis = menu_switch(group, 'Inward Axis', ('-Z', '+X'), 'GEOMETRY') group.links.new(geometry, axis.inputs['-Z']) group.links.new(orient.outputs[0], axis.inputs['+X']) _shade_output(group, axis.outputs[0]) prepare_node_group(group) for item in group.interface.items_tree: if item.item_type != 'SOCKET' or item.in_out != 'INPUT': continue if item.name == 'Mode': item.default_value = 'Balloon' elif item.name == 'Inward Axis': item.default_value = '-Z' elif item.name == 'Uniform Thickness': item.name = 'Thickness' return group