- Unified reference depth calculation to use a single implementation in common/depth.py. - Removed server-side reference depth computation and adjusted depth.json to only include image_size and intrinsics. - Updated depth texture handling to ignore transparent, invalid, and non-positive pixels when calculating reference depth. - Changed reference depth calculation to use the 95th percentile of valid depth values. - Adjusted depth direction fitting to return a flat direction when no samples are available. - Removed cleanup threshold parameters from Cutout and related nodes, simplifying the interface. - Updated tests to verify new reference depth logic and ensure compatibility with existing functionality.
242 lines
7.5 KiB
Python
242 lines
7.5 KiB
Python
"""Create Blender data for a Cutout Shape."""
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from enum import StrEnum
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import bpy
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from ...common.coordinate import canonical_direction_to_symmetry_legacy
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from ...common.depth import (
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depth_uniform_scale,
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fit_symmetry_depth_direction,
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reference_depth,
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)
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from ...common.material import create_image_material
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from ...common.object import (
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blender_frame_rotation,
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finalize_object_result,
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modifier_input_identifier,
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set_modifier_input,
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)
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from ...common.node import load_node_group
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from .geometry import (
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build_reference_mask,
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crop_plane_bounds,
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)
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from .shape import (
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BALLOON_ATTRIBUTE_NAME,
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CUTOUT_NODE_GROUP_NAMES,
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DEPTH_CUTOUT_SHAPES,
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)
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class NormalMode(StrEnum):
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NONE = "NONE"
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TANGENT = "TANGENT"
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OBJECT = "OBJECT"
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def _cutout_world_matrix(source_matrix, crop_center):
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from mathutils import Matrix
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center_x, center_y = (float(value) for value in crop_center)
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return (
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source_matrix
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@ Matrix.Translation((center_x, center_y, 0.0))
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@ blender_frame_rotation().inverted()
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)
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def _assign_uv(mesh, uv):
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import numpy as np
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for layer in list(mesh.uv_layers):
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mesh.uv_layers.remove(layer)
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uv_layer = mesh.uv_layers.new(name="UVMap")
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loop_vertices = np.empty(len(mesh.loops), dtype=np.int32)
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mesh.loops.foreach_get("vertex_index", loop_vertices)
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loop_uv = np.asarray(uv, dtype=np.float32)[loop_vertices]
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uv_layer.data.foreach_set("uv", loop_uv.ravel())
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def _assign_float_point_attribute(mesh, name, values):
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import numpy as np
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attribute = mesh.attributes.new(name=name, type="FLOAT", domain="POINT")
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attribute.data.foreach_set("value", np.asarray(values, dtype=np.float32))
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def load_cutout_node_group(shape):
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return load_node_group(CUTOUT_NODE_GROUP_NAMES[shape])
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def create_shape_object(
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context,
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source_object,
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shape,
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content_values,
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content_bounds,
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base_shape,
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*,
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depth_image=None,
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depth_metadata=None,
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normal_image=None,
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normal_mode=NormalMode.NONE,
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color_image,
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gesture="LASSO",
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):
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import numpy as np
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from mathutils import Matrix
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normal_mode = NormalMode.OBJECT if shape in DEPTH_CUTOUT_SHAPES else NormalMode(normal_mode)
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bounds = crop_plane_bounds(
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source_object,
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content_bounds,
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tuple(source_object.data.size),
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)
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crop_center = (
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(bounds[0] + bounds[1]) * 0.5,
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(bounds[2] + bounds[3]) * 0.5,
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)
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material = None
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mesh = None
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mesh_object = None
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try:
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material = create_image_material(
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source_object.data,
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color_image,
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normal_image=normal_image,
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normal_space=(
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NormalMode.TANGENT.value
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if normal_mode == NormalMode.NONE
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else normal_mode.value
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),
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scene=context.scene,
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)
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depth_reference = None
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uniform_scale = None
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depth_direction = None
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if shape in DEPTH_CUTOUT_SHAPES:
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if depth_image is None or depth_metadata is None:
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raise ValueError("Depth Shape requires a Depth texture and metadata")
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model_reference = reference_depth(
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depth_image,
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build_reference_mask(content_values, depth_image.size),
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)
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uniform_scale = depth_uniform_scale(
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source_object,
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depth_metadata,
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model_reference,
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bounds,
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)
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depth_reference = model_reference * uniform_scale
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if shape == "DEPTH_SYMMETRY":
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depth_direction = canonical_direction_to_symmetry_legacy(
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fit_symmetry_depth_direction(
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depth_image,
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base_shape.vertices,
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base_shape.uv,
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uniform_scale,
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)
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)
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source_name = source_object.name
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mesh = bpy.data.meshes.new(source_name)
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mesh.from_pydata(
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np.asarray(base_shape.vertices).tolist(),
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[],
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base_shape.faces,
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)
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for face in mesh.polygons:
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face.use_smooth = True
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_assign_uv(mesh, base_shape.uv)
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_assign_float_point_attribute(
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mesh,
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BALLOON_ATTRIBUTE_NAME,
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base_shape.balloon,
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)
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mesh.materials.append(material)
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mesh.update()
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mesh_object = bpy.data.objects.new(source_name, mesh)
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context.collection.objects.link(mesh_object)
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mesh_object.matrix_world = _cutout_world_matrix(
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source_object.matrix_world,
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crop_center,
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)
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if shape == "DEPTH_SYMMETRY":
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mesh_object.matrix_world = (
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mesh_object.matrix_world
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@ Matrix.Rotation(-1.5707963267948966, 4, "Z")
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)
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mesh_object["anyimage_mesh_shape"] = shape
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node_group = load_cutout_node_group("DEPTH_SOLID" if shape == "DEPTH_SYMMETRY" else shape)
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modifier = mesh_object.modifiers.new(name=node_group.name, type="NODES")
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modifier.node_group = node_group
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modifier.show_group_selector = False
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if shape != "DEPTH_SYMMETRY":
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set_modifier_input(
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modifier,
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modifier_input_identifier(
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node_group,
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"Thickness",
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subtype="NONE" if shape in DEPTH_CUTOUT_SHAPES else None,
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),
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0.0 if shape == "FLAT" else 1.0,
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)
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if shape == "DEPTH_SOLID":
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set_modifier_input(
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modifier,
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modifier_input_identifier(node_group, "Thickness", subtype="DISTANCE"),
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0.2,
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)
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if gesture == "POLYLINE":
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set_modifier_input(
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modifier,
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modifier_input_identifier(node_group, "Mode"),
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1,
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)
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if shape == "SOLID":
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set_modifier_input(
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modifier,
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modifier_input_identifier(node_group, "Thickness", subtype="DISTANCE"),
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0.5,
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)
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if shape in DEPTH_CUTOUT_SHAPES:
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for name, value in (
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("Depth Scale", 1.0),
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("Uniform Scale", uniform_scale),
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("Reference Depth", depth_reference),
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("Depth Image", depth_image),
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):
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set_modifier_input(
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modifier,
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modifier_input_identifier(node_group, name),
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value,
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)
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if shape == "DEPTH_SYMMETRY":
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symmetry_group = load_cutout_node_group("DEPTH_SYMMETRY")
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symmetry = mesh_object.modifiers.new(name=symmetry_group.name, type="NODES")
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symmetry.node_group = symmetry_group
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symmetry.show_group_selector = False
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set_modifier_input(
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symmetry,
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modifier_input_identifier(symmetry_group, "Direction"),
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depth_direction,
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)
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return finalize_object_result(
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context,
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source_object,
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mesh_object,
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keep_source=True,
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)
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except Exception:
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if mesh_object is not None:
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bpy.data.objects.remove(mesh_object, do_unlink=True)
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if mesh is not None and mesh.users == 0:
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bpy.data.meshes.remove(mesh)
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if material is not None and material.users == 0:
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bpy.data.materials.remove(material)
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raise
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