You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

561 lines
24 KiB

# This file is part of Korman.
#
# Korman is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Korman is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Korman. If not, see <http://www.gnu.org/licenses/>.
from __future__ import annotations
import abc
import bpy
from bpy.props import *
from PyHSPlasma import *
import time
from typing import *
from ..exporter import ExportError
if TYPE_CHECKING:
from ..exporter import Exporter
class PlasmaNodeBase:
def generate_notify_msg(self, exporter: Exporter, so: plSceneObject, socket_id: str, idname: Optional[str] = None) -> plNotifyMsg:
notify = plNotifyMsg()
notify.BCastFlags = (plMessage.kNetPropagate | plMessage.kLocalPropagate)
for i in self.find_outputs(socket_id, idname):
key = i.get_key(exporter, so)
if key is None:
exporter.report.warn(f"'{i.bl_idname}' Node '{i.name}' doesn't expose a key. It won't be triggered by '{self.name}'!")
elif isinstance(key, tuple):
for i in key:
notify.addReceiver(key)
else:
notify.addReceiver(key)
return notify
def get_key(self, exporter: Exporter, so: plSceneObject):
return None
def get_key_name(self, single, suffix=None, bl=None, so=None):
assert bl or so
if single:
name = bl.name if bl is not None else so.key.name
if suffix:
working_name = "{}_{}_{}_{}".format(name, self.id_data.name, self.name, suffix)
else:
working_name = "{}_{}_{}".format(name, self.id_data.name, self.name)
else:
if suffix:
working_name = "{}_{}_{}".format(self.id_data.name, self.name, suffix)
else:
working_name = "{}_{}".format(self.id_data.name, self.name)
return working_name
def draw_label(self):
if hasattr(self, "pl_label_attr") and self.hide:
return str(getattr(self, self.pl_label_attrib, self.bl_label))
return self.bl_label
def export(self, exporter: Exporter, bo: bpy.types.Object, so: plSceneObject):
pass
@property
def export_once(self):
"""This node can only be exported once because it is a targeted plSingleModifier"""
return False
def _find_create_object(self, pClass: Type[KeyedT], exporter: Exporter, **kwargs) -> KeyedT:
"""Finds or creates an hsKeyedObject specific to this node."""
assert "name" not in kwargs
kwargs["name"] = self.get_key_name(issubclass(pClass, (plObjInterface, plSingleModifier)),
kwargs.pop("suffix", ""), kwargs.get("bl"),
kwargs.get("so"))
return exporter.mgr.find_create_object(pClass, **kwargs)
def _find_create_key(self, pClass: Type[KeyedT], exporter: Exporter, **kwargs) -> plKey[KeyedT]:
"""Finds or creates a plKey specific to this node."""
assert "name" not in kwargs
kwargs["name"] = self.get_key_name(issubclass(pClass, (plObjInterface, plSingleModifier)),
kwargs.pop("suffix", ""), kwargs.get("bl"),
kwargs.get("so"))
return exporter.mgr.find_create_key(pClass, **kwargs)
def _find_key(self, pClass: Type[KeyedT], exporter: Exporter, **kwargs) -> Optional[plKey[KeyedT]]:
"""Finds a plKey specific to this node."""
assert "name" not in kwargs
kwargs["name"] = self.get_key_name(issubclass(pClass, (plObjInterface, plSingleModifier)),
kwargs.pop("suffix", ""), kwargs.get("bl"),
kwargs.get("so"))
return exporter.mgr.find_key(pClass, **kwargs)
def find_input(self, key, idname=None):
for i in self.inputs:
if i.alias == key:
if i.links:
node = i.links[0].from_node
if idname is not None and idname != node.bl_idname:
return None
return node
else:
return None
raise KeyError(key)
def find_inputs(self, key, idname=None):
for i in self.inputs:
if i.alias == key:
if i.links:
node = i.links[0].from_node
if idname is None or idname == node.bl_idname:
yield node
def find_input_socket(self, key, spawn_empty=False):
# In the case that this socket will be used to make new input linkage,
# we might want to allow the spawning of a new input socket... :)
# This will only be done if the node's socket definitions allow it.
options = self._socket_defs[0].get(key, {})
spawn_empty = spawn_empty and options.get("spawn_empty", False)
matching_sockets = filter(lambda x: x.alias == key, self.inputs)
if spawn_empty:
unused_socket = next(filter(lambda x: not x.is_linked, matching_sockets), None)
if unused_socket is not None:
return unused_socket
return self._spawn_socket(key, options, self.inputs)
matching_socket = next(matching_sockets, None)
if matching_socket is not None:
return matching_socket
if options:
return self._spawn_socket(key, options, self.inputs)
raise KeyError(key)
def find_input_sockets(self, key, idname=None):
for i in self.inputs:
if i.alias == key:
if idname is None:
yield i
elif i.links:
node = i.links[0].from_node
if idname == node.bl_idname:
yield i
def find_output(self, key, idname=None):
for i in self.outputs:
if i.alias == key:
if i.links:
node = i.links[0].to_node
if idname is not None and idname != node.bl_idname:
return None
return node
else:
return None
raise KeyError(key)
def find_outputs(self, key, idname=None):
for i in self.outputs:
if i.alias == key:
for j in i.links:
node = j.to_node
if idname is not None and idname != node.bl_idname:
continue
yield node
def find_output_socket(self, key, spawn_empty=False):
# In the case that this socket will be used to make new output linkage,
# we might want to allow the spawning of a new output socket... :)
# This will only be done if the node's socket definitions allow it.
options = self._socket_defs[1].get(key, {})
spawn_empty = spawn_empty and options.get("spawn_empty", False)
for i in self.outputs:
if i.alias == key:
if spawn_empty and i.is_linked:
continue
return i
if spawn_empty:
return self._spawn_socket(key, options, self.outputs)
raise KeyError(key)
def find_output_sockets(self, key, idname=None):
for i in self.outputs:
if i.alias == key:
if idname is None:
yield i
elif i.links:
node = i.links[0].from_node
if idname == node.bl_idname:
yield i
def generate_valid_links_for(self, context, socket, is_output):
"""Generates valid node sockets that can be linked to a specific socket on this node."""
from .node_deprecated import PlasmaDeprecatedNode
source_socket_props = getattr(self.__class__, "output_sockets", {}) if is_output else \
getattr(self.__class__, "input_sockets", {})
source_socket_def = source_socket_props.get(socket.alias, {})
valid_dest_sockets = source_socket_def.get("valid_link_sockets")
valid_dest_nodes = source_socket_def.get("valid_link_nodes")
for dest_node_cls in bpy.types.Node.__subclasses__():
if not issubclass(dest_node_cls, PlasmaNodeBase) or issubclass(dest_node_cls, PlasmaDeprecatedNode):
continue
# Korman standard node socket definitions
socket_defs = getattr(dest_node_cls, "input_sockets", {}) if is_output else \
getattr(dest_node_cls, "output_sockets", {})
for socket_name, socket_def in socket_defs.items():
if socket_def.get("can_link") is False:
continue
if socket_def.get("hidden") is True:
continue
# Can this socket link to the socket_def on the destination node?
if valid_dest_nodes is not None and dest_node_cls.bl_idname not in valid_dest_nodes:
continue
if valid_dest_sockets is not None and socket_def["type"] not in valid_dest_sockets:
continue
# Can the socket_def on the destination node link to this socket?
valid_source_nodes = socket_def.get("valid_link_nodes")
valid_source_sockets = socket_def.get("valid_link_sockets")
if valid_source_nodes is not None and self.bl_idname not in valid_source_nodes:
continue
if valid_source_sockets is not None and socket.bl_idname not in valid_source_sockets:
continue
if valid_source_sockets is None and valid_source_nodes is None:
if socket.bl_idname != socket_def["type"]:
continue
# Can we even add the node?
poll_add = getattr(dest_node_cls, "poll_add", None)
if poll_add is not None and not poll_add(context):
continue
yield { "node_idname": dest_node_cls.bl_idname,
"node_text": dest_node_cls.bl_label,
"socket_name": socket_name,
"socket_text": socket_def["text"] }
# Some node types (eg Python) may auto-generate their own sockets, so we ask them now.
for i in dest_node_cls.generate_valid_links_to(context, socket, is_output):
yield i
@classmethod
def generate_valid_links_to(cls, context, socket, is_output):
"""Generates valid sockets on this node type that can be linked to a specific node's socket."""
return []
def harvest_actors(self):
return set()
def link_input(self, node, out_key, in_key):
"""Links a given Node's output socket to a given input socket on this Node"""
if isinstance(in_key, str):
in_socket = self.find_input_socket(in_key, spawn_empty=True)
else:
in_socket = in_key
if isinstance(out_key, str):
out_socket = node.find_output_socket(out_key, spawn_empty=True)
else:
out_socket = out_key
link = self.id_data.links.new(in_socket, out_socket)
def link_output(self, node, out_key, in_key):
"""Links a given Node's input socket to a given output socket on this Node"""
if isinstance(in_key, str):
in_socket = node.find_input_socket(in_key, spawn_empty=True)
else:
in_socket = in_key
if isinstance(out_key, str):
out_socket = self.find_output_socket(out_key, spawn_empty=True)
else:
out_socket = out_key
link = self.id_data.links.new(in_socket, out_socket)
@property
def node_path(self) -> str:
"""Returns an absolute path to this Node. Needed because repr() uses an elipsis..."""
return "{}.{}".format(repr(self.id_data), self.path_from_id())
def previously_exported(self, exporter) -> bool:
return self.name in exporter.exported_nodes[self.id_data.name]
@classmethod
def poll(cls, context) -> bool:
return (context.bl_idname == "PlasmaNodeTree")
def raise_error(self, message):
final = "Plasma Node Tree '{}' Node '{}': {}".format(self.id_data.name, self.name, message)
raise ExportError(final)
@property
def requires_actor(self) -> bool:
return False
@property
def _socket_defs(self):
return (getattr(self.__class__, "input_sockets", {}),
getattr(self.__class__, "output_sockets", {}))
def _spawn_socket(self, key, options, sockets):
socket = sockets.new(options["type"], options["text"], key)
link_limit = options.get("link_limit", None)
if link_limit is not None:
socket.link_limit = link_limit
socket.hide = options.get("hidden", False)
socket.hide_value = options.get("hidden", False)
return socket
def _tattle(self, socket, link, reason):
direction = "->" if socket.is_output else "<-"
print("Removing {} {} {} {}".format(link.from_node.name, direction, link.to_node.name, reason))
def unlink_outputs(self, alias, reason=None):
links = self.id_data.links
from_socket = next((i for i in self.outputs if i.alias == alias))
i = 0
while i < len(from_socket.links):
link = from_socket.links[i]
self._tattle(from_socket, link, reason if reason else "socket unlinked")
links.remove(link)
def update(self):
"""Ensures that sockets are linked appropriately and there are enough inputs"""
input_defs, output_defs = self._socket_defs
for defs, sockets in ((input_defs, self.inputs), (output_defs, self.outputs)):
self._update_extant_sockets(defs, sockets)
self._update_init_sockets(defs, sockets)
def _update_init_sockets(self, defs, sockets):
# Create any missing sockets and spawn any required empties.
for alias, options in defs.items():
working_sockets = [(i, socket) for i, socket in enumerate(sockets) if socket.alias == alias]
if not working_sockets:
self._spawn_socket(alias, options, sockets)
elif options.get("spawn_empty", False):
last_socket_id = next(reversed(working_sockets))[0]
for working_id, working_socket in working_sockets:
if working_id == last_socket_id and working_socket.is_linked:
new_socket_id = len(sockets)
new_socket = self._spawn_socket(alias, options, sockets)
desired_id = last_socket_id + 1
if new_socket_id != desired_id:
sockets.move(new_socket_id, desired_id)
elif working_id < last_socket_id and not working_socket.is_linked:
# Indices do not update until after the update() function finishes, so
# no need to decrement last_socket_id
sockets.remove(working_socket)
def _update_extant_sockets(self, defs, sockets):
# Manually enumerate the sockets that are present for their presence and for the
# validity of their links. Can't use a for because we will overrun and crash Blender.
i = 0
while i < len(sockets):
socket = sockets[i]
node = socket.node
options = defs.get(socket.alias, None)
if options is None or socket.bl_idname != options["type"]:
sockets.remove(socket)
continue
# Make sure the socket info is up to date
socket.name = options["text"]
link_limit = options.get("link_limit", None)
if link_limit is not None:
socket.link_limit = link_limit
socket.hide = options.get("hidden", False)
socket.hide_value = options.get("hidden", False)
# Make sure the link is good
allowed_sockets = options.get("valid_link_sockets", None)
allowed_nodes = options.get("valid_link_nodes", None)
# The socket may decide it doesn't want anyone linked to it.
can_link_attr = options.get("can_link", None)
if can_link_attr is not None:
can_link = getattr(node, can_link_attr)
socket.enabled = can_link
if not can_link:
for link in socket.links:
try:
self._tattle(socket, link, "(socket refused link)")
self.id_data.links.remove(link)
except RuntimeError:
# was already removed by someone else
pass
# Helpful default... If neither are set, require the link to be to the same socket type
if allowed_nodes is None and allowed_sockets is None:
allowed_sockets = frozenset((options["type"],))
if allowed_sockets or allowed_nodes:
for link in socket.links:
if allowed_nodes:
to_from_node = link.to_node if socket.is_output else link.from_node
if to_from_node.bl_idname not in allowed_nodes:
try:
self._tattle(socket, link, "(bad node)")
self.id_data.links.remove(link)
except RuntimeError:
# was already removed by someone else
pass
continue
if allowed_sockets:
to_from_socket = link.to_socket if socket.is_output else link.from_socket
if to_from_socket is None or to_from_socket.bl_idname not in allowed_sockets:
try:
self._tattle(socket, link, "(bad socket)")
self.id_data.links.remove(link)
except RuntimeError:
# was already removed by someone else
pass
continue
i += 1
def _whine(self, msg, *args):
if args:
msg = msg.format(*args)
print("'{}' Node '{}': Whinging about {}".format(self.bl_idname, self.name, msg))
class PlasmaTreeOutputNodeBase(PlasmaNodeBase):
"""Represents the final output of a node tree"""
@classmethod
def poll_add(cls, context):
# There can only be one of these nodes per tree, so we will only allow this to be
# added if no other output nodes are found.
return not any((isinstance(node, cls) for node in context.space_data.node_tree.nodes))
class PlasmaNodeSocketBase:
@property
def alias(self):
"""Blender appends .000 stuff if it's a dupe. We don't care about dupe identifiers..."""
ident = self.identifier
if ident.find('.') == -1:
return ident
return ident.rsplit('.', 1)[0]
def draw(self, context, layout, node, text):
if not self.is_output:
self.draw_add_operator(context, layout, node)
self.draw_content(context, layout, node, text)
if self.is_output:
self.draw_add_operator(context, layout, node)
def draw_add_operator(self, context, layout, node):
row = layout.row()
row.enabled = self.has_possible_links
row.operator_context = "INVOKE_DEFAULT"
add_op = row.operator("node.plasma_create_link_node", text="", icon="ZOOMIN")
add_op.node_name = node.name
add_op.sock_ident = self.identifier
add_op.is_output = self.is_output
def draw_color(self, context, node):
# It's so tempting to just do RGB sometimes... Let's be nice.
if len(self.bl_color) == 3:
return tuple(self.bl_color[0], self.bl_color[1], self.bl_color[2], 1.0)
return self.bl_color
def draw_content(self, context, layout, node, text):
layout.label(text)
def _has_possible_links(self):
tval = time.monotonic()
if (tval - self.possible_links_update_time) > 2:
# Danger: hax!
# We don't want to unleash errbody at exactly the same time. The good news is that
# ***CURRENTLY*** the only way for the result to change is for a new PY file to be
# loaded. So, only check in that case.
hval = str(hash((i for i in bpy.data.texts)))
if hval != self.possible_links_texts_hash:
self.has_possible_links_value = any(self.node.generate_valid_links_for(bpy.context,
self,
self.is_output))
self.possible_links_texts_hash = hval
self.possible_links_update_time = tval
return self.has_possible_links_value
@property
def is_used(self):
return bool(self.links)
@classmethod
def register(cls):
cls.has_possible_links = BoolProperty(options={"HIDDEN", "SKIP_SAVE"},
get=cls._has_possible_links)
cls.has_possible_links_value = BoolProperty(options={"HIDDEN", "SKIP_SAVE"})
cls.possible_links_update_time = FloatProperty(options={"HIDDEN", "SKIP_SAVE"})
cls.possible_links_texts_hash = StringProperty(options={"HIDDEN", "SKIP_SAVE"})
class PlasmaNodeSocketInputGeneral(PlasmaNodeSocketBase, bpy.types.NodeSocket):
"""A general input socket that will steal the output's color"""
def draw_color(self, context, node):
if self.is_linked:
return self.links[0].from_socket.draw_color(context, node)
else:
return (0.0, 0.0, 0.0, 0.0)
class PlasmaNodeTree(bpy.types.NodeTree):
bl_idname = "PlasmaNodeTree"
bl_label = "Plasma"
bl_icon = "NODETREE"
def export(self, exporter, bo, so):
exported_nodes = exporter.exported_nodes.setdefault(self.name, set())
with exporter.report.indent():
for node in self.nodes:
if not (node.export_once and node.previously_exported(exporter)):
node.export(exporter, bo, so)
exported_nodes.add(node.name)
def find_output(self, idname):
for node in self.nodes:
if node.bl_idname == idname:
return node
return None
def harvest_actors(self):
actors = set()
for node in self.nodes:
harvest_method = getattr(node, "harvest_actors", None)
if harvest_method is not None:
actors.update(harvest_method())
elif not isinstance(node, PlasmaNodeBase):
raise ExportError("Plasma Node Tree '{}' Node '{}': is not a valid node for this tree".format(self.id_data.name, node.name))
return actors
@classmethod
def poll(cls, context):
return (context.scene.render.engine == "PLASMA_GAME")
@property
def requires_actor(self):
return any((node.requires_actor for node in self.nodes))
# Welcome to HAXland!
# Blender 2.79 is great in that it allows us to have ID Datablock pointer properties everywhere.
# However, there is an error in the way user refcounts are handled in node trees. When a node is freed,
# it always decrements the user count. Good. But, the node tree decrements that same count again, resulting
# in a use-after-free (or double-free?) crash in Blender. I modelled and submitted a fix (see: Blender D4196)
# but a workaround is to just remove the nodes from all Plasma node trees before the data is unloaded. :)
@bpy.app.handlers.persistent
def _nuke_plasma_nodes(dummy):
for i in bpy.data.node_groups:
if isinstance(i, PlasmaNodeTree):
i.nodes.clear()
bpy.app.handlers.load_pre.append(_nuke_plasma_nodes)