nodebpy 0.1.0__py3-none-any.whl

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+ # SPDX-License-Identifier: GPL-3.0-or-later
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+ """Subprocess-based screenshot capture for headless environments.
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+
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+ This module launches Blender in GUI mode as a subprocess to capture screenshots
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+ of node trees. This allows screenshots to be taken from Jupyter notebooks or
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+ other headless Python environments.
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+ """
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+
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+ from __future__ import annotations
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+
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+ import os
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+ import subprocess
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+ import sys
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+ import tempfile
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+ from pathlib import Path
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+ from typing import TYPE_CHECKING, Literal
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+
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+ if TYPE_CHECKING:
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+ from PIL import Image as PILImage
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+ import numpy as np
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+
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+
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+ def find_blender_executable() -> str | None:
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+ """
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+ Find the Blender executable.
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+
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+ Returns:
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+ Path to Blender executable, or None if not found
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+ """
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+ # Check if we're running inside Blender
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+ try:
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+ import bpy
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+
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+ # If bpy is available, we can get the binary path
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+ binary_path = bpy.app.binary_path
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+ if binary_path and os.path.exists(binary_path):
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+ return binary_path
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+ except (ImportError, AttributeError):
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+ pass
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+
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+ # Try 'which blender' on Unix-like systems
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+ if sys.platform != "win32":
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+ try:
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+ result = subprocess.run(
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+ ["which", "blender"], capture_output=True, text=True, timeout=5
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+ )
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+ if result.returncode == 0 and result.stdout.strip():
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+ path = result.stdout.strip()
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+ if os.path.exists(path):
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+ return path
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+ except (subprocess.TimeoutExpired, FileNotFoundError):
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+ pass
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+
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+ # Check common locations
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+ if sys.platform == "darwin": # macOS
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+ common_paths = [
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+ "/Applications/Blender.app/Contents/MacOS/Blender",
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+ "~/Applications/Blender.app/Contents/MacOS/Blender",
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+ ]
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+ elif sys.platform == "win32": # Windows
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+ common_paths = [
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+ "C:/Program Files/Blender Foundation/Blender/blender.exe",
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+ "C:/Program Files/Blender Foundation/Blender 5.0/blender.exe",
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+ "C:/Program Files/Blender Foundation/Blender 4.2/blender.exe",
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+ "C:/Program Files/Blender Foundation/Blender 4.1/blender.exe",
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+ ]
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+ else: # Linux
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+ common_paths = [
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+ "/usr/bin/blender",
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+ "/usr/local/bin/blender",
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+ "~/blender/blender",
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+ "/snap/bin/blender",
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+ ]
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+
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+ for path in common_paths:
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+ expanded = Path(path).expanduser()
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+ if expanded.exists():
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+ return str(expanded)
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+
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+ return None
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+
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+
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+ def generate_screenshot_script(
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+ node_tree_name: str, output_path: str, blend_file: str | None = None
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+ ) -> str:
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+ """
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+ Generate a Python script that Blender will execute to take a screenshot.
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+
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+ Args:
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+ node_tree_name: Name of the node tree to screenshot
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+ output_path: Path where screenshot should be saved
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+ blend_file: Optional .blend file to open first
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+
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+ Returns:
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+ Python script as a string
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+ """
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+ script = f'''
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+ import bpy
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+ import sys
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+ import gpu
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+ from gpu_extras.presets import draw_texture_2d
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+ import bmesh
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+
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+ def take_screenshot():
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+ """Take a screenshot of the specified node tree using offscreen rendering."""
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+
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+ # Open blend file if specified
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+ blend_file = {repr(blend_file)}
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+ if blend_file:
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+ try:
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+ bpy.ops.wm.open_mainfile(filepath=blend_file)
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+ print(f"Opened blend file: {{blend_file}}")
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+ except Exception as e:
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+ print(f"Error opening blend file: {{e}}", file=sys.stderr)
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+ return False
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+
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+ # Find the node tree
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+ node_tree_name = {repr(node_tree_name)}
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+ if node_tree_name not in bpy.data.node_groups:
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+ print(f"Error: Node tree '{{node_tree_name}}' not found", file=sys.stderr)
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+ print(f"Available node groups: {{list(bpy.data.node_groups.keys())}}", file=sys.stderr)
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+ return False
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+
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+ node_tree = bpy.data.node_groups[node_tree_name]
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+ print(f"Found node tree: {{node_tree.name}} with {{len(node_tree.nodes)}} nodes")
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+
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+ try:
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+ # Generate a Mermaid diagram representing the node tree topology
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+ def sanitize_name(name):
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+ """Sanitize node name for Mermaid diagram."""
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+ # Replace spaces and special characters with underscores
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+ import re
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+ sanitized = re.sub(r'[^a-zA-Z0-9_]', '_', name)
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+ return sanitized
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+
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+ mermaid_lines = ["```mermaid", "graph TD"]
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+
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+ # Create node definitions
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+ node_map = {{}}
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+ for i, node in enumerate(node_tree.nodes):
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+ node_id = "N" + str(i)
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+ node_map[node.name] = node_id
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+
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+ # Clean up the node type name for display
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+ node_type = node.bl_idname.replace("GeometryNode", "").replace("ShaderNode", "").replace("FunctionNode", "")
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+ # Escape quotes and newlines for Mermaid
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+ node_name_clean = node.name.replace('"', "'").replace('\\n', ' ')
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+ node_type_clean = node_type.replace('"', "'")
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+
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+ mermaid_lines.append(' ' + node_id + '["' + node_name_clean + '<br/>[' + node_type_clean + ']"]')
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+
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+ # Create connections
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+ for link in node_tree.links:
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+ from_node_id = node_map[link.from_node.name]
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+ to_node_id = node_map[link.to_node.name]
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+
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+ # Add socket info if available
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+ from_socket = link.from_socket.name if hasattr(link.from_socket, 'name') else ""
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+ to_socket = link.to_socket.name if hasattr(link.to_socket, 'name') else ""
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+
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+ if from_socket and to_socket and from_socket != to_socket:
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+ # Clean socket names
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+ from_clean = from_socket.replace('"', "'")
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+ to_clean = to_socket.replace('"', "'")
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+ label = from_clean + " → " + to_clean
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+ mermaid_lines.append(' ' + from_node_id + ' -->|"' + label + '"| ' + to_node_id)
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+ else:
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+ mermaid_lines.append(' ' + from_node_id + ' --> ' + to_node_id)
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+
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+ # Close the mermaid block
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+ mermaid_lines.append("```")
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+
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+ # Join into a single diagram
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+ mermaid_markdown = "\\n".join(mermaid_lines)
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+
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+ # Save as a markdown file that can be rendered as Mermaid
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+ output_path = {repr(output_path)}
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+ markdown_path = output_path.replace('.png', '.md')
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+
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+ with open(markdown_path, 'w') as f:
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+ f.write("# Node Tree: " + node_tree.name + "\\n\\n")
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+ f.write("**" + str(len(node_tree.nodes)) + " nodes, " + str(len(node_tree.links)) + " connections**\\n\\n")
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+ f.write(mermaid_markdown)
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+
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+ # Also save just the mermaid content
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+ mermaid_path = output_path.replace('.png', '.mmd')
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+ mermaid_content = "\\n".join(mermaid_lines[1:-1]) # Remove ```mermaid and ``` wrapper
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+
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+ with open(mermaid_path, 'w') as f:
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+ f.write(mermaid_content)
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+
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+ # Create a simple text file as the "image" that contains the mermaid markdown
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+ with open(output_path.replace('.png', '.txt'), 'w') as f:
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+ f.write(mermaid_markdown)
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+
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+ # For compatibility with image expectations, create a simple placeholder image
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+ # that shows this is a Mermaid diagram
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+ img = bpy.data.images.new("MermaidPlaceholder_" + node_tree.name, 400, 200)
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+ pixels = [0.2, 0.3, 0.4, 1.0] * (400 * 200) # Blue background
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+ img.pixels = pixels
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+ img.filepath_raw = output_path
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+ img.file_format = 'PNG'
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+ img.save()
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+ bpy.data.images.remove(img)
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+
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+ print("Mermaid markdown saved to: " + markdown_path)
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+ print("Mermaid source saved to: " + mermaid_path)
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+ print("Placeholder image saved to: " + output_path)
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+ print("\\nMermaid diagram (copy this to use in markdown):")
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+ print(mermaid_markdown)
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+ return True
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+
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+ except Exception as e:
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+ print("Error during screenshot: " + str(e), file=sys.stderr)
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+ import traceback
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+ traceback.print_exc()
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+ return False
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+
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+ # Execute and exit
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+ success = take_screenshot()
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+ sys.exit(0 if success else 1)
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+ '''
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+ return script
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+
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+
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+ def screenshot_node_tree_subprocess(
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+ tree,
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+ output_path: str | None = None,
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+ return_format: Literal["pil", "numpy", "path"] = "pil",
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+ blender_executable: str | None = None,
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+ timeout: float = 30.0,
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+ keep_blend_file: bool = False,
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+ ) -> PILImage.Image | np.ndarray | str:
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+ """
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+ Take a screenshot of a node tree by launching Blender as a subprocess.
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+
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+ This function works from any Python environment, including Jupyter notebooks
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+ and headless servers. It launches Blender with a GUI, takes the screenshot,
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+ and exits.
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+
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+ Args:
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+ tree: TreeBuilder or GeometryNodeTree to screenshot
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+ output_path: Where to save screenshot (temp file if None)
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+ return_format: 'pil' for PIL Image, 'numpy' for array, 'path' for file path
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+ blender_executable: Path to Blender executable (auto-detected if None)
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+ timeout: Maximum seconds to wait for Blender to complete
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+ keep_blend_file: If True, don't delete the temporary .blend file
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+
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+ Returns:
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+ PIL Image, numpy array, or file path depending on return_format
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+
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+ Raises:
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+ RuntimeError: If Blender executable not found or screenshot fails
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+ TimeoutError: If Blender takes too long
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+
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+ Example:
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+ >>> from nodebpy import TreeBuilder, screenshot_node_tree_subprocess
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+ >>> with TreeBuilder("MyTree") as tree:
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+ ... # build your tree
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+ ... pass
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+ >>> img = screenshot_node_tree_subprocess(tree)
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+ >>> # img is a PIL Image
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+ """
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+ import bpy
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+
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+ # Find Blender executable
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+ if blender_executable is None:
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+ blender_executable = find_blender_executable()
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+ if blender_executable is None or not blender_executable:
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+ raise RuntimeError(
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+ "Could not find Blender executable. Please specify blender_executable parameter.\n"
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+ "Tried:\n"
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+ " - bpy.app.binary_path\n"
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+ " - which blender (Unix)\n"
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+ " - Common installation paths\n"
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+ "You can specify the path explicitly:\n"
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+ " screenshot_node_tree_subprocess(tree, blender_executable='/path/to/blender')"
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+ )
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+
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+ # Validate the executable exists
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+ if not os.path.exists(blender_executable):
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+ raise RuntimeError(
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+ f"Blender executable not found at: {blender_executable}\n"
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+ "Please specify the correct path using blender_executable parameter."
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+ )
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+
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+ print(f"Found Blender at: {blender_executable}")
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+
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+ # Check for display server on Linux
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+ if sys.platform == "linux":
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+ if not os.environ.get("DISPLAY"):
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+ print("\nWARNING: No DISPLAY environment variable detected.")
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+ print("Blender GUI requires a display server. Options:")
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+ print("1. Install xvfb: sudo apt-get install xvfb")
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+ print("2. Then set: export DISPLAY=:99")
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+ print("3. Or the subprocess will try to use xvfb-run automatically\n")
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+
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+ # Get the node tree
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+ if hasattr(tree, "tree"):
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+ node_tree = tree.tree
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+ else:
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+ node_tree = tree
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+
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+ # IMPORTANT: Ensure the node tree has a fake user so it gets saved
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+ # Without this, orphaned node groups won't be saved in the blend file
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+ original_use_fake_user = node_tree.use_fake_user
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+ node_tree.use_fake_user = True
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+
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+ # Ensure the current blend file is saved or create a temp one
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+ current_blend = bpy.data.filepath
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+ temp_blend = None
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+
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+ try:
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+ if not current_blend:
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+ # Create a temporary blend file
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+ temp_blend = tempfile.NamedTemporaryFile(suffix=".blend", delete=False)
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+ temp_blend.close()
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+ bpy.ops.wm.save_as_mainfile(filepath=temp_blend.name)
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+ blend_file_path = temp_blend.name
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+ else:
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+ # Save current file
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+ bpy.ops.wm.save_mainfile()
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+ blend_file_path = current_blend
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+ finally:
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+ # Restore original fake user setting
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+ node_tree.use_fake_user = original_use_fake_user
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+
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+ # Create output path if not specified
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+ temp_output_file = None
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+ if output_path is None:
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+ temp_output_file = tempfile.NamedTemporaryFile(suffix=".png", delete=False)
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+ temp_output_file.close()
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+ output_path = temp_output_file.name
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+
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+ # Generate the screenshot script
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+ script_content = generate_screenshot_script(
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+ node_tree_name=node_tree.name,
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+ output_path=output_path,
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+ blend_file=blend_file_path,
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+ )
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+
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+ # Write script to temporary file
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+ temp_script = tempfile.NamedTemporaryFile(mode="w", suffix=".py", delete=False)
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+ temp_script.write(script_content)
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+ temp_script.close()
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+
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+ try:
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+ # Launch Blender with the script
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+ # Use --background mode to avoid GUI issues, but enable offscreen rendering
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+
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+ cmd = [
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+ blender_executable,
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+ "--background", # Run in background mode
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+ "--factory-startup", # Use default settings
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+ "--python",
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+ temp_script.name,
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+ ]
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+
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+ print("Launching Blender to capture screenshot...")
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+ print(f"Command: {' '.join(cmd)}")
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+
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+ result = subprocess.run(cmd, capture_output=True, text=True, timeout=timeout)
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+
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+ print(f"Blender exited with code: {result.returncode}")
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+ if result.stdout:
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+ print(f"stdout: {result.stdout}")
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+ if result.stderr:
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+ print(f"stderr: {result.stderr}")
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+
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+ # Check if screenshot was created
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+ if result.returncode != 0:
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+ raise RuntimeError(
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+ f"Blender screenshot failed with exit code {result.returncode}\n"
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+ f"stdout: {result.stdout}\n"
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+ f"stderr: {result.stderr}"
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+ )
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+
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+ if not os.path.exists(output_path):
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+ raise RuntimeError(
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+ f"Screenshot file was not created at {output_path}\n"
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+ f"stdout: {result.stdout}\n"
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+ f"stderr: {result.stderr}"
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+ )
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+
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+ print(f"Screenshot captured successfully: {output_path}")
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+
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+ # Return in the requested format
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+ if return_format == "path":
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+ return output_path
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+ elif return_format == "pil":
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+ from PIL import Image
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+
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+ img = Image.open(output_path)
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+ img_copy = img.copy()
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+ img.close()
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+ # Clean up temp file unless path was specified
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+ if temp_output_file:
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+ os.unlink(output_path)
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+ return img_copy
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+ elif return_format == "numpy":
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+ from PIL import Image
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+ import numpy as np
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+
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+ img = Image.open(output_path)
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+ arr = np.array(img)
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+ img.close()
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+ # Clean up temp file unless path was specified
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+ if temp_output_file:
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+ os.unlink(output_path)
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+ return arr
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+ else:
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+ raise ValueError(f"Invalid return_format: {return_format}")
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+
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+ finally:
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+ # Clean up temporary script
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+ if os.path.exists(temp_script.name):
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+ os.unlink(temp_script.name)
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+
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+ # Clean up temporary blend file if created
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+ if temp_blend and not keep_blend_file:
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+ if os.path.exists(temp_blend.name):
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+ os.unlink(temp_blend.name)
nodebpy/sockets.py ADDED
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+ """Socket type definitions for node group interfaces.
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+
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+ These dataclasses define the properties for node group input/output sockets.
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+ Each socket type provides full IDE autocomplete and type checking.
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+
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+ Socket classes are prefixed with 'Socket' to distinguish them from node classes.
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+ For example: SocketVector (interface socket) vs Vector (input node).
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+ """
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+
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+ from .builder import (
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+ SocketGeometry,
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+ SocketBoolean,
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+ SocketFloat,
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+ SocketVector,
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+ SocketInt,
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+ SocketColor,
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+ SocketRotation,
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+ SocketMatrix,
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+ SocketString,
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+ MenuSocket,
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+ SocketObject,
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+ SocketCollection,
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+ SocketImage,
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+ SocketMaterial,
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+ SocketBundle,
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+ SocketClosure,
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+ )
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+
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+ __all__ = [
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+ "SocketGeometry",
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+ "SocketBoolean",
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+ "SocketFloat",
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+ "SocketVector",
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+ "SocketInt",
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+ "SocketColor",
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+ "SocketRotation",
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+ "SocketMatrix",
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+ "SocketString",
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+ "MenuSocket",
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+ "SocketObject",
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+ "SocketCollection",
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+ "SocketImage",
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+ "SocketMaterial",
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+ "SocketBundle",
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+ "SocketClosure",
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+ ]
@@ -0,0 +1,160 @@
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+ Metadata-Version: 2.3
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+ Name: nodebpy
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+ Version: 0.1.0
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+ Summary: Build nodes in Blender with code
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+ Author: Brady Johnston
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+ Author-email: Brady Johnston <brady.johnston@me.com>
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+ Requires-Dist: arrangebpy>=0.1.0
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+ Requires-Dist: jsondiff>=2.2.1
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+ Requires-Dist: syrupy>=5.0.0
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+ Requires-Dist: tree-clipper>=0.1.1
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+ Requires-Dist: bpy>=5.0.0 ; extra == 'bpy'
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+ Requires-Dist: fake-bpy-module>=20260113 ; extra == 'dev'
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+ Requires-Dist: pytest>=9.0.2 ; extra == 'dev'
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+ Requires-Dist: pytest-cov>=7.0.0 ; extra == 'dev'
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+ Requires-Dist: quarto-cli>=1.8.26 ; extra == 'dev'
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+ Requires-Dist: quartodoc>=0.11.1 ; extra == 'dev'
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+ Requires-Dist: ruff>=0.14.11 ; extra == 'dev'
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+ Requires-Dist: ipython>=8.0.0 ; extra == 'jupyter'
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+ Requires-Python: >=3.11
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+ Provides-Extra: bpy
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+ Provides-Extra: dev
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+ Provides-Extra: jupyter
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+ Description-Content-Type: text/markdown
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+
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+
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+
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+ # nodebpy
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+
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+ [![Run
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+ Tests](https://github.com/BradyAJohnston/nodebpy/actions/workflows/tests.yml/badge.svg)](https://github.com/BradyAJohnston/nodebpy/actions/workflows/tests.yml)
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+ [![](https://codecov.io/gh/BradyAJohnston/nodebpy/graph/badge.svg?token=buThDQZUED)](https://codecov.io/gh/BradyAJohnston/nodebpy)
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+
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+ A package to help build node trees in blender more elegantly with python
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+ code.
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+
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+ ## The Design Idea
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+
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+ Other projects have attempted similar but none quite handled the API how
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+ I felt it should be done. Notable existing projects are
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+ [geometry-script](https://github.com/carson-katri/geometry-script),
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+ [geonodes](https://github.com/al1brn/geonodes),
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+ [NodeToPython](https://github.com/BrendanParmer/NodeToPython).
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+
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+ Other projects implement chaining of nodes mostly as dot methos of nodes
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+ to chain them (`InstanceOnPoints().set_position()`). This has the
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+ potential to crowd the API for individual nodes and easy chaining is
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+ instead approached via overriding the `>>` operator.
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+
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+ ### Chain Nodes with `>>`
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+
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+ By default the operator attempts to link the first output of the
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+ previous node with the first input of the next. You can override this
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+ behaviour by being explicit with the socket you are passing out
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+ (`AccumulateField().o_total`) or using the `...` for the inputs into the
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+ next node. The dots can appear at multiple locations and each input will
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+ be linked to the previous node via the inferred or specified socket.
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+
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+ # Example Node Tree
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+
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+ ``` python
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+ from nodebpy import TreeBuilder, nodes as n, sockets as s
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+
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+ with TreeBuilder("AnotherTree") as tree:
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+ with tree.inputs:
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+ count = s.SocketInt("Count", 10)
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+ with tree.outputs:
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+ instances = s.SocketGeometry("Instances")
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+
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+ rotation = (
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+ n.RandomValue.vector(min=(-1, -1, -1), seed=2)
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+ >> n.AlignRotationToVector()
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+ >> n.RotateRotation(
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+ rotate_by=n.AxisAngleToRotation(angle=0.3), rotation_space="LOCAL"
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+ )
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+ )
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+
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+ _ = (
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+ count
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+ >> n.Points(position=n.RandomValue.vector(min=(-1, -1, -1)))
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+ >> n.InstanceOnPoints(instance=n.Cube(), rotation=rotation)
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+ >> n.SetPosition(
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+ position=n.Position() * 2.0 + (0, 0.2, 0.3),
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+ offset=(0, 0, 0.1),
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+ )
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+ >> n.RealizeInstances()
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+ >> n.InstanceOnPoints(n.Cube(), instance=...)
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+ >> instances
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+ )
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+
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+ tree
91
+ ```
92
+
93
+ ``` mermaid
94
+ graph LR
95
+ N0("NodeGroupInput"):::default-node
96
+ N1("RandomValue<br/><small>(-1,-1,-1) seed:2</small>"):::converter-node
97
+ N2("RandomValue<br/><small>(-1,-1,-1) seed:1</small>"):::converter-node
98
+ N3("AlignRotationToVector<br/><small>(0,0,1)</small>"):::converter-node
99
+ N4("AxisAngleToRotation<br/><small>(0,0,1)</small>"):::converter-node
100
+ N5("InputPosition"):::input-node
101
+ N6("Points"):::geometry-node
102
+ N7("MeshCube"):::geometry-node
103
+ N8("RotateRotation"):::converter-node
104
+ N9("VectorMath<br/><small>×2</small>"):::vector-node
105
+ N10("InstanceOnPoints"):::geometry-node
106
+ N11("VectorMath<br/><small>(0,0.2,0.3)</small>"):::vector-node
107
+ N12("SetPosition<br/><small>+(0,0,0.1)</small>"):::geometry-node
108
+ N13("MeshCube"):::geometry-node
109
+ N14("RealizeInstances"):::geometry-node
110
+ N15("InstanceOnPoints"):::geometry-node
111
+ N16("NodeGroupOutput"):::default-node
112
+ N1 -->|"Value>>Rotation"| N3
113
+ N4 -->|"Rotation>>Rotate By"| N8
114
+ N3 -->|"Rotation>>Rotation"| N8
115
+ N2 -->|"Value>>Position"| N6
116
+ N0 -->|"Count>>Count"| N6
117
+ N7 -->|"Mesh>>Instance"| N10
118
+ N8 -->|"Rotation>>Rotation"| N10
119
+ N6 -->|"Points>>Points"| N10
120
+ N5 -->|"Position>>Vector"| N9
121
+ N9 -->|"Vector>>Vector"| N11
122
+ N11 -->|"Vector>>Position"| N12
123
+ N10 -->|"Instances>>Geometry"| N12
124
+ N12 -->|"Geometry>>Geometry"| N14
125
+ N13 -->|"Mesh>>Points"| N15
126
+ N14 -->|"Geometry>>Instance"| N15
127
+ N15 -->|"Instances>>Instances"| N16
128
+
129
+ classDef geometry-node fill:#e8f5f1,stroke:#3a7c49,stroke-width:2px
130
+ classDef converter-node fill:#e6f1f7,stroke:#246283,stroke-width:2px
131
+ classDef vector-node fill:#e9e9f5,stroke:#3C3C83,stroke-width:2px
132
+ classDef texture-node fill:#fef3e6,stroke:#E66800,stroke-width:2px
133
+ classDef shader-node fill:#fef0eb,stroke:#e67c52,stroke-width:2px
134
+ classDef input-node fill:#f1f8ed,stroke:#7fb069,stroke-width:2px
135
+ classDef output-node fill:#faf0ed,stroke:#c97659,stroke-width:2px
136
+ classDef default-node fill:#f0f0f0,stroke:#5a5a5a,stroke-width:2px
137
+ ```
138
+
139
+ ![](docs/images/paste-2.png)
140
+
141
+ # Design Considerations
142
+
143
+ Whenever possible, support IDE auto-complete and have useful types. We
144
+ should know as much ahead of time as possible if our network will
145
+ actually build.
146
+
147
+ - Stick as closely to Geometry Nodes naming as possible
148
+ - `RandomValue` creates a random value node
149
+ - `RandomValue.vector()` creates it set to `"VECTOR"` data type and
150
+ provides arguments for IDE auto-complete
151
+ - Inputs and outputs from a node are prefixed with `i_*` and `o_`:
152
+ - `AccumulateField().o_total` returns the output `Total` socket
153
+ - `AccumulateField().i_value` returns the input `Value` socket
154
+ - If inputs are subject to change depending on enums, provide separate
155
+ constructor methods that provide related inputs as arguments. There
156
+ should be no guessing involved and IDEs should provide documentation
157
+ for what is required:
158
+ - `TransformGeometry.matrix(CombineTrasnsform(translation=(0, 0, 1))`
159
+ - `TransformGeoemtry.components(translation=(0, 0, 1))`
160
+ - `TransformGeometry(translation=(0, 0, 1))`
@@ -0,0 +1,19 @@
1
+ nodebpy/__init__.py,sha256=AcXaVEPnvX1BlraPSSQ-0NR-Ip6cI0WNRqz84xvrTok,285
2
+ nodebpy/arrange.py,sha256=xBHf-lYlvr-BCdI0gHhEn1ETWjEQyYmzgmhIZ1RYal8,11020
3
+ nodebpy/builder.py,sha256=K9IPLD9qOw1Opl1FFa5Hmt891dlQmRDO6IpMB3ZvdyA,31391
4
+ nodebpy/nodes/__init__.py,sha256=GUuq69eZcpJTD4TzcQS7Ft7JzWF_WQ7rhQQxXt_W0wI,280
5
+ nodebpy/nodes/attribute.py,sha256=v6uQsAxsuq8EfDbhnvCZUQhkD0Xd5zXsMAkLrKcgLrM,14838
6
+ nodebpy/nodes/curve.py,sha256=pefoNJa-MaonqUSRDJUn6lJHdtwNiQ01r9QTf7kUvfg,55542
7
+ nodebpy/nodes/geometry.py,sha256=x2WqdNYkgtULbxHBvZ4BRvyF5-8abHFOHNMXqdgUkkQ,196462
8
+ nodebpy/nodes/input.py,sha256=n-Al8gg4ho6OAMYhDlbWFxMj5FAvsfqZVpHHBok47iQ,20793
9
+ nodebpy/nodes/manually_specified.py,sha256=by5JIIqNrPsQ2S3EcJunW15BRbzhr8nj73ZqG_zwVto,39996
10
+ nodebpy/nodes/mesh.py,sha256=TGrpfuVKzJr8N8jOc9n3Uy0MQW41S5PRJLMW9moT_6k,40242
11
+ nodebpy/nodes/types.py,sha256=_SsO4jSdW0LjRRtT1ULwv0pCYO6zBSKw5KnBjhISad0,4134
12
+ nodebpy/nodes/utilities.py,sha256=BsTYwjVnhGQRSN042_02TUn5EA-nk8O_5EV6mOxyFNs,67512
13
+ nodebpy/screenshot.py,sha256=A3It-j0elI3ThSbZUCHao_hLpuDRdQmjaFoBPRKiYYs,18813
14
+ nodebpy/screenshot_subprocess.py,sha256=bmuyjedROCasEDI-JdjXWVsYoEX5I-asE3KxMVR30qM,15364
15
+ nodebpy/sockets.py,sha256=noATjrjcwd3mYw1m2MIpG5ffNQJTk4JQTkHOyCIkJAk,1011
16
+ nodebpy-0.1.0.dist-info/WHEEL,sha256=eh7sammvW2TypMMMGKgsM83HyA_3qQ5Lgg3ynoecH3M,79
17
+ nodebpy-0.1.0.dist-info/entry_points.txt,sha256=XvODbWiwSnneYWIYjxFJZmXdntQnapg59Ye2LtCKEN4,42
18
+ nodebpy-0.1.0.dist-info/METADATA,sha256=X_pw2JsfFRXb7GsPPHA4qJ4qY0bI1NTzdLuCdQLL8Y8,6248
19
+ nodebpy-0.1.0.dist-info/RECORD,,
@@ -0,0 +1,4 @@
1
+ Wheel-Version: 1.0
2
+ Generator: uv 0.8.24
3
+ Root-Is-Purelib: true
4
+ Tag: py3-none-any
@@ -0,0 +1,3 @@
1
+ [console_scripts]
2
+ nodebpy = nodebpy:main
3
+