procfunc 0.30.0__py3-none-any.whl

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Files changed (76) hide show
  1. procfunc/__init__.py +87 -0
  2. procfunc/color.py +57 -0
  3. procfunc/compute_graph/__init__.py +28 -0
  4. procfunc/compute_graph/compute_graph.py +115 -0
  5. procfunc/compute_graph/node.py +200 -0
  6. procfunc/compute_graph/operators_info.py +92 -0
  7. procfunc/compute_graph/proxy.py +173 -0
  8. procfunc/compute_graph/util.py +282 -0
  9. procfunc/context.py +115 -0
  10. procfunc/control.py +174 -0
  11. procfunc/nodes/__init__.py +66 -0
  12. procfunc/nodes/bindings_util.py +196 -0
  13. procfunc/nodes/bpy_node_info.py +280 -0
  14. procfunc/nodes/compositor.py +2242 -0
  15. procfunc/nodes/execute/construct_nodes.py +571 -0
  16. procfunc/nodes/execute/construct_special_cases.py +246 -0
  17. procfunc/nodes/execute/execute.py +548 -0
  18. procfunc/nodes/execute/infer_runtime_data_type.py +195 -0
  19. procfunc/nodes/execute/util.py +247 -0
  20. procfunc/nodes/func.py +1417 -0
  21. procfunc/nodes/geo.py +4240 -0
  22. procfunc/nodes/manifest.json +8769 -0
  23. procfunc/nodes/math.py +644 -0
  24. procfunc/nodes/node_function.py +160 -0
  25. procfunc/nodes/shader.py +2359 -0
  26. procfunc/nodes/types.py +347 -0
  27. procfunc/ops/__init__.py +35 -0
  28. procfunc/ops/_util.py +275 -0
  29. procfunc/ops/addons.py +59 -0
  30. procfunc/ops/attr.py +426 -0
  31. procfunc/ops/collection.py +90 -0
  32. procfunc/ops/curve.py +18 -0
  33. procfunc/ops/file.py +126 -0
  34. procfunc/ops/manifest.json +39149 -0
  35. procfunc/ops/mesh.py +1510 -0
  36. procfunc/ops/modifier.py +603 -0
  37. procfunc/ops/object.py +258 -0
  38. procfunc/ops/primitives/__init__.py +31 -0
  39. procfunc/ops/primitives/camera.py +45 -0
  40. procfunc/ops/primitives/curve.py +71 -0
  41. procfunc/ops/primitives/light.py +114 -0
  42. procfunc/ops/primitives/mesh.py +358 -0
  43. procfunc/ops/uv.py +271 -0
  44. procfunc/random.py +247 -0
  45. procfunc/tracer/__init__.py +43 -0
  46. procfunc/tracer/decorator.py +121 -0
  47. procfunc/tracer/patch.py +494 -0
  48. procfunc/tracer/proxy.py +127 -0
  49. procfunc/tracer/trace.py +222 -0
  50. procfunc/transforms/__init__.py +49 -0
  51. procfunc/transforms/cleanup.py +214 -0
  52. procfunc/transforms/convert.py +20 -0
  53. procfunc/transforms/distribution.py +191 -0
  54. procfunc/transforms/extract_materials.py +116 -0
  55. procfunc/transforms/infer_distribution.py +326 -0
  56. procfunc/transforms/parameters.py +15 -0
  57. procfunc/transforms/util.py +35 -0
  58. procfunc/transpiler/__init__.py +24 -0
  59. procfunc/transpiler/bpy_to_computegraph.py +1348 -0
  60. procfunc/transpiler/codegen.py +919 -0
  61. procfunc/transpiler/identifiers.py +595 -0
  62. procfunc/transpiler/main.py +299 -0
  63. procfunc/types.py +380 -0
  64. procfunc/util/__init__.py +0 -0
  65. procfunc/util/bpy_info.py +145 -0
  66. procfunc/util/camera.py +0 -0
  67. procfunc/util/keyframe.py +70 -0
  68. procfunc/util/log.py +96 -0
  69. procfunc/util/manifest.py +121 -0
  70. procfunc/util/pytree.py +343 -0
  71. procfunc/util/teardown.py +37 -0
  72. procfunc-0.30.0.dist-info/METADATA +120 -0
  73. procfunc-0.30.0.dist-info/RECORD +76 -0
  74. procfunc-0.30.0.dist-info/WHEEL +5 -0
  75. procfunc-0.30.0.dist-info/licenses/LICENSE.md +11 -0
  76. procfunc-0.30.0.dist-info/top_level.txt +1 -0
@@ -0,0 +1,280 @@
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+ """
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+ The bpy api represents the concept of int vs float vs string vs color vs boolean in many different ways
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+
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+ The different contexts in which these types are distinguished are:
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+ - SocketType: the strings which show up when calling type() on a socket # TODO we may be able to avoid this by just always calling .type
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+ - SocketDType: the strings which show up when calling socket.type
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+ - NodeDataType: TODO specify where exactly these come from
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+
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+ We also care about mapping these types to and from real equivelant python types like int, str, float, Color, Vector, etc.
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+
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+ """
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+
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+ from enum import Enum
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+
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+ from mathutils import Color, Euler, Quaternion, Vector
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+
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+ from procfunc import types as pt
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+ from procfunc.nodes import types as nt
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+
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+
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+ class NodeDataType(Enum):
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+ INT = "INT"
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+ FLOAT = "FLOAT"
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+ RGBA = "RGBA"
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+ FLOAT_VECTOR = "FLOAT_VECTOR"
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+ FLOAT_VECTOR_2D = "FLOAT2"
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+ ROTATION = "ROTATION"
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+ STRING = "STRING"
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+ BOOLEAN = "BOOLEAN"
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+ FLOAT_MATRIX = "FLOAT_MATRIX"
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+ OBJECT = "OBJECT"
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+ GEOMETRY = "GEOMETRY"
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+ SHADER = "SHADER"
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+ COLLECTION = "COLLECTION"
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+ MATERIAL = "MATERIAL"
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+
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+ @classmethod
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+ def from_str(cls, s: str) -> "NodeDataType":
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+ try:
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+ return cls(s)
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+ except ValueError:
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+ raise ValueError(
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+ f"{s=} is not a valid {NodeDataType.__name__}, must be one of {list(cls)}"
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+ )
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+
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+
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+ class SocketType(Enum):
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+ FLOAT = "NodeSocketFloat"
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+ INT = "NodeSocketInt"
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+ VECTOR = "NodeSocketVector"
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+ ROTATION = "NodeSocketRotation"
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+ COLOR = "NodeSocketColor"
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+ BOOLEAN = "NodeSocketBool"
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+ STRING = "NodeSocketString"
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+ GEOMETRY = "NodeSocketGeometry"
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+ SHADER = "NodeSocketShader"
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+ OBJECT = "NodeSocketObject"
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+ COLLECTION = "NodeSocketCollection"
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+ TEXTURE = "NodeSocketTexture"
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+ MATERIAL = "NodeSocketMaterial"
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+
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+
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+ class SocketDType(Enum):
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+ VALUE = "VALUE"
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+ INT = "INT"
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+ VECTOR = "VECTOR"
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+ FLOAT_COLOR = "FLOAT_COLOR"
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+ RGBA = "RGBA"
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+ BOOLEAN = "BOOLEAN"
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+ ROTATION = "ROTATION"
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+ OBJECT = "OBJECT"
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+ SHADER = "SHADER"
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+ COLLECTION = "COLLECTION"
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+ MATERIAL = "MATERIAL"
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+ GEOMETRY = "GEOMETRY"
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+ STRING = "STRING"
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+
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+
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+ # Map socket types to data types (from node_info.py)
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+ SOCKET_DTYPE_TO_DATATYPE: dict[SocketDType, NodeDataType] = {
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+ SocketDType.VALUE: NodeDataType.FLOAT,
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+ SocketDType.INT: NodeDataType.INT,
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+ SocketDType.VECTOR: NodeDataType.FLOAT_VECTOR,
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+ SocketDType.FLOAT_COLOR: NodeDataType.RGBA,
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+ SocketDType.RGBA: NodeDataType.RGBA,
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+ SocketDType.BOOLEAN: NodeDataType.BOOLEAN,
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+ SocketDType.ROTATION: NodeDataType.ROTATION,
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+ SocketDType.OBJECT: NodeDataType.OBJECT,
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+ SocketDType.SHADER: NodeDataType.SHADER,
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+ SocketDType.COLLECTION: NodeDataType.COLLECTION,
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+ SocketDType.MATERIAL: NodeDataType.MATERIAL,
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+ SocketDType.GEOMETRY: NodeDataType.GEOMETRY,
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+ SocketDType.STRING: NodeDataType.STRING,
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+ }
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+ DATATYPE_TO_SOCKET_DTYPE: dict[NodeDataType, SocketDType] = {
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+ v: k for k, v in SOCKET_DTYPE_TO_DATATYPE.items()
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+ }
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+
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+ SOCKET_CLASS_TO_DATATYPE: dict[str, NodeDataType] = {
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+ SocketType.FLOAT.value: NodeDataType.FLOAT,
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+ SocketType.INT.value: NodeDataType.INT,
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+ SocketType.VECTOR.value: NodeDataType.FLOAT_VECTOR,
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+ SocketType.COLOR.value: NodeDataType.RGBA,
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+ SocketType.BOOLEAN.value: NodeDataType.BOOLEAN,
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+ SocketType.ROTATION.value: NodeDataType.ROTATION,
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+ SocketType.STRING.value: NodeDataType.STRING,
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+ SocketType.GEOMETRY.value: NodeDataType.GEOMETRY,
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+ SocketType.SHADER.value: NodeDataType.SHADER,
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+ SocketType.OBJECT.value: NodeDataType.OBJECT,
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+ SocketType.COLLECTION.value: NodeDataType.COLLECTION,
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+ SocketType.MATERIAL.value: NodeDataType.MATERIAL,
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+ }
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+ DATATYPE_TO_SOCKET_CLASS: dict[NodeDataType, SocketType] = {
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+ v: SocketType(k) for k, v in SOCKET_CLASS_TO_DATATYPE.items()
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+ }
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+
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+ NODEGROUPTYPE_TO_INSTANCE_NODE = {
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+ "GeometryNodeTree": "GeometryNodeGroup",
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+ "ShaderNodeTree": "ShaderNodeGroup",
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+ "CompositorNodeTree": "CompositorNodeGroup",
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+ "TextureNodeTree": "TextureNodeGroup",
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+ }
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+
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+ PYTHON_TYPE_TO_SOCKET_TYPE = {
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+ int: SocketType.INT,
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+ float: SocketType.FLOAT,
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+ Color: SocketType.COLOR,
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+ Vector: SocketType.VECTOR,
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+ Euler: SocketType.ROTATION,
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+ Quaternion: SocketType.ROTATION,
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+ str: SocketType.STRING,
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+ bool: SocketType.BOOLEAN,
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+ pt.MeshObject: SocketType.GEOMETRY,
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+ pt.CurveObject: SocketType.GEOMETRY,
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+ pt.VolumeObject: SocketType.GEOMETRY,
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+ nt.Geometry: SocketType.GEOMETRY,
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+ pt.Collection: SocketType.COLLECTION,
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+ pt.Material: SocketType.MATERIAL,
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+ nt.Shader: SocketType.SHADER,
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+ }
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+ SOCKET_TYPE_TO_PYTHON_TYPE = {
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+ SocketType.FLOAT: float,
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+ SocketType.INT: int,
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+ SocketType.VECTOR: pt.Vector,
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+ SocketType.ROTATION: pt.Euler,
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+ SocketType.COLOR: pt.Color,
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+ SocketType.BOOLEAN: bool,
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+ SocketType.STRING: str,
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+ SocketType.GEOMETRY: None, # TODO: infer which type of geometry it is? currently we make no annotation
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+ SocketType.COLLECTION: pt.Collection,
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+ SocketType.MATERIAL: pt.Material,
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+ SocketType.SHADER: nt.Shader,
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+ }
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+
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+ # Socket types that can be implicitly converted between each other
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+ COMPATIBLE_SCALARLIKE_SOCKETTYPES = {
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+ SocketType.FLOAT.value,
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+ SocketType.INT.value,
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+ SocketType.BOOLEAN.value,
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+ SocketType.VECTOR.value,
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+ SocketType.COLOR.value,
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+ }
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+
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+ COMPATIBLE_VECTORLIKE_SOCKETTYPES = {
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+ SocketType.VECTOR.value,
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+ SocketType.ROTATION.value,
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+ }
168
+
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+
170
+ def are_socket_types_compatible(output_type: str, input_type: str) -> bool:
171
+ """Check if two socket types are compatible for connection."""
172
+ if output_type == input_type:
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+ return True
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+
175
+ if all(t in COMPATIBLE_SCALARLIKE_SOCKETTYPES for t in (output_type, input_type)):
176
+ return True
177
+ if all(t in COMPATIBLE_VECTORLIKE_SOCKETTYPES for t in (output_type, input_type)):
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+ return True
179
+ return False
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+
181
+
182
+ DATATYPE_TO_PY_TYPE = {
183
+ NodeDataType.INT: int,
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+ NodeDataType.FLOAT: float,
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+ NodeDataType.RGBA: pt.Color,
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+ NodeDataType.FLOAT_VECTOR: pt.Vector,
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+ NodeDataType.STRING: str,
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+ NodeDataType.BOOLEAN: bool,
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+ NodeDataType.FLOAT_MATRIX: pt.Matrix,
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+ NodeDataType.OBJECT: pt.Object,
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+ NodeDataType.GEOMETRY: pt.MeshObject,
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+ NodeDataType.ROTATION: pt.Euler,
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+ NodeDataType.SHADER: nt.Shader,
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+ NodeDataType.COLLECTION: pt.Collection,
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+ NodeDataType.MATERIAL: pt.Material,
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+ }
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+
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+
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+ class NodeGroupType(Enum):
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+ GEOMETRY = "GeometryNodeTree"
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+ SHADER = "ShaderNodeTree"
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+ COMPOSITOR = "CompositorNodeTree"
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+ TEXTURE = "TextureNodeTree"
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+
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+
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+ UNIVERSAL_ATTR_NAMES = set(
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+ [
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+ "show_preview",
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+ "__module__",
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+ "is_registered_node_type",
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+ "bl_rna",
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+ "poll",
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+ "name",
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+ "internal_links",
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+ "dimensions",
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+ "parent",
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+ "bl_width_max",
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+ "label",
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+ "input_template",
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+ "show_texture",
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+ "rna_type",
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+ "width_hidden",
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+ "show_options",
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+ "location",
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+ "outputs",
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+ "use_custom_color",
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+ "__doc__",
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+ "width",
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+ "bl_width_default",
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+ "inputs",
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+ "bl_idname",
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+ "socket_value_update",
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+ "bl_width_min",
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+ "color",
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+ "bl_height_max",
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+ "__slots__",
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+ "select",
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+ "mute",
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+ "bl_height_default",
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+ "bl_static_type",
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+ "bl_height_min",
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+ "height",
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+ "bl_label",
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+ "bl_icon",
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+ "hide",
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+ "output_template",
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+ "poll_instance",
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+ "draw_buttons_ext",
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+ "type",
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+ "bl_description",
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+ "draw_buttons",
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+ "update",
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+ ]
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+ )
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+
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+ SPECIAL_CASE_ATTR_NAMES = set(
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+ [
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+ "color_ramp",
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+ "mapping",
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+ "texture_mapping",
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+ "color_mapping",
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+ "image_user",
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+ "interface",
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+ "node_tree",
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+ "tag_need_exec",
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+ ]
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+ )
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+
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+ CONSTANT_NODES = {
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+ "ShaderNodeValue": "DEFAULT_VALUE",
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+ "FunctionNodeInputBool": "boolean",
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+ "FunctionNodeInputVector": "vector",
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+ "FunctionNodeInputColor": "color",
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+ "FunctionNodeInputInt": "integer",
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+ # TODO: unsure what the attr names are for these
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+ # "FunctionNodeInputRotation": "rotation",
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+ # "FunctionNodeInputSpecialCharacters": "specialcharacters",
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+ # "FunctionNodeInputString": "string",
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+ # "FunctionNodeInputActiveCamera": "active_camera",
280
+ }