gp_render/fn.py

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from typing import Coroutine
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import bpy
import os
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import re
from mathutils import Vector
from pathlib import Path
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from math import isclose
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from collections import defaultdict
from time import time
import json
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from . constant import RD_SCENE_NAME
### -- rules
def is_valid_name(name):
'''return True if name correspond to a valid object
Don't start with a dot '.'
Is not "note"
'''
if name.startswith('.'):
return False
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## FIXME: /!\ "note" as an exclude word is not good practice, temporary fix
if name.lower() == 'note':
return False
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return True
### -- node basic
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def create_node(type, tree=None, **kargs):
'''Get a type, a tree to add in, and optionnaly multiple attribute to set
return created node
'''
tree = tree or bpy.context.scene.node_tree
node = tree.nodes.new(type)
for k,v in kargs.items():
setattr(node, k, v)
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return node
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def new_aa_node(tree, **kargs):
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'''create AA node'''
aa = create_node('CompositorNodeAntiAliasing', tree) # type = ANTIALIASING
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aa.threshold = 1.0 # 0.5
aa.contrast_limit = 0.25 # 0.5
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aa.corner_rounding = 0.25
aa.hide = True
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for k,v in kargs.items():
setattr(aa, k, v)
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return aa
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def create_aa_nodegroup(tree):
ngroup = bpy.data.node_groups.get('AA')
if not ngroup:
ngroup = bpy.data.node_groups.new('AA', 'CompositorNodeTree')
ng_in = create_node('NodeGroupInput', tree=ngroup, location=(-600,0))
ng_out = create_node('NodeGroupOutput', tree=ngroup, location=(600,0))
sep = create_node('CompositorNodeSepRGBA', tree=ngroup, location=(-150,0))
comb = create_node('CompositorNodeCombRGBA', tree=ngroup, location=(350,25))
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if bpy.app.version < (4,0,0):
ngroup.inputs.new('NodeSocketColor', 'Image')
ngroup.outputs.new('NodeSocketColor', 'Image')
else:
ngroup.interface.new_socket('Image', in_out='INPUT', socket_type='NodeSocketColor')
ngroup.interface.new_socket('Image', in_out='OUTPUT', socket_type='NodeSocketColor')
# in AA
# ngroup.links.new(comb.outputs[0], ng_out.inputs[0]) # <- connect without out AA
aa = new_aa_node(ngroup, location=(-400, 0))
# ngroup.links.new(ng_in.outputs[0], sep.inputs[0])
ngroup.links.new(ng_in.outputs[0], aa.inputs[0])
ngroup.links.new(aa.outputs[0], sep.inputs[0])
# ngroup.links.new(ng_in.outputs[0], sep.inputs[0])
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for i in range(3):
ngroup.links.new(sep.outputs[i], comb.inputs[i])
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# alpha AA
alpha_aa = new_aa_node(ngroup, location=(100,-150))
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ngroup.links.new(sep.outputs[3], alpha_aa.inputs[0])
ngroup.links.new(alpha_aa.outputs[0], comb.inputs[3])
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ngroup.links.new(comb.outputs[0], ng_out.inputs[0])
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ng = create_node('CompositorNodeGroup', tree=tree)
ng.node_tree = ngroup
ng.name = ngroup.name
ng.hide=True
return ng
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## -- object and scene settings
def activate_workspace(name='', context=None):
if not name:
return
if context is None:
context = bpy.context
if context.window.workspace.name == name:
print(f'Already in {name} workspace')
return
if (wkspace := bpy.data.workspaces.get(name)):
context.window.workspace = wkspace
return True
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# Same name with spaces as underscore
dir_name = name.replace(' ', '_')
filepath = Path(__file__).parent / 'app_templates' / dir_name / 'startup.blend'
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ret = bpy.ops.workspace.append_activate(idname=name, filepath=str(filepath))
if ret != {'FINISHED'}:
print(f'Could not found {name} at {filepath}')
return False
return context.window.workspace
def copy_settings(obj_a, obj_b):
exclusion = ['bl_rna', 'id_data', 'identifier','name_property','rna_type','properties', 'stamp_note_text','use_stamp_note',
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'settingsFilePath', 'settingsStamp', 'select', 'matrix_local', 'matrix_parent_inverse',
'matrix_basis','location','rotation_euler', 'rotation_quaternion', 'rotation_axis_angle', 'scale']
for attr in dir(obj_a):
if attr.startswith('__'):
continue
if attr in exclusion:
continue
# print('attr: ', attr)
# if obj_a.is_property_readonly(attr): # block when things aren't attribute
# continue
try:
val = getattr(obj_a, attr)
except AttributeError:
# print(f'cant get {attr}')
pass
try:
setattr(obj_b, attr, val)
except:
# print(f"can't set {attr}")
pass
def set_file_output_format(fo):
# FIXME for now default fallback to multilayer
env_file_format = os.environ.get('FILE_FORMAT')
fo.format.file_format = env_file_format if env_file_format else 'OPEN_EXR_MULTILAYER'
# fo.format.file_format = 'OPEN_EXR' # 'OPEN_EXR_MULTILAYER'
fo.format.color_mode = 'RGBA'
fo.format.color_depth = '16'
fo.format.exr_codec = 'PIZ' # 'ZIP', 'RLE'
## PNG format
# fo.format.file_format = 'PNG'
# fo.format.color_mode = 'RGBA'
# fo.format.color_depth = '8'
# fo.format.compression = 15
def set_scene_aa_settings(scene=None, aa=True):
'''aa == using native AA, else disable scene AA'''
if not scene:
scene = bpy.context.scene
if aa:
scene.eevee.taa_render_samples = 32
scene.grease_pencil_settings.antialias_threshold = 1
else:
scene.eevee.taa_render_samples = 1
scene.grease_pencil_settings.antialias_threshold = 0
def set_settings(scene=None, aa=True):
'''aa == using native AA, else disable scene AA'''
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if not scene:
scene = bpy.context.scene
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# specify scene settings for these kind of render
set_scene_aa_settings(scene=scene, aa=aa)
scene.render.film_transparent = True
scene.render.use_compositing = True
scene.render.use_sequencer = False
scene.view_settings.view_transform = 'Standard'
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scene.render.resolution_percentage = 100
# output (fast write settings since this is just to delete afterwards...)
scene.render.filepath = f'//render/preview/{scene.name}/preview_'
im_settings = scene.render.image_settings
# im_settings.file_format = 'JPEG'
# im_settings.color_mode = 'RGB'
# im_settings.quality = 0
## Same as output nodes
im_settings.file_format = 'OPEN_EXR'
im_settings.color_mode = 'RGBA'
im_settings.color_depth = '16'
im_settings.exr_codec = 'ZIP'
def scene_aa(scene=None, toggle=True):
'''Change scene AA settings and commute AA nodes according to toggle'''
if not scene:
scene=bpy.context.scene
# Enable/disable native anti-alias on active scene
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set_scene_aa_settings(scene=scene, aa=toggle)
## Set AA on scene where object and viewlayers exists
local_nodes = scene.node_tree.nodes
if (group_node := next((n for n in local_nodes if n.name.startswith('NG_')), None)):
# Get a viewlayer connected to a NG_ and check which scene is referred
if (rlayer := next((i.links[0].from_node for i in group_node.inputs if i.links and i.links[0].from_node.type == 'R_LAYERS'), None)):
if rlayer.scene and rlayer.scene != scene:
print(f'Set AA to {toggle} on scene "{rlayer.scene.name}"')
set_scene_aa_settings(scene=rlayer.scene, aa=toggle)
## Mute/Unmute AA nodegroups
for n in local_nodes:
if n.type == 'GROUP' and n.name.startswith('NG_'):
# n.mute = False # mute whole nodegroup ?
for gn in n.node_tree.nodes:
if gn.type == 'GROUP' and gn.node_tree.name == 'AA':
gn.mute = toggle
def new_scene_from(name, src_scn=None, regen=True, crop=True, link_cam=True, link_light=True):
'''Get / Create a scene from name and source scene to get settings from'''
scn = bpy.data.scenes.get(name)
if scn and not regen:
return scn
elif scn and regen:
bpy.data.scenes.remove(scn)
src_scn = src_scn or bpy.context.scene # given scene, or active scene
scn = bpy.data.scenes.new(name)
## copy original settings over to new scene
# copy_settings(current, scn) # BAD
for attr in ['frame_start', 'frame_end', 'frame_current', 'camera', 'world']:
setattr(scn, attr, getattr(src_scn, attr))
copy_settings(src_scn.render, scn.render)
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## link cameras (and lights ?)
for ob in src_scn.objects:
if link_cam and ob.type == 'CAMERA':
scn.collection.objects.link(ob)
if link_light and ob.type == 'LIGHT':
scn.collection.objects.link(ob)
# set adapted render settings
set_settings(scn)
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if crop:
scn.render.use_border = True
scn.render.use_crop_to_border = True
scn.use_nodes = True
return scn
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def get_compo_scene(scene_name=None, create=True):
'''Get / Create a dedicated compositing scene to link GP
use passed scene name, if no name is passed fall back to compo_scene propertie
return None if field is empty'''
scene_name = scene_name or bpy.context.scene.gp_render_settings.node_scene
if not scene_name:
# return None or render scene
return
scn = bpy.data.scenes.get(scene_name)
if scn:
return scn
if not create:
return
## -- Create render scene
current = bpy.context.scene
## With data
scn = bpy.data.scenes.new(scene_name)
## copy original settings over to new scene
for attr in ['frame_start', 'frame_end', 'frame_current']: # , 'camera', 'world'
setattr(scn, attr, getattr(current, attr))
copy_settings(current.render, scn.render)
scn.use_nodes = True
## Clear node tree
scn.node_tree.nodes.clear()
set_settings(scn)
scn.gp_render_settings['use_aa'] = True
return scn
def get_render_scene(scene_name=None, create=True):
'''Get / Create a dedicated render scene to link GP'''
scene_name = scene_name or RD_SCENE_NAME
render_scn = bpy.data.scenes.get(scene_name)
if render_scn:
return render_scn
if not create:
return
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## -- Create render scene
current = bpy.context.scene
## With data
render_scn = bpy.data.scenes.new(scene_name)
## copy original settings over to new scene
# copy_settings(current, render_scn) # BAD
for attr in ['frame_start', 'frame_end', 'frame_current', 'camera', 'world']:
setattr(render_scn, attr, getattr(current, attr))
copy_settings(current.render, render_scn.render)
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## link cameras (and lights ?)
for ob in current.objects:
if ob.type in ('CAMERA', 'LIGHT'):
render_scn.collection.objects.link(ob)
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render_scn.use_nodes = True
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## Clear node tree (initial view layer stuff)
render_scn.node_tree.nodes.clear()
# for n in reversed(render_scn.node_tree.nodes):
# render_scn.node_tree.nodes.remove(n)
set_settings(render_scn)
render_scn.gp_render_settings['use_aa'] = True
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return render_scn
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def get_view_layer(name, scene=None):
'''get viewlayer name
return existing/created viewlayer
'''
scene = scene or get_render_scene()
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### pass double letter prefix as suffix
## pass_name = re.sub(r'^([A-Z]{2})(_)(.*)', r'\3\2\1', 'name')
## pass_name = f'{name}_{passe}'
pass_vl = scene.view_layers.get(name)
if not pass_vl:
pass_vl = scene.view_layers.new(name)
pass_vl.use_pass_z = True
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return pass_vl
def set_resolution_from_cam_prop(cam=None, scene=None):
if scene is None:
scene = bpy.context.scene
if not cam:
cam = scene.camera
if not cam:
return ('ERROR', 'No active camera')
res = cam.get('resolution')
if not res:
return ('ERROR', 'Cam has no resolution attribute')
rd = scene.render
if rd.resolution_x == res[0] and rd.resolution_y == res[1]:
return ('INFO', f'Resolution already at {res[0]}x{res[1]}')
else:
rd.resolution_x, rd.resolution_y = res[0], res[1]
return ('INFO', f'Resolution to {res[0]}x{res[1]}')
## -- node location tweaks
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def real_loc(n):
if not n.parent:
return n.location
return n.location + real_loc(n.parent)
def get_frame_transform(f, node_tree=None):
'''Return real transform location of a frame node
only works with one level of nesting (not recursive)
'''
if not node_tree:
node_tree = f.id_data
if f.type != 'FRAME':
return
# return real_loc(f), f.dimensions
childs = [n for n in node_tree.nodes if n.parent == f]
if not childs:
return f.location, f.dimensions
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# real_locs = [f.location + n.location for n in childs]
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xs = [n.location.x for n in childs] + [n.location.x + n.dimensions.x for n in childs]
ys = [n.location.y for n in childs] + [n.location.y - n.dimensions.y for n in childs]
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xs.sort(key=lambda loc: loc) # x val : ascending
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ys.sort(key=lambda loc: loc) # ascending # , reversed=True) # y val : descending
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loc = Vector((min(xs), max(ys)))
dim = Vector((max(xs) - min(xs) + 60, max(ys) - min(ys) + 60))
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return loc, dim
## -- get all frames with their real transform.
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def bbox(f, frames):
xs=[]
ys=[]
for n in frames[f]: # nodes of passed frame
# Better as Vectors ?
if n.type == 'FRAME':
if n not in frames.keys():
# print(f'frame {n.name} not in frame list')
continue
all_xs, all_ys = bbox(n, frames) # frames[n]
xs += all_xs
ys += all_ys
else:
loc = real_loc(n)
xs += [loc.x, loc.x + n.dimensions.x] # + (n.dimensions.x/get_dpi_factor())
ys += [loc.y, loc.y - n.dimensions.y] # - (n.dimensions.y/get_dpi_factor())
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# margin ~= 30
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# return xs and ys
return [min(xs)-30, max(xs)+30], [min(ys)-30, max(ys)+30]
def get_frames_bbox(node_tree):
'''Return a dic with all frames
ex: {frame_node: (location, dimension), ...}
'''
# create dic of frame object with his direct child nodes nodes
frames = defaultdict(list)
frames_bbox = {}
for n in node_tree.nodes:
if not n.parent:
continue
# also contains frames
frames[n.parent].append(n)
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# Dic for bbox coord
for f, nodes in frames.items():
if f.parent:
continue
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xs, ys = bbox(f, frames)
# xs, ys = bbox(nodes, frames)
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## returning: list of corner coords
# coords = [
# Vector((xs[0], ys[1])),
# Vector((xs[1], ys[1])),
# Vector((xs[1], ys[0])),
# Vector((xs[0], ys[0])),
# ]
# frames_bbox[f] = coords
## returning: (loc vector, dimensions vector)
frames_bbox[f] = Vector((xs[0], ys[1])), Vector((xs[1] - xs[0], ys[1] - ys[0]))
return frames_bbox
## -- nodes helper functions
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def remove_nodes_by_viewlayer(viewlayer_list, scene=None):
'''Take a list of viewlayer and optionaly a scene to target nodetree
remove nodes related to this viewlayer in nodetree
'''
scene = scene or bpy.context.scene
vl_names = [v.name for v in viewlayer_list]
for n in reversed(scene.node_tree.nodes):
if n.type == 'R_LAYERS' and n.layer in vl_names:
for lnk in n.outputs[0].links:
grp = lnk.to_node
if grp.type != 'GROUP':
continue
if not grp.name.startswith('NG'):
continue
sockin = lnk.to_socket
sockout = grp.outputs.get(sockin.name)
if not sockout:
continue
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for grplink in sockout.links:
if grplink.to_node.type != 'OUTPUT_FILE':
continue
fo_socket = grplink.to_socket
fo = grplink.to_node
fo.file_slots.remove(fo_socket)
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# remove input and output from group
# grp.inputs.remove(sockin) # do not clear inside !!
# grp.outputs.remove(sockout) # do not clear inside !!
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ngroup = grp.node_tree
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if bpy.app.version < (4,0,0):
for i in range(len(grp.inputs))[::-1]:
if grp.inputs[i].name == sockin.name:
ngroup.inputs.remove(ngroup.inputs[i])
break
for i in range(len(grp.outputs))[::-1]:
if grp.outputs[i].name == sockout.name:
ngroup.outputs.remove(ngroup.outputs[i])
break
else:
g_inputs = [s for s in ngroup.interface.items_tree if s.in_out == 'INPUT']
g_outputs = [s for s in ngroup.interface.items_tree if s.in_out == 'OUTPUT']
for i in range(len(grp.inputs))[::-1]:
if grp.inputs[i].name == sockin.name:
ngroup.interface.remove(g_inputs[i])
break
for i in range(len(grp.outputs))[::-1]:
if grp.outputs[i].name == sockout.name:
ngroup.interface.remove(g_outputs[i])
break
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# Remove render_layer node
scene.node_tree.nodes.remove(n)
def merge_gplayer_viewlayers(ob=None, act=None, layers=None, scene=None):
'''ob is not needed if active and layers are passed'''
if ob is None:
ob = bpy.context.object
if act is None:
act = ob.data.layers.active
if layers is None:
layers = [l for l in ob.data.layers if l.select and l != act]
if act is None:
return ({'ERROR'}, 'Active layer not found. Should be active layer on active object!')
rd_scn = scene or get_render_scene(create=False) # bpy.context.scene
node_scene = get_compo_scene(create=False) or rd_scn
if not act.viewlayer_render:
return ({'ERROR'}, f'Active layer {act.info} has no viewlayer assigned')
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# List layers and viewlayers
vls = [rd_scn.view_layers.get(l.viewlayer_render) for l in layers
if l.viewlayer_render and l.viewlayer_render != act.viewlayer_render and rd_scn.view_layers.get(l.viewlayer_render)]
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# Remove duplication
vls = list(set(vls))
# Remove viewlayer related nodes
# FIXME it's possible nodes are nodes searched in the right scene if launched from RenderGP
remove_nodes_by_viewlayer(vls, node_scene) # send compositing scene
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# Assign view layer from active to selected
for l in layers:
l.viewlayer_render = act.viewlayer_render
## Delete unused viewlayers ()
used_vl_name = [n.layer for n in rd_scn.node_tree.nodes if n.type == 'R_LAYERS' and n.layer]
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used_vl_name = list(set(used_vl_name))
for vl in vls:
# rd_scn.view_layers.remove(vl)
if vl.name == 'exclude':
# keep exclude
continue
if not vl.name in used_vl_name:
rd_scn.view_layers.remove(vl)
def group_adjacent_layer_prefix_rlayer(ob, excluded_prefix=[], first_name=True):
'''Set viewlayer and renderlayers by Gp layer adjacent prefix
Call merge_gplayer_viewlayers with grouped prefix
:excluded_prefix: List of prefixes to exclude from merge or str with comma separated values
:first_name: Keep the viewlayer of the bottom layer in group, else last
'''
from itertools import groupby
re_prefix = re.compile(r'^([A-Z]{2})_')
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if isinstance(excluded_prefix, str):
excluded_prefix = [p.strip() for p in excluded_prefix.split(',')]
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## Create adjacent grp list: [('CO', [layer1, layer2]), ('LN', [layer3, layer4])]
adjacent_prefix_groups = [
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(g[0], list(g[1])) for g in
groupby([l for l in ob.data.layers],
key=lambda l: re_prefix.search(l.info).group(1) if re_prefix.search(l.info) else '')
]
for prefix, layer_grp in adjacent_prefix_groups:
## Remove layer that are in excluded viewlayer
## Else None/exclusion vl can expand rest of the adjacent layers
for l in reversed(layer_grp):
if not l.viewlayer_render or l.viewlayer_render == 'exclude':
print(f'prefix "{prefix}": remove "{l.info}" from grouping adjacent layers')
layer_grp.remove(l) # remove traget the layer directly
if len(layer_grp) < 2:
continue
if not prefix or prefix in excluded_prefix:
continue
ref = layer_grp[0] if first_name else layer_grp[-1]
merge_gplayer_viewlayers(ob, act=ref, layers=layer_grp)
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def clear_nodegroup(name, full_clear=False):
'''remove duplication of a nodegroup (.???)
also remove the base one if full_clear True
'''
for ng in reversed(bpy.data.node_groups):
pattern = name + r'\.\d{3}'
if not full_clear and ng.users:
continue
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if re.search(pattern, ng.name):
bpy.data.node_groups.remove(ng)
if full_clear and ng.name == name:
# if full clear
bpy.data.node_groups.remove(ng)
def rearrange_rlayers_in_frames(node_tree):
'''rearrange RL nodes in all frames in nodetree'''
frames_l = [n for n in node_tree.nodes if n.type == 'FRAME']
for f in frames_l:
all_in_frames = [n for n in node_tree.nodes if n.parent == f]
rlayers = [n for n in all_in_frames if n.type == 'R_LAYERS']
if not rlayers:
continue
all_in_frames.sort(key=lambda x: x.location.y, reverse=True) # descending
rlayers.sort(key=lambda x: x.location.y, reverse=True) # descending
top = all_in_frames[0].location.y
for rl in rlayers:
# move to top with equal size
rl.location.y = top
if rl.dimensions.y == 0:
# Newly created nodes
top -= 180 + 20 # down by probable size + gap of 20
else:
top -= rl.dimensions.y + 20 # place next down by height + gap of 20
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def rearrange_frames(node_tree):
frame_d = get_frames_bbox(node_tree) # dic : {frame_node:(loc vector, dimensions vector), ...}
if not frame_d:
print('no frame found')
return
# print([f.name for f in frame_d.keys()])
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## order the dict by frame.y location
frame_d = {key: value for key, value in sorted(frame_d.items(), key=lambda pair: pair[1][0].y - pair[1][1].y, reverse=True)}
frames = [[f, v[0], v[1].y] for f, v in frame_d.items()] # [frame_node, real_loc, real dimensions]
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top = frames[0][1].y # upper node location.y
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# top = 0 #always start a 0
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offset = 0
for f in frames:
## f[1] : real loc Vector
## f[0] : frame
## move frame by offset needed (delta between real_loc and "fake" loc , minus offset)
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f[0].location.y = (f[1].y - f[0].location.y) - offset # avoid offset when recalculating from 0 top
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# f[0].location.y = f[1].y - top - offset
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offset += f[2] + 200 # gap
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f[0].update()
def reorder_inputs(ng):
rl_nodes = [s.links[0].from_node for s in ng.inputs if s.is_linked and s.links and s.links[0].from_node.type == 'R_LAYERS']
rl_nodes.sort(key=lambda x: x.location.y, reverse=True)
names = [n.layer for n in rl_nodes]
inputs_names = [s.name for s in ng.inputs]
filtered_names = [n for n in names if n in inputs_names]
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if bpy.app.version < (4,0,0):
for dest, name in enumerate(filtered_names):
## rebuild list at each iteration so index are good
inputs_names = [s.name for s in ng.inputs]
src = inputs_names.index(name)
# reorder on node_tree not directly on node!
ng.node_tree.inputs.move(src, dest)
else:
n_inputs = [s for s in ng.node_tree.interface.items_tree if s.in_out == 'INPUT']
for dest, name in enumerate(filtered_names):
item = next((s for s in ng.node_tree.interface.items_tree if s.in_out == 'INPUT' and s.name == name), None)
if not item: # Dbg
print(f'!PROBLEM with input "{name}"')
continue
# Need to offset index (inputs are listed after output in item_tree list)
dest = dest + n_inputs[0].position
ng.node_tree.interface.move(item, dest)
ng.node_tree.interface_update(bpy.context)
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def reorder_outputs(ng):
ordered_out_name = [nis.name for nis in ng.inputs if nis.name in [o.name for o in ng.outputs]]
for s_name in ordered_out_name:
all_outnames = [o.name for o in ng.outputs]
# reorder on nodetree, not on node !
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if bpy.app.version < (4,0,0):
ng.node_tree.outputs.move(all_outnames.index(s_name), ordered_out_name.index(s_name))
else:
item = next((s for s in ng.node_tree.interface.items_tree if s.in_out == 'OUTPUT' and s.name == s_name), None)
if not item: # Dbg
print(f'!PROBLEM with output "{s_name}"')
continue
ng.node_tree.interface.move(item, ordered_out_name.index(s_name))
ng.node_tree.interface_update(bpy.context)
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def clear_disconnected(fo):
for inp in reversed(fo.inputs):
if not inp.is_linked:
print(f'Deleting unlinked fileout slot: {inp.name}')
fo.inputs.remove(inp)
def reorder_fileout(fo, ng=None):
if not ng: # get connected nodegroup
for s in fo.inputs:
if s.is_linked and s.links and s.links[0].from_node.type == 'GROUP':
ng = s.links[0].from_node
break
if not ng:
print(f'No nodegroup to refer to filter {fo.name}')
return
ordered = [o.links[0].to_socket.name for o in ng.outputs if o.is_linked and o.is_linked and o.links[0].to_node == fo]
for s_name in ordered:
all_outnames = [s.name for s in fo.inputs] # same as [fs.path for fs in fo.file_slots]
fo.inputs.move(all_outnames.index(s_name), ordered.index(s_name))
def reorganise_NG_nodegroup(ng):
'''refit node content to avoid overlap'''
ngroup = ng.node_tree
ng_in = ngroup.nodes.get('Group Input')
offset = 35
y = 0
for s in ng_in.outputs:
if s.is_linked:
s.links[0].to_node.location.y = y
y -= offset
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def connect_to_group_output(n):
for o in n.outputs:
if o.is_linked:
if o.links[0].to_node.type == 'GROUP_OUTPUT':
return o.links[0].to_socket
val = connect_to_group_output(o.links[0].to_node)
if val:
return val
return False
def connect_to_group_input(n):
for i in n.inputs:
if i.is_linked:
if i.links[0].from_node.type == 'GROUP_INPUT':
return i.links[0].from_socket
val = connect_to_group_input(i.links[0].from_node)
if val:
return val
return False
def all_connected_forward(n, nlist=[]):
'''return list of all forward connected nodes recursively (include passed nodes)'''
for o in n.outputs:
if o.is_linked:
for lnk in o.links:
if lnk.to_node.type == 'GROUP_OUTPUT':
if n not in nlist:
return nlist + [n]
else:
return nlist
else:
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nlist = all_connected_forward(lnk.to_node, nlist)
if n in nlist:
return nlist
return nlist + [n]
def all_connected_forward_from_socket(socket):
'''return a list of all nodes connected forward after socket'''
node_list = []
for ln in socket.links:
for n in all_connected_forward(ln.to_node):
if n not in node_list:
node_list.append(n)
# node_list = list(set(node_list))
return node_list
def node_height(n):
return n.height if not n.hide else 30
def reorder_nodegroup_content(ngroup):
if isinstance(ngroup, bpy.types.Node):
ngroup = ngroup.node_tree
grp_in = None
for n in ngroup.nodes:
if n.type == 'GROUP_INPUT':
grp_in = n
break
if not grp_in:
return
n_threads = []
for out in grp_in.outputs:
n_thread = all_connected_forward_from_socket(out)
if n_thread:
n_threads.append(n_thread)
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level = grp_in.location.y
for thread in n_threads:
top = max([n.location.y for n in thread])
bottom = min([n.location.y - node_height(n) for n in thread])
thread_h = top - bottom
# move all nodes to adjust to level
diff_to_add = level - top
for n in thread:
n.location.y += diff_to_add
# move level to bottom
level -= thread_h + 2 # add a gap of two
def clear_nodegroup_content_if_disconnected(ngroup):
'''Get a nodegroup.node_tree
delete orphan nodes that are not connected from group input node
'''
if isinstance(ngroup, bpy.types.Node):
# case where a node is sent instead of the group
ngroup = ngroup.node_tree
for n in reversed(ngroup.nodes):
if n.type in ('GROUP_INPUT', 'GROUP_OUTPUT'):
continue
if not connect_to_group_input(n) and not connect_to_group_output(n): # is disconnected from both side
ngroup.nodes.remove(n)
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reorder_nodegroup_content(ngroup)
def clean_nodegroup_inputs(ng, skip_existing_pass=True):
'''Clear inputs to output of passed nodegroup if not connected'''
ngroup = ng.node_tree
rl_nodes = [n.layer for n in ng.id_data.nodes if n.type == 'R_LAYERS']
for i in range(len(ng.inputs))[::-1]:
if not ng.inputs[i].is_linked:
if skip_existing_pass and any(ng.inputs[i].name == x for x in rl_nodes):
# a render layer of this name still exists
continue
ngroup.inputs.remove(ngroup.inputs[i])
# clear_nodegroup_content_if_disconnected(ngroup)
def bridge_reconnect_nodegroup(ng, socket_name=None):
'''
Reconnect group_in and group out that have been disconnected
:socket: only use this specific socket type
'''
ngroup = ng.node_tree
ng_in = ngroup.nodes.get('Group Input')
ng_out = ngroup.nodes.get('Group Output')
for sockin in ng_in.outputs:
if socket_name and sockin.name != socket_name:
continue
if not sockin.name: # last empty output is listed
continue
sockout = ng_out.inputs.get(sockin.name)
if not sockout:
continue
if len(sockin.links) and connect_to_group_output(sockin.links[0].to_node):
continue
## need reconnect
aa = create_aa_nodegroup(ngroup)
ngroup.links.new(sockin, aa.inputs[0])
ngroup.links.new(aa.outputs[0], sockout)
print(f'{ng.name}: Bridged {sockin.name}')
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def random_color(alpha=False):
import random
if alpha:
return (random.uniform(0,1), random.uniform(0,1), random.uniform(0,1), 1)
return (random.uniform(0,1), random.uniform(0,1), random.uniform(0,1))
def nodegroup_merge_inputs(ngroup, aa=True):
'''Get a nodegroup
merge every group inputs with alpha over
then connect to antialias and a new output
'''
ng_in = ngroup.nodes.get('Group Input')
ng_out = ngroup.nodes.get('Group Output')
x, y = ng_in.location.x + 200, 0
offset_x, offset_y = 150, -100
# merge all inputs in alphaover nodes
prev = None
for i in range(len(ng_in.outputs)-1): # skip waiting point
inp = ng_in.outputs[i]
if not prev:
prev = ng_in
continue
# live connect
ao = create_node('CompositorNodeAlphaOver', tree=ngroup, location=(x,y), hide=True)
ngroup.links.new(prev.outputs[0], ao.inputs[1])
ngroup.links.new(inp, ao.inputs[2])
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x += offset_x
y += offset_y
prev = ao
# Create one output and link
out_name = 'preview'
if bpy.app.version < (4,0,0):
# out_name = ngroup.inputs[0].name # name like first inputout_name
out = ngroup.outputs.new('NodeSocketColor', out_name)
else:
# out_name = next((s for s in ngroup.interface.items_tree if s.in_out == 'INPUT')).name # name like first input
out = ngroup.interface.new_socket(out_name, in_out='OUTPUT', socket_type='NodeSocketColor')
## create a merged name as output ??
if aa:
# create AA and link
aa = create_aa_nodegroup(ngroup) # new_aa_node(ngroup)
aa.location = (ao.location.x + 200, ao.location.y)
ngroup.links.new(ao.outputs[0], aa.inputs[0]) # node_tree
ngroup.links.new(aa.outputs[0], ng_out.inputs[0])
else:
# link directly
ngroup.links.new(ao.outputs[0], ng_out.inputs[0])
## -- renumbering funcs
def get_numbered_output(out, slot_name):
'''Return output slot name without looking for numbering ???_
'''
pattern = r'^(?:\d{3}_)?' # optional non capture group of 3 digits + _
pattern = f'{pattern}{slot_name}'
for inp in out.inputs:
if re.match(pattern, inp.name):
return inp
def add_fileslot_number(fs, number):
field_attr = 'name' if hasattr(fs, 'name') else 'path'
elems = getattr(fs, field_attr).split('/')
for i, e in enumerate(elems):
if re.match(r'^\d{3}_', e):
elems[i] = re.sub(r'^(\d{3})', lambda x: str(number).zfill(3), e)
else:
elems[i] = f'{str(number).zfill(3)}_{e}'
new = '/'.join(elems)
setattr(fs, field_attr, new)
return new
def renumber(fo, offset=10):
'''Force renumber all the slots with a 3'''
if fo.type != 'OUTPUT_FILE': return
ct = 10 # start at 10
slots = fo.layer_slots if fo.format.file_format == 'OPEN_EXR_MULTILAYER' else fo.file_slots
for fs in slots:
add_fileslot_number(fs, ct)
ct += offset
def get_num(string) -> int:
'''get a tring or a file_slot object
return leading number or None
'''
if not isinstance(string, str):
if hasattr(string, 'path'):
string = string.path
else:
string = string.name
num = re.search(r'^(\d{3})_', string)
if num:
return int(num.group(1))
def delete_numbering(fo): # padding=3
'''Delete prefix numbering on all slots on passed file output'''
if fo.type != 'OUTPUT_FILE': return
if fo.format.file_format == 'OPEN_EXR_MULTILAYER':
slots = fo.layer_slots
field_attr = 'name'
else:
slots = fo.file_slots
field_attr = 'path'
for fs in slots:
elems = getattr(fs, field_attr).split('/')
for i, e in enumerate(elems):
elems[i] = re.sub(r'^\d{3}_', '', e)
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new = '/'.join(elems)
setattr(fs, field_attr, new)
def reverse_fileout_inputs(fo):
count = len(fo.inputs)
for i in range(count):
fo.inputs.move(count-1, i)
def renumber_keep_existing(fo, offset=10, invert=True):
'''Renumber by keeping existing numbers and inserting new one whenever possible
Big and ugly function that do the trick nonetheless...
'''
if fo.type != 'OUTPUT_FILE': return
ct = 10
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if invert:
reverse_fileout_inputs(fo)
fsl = fo.layer_slots if fo.format.file_format == 'OPEN_EXR_MULTILAYER' else fo.file_slots
last_idx = len(fsl) - 1
prev = None
prev_num = None
for idx, fs in enumerate(fsl):
# print('-->', idx, fs.path)
if idx == last_idx: # handle last
if get_num(fs) is not None:
break
if idx > 0:
prev = fsl[idx-1]
num = get_num(prev)
if num is not None:
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add_fileslot_number(fs, num + offset)
else:
add_fileslot_number(fs, ct)
else:
add_fileslot_number(fs, 10) # there is only one slot (maybe don't number ?)
break
# update the ct with the current taken number if any
number = get_num(fs)
if number is not None:
prev = fs
ct = number + offset
continue # skip already numbered
# analyse all next slots until there is numbered
divider = 0
# print(f'range(1, {len(fsl) - idx}')
for i in range(1, len(fsl) - idx):
next_num = get_num(fsl[idx + i])
if next_num is not None:
divider = i+1
break
if idx == 0: # handle first
prev_num = 0
prev = None
if next_num is None:
add_fileslot_number(fs, 0)
elif next_num == 0:
print(f'Cannot insert value before 0 to {fsl.path}')
continue
else:
add_fileslot_number(fs, int(next_num / 2))
else:
prev = fsl[idx-1]
test_prev = get_num(prev)
if test_prev is not None:
prev_num = test_prev
if not divider:
if prev_num is not None:
add_fileslot_number(fs, prev_num + offset)
else:
add_fileslot_number(fs, ct)
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else:
if prev_num is not None:
# iterate rename
gap_inc = int((next_num - prev_num) / divider)
if gap_inc < 1: # same values !
print(f'cannot insert a median value at {fs.path} between {prev_num} and {next_num}')
continue
ct = prev_num
for temp_id in range(idx, idx+i):
ct += gap_inc
add_fileslot_number(fsl[temp_id], ct)
else:
print("what's going on ?\n")
# first check if it has a number (if not bas)
prev = fs
ct += offset
if invert:
reverse_fileout_inputs(fo)
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def has_channel_color(layer):
'''Return True if gp_layer.channel_color is different than the default (0.2, 0.2, 0.2) '''
if not any(isclose(i, 0.2, abs_tol=0.001) for i in layer.channel_color):
return True
def normalize(text):
return text.lower().replace('-', '_')
PATTERN = r'^(?P<grp>-\s)?(?P<tag>[A-Z]{2}_)?(?P<name>.*?)(?P<sfix>_[A-Z]{2})?(?P<inc>\.\d{3})?$' # numering
def normalize_layer_name(layer, prefix='', desc='', suffix='', lower=True, dash_to_underscore=True, point_to_underscore=True, get_only=False):
'''GET a layer and argument to build and assign name'''
import re
name = layer.info
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pattern = PATTERN
sep = '_'
res = re.search(pattern, name.strip())
grp = '' if res.group('grp') is None else res.group('grp')
tag = '' if res.group('tag') is None else res.group('tag')
# tag2 = '' if res.group('tag2') is None else res.group('tag2')
name = '' if res.group('name') is None else res.group('name')
sfix = '' if res.group('sfix') is None else res.group('sfix')
inc = '' if res.group('inc') is None else res.group('inc')
if grp:
grp = ' ' + grp # name is strip(), so grp first spaces are gones.
if prefix:
if prefix == 'prefixkillcode':
tag = ''
else:
tag = prefix.upper().strip() + sep
# if prefix2:
# tag2 = prefix2.upper().strip() + sep
if desc:
name = desc
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if suffix:
if suffix == 'suffixkillcode':
sfix = ''
else:
sfix = sep + suffix.upper().strip()
# check if name is available without the increment ending
if lower:
name = name.lower()
if dash_to_underscore:
name = name.replace('-', '_')
if point_to_underscore:
name = name.replace('.', '_')
new = f'{grp}{tag}{name}{sfix}' # lower suffix ?
if get_only:
return new
if new != layer.info:
old = layer.info
print(f'{old} >> {new}')
layer.info = new
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# Also change name string in modifier target !
for ob in [o for o in bpy.data.objects if o.type == 'GPENCIL' and o.data == layer.id_data]:
for m in ob.grease_pencil_modifiers:
if hasattr(m, 'layer') and m.layer:
if m.layer == old:
print(f' - updated in {ob.name} modifier {m.name}')
m.layer = new
# unused currently
def build_dope_gp_list(layer_list):
'''Take a list of GP layers return a dict with pairs {gp data : own layer list}'''
from collections import defaultdict
gps = defaultdict(list)
for l in layer_list:
gps[l.id_data].append(l)
return gps
def build_layers_targets_from_dopesheet(context):
'''Return all selected layers on context GP dopesheet according to seelction and filters'''
ob = context.object
gpl = context.object.data.layers
act = gpl.active
dopeset = context.space_data.dopesheet
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if dopeset.show_only_selected:
pool = [o for o in context.selected_objects if o.type == 'GPENCIL']
else:
pool = [o for o in context.scene.objects if o.type == 'GPENCIL']
if not dopeset.show_hidden:
pool = [o for o in pool if o.visible_get()]
layer_pool = [l for o in pool for l in o.data.layers]
layer_pool = list(set(layer_pool)) # remove dupli-layers from same data source with
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# apply search filter
if dopeset.filter_text:
layer_pool = [l for l in layer_pool if (dopeset.filter_text.lower() in l.info.lower()) ^ dopeset.use_filter_invert]
return layer_pool
""" # old show message gox without operator support
def show_message_box(_message = "", _title = "Message Box", _icon = 'INFO'):
'''get a str to display or a list of [str, str]
can have an icon [[str, icon], str, [str, icon]]
'''
def draw(self, context):
for l in _message:
if isinstance(l, str):
self.layout.label(text=l)
else:
self.layout.label(text=l[0], icon=l[1])
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if isinstance(_message, str):
_message = [_message]
bpy.context.window_manager.popup_menu(draw, title = _title, icon = _icon)
"""
def show_message_box(_message = "", _title = "Message Box", _icon = 'INFO'):
'''Show message box with element passed as string or list
if _message if a list of lists:
if sublist have 2 element:
considered a label [text,icon]
if sublist have 3 element:
considered as an operator [ops_id_name, text, icon]
'''
def draw(self, context):
for l in _message:
if isinstance(l, str):
self.layout.label(text=l)
else:
if len(l) == 2: # label with icon
self.layout.label(text=l[0], icon=l[1])
elif len(l) == 3: # ops
self.layout.operator_context = "INVOKE_DEFAULT"
self.layout.operator(l[0], text=l[1], icon=l[2], emboss=False) # <- highligh the entry
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if isinstance(_message, str):
_message = [_message]
bpy.context.window_manager.popup_menu(draw, title = _title, icon = _icon)
## -- camera framing and object anim checks
def get_bbox_3d(ob) -> list:
bbox_coords = ob.bound_box
return [ob.matrix_world @ Vector(b) for b in bbox_coords]
def is_render_included(o, scn) -> bool:
'''return True if object is in at least one non-excluded collection
in all passed scene viewlayer
'''
if o.hide_render:
return False
for vl in scn.view_layers:
all_cols = get_collection_childs_recursive(vl.layer_collection)
for c in all_cols:
print(c.name)
if o in c.collection.objects[:]:
if not c.exclude:
return True
return False
def get_crop_pixel_coord(scn) -> dict:
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# width height probably not needed. might need
px_width = (scn.render.border_max_x - scn.render.border_min_x) * scn.render.resolution_x
px_height = (scn.render.border_max_y - scn.render.border_min_y) * scn.render.resolution_y
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pos_x = (scn.render.border_min_x + ((scn.render.border_max_x - scn.render.border_min_x) / 2)) * scn.render.resolution_x
## coord y > image center coord from bottom-left (Blender)
# pos_y = (scn.render.border_min_y + ((scn.render.border_max_y - scn.render.border_min_y) / 2)) * scn.render.resolution_y,
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## image center coord from top-left (AE)
pos_y = ((1 - scn.render.border_max_y) + ((scn.render.border_max_y - scn.render.border_min_y) / 2)) * scn.render.resolution_y
coord = {
'position_x' : round(pos_x),
'position_y' : round(pos_y),
'width' : round(px_width),
'height' : round(px_height),
'scene_res_x': scn.render.resolution_x,
'scene_res_y': scn.render.resolution_y,
}
return coord
def export_crop_to_json() -> dict:
'''Export crop to json coords for AE'''
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blend = Path(bpy.data.filepath)
## Use a fixed name (easier to load from After effects)
json_path = blend.parent / 'render' / 'crop_infos.json'
## Use blend name (to support version)
# json_path = blend.parent / 'render' / f'{blend.stem}.json'
## per scene : json_path = Path(bpy.data.filepath).parent / 'render' / f'{scn.name}.json'
# json_path = Path(bpy.data.filepath).parent / 'render' / f'{scn.name}.json' # f'{ob.name}.json'
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coord_dic = {}
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for scn in bpy.data.scenes:
if scn.render.use_border and scn.render.use_crop_to_border: # Only usefull if cropped
scn_border = get_crop_pixel_coord(scn)
## Only scn name (meaning only one name to refer if multiple GP)
# coord_dic[scn.name] = scn_border
## use name of first found visible GP (scene name if no visible GP)
gps = [o for o in scn.objects if o.type == 'GPENCIL' if is_render_included(o, scn)] # o.visible_get() < only work on active window
if gps and scn.name != 'Scene': # always export Scene with Scene name...
for ob in gps:
coord_dic[ob.name] = scn_border
print(f'Added gp {ob.name} crop info')
else:
coord_dic[scn.name] = scn_border
print(f'Added scene {scn.name} crop info')
if coord_dic:
json_path.parent.mkdir(parents=False, exist_ok=True)
# save bbox
with json_path.open('w') as fd:
json.dump(coord_dic, fd, indent='\t')
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print(f'Coords saved at: {json_path}')
return coord_dic
def set_border_region_from_coord(coords, scn=None, margin=30, export_json=True):
'''Get a list of point coord in worldcamera view space (0 to 1) on each axis
set border (of passed scene :scn: ) with given coordinate
return the coords list as pixel coordinate
'''
scn = scn or bpy.context.scene
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coords2d_x = sorted([c[0] for c in coords])
coords2d_y = sorted([c[1] for c in coords])
margin_width = margin / scn.render.resolution_x
margin_height = margin / scn.render.resolution_y
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# set crop
scn.render.border_min_x = coords2d_x[0] - margin_width
scn.render.border_max_x = coords2d_x[-1] + margin_width
scn.render.border_min_y = coords2d_y[0] - margin_height
scn.render.border_max_y = coords2d_y[-1] + margin_height
## get clamped relative value
# relative_bbox2d_coords = [
# (scn.render.border_min_x, scn.render.border_min_y),
# (scn.render.border_min_x, scn.render.border_max_y),
# (scn.render.border_max_x, scn.render.border_max_y),
# (scn.render.border_max_x, scn.render.border_min_y),
# ]
pixel_bbox2d_coords = [
(scn.render.border_min_x*scn.render.resolution_x, scn.render.border_min_y*scn.render.resolution_y),
(scn.render.border_min_x*scn.render.resolution_x, scn.render.border_max_y*scn.render.resolution_y),
(scn.render.border_max_x*scn.render.resolution_x, scn.render.border_max_y*scn.render.resolution_y),
(scn.render.border_max_x*scn.render.resolution_x, scn.render.border_min_y*scn.render.resolution_y),
]
# if export_json:
# export_crop_to_json(scn)
return pixel_bbox2d_coords
def get_gp_box_all_frame(ob, cam=None):
'''set crop to object bounding box considering whole animation. Cam should not be animated (render in bg_cam)
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return 2d bbox in pixels
'''
from bpy_extras.object_utils import world_to_camera_view
coords_cam_list = []
scn = bpy.context.scene
cam = cam or scn.camera
start = time()
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if ob.animation_data and ob.animation_data.action: # use frame set on all frames
print(f'{ob.name} has anim')
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# frame_nums = sorted(list(set([f.frame_number for l in ob.data.layers if len(l.frames) for f in l.frames if len(f.strokes) and scn.frame_start <= f.frame_number <= scn.frame_end])))
for num in range(scn.frame_start, scn.frame_end+1):
scn.frame_set(num)
for l in ob.data.layers:
if l.hide or l.opacity == 0.0:
continue
if l.active_frame:
for s in l.active_frame.strokes:
if len(s.points) == 1: # skip isolated points
continue
coords_cam_list += [world_to_camera_view(scn, cam, ob.matrix_world @ p.co) for p in s.points]
else:
# if object is not animated no need to frame_set to update object position
print(f'{ob.name} no anim')
for l in ob.data.layers:
if l.hide or l.opacity == 0.0:
continue
for f in l.frames:
if not (scn.frame_start <= f.frame_number <= scn.frame_end):
continue
for s in f.strokes:
if len(s.points) == 1: # skip isolated points
continue
coords_cam_list += [world_to_camera_view(scn, cam, ob.matrix_world @ p.co) for p in s.points]
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print(time() - start) # Dbg-time
return coords_cam_list
def has_anim(ob):
# TODO make a better check (check if there is only one key in each channel, count as not animated)
return ob.animation_data and ob.animation_data.action
def has_keyframe(ob, attr):
anim = ob.animation_data
if anim is not None and anim.action is not None:
for fcu in anim.action.fcurves:
if fcu.data_path == attr:
return len(fcu.keyframe_points) > 0
return False
def get_gp_box_all_frame_selection(oblist=None, scn=None, cam=None, timeout=40):
'''
get points of all selection
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return 2d bbox in pixels
return None if timeout (too long to process, better to do it visually)
'''
from bpy_extras.object_utils import world_to_camera_view
t0 = time()
coords_cam_list = []
scn = scn or bpy.context.scene
oblist = oblist or [o for o in scn.objects if o.select_get()]
cam = cam or scn.camera
start = time()
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if any(has_anim(ob) for ob in oblist):
print(f'at least one is animated: {oblist}')
for num in range(scn.frame_start, scn.frame_end+1):
scn.frame_set(num)
for ob in oblist:
for l in ob.data.layers:
if l.hide or l.opacity == 0.0 or l.info.startswith('MA_'): # hardcoded Mask exclusion !
continue
if not l.active_frame:
continue
for s in l.active_frame.strokes:
if len(s.points) == 1: # skip isolated points
continue
coords_cam_list += [world_to_camera_view(scn, cam, ob.matrix_world @ p.co) for p in s.points]
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if time() - t0 > timeout:
print(f'timeout (more than {timeout}s to calculate) evaluating frame position of objects {oblist}')
return
else:
print(f'No anim')
for ob in oblist:
# if object is not animated no need to frame_set to update object position
for l in ob.data.layers:
if l.hide or l.opacity == 0.0 or l.info.startswith('MA_'): # hardcoded Mask exclusion !
continue
for f in l.frames:
if time() - t0 > timeout:
print(f'timeout (more than {timeout}s to calculate) evaluating frame position of objects {oblist}')
return
if not (scn.frame_start <= f.frame_number <= scn.frame_end):
continue
for s in f.strokes:
if len(s.points) == 1: # skip isolated points
continue
coords_cam_list += [world_to_camera_view(scn, cam, ob.matrix_world @ p.co) for p in s.points]
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print(f'{len(coords_cam_list)} gp points listed {time() - start:.1f}s')
return coords_cam_list
def get_bbox_2d(ob, cam=None):
from bpy_extras.object_utils import world_to_camera_view
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scn = bpy.context.scene
cam = cam or scn.camera
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coords2d = [world_to_camera_view(scn, cam, p) for p in get_bbox_3d(ob)]
coords2d_x = sorted([c[0] for c in coords2d])
coords2d_y = sorted([c[1] for c in coords2d])
bbox2d_coords = [
(coords2d_x[0], coords2d_y[0]),
(coords2d_x[0], coords2d_y[-1]),
(coords2d_x[-1], coords2d_y[-1]),
(coords2d_x[-1], coords2d_y[0]),
]
return [Vector(b) for b in bbox2d_coords]
def set_box_from_selected_objects(scn=None, cam=None, export_json=False):
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scn = scn or bpy.context.scene
cam = cam or scn.camera
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selection = [o for o in scn.objects if o.select_get()] # selected_objects
coords = get_gp_box_all_frame_selection(oblist=selection, scn=scn, cam=cam)
if not coords:
return f'Border not set: Timeout during analysis of {len(selection)} objects'
_bbox_px = set_border_region_from_coord(coords, margin=30, scn=scn, export_json=export_json)
def get_cam_frame_center_world(cam):
'''get camera frame center world position in 3d space'''
## ortho cam note: scale must be 1,1,1 (parent too) to fit right in cam-frame rectangle
import numpy as np
frame = cam.data.view_frame()
mat = cam.matrix_world
frame = [mat @ v for v in frame]
# return np.add.reduce(frame) / 4
return Vector(np.sum(frame, axis=0) / 4)
def get_coord_in_cam_space(scene, cam_ob, co, ae=False):
'''Get 2d coordinate of vector in cam space
:scene: scene where camera is used (needed to get resolution)
:cam_ob: camera object
:co: the Vector3 coordinate to find in cam space
:ae: if True, Return after effects coord, top-left corner origin (blender is bottom-left)
'''
import bpy_extras
co_2d = bpy_extras.object_utils.world_to_camera_view(scene, cam_ob, co)
if ae:
# y coordinate from top
co_2d = Vector((co_2d.x, 1 - co_2d.y))
## Convert to pixel values based on scene resolution and percentage
render_scale = scene.render.resolution_percentage / 100
render_size = (
int(scene.render.resolution_x * render_scale),
int(scene.render.resolution_y * render_scale),
)
return (
round(co_2d.x * render_size[0]), # x
round(co_2d.y * render_size[1]), # y
)
## -- After effects exports
def get_ae_keyframe_clipboard_header(scn):
'''Need to use tabs for AE'''
## multiline version, but space instead of tabs break syntax for AE
# import textwrap
# t = f'''\
# Adobe After Effects 8.0 Keyframe Data
# Units Per Second {scn.render.fps}
# Source Width {scn.render.resolution_x}
# Source Height {scn.render.resolution_y}
# Source Pixel Aspect Ratio 1
# Comp Pixel Aspect Ratio 1
# Transform Position
# Frame X pixels Y pixels Z pixels
# '''
# t = textwrap.dedent(t)
# ## spaces to tab
# t = re.sub(r'\s{3-4}', u'\t', t) # ! Still spaces
## Direct use of tabs is safer
t = 'Adobe After Effects 8.0 Keyframe Data\n\n'
t += '\tUnits Per Second\t%s\n'%scn.render.fps
t += '\tSource Width\t%s\n'%scn.render.resolution_x
t += '\tSource Height\t%s\n'%scn.render.resolution_y
t += '\tSource Pixel Aspect Ratio\t1\n'
t += '\tComp Pixel Aspect Ratio\t1\n\n'
t += 'Transform\tPosition\n'
t += '\tFrame\tX pixels\tY pixels\tZ pixels\t\n'
return t
## -- Collection handle
def get_collection_childs_recursive(col, cols=[], include_root=True):
'''return a list of all the sub-collections in passed col'''
# force start from fresh list (otherwise same cols list is used at next call)
cols = cols or []
for sub in col.children:
if sub not in cols:
cols.append(sub)
if len(sub.children):
cols = get_collection_childs_recursive(sub, cols)
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if include_root and col not in cols: # add root col
cols.append(col)
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return cols
def unlink_objects_from_scene(oblist, scn):
all_col = get_collection_childs_recursive(scn.collection)
for col in all_col:
for ob in reversed(col.objects):
if ob in oblist:
col.objects.unlink(ob)
def remove_scene_nodes_by_obj_names(scn, name_list, negative=False):
for n in reversed(scn.node_tree.nodes):
if negative:
if (n.parent and n.parent.label not in name_list) or (n.type == 'FRAME' and n.label not in name_list):
scn.node_tree.nodes.remove(n)
else:
if (n.parent and n.parent.label in name_list) or (n.type == 'FRAME' and n.label in name_list):
scn.node_tree.nodes.remove(n)
def split_object_to_scene(objs=None, scene_name=None):
'''Create a new scene from object selection'''
if not scene_name:
active = bpy.context.object
scene_name = active.name
if not objs:
objs = [o for o in bpy.context.selected_objects]
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if bpy.data.scenes.get(scene_name):
print(f'Scene "{scene_name}" Already Exists')
raise Exception(f'Scene "{scene_name}" Already Exists')
src = bpy.context.scene
bpy.ops.scene.new(type='LINK_COPY')
new = bpy.context.scene
new.name = scene_name
## OPT
## set individual output for composite or go in /tmp ? (might not be needed)
# new.render.filepath = f'//render/preview/{bpy.path.clean_name(new.name.lower())}/preview_'
# new.render.filepath = f'/tmp/'
## unlink unwanted objects from collection
all_col = get_collection_childs_recursive(new.collection)
for col in all_col:
for sob in reversed(col.objects):
if sob.type in ('CAMERA', 'LIGHT'):
continue
if sob not in objs:
col.objects.unlink(sob)
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frame_names = [n.label for n in new.node_tree.nodes if n.type == 'FRAME' if new.objects.get(n.label)]
remove_scene_nodes_by_obj_names(new, frame_names, negative=True)
bpy.ops.gp.clean_compo_tree()
# add crop
new.render.use_border = True
new.render.use_crop_to_border = True
new.render.use_compositing = True
new.render.use_sequencer = False
## remove asset from original scene
#src_frame_names = [n.label for n in src.node_tree.nodes if n.type == 'FRAME' and n.label in [o.name for o in objs]]
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#remove_scene_nodes_by_obj_names(src, src_frame_names)
remove_scene_nodes_by_obj_names(src, frame_names, negative=False)
# unlink objects ?
unlink_objects_from_scene(objs, src)
# border to GP objects of the scene
gp_objs = [o for o in new.objects if o.type == 'GPENCIL']
coords = get_gp_box_all_frame_selection(oblist=gp_objs, scn=new, cam=new.camera)
if not coords:
return f'Scene "{scene_name}" created. But Border was not set (Timeout during GP analysis), should be done by hand if needed then use export crop to json'
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set_border_region_from_coord(coords, margin=30, scn=new, export_json=True)
export_crop_to_json()
def clear_frame_out_of_range(o, verbose=False):
'''get a GP object
delete frame out of active scene range in all layers
return number of deleted frame
'''
scn = bpy.context.scene
ct = 0
if o.type != 'GPENCIL':
print(f'{o.name} not a Gpencil')
return 0
for l in o.data.layers:
first = True
for f in reversed(l.frames):
# after
if f.frame_number > scn.frame_end + 1:
if verbose:
print(f'del: obj {o.name} > layer {l.info} > frame {f.frame_number}')
l.frames.remove(f)
ct += 1
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# before
elif f.frame_number < scn.frame_start - 1:
if first:
first = False
continue
if verbose:
print(f'del: obj {o.name} > layer {l.info} > frame {f.frame_number}')
l.frames.remove(f)
ct += 1
# print('INFO', f'{ct} frames deleted')
return ct
## not used
def clear_frame_out_of_range_all_object():
scene = bpy.context.scene
ct = 0
for o in scene.objects:
if o.type == 'GPENCIL':
nct = clear_frame_out_of_range(o, verbose=False)
print(f'{o.name}: {nct} frames deleted')
ct += nct
print(f'{ct} gp frames deleted')
return ct
def set_scene_output_from_active_fileout_item():
scn = bpy.context.scene
rd = scn.render
ntree =scn.node_tree
fo = ntree.nodes.active
if fo.type != 'OUTPUT_FILE':
return
sl = fo.file_slots[fo.active_input_index]
full_path = os.path.join(fo.base_path, sl.path)
rd.filepath = full_path
fmt = fo.format if sl.use_node_format else sl.format
## set those attr first to avoid error settings other attributes in next loop
rd.image_settings.file_format = fmt.file_format
rd.image_settings.color_mode = fmt.color_mode
rd.image_settings.color_depth = fmt.color_depth if fmt.color_depth else 8 # Force set since Sometimes it's weirdly set to "" (not in enum choice)
excluded = ['file_format', 'color_mode', 'color_depth',
'view_settings', 'views_format']
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''' ## all attrs
# 'cineon_black', 'cineon_gamma', 'cineon_white',
# 'color_depth', 'color_mode', 'compression', 'display_settings',
# 'exr_codec', 'file_format', 'jpeg2k_codec', 'quality',
# 'rna_type', 'stereo_3d_format', 'tiff_codec', 'use_cineon_log',
# 'use_jpeg2k_cinema_48', 'use_jpeg2k_cinema_preset', 'use_jpeg2k_ycc',
# 'use_preview', 'use_zbuffer']
'''
for attr in dir(fmt):
if attr.startswith('__') or attr.startswith('bl_') or attr in excluded:
continue
if hasattr(scn.render.image_settings, attr) and not scn.render.image_settings.is_property_readonly(attr):
setattr(scn.render.image_settings, attr, getattr(fmt, attr))
def set_layer_colors(skip_if_colored=False):
'''Set hardcoded color to grease pencil layer channel according to prefixes'''
## UW -> TO (here used fo CU): (0.015996, 0.246201, 0.246201) # Indigo
## invisible (close to violet light) in UW: (0.246201, 0.132868, 0.496933)
prefix_color = {
# 'MA_': (0.09, 0.08, 0.46), # Vivid blue
'MA_': (0.65, 0.4, 0.6), # Pink Light
'FX_': (0.12, 0.33, 0.58), # (0.3, 0.49, 0.63) # Blue Light
# 'CO_': (0.35, 0.0085, 0.25),
'CO_': (0.5,0.1,0.5), # Clear Pink
# 'CU': (0.092070, 0.177356, 0.447959), # Blue clear
'CU_': (0.02, 0.27, 0.27), # Indigo
}
for ob in bpy.context.scene.objects:
if ob.type != 'GPENCIL':
continue
if skip_if_colored and any([has_channel_color(l) for l in ob.data.layers]):
continue
for l in ob.data.layers:
# if l.info.startswith(prefix_color.keys()):
color = prefix_color.get(l.info[:3])
if not color:
continue
print(l.info, '->', color)
l.channel_color = color
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bpy.context.preferences.edit.use_anim_channel_group_colors = True
def different_gp_mat(mata, matb):
'''return None if no difference (False), string describing color difference (True)'''
a = mata.grease_pencil
b = matb.grease_pencil
if a.color[:] != b.color[:]:
return f'{mata.name} and {matb.name} stroke color is different'
if a.fill_color[:] != b.fill_color[:]:
return f'{mata.name} and {matb.name} fill_color color is different'
if a.show_stroke != b.show_stroke:
return f'{mata.name} and {matb.name} stroke has different state'
if a.show_fill != b.show_fill:
return f'{mata.name} and {matb.name} fill has different state'
## Clean dups
def clean_mats_duplication(ob, skip_different_materials=True):
'''Clean object material stack of duplication
if a material is named "mat.001" and a "mat" exists, replace with the one with original name
:skip_different_materials: Don't replace a "mat.???" if orignal "mat" has different color
'''
import re
diff_ct = 0
todel = []
if ob.type != 'GPENCIL':
return
if not hasattr(ob, 'material_slots'):
return
for i, ms in enumerate(ob.material_slots):
mat = ms.material
if not mat:
continue
match = re.search(r'(.*)\.\d{3}$', mat.name)
if not match:
continue
basemat = bpy.data.materials.get(match.group(1))
if not basemat:
continue
diff = different_gp_mat(mat, basemat)
if diff:
print(f'! {ob.name} : {diff}')
diff_ct += 1
if skip_different_materials:
continue
if mat not in todel:
todel.append(mat)
ms.material = basemat
print(f'{ob.name} : slot {i} >> replaced {mat.name}')
mat.use_fake_user = False
### delete (only when using on all objects loop, else can delete another objects mat...)
## for m in reversed(todel):
## bpy.data.materials.remove(m)
if diff_ct:
print(f'{diff_ct} mat skipped >> same name but different color settings!')
# return ('INFO', f'{diff_ct} mat skipped >> same name but different color settings!')
def recursive_node_connect_check(l, target_node):
if l.to_node == target_node:
return True
for o in l.to_node.outputs:
for sl in o.links:
if recursive_node_connect_check(sl, target_node):
return True
return False
def connect_to_file_output(node_list, file_out=None):
scene = bpy.context.scene
nodes = scene.node_tree.nodes
links = scene.node_tree.links
if not isinstance(node_list, list):
node_list = [node_list]
node_list = [n for n in node_list if n.type != 'OUTPUT_FILE']
if not node_list:
return
for node in node_list:
## create one output facing node and connect all
outs = [o for o in node.outputs if not o.is_unavailable and not 'crypto' in o.name.lower()]
cryptout = [o for o in node.outputs if not o.is_unavailable and 'crypto' in o.name.lower()]
if node.type == 'R_LAYERS':
out_base = node.layer
elif node.label:
out_base = node.label
else:
out_base = node.name
bpy.path.clean_name(out_base)
out_name = f'OUT_{out_base}'
if outs:
fo = file_out
if not fo:
fo = nodes.get(out_name)
if not fo:
# color = (0.2,0.3,0.5)
fo = create_node('CompositorNodeOutputFile', tree=scene.node_tree, location=(real_loc(node)[0]+500, real_loc(node)[1]+50), width=600)
set_file_output_format(fo)
fo.name = out_name
if node.parent:
fo.parent = node.parent
if fo.format.file_format == 'OPEN_EXR_MULTILAYER':
fo.base_path = f'//render/{out_base}/{out_base}_'
else:
fo.base_path = f'//render/{out_base}'
for o in outs:
if next((l for l in o.links if recursive_node_connect_check(l, fo)), None):
continue
slot_name = bpy.path.clean_name(o.name)
if fo.format.file_format == 'OPEN_EXR_MULTILAYER':
slot_name = slot_name
else:
slot_name = f'{slot_name}/{slot_name}_'
fo.file_slots.new(slot_name)
out_input = fo.inputs[-1]
links.new(o, out_input)
clear_disconnected(fo)
fo.update()
## Create separate file out for cryptos
if cryptout:
out_name += '_cryptos'
fo = file_out
if not fo:
fo = nodes.get(out_name)
if not fo:
# color = (0.2,0.3,0.5)
fo = create_node('CompositorNodeOutputFile', tree=scene.node_tree, location=(real_loc(node)[0]+400, real_loc(node)[1]-200), width=220)
set_file_output_format(fo) # OPEN_EXR_MULTILAYER, RGBA, ZIP
fo.format.color_depth = '32'
fo.name = out_name
if node.parent:
fo.parent = node.parent
if fo.format.file_format == 'OPEN_EXR_MULTILAYER':
## FIXME: find a better organization for separated crypto pass
fo.base_path = f'//render/{out_base}/cryptos/cryptos_'
else:
fo.base_path = f'//render/{out_base}'
# fo.base_path = f'//render/{out_base}/cryptos'
for o in cryptout:
## Skip already connected
## TODO Test recusively to find fo (some have interconnected sockets)
# if next((l for l in o.links if l.to_node == fo), None):
if next((l for l in o.links if recursive_node_connect_check(l, fo)), None):
continue
slot_name = bpy.path.clean_name(o.name) # directly use name in multi layer exr
if fo.format.file_format == 'OPEN_EXR_MULTILAYER':
slot_name = slot_name
else:
slot_name = f'{slot_name}/{slot_name}_'
fo.file_slots.new(slot_name)
out_input = fo.inputs[-1]
links.new(o, out_input)
clear_disconnected(fo)
fo.update()