Node Editor Plug for Blender

Overview

NodeEditor

Blender的程序化建模插件

Show

1

2

Current

  • 基本框架:自定义的tree-node-socket、tree中的node与socket采用字典查询、基于socket入度的拓扑排序
  • 数据传递和处理依靠Tree中的字典,socket传递字典key

TODO

  • 增加更多的节点

  • 建模系统、颜色系统

  • socket与节点内置值的联动

  • socket的节点内值缺省

  • 更好的UI和交互

  • 节点的UI-update和process-Update

  • 节点执行后数据结果的自动刷新问题

  • 将入度判断从socket数量的prepare_num改为input-link的num+必须连接的函数判断,link_num为0时执行,会使得没有任何连接的节点执行,prepare函数能否保证不会出问题?检查(已更新,待检查)

  • 封装init文件自动加载路径下模块(已完成)

  • 让process返回True/False,确定节点是否完成计算,以便决定是否执行transfer

  • 隐式mesh-object系列虽然能够独立的产生新obj,但是build之后的所有操作本质还是堆栈式的,需要更改,一个方法是每个节点都产生独立的obj,比如每个节点先进行一个new object(input.name+self.name),但是这种方式显然不是最佳,并且会产生很多冗余,需要思考更好的方式

  • 简单节点的速度比原版本低了一些,但大数据处理速度快了接近一倍。现在传递15万顶点到另一个物体需要1s左右。当然相比原生操作还是慢

Large Change

  • 原来socket父类内置有被继承的socket_value,但是由于子类数据类型的变化,父类中的socket_value已经删除,所有的子类必须自己定义socket_value才能满足transfer 传递socket_value的需求(已弃用)
  • 原来使用原生list类型用于存储bmesh的点边面数据,但是存在覆盖的问题无法解决,采用转换StringProperty代替(已弃用)
  • 底层改变:采用Tree中的字典按照node-name与socket-name储存所有需要处理的值,现在每个节点都需要一个指向tree的引用。但是省去了原socket相关的时空处理。

Develop Need

fake-bpy-module
Blender Development

Reference

Blender/3.0/scripts/templates_py
https://gitlab.com/AquaticNightmare/rigging_nodes
https://github.com/aachman98/Sorcar
https://github.com/nortikin/sverchok

notice

建立object需要mesh,删除object时不会删除mesh,需要清理未使用数据clean

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