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- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using UnityEngine;
- namespace XNode {
- [Serializable]
- public class NodePort {
- public enum IO { Input, Output }
- public int ConnectionCount { get { return connections.Count; } }
- /// <summary> Return the first non-null connection </summary>
- public NodePort Connection {
- get {
- for (int i = 0; i < connections.Count; i++) {
- if (connections[i] != null) return connections[i].Port;
- }
- return null;
- }
- }
- public IO direction {
- get { return _direction; }
- internal set { _direction = value; }
- }
- public Node.ConnectionType connectionType {
- get { return _connectionType; }
- internal set { _connectionType = value; }
- }
- public Node.TypeConstraint typeConstraint {
- get { return _typeConstraint; }
- internal set { _typeConstraint = value; }
- }
- /// <summary> Is this port connected to anytihng? </summary>
- public bool IsConnected { get { return connections.Count != 0; } }
- public bool IsInput { get { return direction == IO.Input; } }
- public bool IsOutput { get { return direction == IO.Output; } }
- public string fieldName { get { return _fieldName; } }
- public Node node { get { return _node; } }
- public bool IsDynamic { get { return _dynamic; } }
- public bool IsStatic { get { return !_dynamic; } }
- public Type ValueType {
- get {
- if (valueType == null && !string.IsNullOrEmpty(_typeQualifiedName)) valueType = Type.GetType(_typeQualifiedName, false);
- return valueType;
- }
- set {
- valueType = value;
- if (value != null) _typeQualifiedName = value.AssemblyQualifiedName;
- }
- }
- private Type valueType;
- [SerializeField] private string _fieldName;
- [SerializeField] private Node _node;
- [SerializeField] private string _typeQualifiedName;
- [SerializeField] private List<PortConnection> connections = new List<PortConnection>();
- [SerializeField] private IO _direction;
- [SerializeField] private Node.ConnectionType _connectionType;
- [SerializeField] private Node.TypeConstraint _typeConstraint;
- [SerializeField] private bool _dynamic;
- /// <summary> Construct a static targetless nodeport. Used as a template. </summary>
- public NodePort(FieldInfo fieldInfo) {
- _fieldName = fieldInfo.Name;
- ValueType = fieldInfo.FieldType;
- _dynamic = false;
- var attribs = fieldInfo.GetCustomAttributes(false);
- for (int i = 0; i < attribs.Length; i++) {
- if (attribs[i] is Node.InputAttribute) {
- _direction = IO.Input;
- _connectionType = (attribs[i] as Node.InputAttribute).connectionType;
- _typeConstraint = (attribs[i] as Node.InputAttribute).typeConstraint;
- } else if (attribs[i] is Node.OutputAttribute) {
- _direction = IO.Output;
- _connectionType = (attribs[i] as Node.OutputAttribute).connectionType;
- _typeConstraint = (attribs[i] as Node.OutputAttribute).typeConstraint;
- }
- }
- }
- /// <summary> Copy a nodePort but assign it to another node. </summary>
- public NodePort(NodePort nodePort, Node node) {
- _fieldName = nodePort._fieldName;
- ValueType = nodePort.valueType;
- _direction = nodePort.direction;
- _dynamic = nodePort._dynamic;
- _connectionType = nodePort._connectionType;
- _typeConstraint = nodePort._typeConstraint;
- _node = node;
- }
- /// <summary> Construct a dynamic port. Dynamic ports are not forgotten on reimport, and is ideal for runtime-created ports. </summary>
- public NodePort(string fieldName, Type type, IO direction, Node.ConnectionType connectionType, Node.TypeConstraint typeConstraint, Node node) {
- _fieldName = fieldName;
- this.ValueType = type;
- _direction = direction;
- _node = node;
- _dynamic = true;
- _connectionType = connectionType;
- _typeConstraint = typeConstraint;
- }
- /// <summary> Checks all connections for invalid references, and removes them. </summary>
- public void VerifyConnections() {
- for (int i = connections.Count - 1; i >= 0; i--) {
- if (connections[i].node != null &&
- !string.IsNullOrEmpty(connections[i].fieldName) &&
- connections[i].node.GetPort(connections[i].fieldName) != null)
- continue;
- connections.RemoveAt(i);
- }
- }
- /// <summary> Return the output value of this node through its parent nodes GetValue override method. </summary>
- /// <returns> <see cref="Node.GetValue(NodePort)"/> </returns>
- public object GetOutputValue() {
- if (direction == IO.Input) return null;
- return node.GetValue(this);
- }
- /// <summary> Return the output value of the first connected port. Returns null if none found or invalid.</summary>
- /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
- public object GetInputValue() {
- NodePort connectedPort = Connection;
- if (connectedPort == null) return null;
- return connectedPort.GetOutputValue();
- }
- /// <summary> Return the output values of all connected ports. </summary>
- /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
- public object[] GetInputValues() {
- object[] objs = new object[ConnectionCount];
- for (int i = 0; i < ConnectionCount; i++) {
- NodePort connectedPort = connections[i].Port;
- if (connectedPort == null) { // if we happen to find a null port, remove it and look again
- connections.RemoveAt(i);
- i--;
- continue;
- }
- objs[i] = connectedPort.GetOutputValue();
- }
- return objs;
- }
- /// <summary> Return the output value of the first connected port. Returns null if none found or invalid. </summary>
- /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
- public T GetInputValue<T>() {
- object obj = GetInputValue();
- return obj is T ? (T) obj : default(T);
- }
- /// <summary> Return the output values of all connected ports. </summary>
- /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
- public T[] GetInputValues<T>() {
- object[] objs = GetInputValues();
- T[] ts = new T[objs.Length];
- for (int i = 0; i < objs.Length; i++) {
- if (objs[i] is T) ts[i] = (T) objs[i];
- }
- return ts;
- }
- /// <summary> Return true if port is connected and has a valid input. </summary>
- /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
- public bool TryGetInputValue<T>(out T value) {
- object obj = GetInputValue();
- if (obj is T) {
- value = (T) obj;
- return true;
- } else {
- value = default(T);
- return false;
- }
- }
- /// <summary> Return the sum of all inputs. </summary>
- /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
- public float GetInputSum(float fallback) {
- object[] objs = GetInputValues();
- if (objs.Length == 0) return fallback;
- float result = 0;
- for (int i = 0; i < objs.Length; i++) {
- if (objs[i] is float) result += (float) objs[i];
- }
- return result;
- }
- /// <summary> Return the sum of all inputs. </summary>
- /// <returns> <see cref="NodePort.GetOutputValue"/> </returns>
- public int GetInputSum(int fallback) {
- object[] objs = GetInputValues();
- if (objs.Length == 0) return fallback;
- int result = 0;
- for (int i = 0; i < objs.Length; i++) {
- if (objs[i] is int) result += (int) objs[i];
- }
- return result;
- }
- /// <summary> Connect this <see cref="NodePort"/> to another </summary>
- /// <param name="port">The <see cref="NodePort"/> to connect to</param>
- public void Connect(NodePort port) {
- if (connections == null) connections = new List<PortConnection>();
- if (port == null) { Debug.LogWarning("Cannot connect to null port"); return; }
- if (port == this) { Debug.LogWarning("Cannot connect port to self."); return; }
- if (IsConnectedTo(port)) { Debug.LogWarning("Port already connected. "); return; }
- if (direction == port.direction) { Debug.LogWarning("Cannot connect two " + (direction == IO.Input ? "input" : "output") + " connections"); return; }
- #if UNITY_EDITOR
- UnityEditor.Undo.RecordObject(node, "Connect Port");
- UnityEditor.Undo.RecordObject(port.node, "Connect Port");
- #endif
- if (port.connectionType == Node.ConnectionType.Override && port.ConnectionCount != 0) { port.ClearConnections(); }
- if (connectionType == Node.ConnectionType.Override && ConnectionCount != 0) { ClearConnections(); }
- connections.Add(new PortConnection(port));
- if (port.connections == null) port.connections = new List<PortConnection>();
- if (!port.IsConnectedTo(this)) port.connections.Add(new PortConnection(this));
- node.OnCreateConnection(this, port);
- port.node.OnCreateConnection(this, port);
- }
- public List<NodePort> GetConnections() {
- List<NodePort> result = new List<NodePort>();
- for (int i = 0; i < connections.Count; i++) {
- NodePort port = GetConnection(i);
- if (port != null) result.Add(port);
- }
- return result;
- }
- public NodePort GetConnection(int i) {
- //If the connection is broken for some reason, remove it.
- if (connections[i].node == null || string.IsNullOrEmpty(connections[i].fieldName)) {
- connections.RemoveAt(i);
- return null;
- }
- NodePort port = connections[i].node.GetPort(connections[i].fieldName);
- if (port == null) {
- connections.RemoveAt(i);
- return null;
- }
- return port;
- }
- /// <summary> Get index of the connection connecting this and specified ports </summary>
- public int GetConnectionIndex(NodePort port) {
- for (int i = 0; i < ConnectionCount; i++) {
- if (connections[i].Port == port) return i;
- }
- return -1;
- }
- public bool IsConnectedTo(NodePort port) {
- for (int i = 0; i < connections.Count; i++) {
- if (connections[i].Port == port) return true;
- }
- return false;
- }
- /// <summary> Returns true if this port can connect to specified port </summary>
- public bool CanConnectTo(NodePort port) {
- // Figure out which is input and which is output
-
- NodePort input = null, output = null;
- if (IsInput) input = this;
- else output = this;
- if (port.IsInput) input = port;
- else output = port;
- // If there isn't one of each, they can't connect
- if (input == null || output == null) return false;
- // Check input type constraints
-
- #if UNITY_EDITOR
- // Debug.Log(input.node.GetType().ToString()+"___"+output.node.GetType().ToString());
- if (!IsConflict( input,output))
- {
-
- return false;
- }
- #endif
- if (input.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
- if (input.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
- if (input.typeConstraint == XNode.Node.TypeConstraint.InheritedInverse && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
- // Check output type constraints
- if (output.typeConstraint == XNode.Node.TypeConstraint.Inherited && !input.ValueType.IsAssignableFrom(output.ValueType)) return false;
- if (output.typeConstraint == XNode.Node.TypeConstraint.Strict && input.ValueType != output.ValueType) return false;
- if (output.typeConstraint == XNode.Node.TypeConstraint.InheritedInverse && !output.ValueType.IsAssignableFrom(input.ValueType)) return false;
- // Success
-
-
- return true;
- }
- #if UNITY_EDITOR
- private bool IsConflict( NodePort input , NodePort output )
- {
- XNode.Node.CreateNodeMenuAttribute cma;
- GetAttrib(input.node.GetType(), out cma);
- if (cma != null && cma.isServerRecord)
- {
- List<NodePort> nodes= output.GetConnections();
- for (int i = 0; i < nodes.Count; i++)
- {
- XNode.Node.CreateNodeMenuAttribute cma2;
- if (GetAttrib(nodes[i].node.GetType(), out cma2))
- {
- if (cma2.isServerRecord)
- {
- return false;
- }
- }
- }
- }
- return true;
- }
- public static bool GetAttrib<T>(Type classType, out T attribOut) where T : Attribute {
- object[] attribs = classType.GetCustomAttributes(typeof(T), false);
- return GetAttrib(attribs, out attribOut);
- }
- public static bool GetAttrib<T>(object[] attribs, out T attribOut) where T : Attribute {
- for (int i = 0; i < attribs.Length; i++) {
- if (attribs[i] is T) {
- attribOut = attribs[i] as T;
- return true;
- }
- }
- attribOut = null;
- return false;
- }
- #endif
- /// <summary> Disconnect this port from another port </summary>
- public void Disconnect(NodePort port) {
- // Remove this ports connection to the other
- for (int i = connections.Count - 1; i >= 0; i--) {
- if (connections[i].Port == port) {
- connections.RemoveAt(i);
- }
- }
- if (port != null) {
- // Remove the other ports connection to this port
- for (int i = 0; i < port.connections.Count; i++) {
- if (port.connections[i].Port == this) {
- port.connections.RemoveAt(i);
- }
- }
- }
- // Trigger OnRemoveConnection
- node.OnRemoveConnection(this);
- if (port != null) port.node.OnRemoveConnection(port);
- }
- /// <summary> Disconnect this port from another port </summary>
- public void Disconnect(int i) {
- // Remove the other ports connection to this port
- NodePort otherPort = connections[i].Port;
- if (otherPort != null) {
- for (int k = 0; k < otherPort.connections.Count; k++) {
- if (otherPort.connections[k].Port == this) {
- otherPort.connections.RemoveAt(i);
- }
- }
- }
- // Remove this ports connection to the other
- connections.RemoveAt(i);
- // Trigger OnRemoveConnection
- node.OnRemoveConnection(this);
- if (otherPort != null) otherPort.node.OnRemoveConnection(otherPort);
- }
- public void ClearConnections() {
- while (connections.Count > 0) {
- Disconnect(connections[0].Port);
- }
- }
- /// <summary> Get reroute points for a given connection. This is used for organization </summary>
- public List<Vector2> GetReroutePoints(int index) {
- return connections[index].reroutePoints;
- }
- /// <summary> Swap connections with another node </summary>
- public void SwapConnections(NodePort targetPort) {
- int aConnectionCount = connections.Count;
- int bConnectionCount = targetPort.connections.Count;
- List<NodePort> portConnections = new List<NodePort>();
- List<NodePort> targetPortConnections = new List<NodePort>();
- // Cache port connections
- for (int i = 0; i < aConnectionCount; i++)
- portConnections.Add(connections[i].Port);
- // Cache target port connections
- for (int i = 0; i < bConnectionCount; i++)
- targetPortConnections.Add(targetPort.connections[i].Port);
- ClearConnections();
- targetPort.ClearConnections();
- // Add port connections to targetPort
- for (int i = 0; i < portConnections.Count; i++)
- targetPort.Connect(portConnections[i]);
- // Add target port connections to this one
- for (int i = 0; i < targetPortConnections.Count; i++)
- Connect(targetPortConnections[i]);
- }
- /// <summary> Copy all connections pointing to a node and add them to this one </summary>
- public void AddConnections(NodePort targetPort) {
- int connectionCount = targetPort.ConnectionCount;
- for (int i = 0; i < connectionCount; i++) {
- PortConnection connection = targetPort.connections[i];
- NodePort otherPort = connection.Port;
- Connect(otherPort);
- }
- }
- /// <summary> Move all connections pointing to this node, to another node </summary>
- public void MoveConnections(NodePort targetPort) {
- int connectionCount = connections.Count;
- // Add connections to target port
- for (int i = 0; i < connectionCount; i++) {
- PortConnection connection = targetPort.connections[i];
- NodePort otherPort = connection.Port;
- Connect(otherPort);
- }
- ClearConnections();
- }
- /// <summary> Swap connected nodes from the old list with nodes from the new list </summary>
- public void Redirect(List<Node> oldNodes, List<Node> newNodes) {
- foreach (PortConnection connection in connections) {
- int index = oldNodes.IndexOf(connection.node);
- if (index >= 0) connection.node = newNodes[index];
- }
- }
- [Serializable]
- private class PortConnection {
- [SerializeField] public string fieldName;
- [SerializeField] public Node node;
- public NodePort Port { get { return port != null ? port : port = GetPort(); } }
- [NonSerialized] private NodePort port;
- /// <summary> Extra connection path points for organization </summary>
- [SerializeField] public List<Vector2> reroutePoints = new List<Vector2>();
- public PortConnection(NodePort port) {
- this.port = port;
- node = port.node;
- fieldName = port.fieldName;
- }
- /// <summary> Returns the port that this <see cref="PortConnection"/> points to </summary>
- private NodePort GetPort() {
- if (node == null || string.IsNullOrEmpty(fieldName)) return null;
- return node.GetPort(fieldName);
- }
- }
- }
- }
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