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mirror of https://github.com/Siccity/xNode.git synced 2025-12-20 17:26:02 +08:00
xNode/Scripts/NodePort.cs
2023-10-05 20:10:15 +01:00

694 lines
22 KiB
C#

using System;
using System.Collections.Generic;
using System.Reflection;
using Attributes;
using UnityEditor;
using UnityEngine;
namespace XNode
{
[Serializable]
public class NodePort
{
public enum IO
{
Input,
Output
}
public int ConnectionCount => 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 => _direction;
internal set => _direction = value;
}
public Node.ConnectionType connectionType
{
get => _connectionType;
internal set => _connectionType = value;
}
public Node.TypeConstraint typeConstraint
{
get => _typeConstraint;
internal set => _typeConstraint = value;
}
/// <summary> Is this port connected to anytihng? </summary>
public bool IsConnected => connections.Count != 0;
public bool IsInput => direction == IO.Input;
public bool IsOutput => direction == IO.Output;
public string fieldName => _fieldName;
public Node node => _node;
public bool IsDynamic => _dynamic;
public bool IsStatic => !_dynamic;
public Type ValueType
{
get
{
if (valueType == null && !string.IsNullOrEmpty(_typeQualifiedName))
{
valueType = Type.GetType(_typeQualifiedName, false);
}
return valueType;
}
set
{
if (valueType == value)
{
return;
}
valueType = value;
if (value != null)
{
_typeQualifiedName = NodeDataCache.GetTypeQualifiedName(value);
}
}
}
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;
object[] 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;
}
// Override ValueType of the Port
if (attribs[i] is PortTypeOverrideAttribute)
{
ValueType = (attribs[i] as PortTypeOverrideAttribute).type;
}
}
}
/// <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;
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;
}
/// <summary> Return the output values of all connected ports. </summary>
/// <returns>
/// <see cref="NodePort.GetOutputValue" />
/// </returns>
public T[] GetInputValues<T>()
{
object[] objs = GetInputValues();
var 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;
}
value = default;
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
Undo.RecordObject(node, "Connect Port");
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()
{
var 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 (input.typeConstraint == Node.TypeConstraint.Inherited &&
!input.ValueType.IsAssignableFrom(output.ValueType))
{
return false;
}
if (input.typeConstraint == Node.TypeConstraint.Strict && input.ValueType != output.ValueType)
{
return false;
}
if (input.typeConstraint == Node.TypeConstraint.InheritedInverse &&
!output.ValueType.IsAssignableFrom(input.ValueType))
{
return false;
}
if (input.typeConstraint == Node.TypeConstraint.InheritedAny &&
!input.ValueType.IsAssignableFrom(output.ValueType) &&
!output.ValueType.IsAssignableFrom(input.ValueType))
{
return false;
}
// Check output type constraints
if (output.typeConstraint == Node.TypeConstraint.Inherited &&
!input.ValueType.IsAssignableFrom(output.ValueType))
{
return false;
}
if (output.typeConstraint == Node.TypeConstraint.Strict && input.ValueType != output.ValueType)
{
return false;
}
if (output.typeConstraint == Node.TypeConstraint.InheritedInverse &&
!output.ValueType.IsAssignableFrom(input.ValueType))
{
return false;
}
if (output.typeConstraint == Node.TypeConstraint.InheritedAny &&
!input.ValueType.IsAssignableFrom(output.ValueType) &&
!output.ValueType.IsAssignableFrom(input.ValueType))
{
return false;
}
// Success
return true;
}
/// <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 from this side port
port.node.OnRemoveConnection(port);
}
}
}
// Trigger OnRemoveConnection
node.OnRemoveConnection(this);
}
/// <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)
{
otherPort.connections.RemoveAll(it => { return it.Port == this; });
}
// 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;
var portConnections = new List<NodePort>();
var 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 => 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);
}
}
}
}