from .imagefunc import AnyType import random class LSRandomGenerator: def __init__(self): self.NODE_NAME = 'RandomGenerator' self.previous_seeds= set({}) self.fixed_seed = 0 pass @classmethod def INPUT_TYPES(self): return { "required": { "min_value": ("FLOAT", {"default": 0, "min": -1.0e14, "max": 1.0e14, "step": 0.01}), "max_value": ("FLOAT", {"default": 10, "min": -1.0e14, "max": 1.0e14, "step": 0.01}), "float_decimal_places": ("INT", {"default": 1, "min": 1, "max": 14, "step": 1}), "fix_seed": ("BOOLEAN", {"default": False}), }, "optional": { "image": ("IMAGE", ), } } RETURN_TYPES = ("INT", "FLOAT", "BOOLEAN",) RETURN_NAMES = ("int", "float", "bool",) FUNCTION = 'random_generator' CATEGORY = '😺dzNodes/LayerUtility/Data' def random_generator(self, min_value, max_value, float_decimal_places, fix_seed, image=None): batch_size = 1 if image is not None: batch_size = image.shape[0] ret_nunbers = [] for i in range(batch_size): new_seed = self.generate_unique_seed() if fix_seed: if self.fixed_seed == 0: self.fixed_seed = new_seed seed = self.fixed_seed else: seed = new_seed random.seed(seed) factor = random.uniform(3, 9) random_float = random.uniform(min_value, max_value) / factor random_float = round(random_float * factor, float_decimal_places) random_int = int(random_float) random_bool = random_int %2 == 0 ret_nunbers.append((random_int, random_float, random_bool)) if len(ret_nunbers) > 1: ret_ints = [item[0] for item in ret_nunbers] ret_floats = [item[1] for item in ret_nunbers] ret_bools = [item[2] for item in ret_nunbers] return (ret_ints, ret_floats, ret_bools) else: return (ret_nunbers[0][0], ret_nunbers[0][1], ret_nunbers[0][2]) def generate_unique_seed(self) -> int: while True: new_number = random.randint(0, int(1e14)) if new_number not in self.previous_seeds: self.previous_seeds.add(new_number) return new_number class LS_RandomGeneratorV2: def __init__(self): self.NODE_NAME = 'RandomGeneratorV2' self.previous_seeds= set({}) self.fixed_seed = 0 pass @classmethod def INPUT_TYPES(self): return { "required": { "min_value": ("FLOAT", {"default": 0, "min": -1.0e14, "max": 1.0e14, "step": 0.01}), "max_value": ("FLOAT", {"default": 10, "min": -1.0e14, "max": 1.0e14, "step": 0.01}), "least": ("FLOAT", {"default": 0, "min": 0, "max": 1.0e14, "step": 0.01}), "float_decimal_places": ("INT", {"default": 1, "min": 1, "max": 14, "step": 1}), "seed":("INT", {"default": 0, "min": 0, "max": 1e14, "step": 1}), }, "optional": { "image": ("IMAGE",), } } RETURN_TYPES = ("INT", "FLOAT", "BOOLEAN",) RETURN_NAMES = ("int", "float", "bool",) # OUTPUT_IS_LIST = (True, True, True,) FUNCTION = 'random_generator_v2' CATEGORY = '😺dzNodes/LayerUtility/Data' def random_generator_v2(self, min_value, max_value, least, float_decimal_places, seed, image=None): batch_size = 1 if image is not None: batch_size = image.shape[0] ret_nunbers = [] for i in range(batch_size): random.seed(seed) max_loop = 500 i = 0 while i < max_loop: new_number = random.uniform(min_value, max_value) if abs(new_number) - least >= 0 or least > max_value: break i += 1 # 转浮点 factor = random.uniform(3, 9) random_float = new_number / factor random_float = round(random_float * factor, float_decimal_places) random_int = int(random_float) random_bool = random_int %2 == 0 ret_nunbers.append((random_int, random_float, random_bool)) if len(ret_nunbers) > 1: ret_ints = [item[0] for item in ret_nunbers] ret_floats = [item[1] for item in ret_nunbers] ret_bools = [item[2] for item in ret_nunbers] return (ret_ints, ret_floats, ret_bools) else: return (ret_nunbers[0][0], ret_nunbers[0][1], ret_nunbers[0][2]) NODE_CLASS_MAPPINGS = { "LayerUtility: RandomGenerator": LSRandomGenerator, "LayerUtility: RandomGeneratorV2": LS_RandomGeneratorV2 } NODE_DISPLAY_NAME_MAPPINGS = { "LayerUtility: RandomGenerator": "LayerUtility: Random Generator", "LayerUtility: RandomGeneratorV2": "LayerUtility: Random Generator V2" }