hand tracking, state management
This commit includes updates to global state management, and a state reset node. It includes new tracking nodes powered by media pipe. Includes an interactive mask node.
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@@ -0,0 +1,244 @@
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import torch
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import numpy as np
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import cv2
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from ..base.control_base import ControlNodeBase
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class MaskControlMixin:
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"""Mixin providing common mask functionality"""
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def create_circle_mask(self, height, width, center_y, center_x, size):
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"""Create a circular mask with anti-aliased edges"""
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y, x = np.ogrid[:height, :width]
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radius = size * min(height, width) / 2
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dist = np.sqrt((x - center_x)**2 + (y - center_y)**2)
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mask = np.clip(radius + 1 - dist, 0, 1).astype(np.float32)
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return mask
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def get_initial_state(self, x_pos, y_pos, size, min_size=None, max_size=None):
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"""Get initial state dictionary"""
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state = {
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"x": x_pos,
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"y": y_pos,
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"size": size,
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"initialized": True
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}
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if min_size is not None:
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state["min_size"] = min_size
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if max_size is not None:
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state["max_size"] = max_size
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return state
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class RepulsiveMaskNode(ControlNodeBase, MaskControlMixin):
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"""Node that maintains a mask that repulses or attracts to input masks"""
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@classmethod
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def INPUT_TYPES(cls):
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inputs = super().INPUT_TYPES()
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inputs["required"].update({
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"input_mask": ("MASK",),
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"x_pos": ("FLOAT", {
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"default": 0.5,
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"min": 0.0,
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"max": 1.0,
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"step": 0.01,
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"tooltip": "Initial X position (0-1)"
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}),
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"y_pos": ("FLOAT", {
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"default": 0.5,
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"min": 0.0,
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"max": 1.0,
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"step": 0.01,
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"tooltip": "Initial Y position (0-1)"
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}),
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"size": ("FLOAT", {
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"default": 0.2,
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"min": 0.01,
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"max": 1.0,
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"step": 0.01,
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"tooltip": "Size of the mask relative to image size"
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}),
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"interaction_type": (["repulse", "attract"], {
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"default": "repulse",
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"tooltip": "Whether to move away from or toward input masks"
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}),
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"interaction_strength": ("FLOAT", {
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"default": 0.1,
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"min": 0.0,
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"max": 1.0,
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"step": 0.01,
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"tooltip": "Strength of the interaction effect"
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})
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})
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return inputs
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RETURN_TYPES = ("MASK",)
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FUNCTION = "update"
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CATEGORY = "real-time/control/mask"
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def interact(self, mask, input_mask_np, state, strength, height, width, is_attract):
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if np.max(input_mask_np) < 0.1:
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return state
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y_indices, x_indices = np.nonzero(input_mask_np)
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if len(y_indices) == 0:
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return state
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weights = input_mask_np[y_indices, x_indices]
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com_y = np.average(y_indices, weights=weights)
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com_x = np.average(x_indices, weights=weights)
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center_y = state["y"] * height
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center_x = state["x"] * width
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dir_y = center_y - com_y
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dir_x = center_x - com_x
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dist = np.sqrt(dir_x**2 + dir_y**2)
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if dist < 1:
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return state
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scale = min(1.0, 20.0/dist)
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dir_y = (dir_y / dist) * scale
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dir_x = (dir_x / dist) * scale
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# Flip direction if attracting
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if is_attract:
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dir_y *= -1
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dir_x *= -1
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new_y = state["y"] + (dir_y * strength)
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new_x = state["x"] + (dir_x * strength)
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state["y"] = np.clip(new_y, 0.0, 1.0)
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state["x"] = np.clip(new_x, 0.0, 1.0)
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return state
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def update(self, input_mask, x_pos, y_pos, size, interaction_type, interaction_strength, always_execute=True):
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was_reset = len(self.state_manager._states) == 0
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if was_reset:
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state = self.get_initial_state(x_pos, y_pos, size)
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else:
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state = self.get_state(self.get_initial_state(x_pos, y_pos, size))
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batch_size, height, width = input_mask.shape
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masks = np.zeros((batch_size, height, width), dtype=np.float32)
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for b in range(batch_size):
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center_y, center_x = int(state["y"] * height), int(state["x"] * width)
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mask = self.create_circle_mask(height, width, center_y, center_x, state["size"])
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state = self.interact(mask, input_mask[b].cpu().numpy(), state,
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interaction_strength, height, width,
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interaction_type == "attract")
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center_y, center_x = int(state["y"] * height), int(state["x"] * width)
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masks[b] = self.create_circle_mask(height, width, center_y, center_x, state["size"])
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self.set_state(state)
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return (torch.from_numpy(masks),)
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class ResizeMaskNode(ControlNodeBase, MaskControlMixin):
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"""Node that maintains a mask that resizes based on proximity to input masks"""
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@classmethod
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def INPUT_TYPES(cls):
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inputs = super().INPUT_TYPES()
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inputs["required"].update({
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"input_mask": ("MASK",),
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"x_pos": ("FLOAT", {
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"default": 0.5,
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"min": 0.0,
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"max": 1.0,
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"step": 0.01,
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"tooltip": "Initial X position (0-1)"
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}),
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"y_pos": ("FLOAT", {
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"default": 0.5,
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"min": 0.0,
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"max": 1.0,
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"step": 0.01,
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"tooltip": "Initial Y position (0-1)"
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}),
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"size": ("FLOAT", {
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"default": 0.2,
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"min": 0.01,
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"max": 1.0,
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"step": 0.01,
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"tooltip": "Size of the mask relative to image size"
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}),
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"min_size": ("FLOAT", {
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"default": 0.1,
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"min": 0.01,
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"max": 1.0,
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"step": 0.01,
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"tooltip": "Minimum size the mask can shrink to"
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}),
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"max_size": ("FLOAT", {
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"default": 0.4,
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"min": 0.01,
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"max": 1.0,
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"step": 0.01,
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"tooltip": "Maximum size the mask can grow to"
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}),
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"resize_strength": ("FLOAT", {
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"default": 0.1,
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"min": 0.0,
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"max": 1.0,
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"step": 0.01,
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"tooltip": "Strength of the resize effect"
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})
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})
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return inputs
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RETURN_TYPES = ("MASK",)
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FUNCTION = "update"
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CATEGORY = "real-time/control/mask"
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def resize(self, mask, input_mask_np, state, strength, height, width):
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if np.max(input_mask_np) < 0.1:
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# No mask detected - use max size
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state["size"] = state["max_size"]
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return state
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# Get distance from center to nearest mask pixel
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center_y = int(state["y"] * height)
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center_x = int(state["x"] * width)
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y_indices, x_indices = np.nonzero(input_mask_np > 0.1)
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if len(y_indices) == 0:
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return state
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distances = np.sqrt((y_indices - center_y)**2 + (x_indices - center_x)**2)
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min_dist = np.min(distances)
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# Map distance directly to size
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# When dist=0, size=min_size
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# When dist=100, size=max_size
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dist_range = 100.0 # pixels
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size_range = state["max_size"] - state["min_size"]
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size = state["min_size"] + (min_dist / dist_range) * size_range
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state["size"] = np.clip(size, state["min_size"], state["max_size"])
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return state
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def update(self, input_mask, x_pos, y_pos, size, min_size, max_size, resize_strength, always_execute=True):
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was_reset = len(self.state_manager._states) == 0
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if was_reset:
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state = self.get_initial_state(x_pos, y_pos, size, min_size, max_size)
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else:
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state = self.get_state(self.get_initial_state(x_pos, y_pos, size, min_size, max_size))
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batch_size, height, width = input_mask.shape
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masks = np.zeros((batch_size, height, width), dtype=np.float32)
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for b in range(batch_size):
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center_y, center_x = int(state["y"] * height), int(state["x"] * width)
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mask = self.create_circle_mask(height, width, center_y, center_x, state["size"])
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state = self.resize(mask, input_mask[b].cpu().numpy(), state, resize_strength, height, width)
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center_y, center_x = int(state["y"] * height), int(state["x"] * width)
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masks[b] = self.create_circle_mask(height, width, center_y, center_x, state["size"])
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self.set_state(state)
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return (torch.from_numpy(masks),)
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@@ -0,0 +1,70 @@
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from ..base.control_base import ControlNodeBase
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class StateResetNode(ControlNodeBase):
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"""Node that resets all control node states when triggered"""
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OUTPUT_NODE = True
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@classmethod
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def INPUT_TYPES(cls):
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inputs = super().INPUT_TYPES()
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inputs["required"].update({
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"trigger": ("BOOLEAN", {
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"default": False,
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"tooltip": "Set to True to reset all states"
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})
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})
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return inputs
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RETURN_TYPES = ("BOOLEAN",)
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FUNCTION = "update"
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CATEGORY = "real-time/control/utility"
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def update(self, trigger, always_execute=True):
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print(f"\n=== StateResetNode UPDATE - node_id: {self.node_id} ===")
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print(f"States before potential reset: {self.state_manager._states}")
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if trigger:
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print("RESETTING ALL STATES")
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self.state_manager.clear_all_states()
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print(f"States after reset: {self.state_manager._states}")
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return (True,)
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return (False,)
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class StateTestNode(ControlNodeBase):
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"""Simple node that maintains a counter to test state management"""
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@classmethod
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def INPUT_TYPES(cls):
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inputs = super().INPUT_TYPES()
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inputs["required"].update({
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"increment": ("INT", {
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"default": 1,
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"min": 1,
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"max": 100,
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"step": 1,
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"tooltip": "Amount to increment counter by"
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})
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})
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return inputs
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RETURN_TYPES = ("INT",)
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FUNCTION = "update"
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CATEGORY = "real-time/control/utility"
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def update(self, increment, always_execute=True):
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print(f"\n=== StateTestNode UPDATE - node_id: {self.node_id} ===")
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print(f"All states before get: {self.state_manager._states}")
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state = self.get_state({
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"counter": 0
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})
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print(f"Retrieved state: {state}")
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state["counter"] += increment
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print(f"Updated state before save: {state}")
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self.set_state(state)
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print(f"All states after save: {self.state_manager._states}")
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return (state["counter"],)
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@@ -271,3 +271,5 @@ class LazyCondition(ControlNodeBase):
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