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