node_shader_utils: several fixes, improvements and cleanups.

Fix broken behavior in case of texcoords mapping (we do need texcoords
node in all cases, then, even for UV coords...).

Use nodes by default when generating new write-allowed wrapper around a
material.

Do not try to find nodes in existing tree all the time, do it only once,
even for lazy-initialized nodes (through accessors).

Fix ugly spacing in property accessors (since it looks like some people
do not like a single 'block' with both getters, setters and prop
definition, at least use one sep line everywhere (and two sep lines to
separate properties)...
This commit is contained in:
2018-10-13 19:27:12 +02:00
parent b11515332b
commit dd6bf3f84a

View File

@@ -43,6 +43,7 @@ def rgb_to_rgba(rgb):
def rgba_to_rgb(rgba): def rgba_to_rgb(rgba):
return Color((rgba[0], rgba[1], rgba[2])) return Color((rgba[0], rgba[1], rgba[2]))
class ShaderWrapper(): class ShaderWrapper():
""" """
Base class with minimal common ground for all types of shader interfaces we may want/need to implement. Base class with minimal common ground for all types of shader interfaces we may want/need to implement.
@@ -90,9 +91,10 @@ class ShaderWrapper():
dst_node.width = min(dst_node.width, self._col_size - 20) dst_node.width = min(dst_node.width, self._col_size - 20)
return loc return loc
def __init__(self, material, is_readonly=True): def __init__(self, material, is_readonly=True, use_nodes=True):
self.is_readonly = is_readonly self.is_readonly = is_readonly
self.material = material self.material = material
self.use_nodes = use_nodes
self.update() self.update()
def update(self): # Should be re-implemented by children classes... def update(self): # Should be re-implemented by children classes...
@@ -101,6 +103,7 @@ class ShaderWrapper():
self._textures = {} self._textures = {}
self._grid_locations = set() self._grid_locations = set()
def use_nodes_get(self): def use_nodes_get(self):
return self.material.use_nodes return self.material.use_nodes
@@ -108,17 +111,22 @@ class ShaderWrapper():
def use_nodes_set(self, val): def use_nodes_set(self, val):
self.material.use_nodes = val self.material.use_nodes = val
self.update() self.update()
use_nodes = property(use_nodes_get, use_nodes_set) use_nodes = property(use_nodes_get, use_nodes_set)
def node_texcoords_get(self): def node_texcoords_get(self):
if not self.use_nodes: if not self.use_nodes:
return None return None
if self._node_texcoords is None: if self._node_texcoords is ...:
# Running only once, trying to find a valid texcoords node.
for n in self.material.node_tree.nodes: for n in self.material.node_tree.nodes:
if n.bl_idname == 'ShaderNodeTexCoord': if n.bl_idname == 'ShaderNodeTexCoord':
self._node_texcoords = n self._node_texcoords = n
self._grid_to_location(0, 0, ref_node=n) self._grid_to_location(0, 0, ref_node=n)
break break
if self._node_texcoords is ...:
self._node_texcoords = None
if self._node_texcoords is None and not self.is_readonly: if self._node_texcoords is None and not self.is_readonly:
tree = self.material.node_tree tree = self.material.node_tree
nodes = tree.nodes nodes = tree.nodes
@@ -129,6 +137,7 @@ class ShaderWrapper():
self._grid_to_location(-5, 1, dst_node=node_texcoords) self._grid_to_location(-5, 1, dst_node=node_texcoords)
self._node_texcoords = node_texcoords self._node_texcoords = node_texcoords
return self._node_texcoords return self._node_texcoords
node_texcoords = property(node_texcoords_get) node_texcoords = property(node_texcoords_get)
@@ -154,8 +163,9 @@ class PrincipledBSDFWrapper(ShaderWrapper):
NODES_LIST = ShaderWrapper.NODES_LIST + NODES_LIST NODES_LIST = ShaderWrapper.NODES_LIST + NODES_LIST
def __init__(self, material, is_readonly=True): def __init__(self, material, is_readonly=True, use_nodes=True):
super(PrincipledBSDFWrapper, self).__init__(material, is_readonly) super(PrincipledBSDFWrapper, self).__init__(material, is_readonly, use_nodes)
def update(self): def update(self):
super(PrincipledBSDFWrapper, self).update() super(PrincipledBSDFWrapper, self).update()
@@ -211,31 +221,42 @@ class PrincipledBSDFWrapper(ShaderWrapper):
# -------------------------------------------------------------------- # --------------------------------------------------------------------
# Normal Map, lazy initialization... # Normal Map, lazy initialization...
self._node_normalmap = None self._node_normalmap = ...
# -------------------------------------------------------------------- # --------------------------------------------------------------------
# Tex Coords, lazy initialization... # Tex Coords, lazy initialization...
self._node_texcoords = None self._node_texcoords = ...
def node_normalmap_get(self): def node_normalmap_get(self):
if not self.use_nodes: if not self.use_nodes:
return None return None
if self._node_normalmap is None and self.node_principled_bsdf is not None: if self.node_principled_bsdf is not None:
node_principled = self.node_principled_bsdf node_principled = self.node_principled_bsdf
if self._node_normalmap is ...:
# Running only once, trying to find a valid normalmap node.
if node_principled.inputs["Normal"].is_linked: if node_principled.inputs["Normal"].is_linked:
node_normalmap = node_principled.inputs["Normal"].links[0].from_node node_normalmap = node_principled.inputs["Normal"].links[0].from_node
if node_normalmap.bl_idname == 'ShaderNodeNormalMap': if node_normalmap.bl_idname == 'ShaderNodeNormalMap':
self._node_normalmap = node_normalmap self._node_normalmap = node_normalmap
self._grid_to_location(0, 0, ref_node=node_normalmap) self._grid_to_location(0, 0, ref_node=node_normalmap)
if self._node_normalmap is ...:
self._node_normalmap = None
if self._node_normalmap is None and not self.is_readonly: if self._node_normalmap is None and not self.is_readonly:
tree = self.material.node_tree
nodes = tree.nodes
links = tree.links
node_normalmap = nodes.new(type='ShaderNodeNormalMap') node_normalmap = nodes.new(type='ShaderNodeNormalMap')
node_normalmap.label = "Normal/Map" node_normalmap.label = "Normal/Map"
self._grid_to_location(-1, -2, dst_node=node_normalmap, ref_node=node_principled) self._grid_to_location(-1, -2, dst_node=node_normalmap, ref_node=node_principled)
# Link # Link
links.new(node_normalmap.outputs["Normal"], node_principled.inputs["Normal"]) links.new(node_normalmap.outputs["Normal"], node_principled.inputs["Normal"])
return self._node_normalmap return self._node_normalmap
node_normalmap = property(node_normalmap_get) node_normalmap = property(node_normalmap_get)
# -------------------------------------------------------------------- # --------------------------------------------------------------------
# Base Color. # Base Color.
@@ -249,8 +270,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self.material.diffuse_color = color self.material.diffuse_color = color
if self.use_nodes and self.node_principled_bsdf is not None: if self.use_nodes and self.node_principled_bsdf is not None:
self.node_principled_bsdf.inputs["Base Color"].default_value = rgb_to_rgba(color) self.node_principled_bsdf.inputs["Base Color"].default_value = rgb_to_rgba(color)
base_color = property(base_color_get, base_color_set) base_color = property(base_color_get, base_color_set)
def base_color_texture_get(self): def base_color_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None: if not self.use_nodes or self.node_principled_bsdf is None:
return None return None
@@ -259,8 +282,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self.node_principled_bsdf.inputs["Base Color"], self.node_principled_bsdf.inputs["Base Color"],
grid_row_diff=1, grid_row_diff=1,
) )
base_color_texture = property(base_color_texture_get) base_color_texture = property(base_color_texture_get)
# -------------------------------------------------------------------- # --------------------------------------------------------------------
# Specular. # Specular.
@@ -274,8 +299,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self.material.specular_intensity = value self.material.specular_intensity = value
if self.use_nodes and self.node_principled_bsdf is not None: if self.use_nodes and self.node_principled_bsdf is not None:
self.node_principled_bsdf.inputs["Specular"].default_value = value self.node_principled_bsdf.inputs["Specular"].default_value = value
specular = property(specular_get, specular_set) specular = property(specular_get, specular_set)
def specular_tint_get(self): def specular_tint_get(self):
if not self.use_nodes or self.node_principled_bsdf is None: if not self.use_nodes or self.node_principled_bsdf is None:
return 0.0 return 0.0
@@ -285,19 +312,24 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def specular_tint_set(self, value): def specular_tint_set(self, value):
if self.use_nodes and self.node_principled_bsdf is not None: if self.use_nodes and self.node_principled_bsdf is not None:
self.node_principled_bsdf.inputs["Specular Tint"].default_value = rgb_to_rgba(value) self.node_principled_bsdf.inputs["Specular Tint"].default_value = rgb_to_rgba(value)
specular_tint = property(specular_tint_get, specular_tint_set) specular_tint = property(specular_tint_get, specular_tint_set)
# Will only be used as gray-scale one... # Will only be used as gray-scale one...
def specular_texture_get(self): def specular_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None: if not self.use_nodes or self.node_principled_bsdf is None:
print("NO NODES!")
return None return None
return ShaderImageTextureWrapper( return ShaderImageTextureWrapper(
self, self.node_principled_bsdf, self, self.node_principled_bsdf,
self.node_principled_bsdf.inputs["Specular"], self.node_principled_bsdf.inputs["Specular"],
grid_row_diff=0, grid_row_diff=0,
) )
specular_texture = property(specular_texture_get) specular_texture = property(specular_texture_get)
# -------------------------------------------------------------------- # --------------------------------------------------------------------
# Roughness (also sort of inverse of specular hardness...). # Roughness (also sort of inverse of specular hardness...).
@@ -311,8 +343,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self.material.roughness = value self.material.roughness = value
if self.use_nodes and self.node_principled_bsdf is not None: if self.use_nodes and self.node_principled_bsdf is not None:
self.node_principled_bsdf.inputs["Roughness"].default_value = value self.node_principled_bsdf.inputs["Roughness"].default_value = value
roughness = property(roughness_get, roughness_set) roughness = property(roughness_get, roughness_set)
# Will only be used as gray-scale one... # Will only be used as gray-scale one...
def roughness_texture_get(self): def roughness_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None: if not self.use_nodes or self.node_principled_bsdf is None:
@@ -322,8 +356,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self.node_principled_bsdf.inputs["Roughness"], self.node_principled_bsdf.inputs["Roughness"],
grid_row_diff=0, grid_row_diff=0,
) )
roughness_texture = property(roughness_texture_get) roughness_texture = property(roughness_texture_get)
# -------------------------------------------------------------------- # --------------------------------------------------------------------
# Metallic (a.k.a reflection, mirror). # Metallic (a.k.a reflection, mirror).
@@ -337,8 +373,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self.material.metallic = value self.material.metallic = value
if self.use_nodes and self.node_principled_bsdf is not None: if self.use_nodes and self.node_principled_bsdf is not None:
self.node_principled_bsdf.inputs["Metallic"].default_value = value self.node_principled_bsdf.inputs["Metallic"].default_value = value
metallic = property(metallic_get, metallic_set) metallic = property(metallic_get, metallic_set)
# Will only be used as gray-scale one... # Will only be used as gray-scale one...
def metallic_texture_get(self): def metallic_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None: if not self.use_nodes or self.node_principled_bsdf is None:
@@ -348,8 +386,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self.node_principled_bsdf.inputs["Metallic"], self.node_principled_bsdf.inputs["Metallic"],
grid_row_diff=0, grid_row_diff=0,
) )
metallic_texture = property(metallic_texture_get) metallic_texture = property(metallic_texture_get)
# -------------------------------------------------------------------- # --------------------------------------------------------------------
# Transparency settings. # Transparency settings.
@@ -362,8 +402,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def ior_set(self, value): def ior_set(self, value):
if self.use_nodes and self.node_principled_bsdf is not None: if self.use_nodes and self.node_principled_bsdf is not None:
self.node_principled_bsdf.inputs["IOR"].default_value = value self.node_principled_bsdf.inputs["IOR"].default_value = value
ior = property(ior_get, ior_set) ior = property(ior_get, ior_set)
# Will only be used as gray-scale one... # Will only be used as gray-scale one...
def ior_texture_get(self): def ior_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None: if not self.use_nodes or self.node_principled_bsdf is None:
@@ -373,8 +415,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self.node_principled_bsdf.inputs["IOR"], self.node_principled_bsdf.inputs["IOR"],
grid_row_diff=-1, grid_row_diff=-1,
) )
ior_texture = property(ior_texture_get) ior_texture = property(ior_texture_get)
def transmission_get(self): def transmission_get(self):
if not self.use_nodes or self.node_principled_bsdf is None: if not self.use_nodes or self.node_principled_bsdf is None:
return 0.0 return 0.0
@@ -384,8 +428,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def transmission_set(self, value): def transmission_set(self, value):
if self.use_nodes and self.node_principled_bsdf is not None: if self.use_nodes and self.node_principled_bsdf is not None:
self.node_principled_bsdf.inputs["Transmission"].default_value = value self.node_principled_bsdf.inputs["Transmission"].default_value = value
transmission = property(transmission_get, transmission_set) transmission = property(transmission_get, transmission_set)
# Will only be used as gray-scale one... # Will only be used as gray-scale one...
def transmission_texture_get(self): def transmission_texture_get(self):
if not self.use_nodes or self.node_principled_bsdf is None: if not self.use_nodes or self.node_principled_bsdf is None:
@@ -395,8 +441,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self.node_principled_bsdf.inputs["Transmission"], self.node_principled_bsdf.inputs["Transmission"],
grid_row_diff=-1, grid_row_diff=-1,
) )
transmission_texture = property(transmission_texture_get) transmission_texture = property(transmission_texture_get)
# TODO: Do we need more complex handling for alpha (allowing masking and such)? # TODO: Do we need more complex handling for alpha (allowing masking and such)?
# Would need extra mixing nodes onto Base Color maybe, or even its own shading chain... # Would need extra mixing nodes onto Base Color maybe, or even its own shading chain...
@@ -412,8 +460,10 @@ class PrincipledBSDFWrapper(ShaderWrapper):
def normalmap_strength_set(self, value): def normalmap_strength_set(self, value):
if self.use_nodes and self.node_normalmap is not None: if self.use_nodes and self.node_normalmap is not None:
self.node_normalmap.inputs["Strength"].default_value = value self.node_normalmap.inputs["Strength"].default_value = value
normalmap_strength = property(normalmap_strength_get, normalmap_strength_set) normalmap_strength = property(normalmap_strength_get, normalmap_strength_set)
def normalmap_texture_get(self): def normalmap_texture_get(self):
if not self.use_nodes or self.node_normalmap is None: if not self.use_nodes or self.node_normalmap is None:
return None return None
@@ -422,9 +472,11 @@ class PrincipledBSDFWrapper(ShaderWrapper):
self.node_normalmap.inputs["Color"], self.node_normalmap.inputs["Color"],
grid_row_diff=-2, grid_row_diff=-2,
) )
normalmap_texture = property(normalmap_texture_get) normalmap_texture = property(normalmap_texture_get)
class ShaderImageTextureWrapper(): class ShaderImageTextureWrapper():
""" """
Generic 'image texture'-like wrapper, handling image node, some mapping (texture coordinates transformations), Generic 'image texture'-like wrapper, handling image node, some mapping (texture coordinates transformations),
@@ -465,15 +517,17 @@ class ShaderImageTextureWrapper():
self.grid_row_diff = grid_row_diff self.grid_row_diff = grid_row_diff
self.use_alpha = use_alpha self.use_alpha = use_alpha
self._node_image = None self._node_image = ...
self._node_mapping = None self._node_mapping = ...
tree = node_dst.id_data tree = node_dst.id_data
nodes = tree.nodes nodes = tree.nodes
links = tree.links links = tree.links
if socket_dst.is_linked: if socket_dst.is_linked:
self._node_image = socket_dst.links[0].from_node from_node = socket_dst.links[0].from_node
if from_node.bl_idname == 'ShaderNodeTexImage':
self._node_image = from_node
if self.node_image is not None: if self.node_image is not None:
socket_dst = self.node_image.inputs["Vector"] socket_dst = self.node_image.inputs["Vector"]
@@ -482,16 +536,67 @@ class ShaderImageTextureWrapper():
if from_node.bl_idname == 'ShaderNodeMapping': if from_node.bl_idname == 'ShaderNodeMapping':
self._node_mapping = from_node self._node_mapping = from_node
def copy_from(self, tex):
# Avoid generating any node in source texture.
is_readonly_back = tex.is_readonly
tex.is_readonly = True
if tex.node_image is not None:
self.image = tex.image
self.projection = tex.projection
self.texcoords = tex.texcoords
self.copy_mapping_from(tex)
tex.is_readonly = is_readonly_back
def copy_mapping_from(self, tex):
# Avoid generating any node in source texture.
is_readonly_back = tex.is_readonly
tex.is_readonly = True
if tex.node_mapping is None: # Used to actually remove mapping node.
if self.has_mapping_node():
# We assume node_image can never be None in that case...
# Find potential existing link into image's Vector input.
socket_dst = socket_src = None
if self.node_mapping.inputs["Vector"].is_linked:
socket_dst = self.node_image.inputs["Vector"]
socket_src = self.node_mapping.inputs["Vector"].links[0].from_socket
tree = self.owner_shader.material.node_tree
tree.nodes.remove(self.node_mapping)
self._node_mapping = None
# If previously existing, re-link texcoords -> image
if socket_src is not None:
tree.links.new(socket_src, socket_dst)
elif self.node_mapping is not None:
self.translation = tex.translation
self.rotation = tex.rotation
self.scale = tex.scale
self.use_min = tex.use_min
self.use_max = tex.use_max
self.min = tex.min
self.max = tex.max
tex.is_readonly = is_readonly_back
# -------------------------------------------------------------------- # --------------------------------------------------------------------
# Image. # Image.
def node_image_get(self): def node_image_get(self):
if self._node_image is None: if self._node_image is ...:
# Running only once, trying to find a valid image node.
if self.socket_dst.is_linked: if self.socket_dst.is_linked:
node_image = self.socket_dst.links[0].from_node node_image = self.socket_dst.links[0].from_node
if node_image.bl_idname == 'ShaderNodeTexImage': if node_image.bl_idname == 'ShaderNodeTexImage':
self._node_image = node_image self._node_image = node_image
self.owner_shader._grid_to_location(0, 0, ref_node=node_image) self.owner_shader._grid_to_location(0, 0, ref_node=node_image)
if self._node_image is ...:
self._node_image = None
if self._node_image is None and not self.is_readonly: if self._node_image is None and not self.is_readonly:
tree = self.owner_shader.material.node_tree tree = self.owner_shader.material.node_tree
@@ -502,27 +607,33 @@ class ShaderImageTextureWrapper():
self._node_image = node_image self._node_image = node_image
return self._node_image return self._node_image
node_image = property(node_image_get) node_image = property(node_image_get)
def image_get(self): def image_get(self):
return self.node_image.image if self.node_image is not None else None return self.node_image.image if self.node_image is not None else None
@_set_check @_set_check
def image_set(self, image): def image_set(self, image):
self.node_image.image = image self.node_image.image = image
image = property(image_get, image_set) image = property(image_get, image_set)
def projection_get(self): def projection_get(self):
return self.node_image.projection if self.node_image is not None else 'FLAT' return self.node_image.projection if self.node_image is not None else 'FLAT'
@_set_check @_set_check
def projection_set(self, projection): def projection_set(self, projection):
self.node_image.projection = projection self.node_image.projection = projection
projection = property(projection_get, projection_set) projection = property(projection_get, projection_set)
def texcoords_get(self): def texcoords_get(self):
if self.node_image is not None: if self.node_image is not None:
socket = (self.node_mapping if self._node_mapping is not None else self.node_image).inputs["Vector"] socket = (self.node_mapping if self.has_mapping_node() else self.node_image).inputs["Vector"]
if socket.is_linked: if socket.is_linked:
return socket.links[0].from_socket.name return socket.links[0].from_socket.name
return 'UV' return 'UV'
@@ -530,20 +641,27 @@ class ShaderImageTextureWrapper():
@_set_check @_set_check
def texcoords_set(self, texcoords): def texcoords_set(self, texcoords):
# Image texture node already defaults to UVs, no extra node needed. # Image texture node already defaults to UVs, no extra node needed.
if texcoords == 'UV': # ONLY in case we do not have any texcoords mapping!!!
if texcoords == 'UV' and not self.has_mapping_node():
return return
tree = self.node_image.id_data tree = self.node_image.id_data
links = tree.links links = tree.links
node_dst = self.node_mapping if self._node_mapping is not None else self.node_image node_dst = self.node_mapping if self.has_mapping_node() else self.node_image
socket_src = self.owner_shader.node_texcoords.outputs[texcoords] socket_src = self.owner_shader.node_texcoords.outputs[texcoords]
links.new(socket_src, node_dst.inputs["Vector"]) links.new(socket_src, node_dst.inputs["Vector"])
texcoords = property(texcoords_get, texcoords_set) texcoords = property(texcoords_get, texcoords_set)
# -------------------------------------------------------------------- # --------------------------------------------------------------------
# Mapping. # Mapping.
def has_mapping_node(self):
return self._node_mapping not in {None, ...}
def node_mapping_get(self): def node_mapping_get(self):
if self._node_mapping is None: if self._node_mapping is ...:
# Running only once, trying to find a valid mapping node.
if self.node_image is None: if self.node_image is None:
return None return None
if self.node_image.inputs["Vector"].is_linked: if self.node_image.inputs["Vector"].is_linked:
@@ -551,78 +669,96 @@ class ShaderImageTextureWrapper():
if node_mapping.bl_idname == 'ShaderNodeMapping': if node_mapping.bl_idname == 'ShaderNodeMapping':
self._node_mapping = node_mapping self._node_mapping = node_mapping
self.owner_shader._grid_to_location(0, 0 + self.grid_row_diff, ref_node=node_mapping) self.owner_shader._grid_to_location(0, 0 + self.grid_row_diff, ref_node=node_mapping)
if self._node_mapping is ...:
self._node_mapping = None
if self._node_mapping is None and not self.is_readonly: if self._node_mapping is None and not self.is_readonly:
# Find potential existing link into image's Vector input. # Find potential existing link into image's Vector input.
socket_dst = self.node_image.inputs["Vector"] socket_dst = self.node_image.inputs["Vector"]
socket_src = socket_dst.links[0].from_socket if socket_dst.is_linked else None # If not already existing, we need to create texcoords -> mapping link (from UV).
socket_src = (socket_dst.links[0].from_socket if socket_dst.is_linked
else self.owner_shader.node_texcoords.outputs['UV'])
tree = self.owner_shader.material.node_tree tree = self.owner_shader.material.node_tree
node_mapping = tree.nodes.new(type='ShaderNodeMapping') node_mapping = tree.nodes.new(type='ShaderNodeMapping')
node_mapping.vector_type = 'TEXTURE' node_mapping.vector_type = 'TEXTURE'
self.owner_shader._grid_to_location(-1, 0, dst_node=node_mapping, ref_node=self.node_image) self.owner_shader._grid_to_location(-1, 0, dst_node=node_mapping, ref_node=self.node_image)
# link mapping -> image node # Link mapping -> image node.
tree.links.new(node_mapping.outputs["Vector"], socket_dst) tree.links.new(node_mapping.outputs["Vector"], socket_dst)
# And if already existing, re-link texcoords -> mapping # Link texcoords -> mapping.
if socket_src is not None:
tree.links.new(socket_src, node_mapping.inputs["Vector"]) tree.links.new(socket_src, node_mapping.inputs["Vector"])
self._node_mapping = node_mapping self._node_mapping = node_mapping
return self._node_mapping return self._node_mapping
node_mapping = property(node_mapping_get) node_mapping = property(node_mapping_get)
def translation_get(self): def translation_get(self):
return self.node_mapping.translation if self.node_mapping is not None else Vector((0.0, 0.0, 0.0)) return self.node_mapping.translation if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
@_set_check @_set_check
def translation_set(self, translation): def translation_set(self, translation):
self.node_mapping.translation = translation self.node_mapping.translation = translation
translation = property(translation_get, translation_set) translation = property(translation_get, translation_set)
def rotation_get(self): def rotation_get(self):
return self.node_mapping.rotation if self.node_mapping is not None else Vector((0.0, 0.0, 0.0)) return self.node_mapping.rotation if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
@_set_check @_set_check
def rotation_set(self, rotation): def rotation_set(self, rotation):
self.node_mapping.rotation = rotation self.node_mapping.rotation = rotation
rotation = property(rotation_get, rotation_set) rotation = property(rotation_get, rotation_set)
def scale_get(self): def scale_get(self):
return self.node_mapping.scale if self.node_mapping is not None else Vector((1.0, 1.0, 1.0)) return self.node_mapping.scale if self.node_mapping is not None else Vector((1.0, 1.0, 1.0))
@_set_check @_set_check
def scale_set(self, scale): def scale_set(self, scale):
self.node_mapping.scale = scale self.node_mapping.scale = scale
scale = property(scale_get, scale_set) scale = property(scale_get, scale_set)
def use_min_get(self): def use_min_get(self):
return self.node_mapping.use_min if self_mapping.node is not None else False return self.node_mapping.use_min if self_mapping.node is not None else False
@_set_check @_set_check
def use_min_set(self, use_min): def use_min_set(self, use_min):
self.node_mapping.use_min = use_min self.node_mapping.use_min = use_min
use_min = property(use_min_get, use_min_set) use_min = property(use_min_get, use_min_set)
def use_max_get(self): def use_max_get(self):
return self.node_mapping.use_max if self_mapping.node is not None else False return self.node_mapping.use_max if self_mapping.node is not None else False
@_set_check @_set_check
def use_max_set(self, use_max): def use_max_set(self, use_max):
self.node_mapping.use_max = use_max self.node_mapping.use_max = use_max
use_max = property(use_max_get, use_max_set) use_max = property(use_max_get, use_max_set)
def min_get(self): def min_get(self):
return self.node_mapping.min if self.node_mapping is not None else Vector((0.0, 0.0, 0.0)) return self.node_mapping.min if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
@_set_check @_set_check
def min_set(self, min): def min_set(self, min):
self.node_mapping.min = min self.node_mapping.min = min
min = property(min_get, min_set) min = property(min_get, min_set)
def max_get(self): def max_get(self):
return self.node_mapping.max if self.node_mapping is not None else Vector((0.0, 0.0, 0.0)) return self.node_mapping.max if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
@_set_check @_set_check
def max_set(self, max): def max_set(self, max):
self.node_mapping.max = max self.node_mapping.max = max
max = property(max_get, max_set) max = property(max_get, max_set)