Simulation input and output nodes are currently added individually, but they always need to exist as pair. This PR modifies the _Add Node_ menu so that a single menu entry adds and input and output node together.
The `NODE_OT_add_node` operator currently adds just a single node type. A new variant of this operator is added which adds a _simulation zone_ with origin + target node instead. This requires some modification of the `NodeAddOperator` base class, moving the `node_type` property into the final implementation. Unlike the `NODE_OT_add_node` operator, the `NODE_OT_add_simulation_zone` adds 2 different node types.
After adding the two nodes, a reference needs to be added to "pair" them: Input node ("origin") stores the UID of the output node ("target") in its `output_node_id` property. So far this was detected automatically when adding an input, but this method is not very robust (e.g. it depends on order of adding nodes and adding multiple pairs can be tricky).
Now the pairing is done explicitly through an API function `node_geo_simulation_input_pair_with_output`. The `NODE_OT_add_simulation_zone` operator performs pairing of the input/output nodes after adding them. The function is accessible through RNA, so an operator may be added if necessary to allow users to fix unpaired nodes.
In addition to pairing the two nodes, the operator also positions them at a comfortable distance, as well as adding a default link between the two Geometry sockets for convenience.
Resolves #105727
Pull Request: blender/blender#106557
256 lines
7.4 KiB
Python
256 lines
7.4 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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from __future__ import annotations
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import bpy
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from bpy.types import (
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Operator,
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PropertyGroup,
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)
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from bpy.props import (
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BoolProperty,
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CollectionProperty,
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EnumProperty,
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FloatVectorProperty,
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IntProperty,
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StringProperty,
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)
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from mathutils import (
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Vector,
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)
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from bpy.app.translations import pgettext_tip as tip_
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class NodeSetting(PropertyGroup):
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value: StringProperty(
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name="Value",
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description="Python expression to be evaluated "
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"as the initial node setting",
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default="",
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)
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# Base class for node 'Add' operators
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class NodeAddOperator:
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use_transform: BoolProperty(
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name="Use Transform",
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description="Start transform operator after inserting the node",
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default=False,
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)
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settings: CollectionProperty(
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name="Settings",
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description="Settings to be applied on the newly created node",
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type=NodeSetting,
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options={'SKIP_SAVE'},
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)
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@staticmethod
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def store_mouse_cursor(context, event):
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space = context.space_data
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tree = space.edit_tree
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# convert mouse position to the View2D for later node placement
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if context.region.type == 'WINDOW':
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# convert mouse position to the View2D for later node placement
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space.cursor_location_from_region(
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event.mouse_region_x, event.mouse_region_y)
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else:
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space.cursor_location = tree.view_center
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# Deselect all nodes in the tree
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@staticmethod
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def deselect_nodes(context):
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space = context.space_data
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tree = space.edit_tree
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for n in tree.nodes:
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n.select = False
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def create_node(self, context, node_type):
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space = context.space_data
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tree = space.edit_tree
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try:
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node = tree.nodes.new(type=node_type)
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except RuntimeError as e:
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self.report({'ERROR'}, str(e))
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return None
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for setting in self.settings:
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# XXX catch exceptions here?
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value = eval(setting.value)
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node_data = node
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node_attr_name = setting.name
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# Support path to nested data.
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if '.' in node_attr_name:
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node_data_path, node_attr_name = node_attr_name.rsplit(".", 1)
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node_data = node.path_resolve(node_data_path)
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try:
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setattr(node_data, node_attr_name, value)
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except AttributeError as e:
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self.report(
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{'ERROR_INVALID_INPUT'},
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"Node has no attribute " + setting.name)
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print(str(e))
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# Continue despite invalid attribute
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node.select = True
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tree.nodes.active = node
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node.location = space.cursor_location
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return node
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree to add nodes to
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return (space and (space.type == 'NODE_EDITOR') and
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space.edit_tree and not space.edit_tree.library)
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# Default invoke stores the mouse position to place the node correctly
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# and optionally invokes the transform operator
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def invoke(self, context, event):
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self.store_mouse_cursor(context, event)
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result = self.execute(context)
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if self.use_transform and ('FINISHED' in result):
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# removes the node again if transform is canceled
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bpy.ops.node.translate_attach_remove_on_cancel('INVOKE_DEFAULT')
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return result
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# Simple basic operator for adding a node
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class NODE_OT_add_node(NodeAddOperator, Operator):
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'''Add a node to the active tree'''
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bl_idname = "node.add_node"
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bl_label = "Add Node"
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bl_options = {'REGISTER', 'UNDO'}
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type: StringProperty(
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name="Node Type",
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description="Node type",
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)
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# Default execute simply adds a node
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def execute(self, context):
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if self.properties.is_property_set("type"):
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self.deselect_nodes(context)
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self.create_node(context, self.type)
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return {'FINISHED'}
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else:
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return {'CANCELLED'}
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@classmethod
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def description(cls, _context, properties):
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nodetype = properties["type"]
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bl_rna = bpy.types.Node.bl_rna_get_subclass(nodetype)
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if bl_rna is not None:
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return tip_(bl_rna.description)
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else:
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return ""
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class NODE_OT_add_simulation_zone(NodeAddOperator, Operator):
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'''Add simulation zone input and output nodes to the active tree'''
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bl_idname = "node.add_simulation_zone"
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bl_label = "Add Simulation Zone"
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bl_options = {'REGISTER', 'UNDO'}
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input_node_type = "GeometryNodeSimulationInput"
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output_node_type = "GeometryNodeSimulationOutput"
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offset: FloatVectorProperty(
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name="Offset",
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description="Offset of nodes from the cursor when added",
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size=2,
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default=(150, 0),
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)
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def execute(self, context):
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space = context.space_data
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tree = space.edit_tree
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props = self.properties
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self.deselect_nodes(context)
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input_node = self.create_node(context, self.input_node_type)
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output_node = self.create_node(context, self.output_node_type)
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if input_node is None or output_node is None:
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return {'CANCELLED'}
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# Simulation input must be paired with the output.
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input_node.pair_with_output(output_node)
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input_node.location -= Vector(self.offset)
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output_node.location += Vector(self.offset)
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# Connect geometry sockets by default.
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from_socket = input_node.outputs.get("Geometry")
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to_socket = output_node.inputs.get("Geometry")
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tree.links.new(to_socket, from_socket)
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return {'FINISHED'}
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class NODE_OT_collapse_hide_unused_toggle(Operator):
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'''Toggle collapsed nodes and hide unused sockets'''
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bl_idname = "node.collapse_hide_unused_toggle"
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bl_label = "Collapse and Hide Unused Sockets"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space and (space.type == 'NODE_EDITOR') and
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(space.edit_tree and not space.edit_tree.library))
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def execute(self, context):
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space = context.space_data
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tree = space.edit_tree
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for node in tree.nodes:
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if node.select:
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hide = (not node.hide)
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node.hide = hide
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# Note: connected sockets are ignored internally
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for socket in node.inputs:
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socket.hide = hide
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for socket in node.outputs:
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socket.hide = hide
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return {'FINISHED'}
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class NODE_OT_tree_path_parent(Operator):
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'''Go to parent node tree'''
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bl_idname = "node.tree_path_parent"
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bl_label = "Parent Node Tree"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space and (space.type == 'NODE_EDITOR') and len(space.path) > 1)
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def execute(self, context):
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space = context.space_data
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space.path.pop()
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return {'FINISHED'}
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classes = (
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NodeSetting,
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NODE_OT_add_node,
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NODE_OT_add_simulation_zone,
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NODE_OT_collapse_hide_unused_toggle,
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NODE_OT_tree_path_parent,
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)
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