Speed up FBX export of polygon indices and edges with numpy #104451

Merged
Bastien Montagne merged 2 commits from Mysteryem/blender-addons:fbx_numpy_polygon_indices_and_edges_pr into main 2023-03-06 15:17:07 +01:00
22 changed files with 4743 additions and 4559 deletions
Showing only changes of commit 23e3fad929 - Show all commits

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@ -11,7 +11,7 @@
bl_info = { bl_info = {
"name": "Extra Objects", "name": "Extra Objects",
"author": "Multiple Authors", "author": "Multiple Authors",
"version": (0, 3, 8), "version": (0, 3, 9),
"blender": (2, 80, 0), "blender": (2, 80, 0),
"location": "View3D > Add > Mesh", "location": "View3D > Add > Mesh",
"description": "Add extra mesh object types", "description": "Add extra mesh object types",

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@ -64,9 +64,7 @@ def Add_Symmetrical_Empty():
sempty.name = "SymmEmpty" sempty.name = "SymmEmpty"
# check if we have a mirror modifier, otherwise add # check if we have a mirror modifier, otherwise add
if (sempty.modifiers and sempty.modifiers['Mirror']): if not any(mod.type == 'MIRROR' for mod in sempty.modifiers):
pass
else:
bpy.ops.object.modifier_add(type='MIRROR') bpy.ops.object.modifier_add(type='MIRROR')
# Delete all! # Delete all!
@ -83,9 +81,7 @@ def Add_Symmetrical_Vert():
sempty.name = "SymmVert" sempty.name = "SymmVert"
# check if we have a mirror modifier, otherwise add # check if we have a mirror modifier, otherwise add
if (sempty.modifiers and sempty.modifiers['Mirror']): if not any(mod.type == 'MIRROR' for mod in sempty.modifiers):
pass
else:
bpy.ops.object.modifier_add(type='MIRROR') bpy.ops.object.modifier_add(type='MIRROR')
# Delete all! # Delete all!
@ -102,7 +98,8 @@ class AddSymmetricalEmpty(Operator):
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
mirror = bpy.context.object.modifiers['Mirror'] mirror = next(mod for mod in bpy.context.object.modifiers
if mod.type == 'MIRROR')
layout.prop(mirror, "use_clip", text="Use Clipping") layout.prop(mirror, "use_clip", text="Use Clipping")
@ -126,7 +123,8 @@ class AddSymmetricalVert(Operator):
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
mirror = bpy.context.object.modifiers['Mirror'] mirror = next(mod for mod in bpy.context.object.modifiers
if mod.type == 'MIRROR')
layout.prop(mirror, "use_clip", text="Use Clipping") layout.prop(mirror, "use_clip", text="Use Clipping")

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@ -11,7 +11,7 @@ bl_info = {
"name": "Archimesh", "name": "Archimesh",
"author": "Antonio Vazquez (antonioya)", "author": "Antonio Vazquez (antonioya)",
"location": "View3D > Add Mesh / Sidebar > Create Tab", "location": "View3D > Add Mesh / Sidebar > Create Tab",
"version": (1, 2, 4), "version": (1, 2, 5),
"blender": (3, 0, 0), "blender": (3, 0, 0),
"description": "Generate rooms, doors, windows, and other architecture objects", "description": "Generate rooms, doors, windows, and other architecture objects",
"doc_url": "{BLENDER_MANUAL_URL}/addons/add_mesh/archimesh.html", "doc_url": "{BLENDER_MANUAL_URL}/addons/add_mesh/archimesh.html",

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@ -108,20 +108,16 @@ class ARCHIMESH_OT_Hole(Operator):
# --------------------------------------- # ---------------------------------------
for child in obj.parent.children: for child in obj.parent.children:
# noinspection PyBroadException # noinspection PyBroadException
try: if "archimesh.ctrl_hole" in child and child["archimesh.ctrl_hole"]:
if child["archimesh.ctrl_hole"]: # apply scale
# apply scale t = parentobj.RoomGenerator[0].wall_width
t = parentobj.RoomGenerator[0].wall_width if t > 0:
if t > 0: child.scale.y = (t + 0.45) / (child.dimensions.y / child.scale.y) # Add some gap
child.scale.y = (t + 0.45) / (child.dimensions.y / child.scale.y) # Add some gap else:
else: child.scale.y = 1
child.scale.y = 1 # add boolean modifier
# add boolean modifier if not isboolean(myroom, child):
if isboolean(myroom, child) is False: set_modifier_boolean(myroom, child)
set_modifier_boolean(myroom, child)
except:
# print("Unexpected error:" + str(sys.exc_info()))
pass
# --------------------------------------- # ---------------------------------------
# Now add the modifiers to baseboard # Now add the modifiers to baseboard

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@ -172,11 +172,9 @@ def set_modifier_solidify(myobject, width):
# Add modifier (boolean) # Add modifier (boolean)
# -------------------------------------------------------------------- # --------------------------------------------------------------------
def set_modifier_boolean(myobject, bolobject): def set_modifier_boolean(myobject, bolobject):
bpy.context.view_layer.objects.active = myobject boolean_modifier = myobject.modifiers.new("", 'BOOLEAN')
if bpy.context.view_layer.objects.active.name == myobject.name: boolean_modifier.operation = 'DIFFERENCE'
boolean_modifier = context.object.modifiers.new("", 'BOOLEAN') boolean_modifier.object = bolobject
boolean_modifier.operation = 'DIFFERENCE'
boolean_modifier.object = bolobject
# -------------------------------------------------------------------- # --------------------------------------------------------------------

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@ -49,7 +49,7 @@ from .fbx_utils import (
units_blender_to_fbx_factor, units_convertor, units_convertor_iter, units_blender_to_fbx_factor, units_convertor, units_convertor_iter,
matrix4_to_array, similar_values, similar_values_iter, astype_view_signedness, fast_first_axis_unique, matrix4_to_array, similar_values, similar_values_iter, astype_view_signedness, fast_first_axis_unique,
# Mesh transform helpers. # Mesh transform helpers.
vcos_transformed_gen, nors_transformed_gen, vcos_transformed, nors_transformed, vcos_transformed_gen, vcos_transformed, nors_transformed,
# UUID from key. # UUID from key.
get_fbx_uuid_from_key, get_fbx_uuid_from_key,
# Key generators. # Key generators.
@ -1140,28 +1140,35 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
# but this does not seem well supported by apps currently... # but this does not seem well supported by apps currently...
me.calc_normals_split() me.calc_normals_split()
t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3 ln_bl_dtype = np.single
ln_fbx_dtype = np.float64
t_ln = np.empty(len(me.loops) * 3, dtype=ln_bl_dtype)
me.loops.foreach_get("normal", t_ln) me.loops.foreach_get("normal", t_ln)
t_ln = nors_transformed_gen(t_ln, geom_mat_no) t_ln = nors_transformed(t_ln, geom_mat_no, ln_fbx_dtype)
if 0: if 0:
t_ln = tuple(t_ln) # No choice... :/ lnidx_fbx_dtype = np.int32
lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0) lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION) elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
elem_data_single_string(lay_nor, b"Name", b"") elem_data_single_string(lay_nor, b"Name", b"")
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex") elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect") elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect")
ln2idx = tuple(set(t_ln)) # Tuple of unique sorted normals and then the index in the unique sorted normals of each normal in t_ln.
elem_data_single_float64_array(lay_nor, b"Normals", chain(*ln2idx)) # Since we don't care about how the normals are sorted, only that they're unique, we can use the fast unique
# helper function.
t_ln, t_lnidx = fast_first_axis_unique(t_ln.reshape(-1, 3), return_inverse=True)
# Convert to the type for fbx
t_lnidx = astype_view_signedness(t_lnidx, lnidx_fbx_dtype)
elem_data_single_float64_array(lay_nor, b"Normals", t_ln)
# Normal weights, no idea what it is. # Normal weights, no idea what it is.
# t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(ln2idx) # t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(t_ln)
# elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw) # elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw)
ln2idx = {nor: idx for idx, nor in enumerate(ln2idx)} elem_data_single_int32_array(lay_nor, b"NormalsIndex", t_lnidx)
elem_data_single_int32_array(lay_nor, b"NormalsIndex", (ln2idx[n] for n in t_ln))
del ln2idx del t_lnidx
# del t_lnw # del t_lnw
else: else:
lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0) lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
@ -1169,7 +1176,7 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
elem_data_single_string(lay_nor, b"Name", b"") elem_data_single_string(lay_nor, b"Name", b"")
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex") elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct") elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
elem_data_single_float64_array(lay_nor, b"Normals", chain(*t_ln)) elem_data_single_float64_array(lay_nor, b"Normals", t_ln)
# Normal weights, no idea what it is. # Normal weights, no idea what it is.
# t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) # t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
# elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln) # elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln)
@ -1180,9 +1187,10 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
tspacenumber = len(me.uv_layers) tspacenumber = len(me.uv_layers)
if tspacenumber: if tspacenumber:
# We can only compute tspace on tessellated meshes, need to check that here... # We can only compute tspace on tessellated meshes, need to check that here...
t_lt = [None] * len(me.polygons) lt_bl_dtype = np.uintc
t_lt = np.empty(len(me.polygons), dtype=lt_bl_dtype)
me.polygons.foreach_get("loop_total", t_lt) me.polygons.foreach_get("loop_total", t_lt)
if any((lt > 4 for lt in t_lt)): if (t_lt > 4).any():
del t_lt del t_lt
scene_data.settings.report( scene_data.settings.report(
{'WARNING'}, {'WARNING'},
@ -1191,7 +1199,7 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
else: else:
del t_lt del t_lt
num_loops = len(me.loops) num_loops = len(me.loops)
t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * num_loops * 3 t_ln = np.empty(num_loops * 3, dtype=ln_bl_dtype)
# t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) # t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
uv_names = [uvlayer.name for uvlayer in me.uv_layers] uv_names = [uvlayer.name for uvlayer in me.uv_layers]
# Annoying, `me.calc_tangent` errors in case there is no geometry... # Annoying, `me.calc_tangent` errors in case there is no geometry...
@ -1209,7 +1217,7 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex") elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct") elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
elem_data_single_float64_array(lay_nor, b"Binormals", elem_data_single_float64_array(lay_nor, b"Binormals",
chain(*nors_transformed_gen(t_ln, geom_mat_no))) nors_transformed(t_ln, geom_mat_no, ln_fbx_dtype))
# Binormal weights, no idea what it is. # Binormal weights, no idea what it is.
# elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw) # elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw)
@ -1222,7 +1230,7 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex") elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct") elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
elem_data_single_float64_array(lay_nor, b"Tangents", elem_data_single_float64_array(lay_nor, b"Tangents",
chain(*nors_transformed_gen(t_ln, geom_mat_no))) nors_transformed(t_ln, geom_mat_no, ln_fbx_dtype))
# Tangent weights, no idea what it is. # Tangent weights, no idea what it is.
# elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw) # elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)
@ -1312,16 +1320,27 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
elem_data_single_string(lay_ma, b"Name", b"") elem_data_single_string(lay_ma, b"Name", b"")
nbr_mats = len(me_fbxmaterials_idx) nbr_mats = len(me_fbxmaterials_idx)
if nbr_mats > 1: if nbr_mats > 1:
t_pm = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons) bl_pm_dtype = np.uintc
fbx_pm_dtype = np.int32
t_pm = np.empty(len(me.polygons), dtype=bl_pm_dtype)
me.polygons.foreach_get("material_index", t_pm) me.polygons.foreach_get("material_index", t_pm)
# We have to validate mat indices, and map them to FBX indices. # We have to validate mat indices, and map them to FBX indices.
# Note a mat might not be in me_fbxmats_idx (e.g. node mats are ignored). # Note a mat might not be in me_fbxmaterials_idx (e.g. node mats are ignored).
def_ma = next(me_fbxmaterials_idx[m] for m in me_blmaterials if m in me_fbxmaterials_idx)
blmaterials_to_fbxmaterials_idxs = [me_fbxmaterials_idx.get(m, def_ma) for m in me_blmaterials] # The first valid material will be used for materials out of bounds of me_blmaterials or materials not
ma_idx_limit = len(blmaterials_to_fbxmaterials_idxs) # in me_fbxmaterials_idx.
_gen = (blmaterials_to_fbxmaterials_idxs[m] if m < ma_idx_limit else def_ma for m in t_pm) def_me_blmaterial_idx, def_ma = next(
t_pm = array.array(data_types.ARRAY_INT32, _gen) (i, me_fbxmaterials_idx[m]) for i, m in enumerate(me_blmaterials) if m in me_fbxmaterials_idx)
# Set material indices that are out of bounds to the default material index
mat_idx_limit = len(me_blmaterials)
t_pm[t_pm >= mat_idx_limit] = def_me_blmaterial_idx
# Map to FBX indices. Materials not in me_fbxmaterials_idx will be set to the default material index.
blmat_fbx_idx = np.fromiter((me_fbxmaterials_idx.get(m, def_ma) for m in me_blmaterials),
dtype=fbx_pm_dtype)
t_pm = blmat_fbx_idx[t_pm]
elem_data_single_string(lay_ma, b"MappingInformationType", b"ByPolygon") elem_data_single_string(lay_ma, b"MappingInformationType", b"ByPolygon")
# XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one # XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one

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@ -265,13 +265,6 @@ def vcos_transformed_gen(raw_cos, m=None):
gen = zip(*(iter(raw_cos),) * 3) gen = zip(*(iter(raw_cos),) * 3)
return gen if m is None else (m @ Vector(v) for v in gen) return gen if m is None else (m @ Vector(v) for v in gen)
def nors_transformed_gen(raw_nors, m=None):
# Great, now normals are also expected 4D!
# XXX Back to 3D normals for now!
# gen = zip(*(iter(raw_nors),) * 3 + (_infinite_gen(1.0),))
gen = zip(*(iter(raw_nors),) * 3)
return gen if m is None else (m @ Vector(v) for v in gen)
def _mat4_vec3_array_multiply(mat4, vec3_array, dtype=None, return_4d=False): def _mat4_vec3_array_multiply(mat4, vec3_array, dtype=None, return_4d=False):
"""Multiply a 4d matrix by each 3d vector in an array and return as an array of either 3d or 4d vectors. """Multiply a 4d matrix by each 3d vector in an array and return as an array of either 3d or 4d vectors.

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@ -4,7 +4,7 @@
bl_info = { bl_info = {
'name': 'glTF 2.0 format', 'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors', 'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (3, 6, 4), "version": (3, 6, 5),
'blender': (3, 5, 0), 'blender': (3, 5, 0),
'location': 'File > Import-Export', 'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0', 'description': 'Import-Export as glTF 2.0',

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@ -137,5 +137,5 @@ def __convert_keyframes(obj_uuid: str, channel: str, keyframes, action_name: str
return input, output return input, output
def __gather_interpolation(export_settings): def __gather_interpolation(export_settings):
# TODO: check if the bone was animated with CONSTANT # TODO: check if the object was animated with CONSTANT
return 'LINEAR' return 'LINEAR'

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@ -103,5 +103,5 @@ def __convert_keyframes(obj_uuid, keyframes, action_name: str, export_settings):
return input, output return input, output
def __gather_interpolation(export_settings): def __gather_interpolation(export_settings):
# TODO: check if the bone was animated with CONSTANT # TODO: check if the SK was animated with CONSTANT
return 'LINEAR' return 'LINEAR'

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@ -5,6 +5,7 @@ import numpy as np
from ...io.com import gltf2_io, gltf2_io_constants, gltf2_io_debug from ...io.com import gltf2_io, gltf2_io_constants, gltf2_io_debug
from ...io.exp import gltf2_io_binary_data from ...io.exp import gltf2_io_binary_data
from ...io.exp.gltf2_io_user_extensions import export_user_extensions
def gather_primitive_attributes(blender_primitive, export_settings): def gather_primitive_attributes(blender_primitive, export_settings):
@ -151,6 +152,8 @@ def __gather_attribute(blender_primitive, attribute, export_settings):
data['data'] += 0.5 # bias for rounding data['data'] += 0.5 # bias for rounding
data['data'] = data['data'].astype(np.uint16) data['data'] = data['data'].astype(np.uint16)
export_user_extensions('gather_attribute_change', export_settings, attribute, data, True)
return { attribute : gltf2_io.Accessor( return { attribute : gltf2_io.Accessor(
buffer_view=gltf2_io_binary_data.BinaryData(data['data'].tobytes(), gltf2_io_constants.BufferViewTarget.ARRAY_BUFFER), buffer_view=gltf2_io_binary_data.BinaryData(data['data'].tobytes(), gltf2_io_constants.BufferViewTarget.ARRAY_BUFFER),
byte_offset=None, byte_offset=None,
@ -171,6 +174,9 @@ def __gather_attribute(blender_primitive, attribute, export_settings):
return __gather_skins(blender_primitive, export_settings) return __gather_skins(blender_primitive, export_settings)
else: else:
export_user_extensions('gather_attribute_change', export_settings, attribute, data, False)
return { return {
attribute: array_to_accessor( attribute: array_to_accessor(
data['data'], data['data'],

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@ -1,5 +1,5 @@
# Running Tests # Running Tests
``` ```
./util_test.py ./utils/paths_test.py
``` ```

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520
node_wrangler/interface.py Normal file
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@ -0,0 +1,520 @@
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Panel, Menu
from bpy.props import StringProperty
from nodeitems_utils import node_categories_iter, NodeItemCustom
from . import operators
from .utils.constants import blend_types, geo_combine_operations, operations
from .utils.nodes import get_nodes_links, nw_check, NWBase
def drawlayout(context, layout, mode='non-panel'):
tree_type = context.space_data.tree_type
col = layout.column(align=True)
col.menu(NWMergeNodesMenu.bl_idname)
col.separator()
col = layout.column(align=True)
col.menu(NWSwitchNodeTypeMenu.bl_idname, text="Switch Node Type")
col.separator()
if tree_type == 'ShaderNodeTree':
col = layout.column(align=True)
col.operator(operators.NWAddTextureSetup.bl_idname, text="Add Texture Setup", icon='NODE_SEL')
col.operator(operators.NWAddPrincipledSetup.bl_idname, text="Add Principled Setup", icon='NODE_SEL')
col.separator()
col = layout.column(align=True)
col.operator(operators.NWDetachOutputs.bl_idname, icon='UNLINKED')
col.operator(operators.NWSwapLinks.bl_idname)
col.menu(NWAddReroutesMenu.bl_idname, text="Add Reroutes", icon='LAYER_USED')
col.separator()
col = layout.column(align=True)
col.menu(NWLinkActiveToSelectedMenu.bl_idname, text="Link Active To Selected", icon='LINKED')
if tree_type != 'GeometryNodeTree':
col.operator(operators.NWLinkToOutputNode.bl_idname, icon='DRIVER')
col.separator()
col = layout.column(align=True)
if mode == 'panel':
row = col.row(align=True)
row.operator(operators.NWClearLabel.bl_idname).option = True
row.operator(operators.NWModifyLabels.bl_idname)
else:
col.operator(operators.NWClearLabel.bl_idname).option = True
col.operator(operators.NWModifyLabels.bl_idname)
col.menu(NWBatchChangeNodesMenu.bl_idname, text="Batch Change")
col.separator()
col.menu(NWCopyToSelectedMenu.bl_idname, text="Copy to Selected")
col.separator()
col = layout.column(align=True)
if tree_type == 'CompositorNodeTree':
col.operator(operators.NWResetBG.bl_idname, icon='ZOOM_PREVIOUS')
if tree_type != 'GeometryNodeTree':
col.operator(operators.NWReloadImages.bl_idname, icon='FILE_REFRESH')
col.separator()
col = layout.column(align=True)
col.operator(operators.NWFrameSelected.bl_idname, icon='STICKY_UVS_LOC')
col.separator()
col = layout.column(align=True)
col.operator(operators.NWAlignNodes.bl_idname, icon='CENTER_ONLY')
col.separator()
col = layout.column(align=True)
col.operator(operators.NWDeleteUnused.bl_idname, icon='CANCEL')
col.separator()
class NodeWranglerPanel(Panel, NWBase):
bl_idname = "NODE_PT_nw_node_wrangler"
bl_space_type = 'NODE_EDITOR'
bl_label = "Node Wrangler"
bl_region_type = "UI"
bl_category = "Node Wrangler"
prepend: StringProperty(
name='prepend',
)
append: StringProperty()
remove: StringProperty()
def draw(self, context):
self.layout.label(text="(Quick access: Shift+W)")
drawlayout(context, self.layout, mode='panel')
#
# M E N U S
#
class NodeWranglerMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_node_wrangler_menu"
bl_label = "Node Wrangler"
def draw(self, context):
self.layout.operator_context = 'INVOKE_DEFAULT'
drawlayout(context, self.layout)
class NWMergeNodesMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_merge_nodes_menu"
bl_label = "Merge Selected Nodes"
def draw(self, context):
type = context.space_data.tree_type
layout = self.layout
if type == 'ShaderNodeTree':
layout.menu(NWMergeShadersMenu.bl_idname, text="Use Shaders")
if type == 'GeometryNodeTree':
layout.menu(NWMergeGeometryMenu.bl_idname, text="Use Geometry Nodes")
layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes")
else:
layout.menu(NWMergeMixMenu.bl_idname, text="Use Mix Nodes")
layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes")
props = layout.operator(operators.NWMergeNodes.bl_idname, text="Use Z-Combine Nodes")
props.mode = 'MIX'
props.merge_type = 'ZCOMBINE'
props = layout.operator(operators.NWMergeNodes.bl_idname, text="Use Alpha Over Nodes")
props.mode = 'MIX'
props.merge_type = 'ALPHAOVER'
class NWMergeGeometryMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_merge_geometry_menu"
bl_label = "Merge Selected Nodes using Geometry Nodes"
def draw(self, context):
layout = self.layout
# The boolean node + Join Geometry node
for type, name, description in geo_combine_operations:
props = layout.operator(operators.NWMergeNodes.bl_idname, text=name)
props.mode = type
props.merge_type = 'GEOMETRY'
class NWMergeShadersMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_merge_shaders_menu"
bl_label = "Merge Selected Nodes using Shaders"
def draw(self, context):
layout = self.layout
for type in ('MIX', 'ADD'):
props = layout.operator(operators.NWMergeNodes.bl_idname, text=type)
props.mode = type
props.merge_type = 'SHADER'
class NWMergeMixMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_merge_mix_menu"
bl_label = "Merge Selected Nodes using Mix"
def draw(self, context):
layout = self.layout
for type, name, description in blend_types:
props = layout.operator(operators.NWMergeNodes.bl_idname, text=name)
props.mode = type
props.merge_type = 'MIX'
class NWConnectionListOutputs(Menu, NWBase):
bl_idname = "NODE_MT_nw_connection_list_out"
bl_label = "From:"
def draw(self, context):
layout = self.layout
nodes, links = get_nodes_links(context)
n1 = nodes[context.scene.NWLazySource]
for index, output in enumerate(n1.outputs):
# Only show sockets that are exposed.
if output.enabled:
layout.operator(
operators.NWCallInputsMenu.bl_idname,
text=output.name,
icon="RADIOBUT_OFF").from_socket = index
class NWConnectionListInputs(Menu, NWBase):
bl_idname = "NODE_MT_nw_connection_list_in"
bl_label = "To:"
def draw(self, context):
layout = self.layout
nodes, links = get_nodes_links(context)
n2 = nodes[context.scene.NWLazyTarget]
for index, input in enumerate(n2.inputs):
# Only show sockets that are exposed.
# This prevents, for example, the scale value socket
# of the vector math node being added to the list when
# the mode is not 'SCALE'.
if input.enabled:
op = layout.operator(operators.NWMakeLink.bl_idname, text=input.name, icon="FORWARD")
op.from_socket = context.scene.NWSourceSocket
op.to_socket = index
class NWMergeMathMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_merge_math_menu"
bl_label = "Merge Selected Nodes using Math"
def draw(self, context):
layout = self.layout
for type, name, description in operations:
props = layout.operator(operators.NWMergeNodes.bl_idname, text=name)
props.mode = type
props.merge_type = 'MATH'
class NWBatchChangeNodesMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_batch_change_nodes_menu"
bl_label = "Batch Change Selected Nodes"
def draw(self, context):
layout = self.layout
layout.menu(NWBatchChangeBlendTypeMenu.bl_idname)
layout.menu(NWBatchChangeOperationMenu.bl_idname)
class NWBatchChangeBlendTypeMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_batch_change_blend_type_menu"
bl_label = "Batch Change Blend Type"
def draw(self, context):
layout = self.layout
for type, name, description in blend_types:
props = layout.operator(operators.NWBatchChangeNodes.bl_idname, text=name)
props.blend_type = type
props.operation = 'CURRENT'
class NWBatchChangeOperationMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_batch_change_operation_menu"
bl_label = "Batch Change Math Operation"
def draw(self, context):
layout = self.layout
for type, name, description in operations:
props = layout.operator(operators.NWBatchChangeNodes.bl_idname, text=name)
props.blend_type = 'CURRENT'
props.operation = type
class NWCopyToSelectedMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_copy_node_properties_menu"
bl_label = "Copy to Selected"
def draw(self, context):
layout = self.layout
layout.operator(operators.NWCopySettings.bl_idname, text="Settings from Active")
layout.menu(NWCopyLabelMenu.bl_idname)
class NWCopyLabelMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_copy_label_menu"
bl_label = "Copy Label"
def draw(self, context):
layout = self.layout
layout.operator(operators.NWCopyLabel.bl_idname, text="from Active Node's Label").option = 'FROM_ACTIVE'
layout.operator(operators.NWCopyLabel.bl_idname, text="from Linked Node's Label").option = 'FROM_NODE'
layout.operator(operators.NWCopyLabel.bl_idname, text="from Linked Output's Name").option = 'FROM_SOCKET'
class NWAddReroutesMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_add_reroutes_menu"
bl_label = "Add Reroutes"
bl_description = "Add Reroute Nodes to Selected Nodes' Outputs"
def draw(self, context):
layout = self.layout
layout.operator(operators.NWAddReroutes.bl_idname, text="to All Outputs").option = 'ALL'
layout.operator(operators.NWAddReroutes.bl_idname, text="to Loose Outputs").option = 'LOOSE'
layout.operator(operators.NWAddReroutes.bl_idname, text="to Linked Outputs").option = 'LINKED'
class NWLinkActiveToSelectedMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_link_active_to_selected_menu"
bl_label = "Link Active to Selected"
def draw(self, context):
layout = self.layout
layout.menu(NWLinkStandardMenu.bl_idname)
layout.menu(NWLinkUseNodeNameMenu.bl_idname)
layout.menu(NWLinkUseOutputsNamesMenu.bl_idname)
class NWLinkStandardMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_link_standard_menu"
bl_label = "To All Selected"
def draw(self, context):
layout = self.layout
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Don't Replace Links")
props.replace = False
props.use_node_name = False
props.use_outputs_names = False
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Replace Links")
props.replace = True
props.use_node_name = False
props.use_outputs_names = False
class NWLinkUseNodeNameMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_link_use_node_name_menu"
bl_label = "Use Node Name/Label"
def draw(self, context):
layout = self.layout
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Don't Replace Links")
props.replace = False
props.use_node_name = True
props.use_outputs_names = False
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Replace Links")
props.replace = True
props.use_node_name = True
props.use_outputs_names = False
class NWLinkUseOutputsNamesMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_link_use_outputs_names_menu"
bl_label = "Use Outputs Names"
def draw(self, context):
layout = self.layout
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Don't Replace Links")
props.replace = False
props.use_node_name = False
props.use_outputs_names = True
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Replace Links")
props.replace = True
props.use_node_name = False
props.use_outputs_names = True
class NWAttributeMenu(bpy.types.Menu):
bl_idname = "NODE_MT_nw_node_attribute_menu"
bl_label = "Attributes"
@classmethod
def poll(cls, context):
valid = False
if nw_check(context):
snode = context.space_data
valid = snode.tree_type == 'ShaderNodeTree'
return valid
def draw(self, context):
l = self.layout
nodes, links = get_nodes_links(context)
mat = context.object.active_material
objs = []
for obj in bpy.data.objects:
for slot in obj.material_slots:
if slot.material == mat:
objs.append(obj)
attrs = []
for obj in objs:
if obj.data.attributes:
for attr in obj.data.attributes:
attrs.append(attr.name)
attrs = list(set(attrs)) # get a unique list
if attrs:
for attr in attrs:
l.operator(operators.NWAddAttrNode.bl_idname, text=attr).attr_name = attr
else:
l.label(text="No attributes on objects with this material")
class NWSwitchNodeTypeMenu(Menu, NWBase):
bl_idname = "NODE_MT_nw_switch_node_type_menu"
bl_label = "Switch Type to..."
def draw(self, context):
layout = self.layout
categories = [c for c in node_categories_iter(context)
if c.name not in ['Group', 'Script']]
for cat in categories:
idname = f"NODE_MT_nw_switch_{cat.identifier}_submenu"
if hasattr(bpy.types, idname):
layout.menu(idname)
else:
layout.label(text="Unable to load altered node lists.")
layout.label(text="Please re-enable Node Wrangler.")
break
def draw_switch_category_submenu(self, context):
layout = self.layout
if self.category.name == 'Layout':
for node in self.category.items(context):
if node.nodetype != 'NodeFrame':
props = layout.operator(operators.NWSwitchNodeType.bl_idname, text=node.label)
props.to_type = node.nodetype
else:
for node in self.category.items(context):
if isinstance(node, NodeItemCustom):
node.draw(self, layout, context)
continue
props = layout.operator(operators.NWSwitchNodeType.bl_idname, text=node.label)
props.to_type = node.nodetype
#
# APPENDAGES TO EXISTING UI
#
def select_parent_children_buttons(self, context):
layout = self.layout
layout.operator(operators.NWSelectParentChildren.bl_idname,
text="Select frame's members (children)").option = 'CHILD'
layout.operator(operators.NWSelectParentChildren.bl_idname, text="Select parent frame").option = 'PARENT'
def attr_nodes_menu_func(self, context):
col = self.layout.column(align=True)
col.menu("NODE_MT_nw_node_attribute_menu")
col.separator()
def multipleimages_menu_func(self, context):
col = self.layout.column(align=True)
col.operator(operators.NWAddMultipleImages.bl_idname, text="Multiple Images")
col.operator(operators.NWAddSequence.bl_idname, text="Image Sequence")
col.separator()
def bgreset_menu_func(self, context):
self.layout.operator(operators.NWResetBG.bl_idname)
def save_viewer_menu_func(self, context):
if nw_check(context):
if context.space_data.tree_type == 'CompositorNodeTree':
if context.scene.node_tree.nodes.active:
if context.scene.node_tree.nodes.active.type == "VIEWER":
self.layout.operator(operators.NWSaveViewer.bl_idname, icon='FILE_IMAGE')
def reset_nodes_button(self, context):
node_active = context.active_node
node_selected = context.selected_nodes
node_ignore = ["FRAME", "REROUTE", "GROUP"]
# Check if active node is in the selection and respective type
if (len(node_selected) == 1) and node_active and node_active.select and node_active.type not in node_ignore:
row = self.layout.row()
row.operator(operators.NWResetNodes.bl_idname, text="Reset Node", icon="FILE_REFRESH")
self.layout.separator()
elif (len(node_selected) == 1) and node_active and node_active.select and node_active.type == "FRAME":
row = self.layout.row()
row.operator(operators.NWResetNodes.bl_idname, text="Reset Nodes in Frame", icon="FILE_REFRESH")
self.layout.separator()
classes = (
NodeWranglerPanel,
NodeWranglerMenu,
NWMergeNodesMenu,
NWMergeGeometryMenu,
NWMergeShadersMenu,
NWMergeMixMenu,
NWConnectionListOutputs,
NWConnectionListInputs,
NWMergeMathMenu,
NWBatchChangeNodesMenu,
NWBatchChangeBlendTypeMenu,
NWBatchChangeOperationMenu,
NWCopyToSelectedMenu,
NWCopyLabelMenu,
NWAddReroutesMenu,
NWLinkActiveToSelectedMenu,
NWLinkStandardMenu,
NWLinkUseNodeNameMenu,
NWLinkUseOutputsNamesMenu,
NWAttributeMenu,
NWSwitchNodeTypeMenu,
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
# menu items
bpy.types.NODE_MT_select.append(select_parent_children_buttons)
bpy.types.NODE_MT_category_SH_NEW_INPUT.prepend(attr_nodes_menu_func)
bpy.types.NODE_PT_backdrop.append(bgreset_menu_func)
bpy.types.NODE_PT_active_node_generic.append(save_viewer_menu_func)
bpy.types.NODE_MT_category_SH_NEW_TEXTURE.prepend(multipleimages_menu_func)
bpy.types.NODE_MT_category_CMP_INPUT.prepend(multipleimages_menu_func)
bpy.types.NODE_PT_active_node_generic.prepend(reset_nodes_button)
bpy.types.NODE_MT_node.prepend(reset_nodes_button)
def unregister():
# menu items
bpy.types.NODE_MT_select.remove(select_parent_children_buttons)
bpy.types.NODE_MT_category_SH_NEW_INPUT.remove(attr_nodes_menu_func)
bpy.types.NODE_PT_backdrop.remove(bgreset_menu_func)
bpy.types.NODE_PT_active_node_generic.remove(save_viewer_menu_func)
bpy.types.NODE_MT_category_SH_NEW_TEXTURE.remove(multipleimages_menu_func)
bpy.types.NODE_MT_category_CMP_INPUT.remove(multipleimages_menu_func)
bpy.types.NODE_PT_active_node_generic.remove(reset_nodes_button)
bpy.types.NODE_MT_node.remove(reset_nodes_button)
from bpy.utils import unregister_class
for cls in classes:
unregister_class(cls)

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# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.props import EnumProperty, BoolProperty, StringProperty
from nodeitems_utils import node_categories_iter
from . import operators
from . import interface
from .utils.constants import nice_hotkey_name
# Principled prefs
class NWPrincipledPreferences(bpy.types.PropertyGroup):
base_color: StringProperty(
name='Base Color',
default='diffuse diff albedo base col color basecolor',
description='Naming Components for Base Color maps')
sss_color: StringProperty(
name='Subsurface Color',
default='sss subsurface',
description='Naming Components for Subsurface Color maps')
metallic: StringProperty(
name='Metallic',
default='metallic metalness metal mtl',
description='Naming Components for metallness maps')
specular: StringProperty(
name='Specular',
default='specularity specular spec spc',
description='Naming Components for Specular maps')
normal: StringProperty(
name='Normal',
default='normal nor nrm nrml norm',
description='Naming Components for Normal maps')
bump: StringProperty(
name='Bump',
default='bump bmp',
description='Naming Components for bump maps')
rough: StringProperty(
name='Roughness',
default='roughness rough rgh',
description='Naming Components for roughness maps')
gloss: StringProperty(
name='Gloss',
default='gloss glossy glossiness',
description='Naming Components for glossy maps')
displacement: StringProperty(
name='Displacement',
default='displacement displace disp dsp height heightmap',
description='Naming Components for displacement maps')
transmission: StringProperty(
name='Transmission',
default='transmission transparency',
description='Naming Components for transmission maps')
emission: StringProperty(
name='Emission',
default='emission emissive emit',
description='Naming Components for emission maps')
alpha: StringProperty(
name='Alpha',
default='alpha opacity',
description='Naming Components for alpha maps')
ambient_occlusion: StringProperty(
name='Ambient Occlusion',
default='ao ambient occlusion',
description='Naming Components for AO maps')
# Addon prefs
class NWNodeWrangler(bpy.types.AddonPreferences):
bl_idname = __package__
merge_hide: EnumProperty(
name="Hide Mix nodes",
items=(
("ALWAYS", "Always", "Always collapse the new merge nodes"),
("NON_SHADER", "Non-Shader", "Collapse in all cases except for shaders"),
("NEVER", "Never", "Never collapse the new merge nodes")
),
default='NON_SHADER',
description="When merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify whether to collapse them or show the full node with options expanded")
merge_position: EnumProperty(
name="Mix Node Position",
items=(
("CENTER", "Center", "Place the Mix node between the two nodes"),
("BOTTOM", "Bottom", "Place the Mix node at the same height as the lowest node")
),
default='CENTER',
description="When merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify the position of the new nodes")
show_hotkey_list: BoolProperty(
name="Show Hotkey List",
default=False,
description="Expand this box into a list of all the hotkeys for functions in this addon"
)
hotkey_list_filter: StringProperty(
name=" Filter by Name",
default="",
description="Show only hotkeys that have this text in their name",
options={'TEXTEDIT_UPDATE'}
)
show_principled_lists: BoolProperty(
name="Show Principled naming tags",
default=False,
description="Expand this box into a list of all naming tags for principled texture setup"
)
principled_tags: bpy.props.PointerProperty(type=NWPrincipledPreferences)
def draw(self, context):
layout = self.layout
col = layout.column()
col.prop(self, "merge_position")
col.prop(self, "merge_hide")
box = layout.box()
col = box.column(align=True)
col.prop(
self,
"show_principled_lists",
text='Edit tags for auto texture detection in Principled BSDF setup',
toggle=True)
if self.show_principled_lists:
tags = self.principled_tags
col.prop(tags, "base_color")
col.prop(tags, "sss_color")
col.prop(tags, "metallic")
col.prop(tags, "specular")
col.prop(tags, "rough")
col.prop(tags, "gloss")
col.prop(tags, "normal")
col.prop(tags, "bump")
col.prop(tags, "displacement")
col.prop(tags, "transmission")
col.prop(tags, "emission")
col.prop(tags, "alpha")
col.prop(tags, "ambient_occlusion")
box = layout.box()
col = box.column(align=True)
hotkey_button_name = "Show Hotkey List"
if self.show_hotkey_list:
hotkey_button_name = "Hide Hotkey List"
col.prop(self, "show_hotkey_list", text=hotkey_button_name, toggle=True)
if self.show_hotkey_list:
col.prop(self, "hotkey_list_filter", icon="VIEWZOOM")
col.separator()
for hotkey in kmi_defs:
if hotkey[7]:
hotkey_name = hotkey[7]
if self.hotkey_list_filter.lower() in hotkey_name.lower():
row = col.row(align=True)
row.label(text=hotkey_name)
keystr = nice_hotkey_name(hotkey[1])
if hotkey[4]:
keystr = "Shift " + keystr
if hotkey[5]:
keystr = "Alt " + keystr
if hotkey[3]:
keystr = "Ctrl " + keystr
row.label(text=keystr)
#
# REGISTER/UNREGISTER CLASSES AND KEYMAP ITEMS
#
switch_category_menus = []
addon_keymaps = []
# kmi_defs entry: (identifier, key, action, CTRL, SHIFT, ALT, props, nice name)
# props entry: (property name, property value)
kmi_defs = (
# MERGE NODES
# NWMergeNodes with Ctrl (AUTO).
(operators.NWMergeNodes.bl_idname, 'NUMPAD_0', 'PRESS', True, False, False,
(('mode', 'MIX'), ('merge_type', 'AUTO'),), "Merge Nodes (Automatic)"),
(operators.NWMergeNodes.bl_idname, 'ZERO', 'PRESS', True, False, False,
(('mode', 'MIX'), ('merge_type', 'AUTO'),), "Merge Nodes (Automatic)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, False, False,
(('mode', 'ADD'), ('merge_type', 'AUTO'),), "Merge Nodes (Add)"),
(operators.NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, False, False,
(('mode', 'ADD'), ('merge_type', 'AUTO'),), "Merge Nodes (Add)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, False, False,
(('mode', 'MULTIPLY'), ('merge_type', 'AUTO'),), "Merge Nodes (Multiply)"),
(operators.NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, False, False,
(('mode', 'MULTIPLY'), ('merge_type', 'AUTO'),), "Merge Nodes (Multiply)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, False, False,
(('mode', 'SUBTRACT'), ('merge_type', 'AUTO'),), "Merge Nodes (Subtract)"),
(operators.NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, False, False,
(('mode', 'SUBTRACT'), ('merge_type', 'AUTO'),), "Merge Nodes (Subtract)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, False, False,
(('mode', 'DIVIDE'), ('merge_type', 'AUTO'),), "Merge Nodes (Divide)"),
(operators.NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, False, False,
(('mode', 'DIVIDE'), ('merge_type', 'AUTO'),), "Merge Nodes (Divide)"),
(operators.NWMergeNodes.bl_idname, 'COMMA', 'PRESS', True, False, False,
(('mode', 'LESS_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Less than)"),
(operators.NWMergeNodes.bl_idname, 'PERIOD', 'PRESS', True, False, False,
(('mode', 'GREATER_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Greater than)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_PERIOD', 'PRESS', True, False, False,
(('mode', 'MIX'), ('merge_type', 'ZCOMBINE'),), "Merge Nodes (Z-Combine)"),
# NWMergeNodes with Ctrl Alt (MIX or ALPHAOVER)
(operators.NWMergeNodes.bl_idname, 'NUMPAD_0', 'PRESS', True, False, True,
(('mode', 'MIX'), ('merge_type', 'ALPHAOVER'),), "Merge Nodes (Alpha Over)"),
(operators.NWMergeNodes.bl_idname, 'ZERO', 'PRESS', True, False, True,
(('mode', 'MIX'), ('merge_type', 'ALPHAOVER'),), "Merge Nodes (Alpha Over)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, False, True,
(('mode', 'ADD'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Add)"),
(operators.NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, False, True,
(('mode', 'ADD'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Add)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, False, True,
(('mode', 'MULTIPLY'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Multiply)"),
(operators.NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, False, True,
(('mode', 'MULTIPLY'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Multiply)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, False, True,
(('mode', 'SUBTRACT'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Subtract)"),
(operators.NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, False, True,
(('mode', 'SUBTRACT'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Subtract)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, False, True,
(('mode', 'DIVIDE'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Divide)"),
(operators.NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, False, True,
(('mode', 'DIVIDE'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Divide)"),
# NWMergeNodes with Ctrl Shift (MATH)
(operators.NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, True, False,
(('mode', 'ADD'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Add)"),
(operators.NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, True, False,
(('mode', 'ADD'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Add)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, True, False,
(('mode', 'MULTIPLY'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Multiply)"),
(operators.NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, True, False,
(('mode', 'MULTIPLY'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Multiply)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, True, False,
(('mode', 'SUBTRACT'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Subtract)"),
(operators.NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, True, False,
(('mode', 'SUBTRACT'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Subtract)"),
(operators.NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, True, False,
(('mode', 'DIVIDE'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Divide)"),
(operators.NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, True, False,
(('mode', 'DIVIDE'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Divide)"),
(operators.NWMergeNodes.bl_idname, 'COMMA', 'PRESS', True, True, False,
(('mode', 'LESS_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Less than)"),
(operators.NWMergeNodes.bl_idname, 'PERIOD', 'PRESS', True, True, False,
(('mode', 'GREATER_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Greater than)"),
# BATCH CHANGE NODES
# NWBatchChangeNodes with Alt
(operators.NWBatchChangeNodes.bl_idname, 'NUMPAD_0', 'PRESS', False, False, True,
(('blend_type', 'MIX'), ('operation', 'CURRENT'),), "Batch change blend type (Mix)"),
(operators.NWBatchChangeNodes.bl_idname, 'ZERO', 'PRESS', False, False, True,
(('blend_type', 'MIX'), ('operation', 'CURRENT'),), "Batch change blend type (Mix)"),
(operators.NWBatchChangeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', False, False, True,
(('blend_type', 'ADD'), ('operation', 'ADD'),), "Batch change blend type (Add)"),
(operators.NWBatchChangeNodes.bl_idname, 'EQUAL', 'PRESS', False, False, True,
(('blend_type', 'ADD'), ('operation', 'ADD'),), "Batch change blend type (Add)"),
(operators.NWBatchChangeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', False, False, True,
(('blend_type', 'MULTIPLY'), ('operation', 'MULTIPLY'),), "Batch change blend type (Multiply)"),
(operators.NWBatchChangeNodes.bl_idname, 'EIGHT', 'PRESS', False, False, True,
(('blend_type', 'MULTIPLY'), ('operation', 'MULTIPLY'),), "Batch change blend type (Multiply)"),
(operators.NWBatchChangeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', False, False, True,
(('blend_type', 'SUBTRACT'), ('operation', 'SUBTRACT'),), "Batch change blend type (Subtract)"),
(operators.NWBatchChangeNodes.bl_idname, 'MINUS', 'PRESS', False, False, True,
(('blend_type', 'SUBTRACT'), ('operation', 'SUBTRACT'),), "Batch change blend type (Subtract)"),
(operators.NWBatchChangeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', False, False, True,
(('blend_type', 'DIVIDE'), ('operation', 'DIVIDE'),), "Batch change blend type (Divide)"),
(operators.NWBatchChangeNodes.bl_idname, 'SLASH', 'PRESS', False, False, True,
(('blend_type', 'DIVIDE'), ('operation', 'DIVIDE'),), "Batch change blend type (Divide)"),
(operators.NWBatchChangeNodes.bl_idname, 'COMMA', 'PRESS', False, False, True,
(('blend_type', 'CURRENT'), ('operation', 'LESS_THAN'),), "Batch change blend type (Current)"),
(operators.NWBatchChangeNodes.bl_idname, 'PERIOD', 'PRESS', False, False, True,
(('blend_type', 'CURRENT'), ('operation', 'GREATER_THAN'),), "Batch change blend type (Current)"),
(operators.NWBatchChangeNodes.bl_idname, 'DOWN_ARROW', 'PRESS', False, False, True,
(('blend_type', 'NEXT'), ('operation', 'NEXT'),), "Batch change blend type (Next)"),
(operators.NWBatchChangeNodes.bl_idname, 'UP_ARROW', 'PRESS', False, False, True,
(('blend_type', 'PREV'), ('operation', 'PREV'),), "Batch change blend type (Previous)"),
# LINK ACTIVE TO SELECTED
# Don't use names, don't replace links (K)
(operators.NWLinkActiveToSelected.bl_idname, 'K', 'PRESS', False, False, False,
(('replace', False), ('use_node_name', False), ('use_outputs_names', False),), "Link active to selected (Don't replace links)"),
# Don't use names, replace links (Shift K)
(operators.NWLinkActiveToSelected.bl_idname, 'K', 'PRESS', False, True, False,
(('replace', True), ('use_node_name', False), ('use_outputs_names', False),), "Link active to selected (Replace links)"),
# Use node name, don't replace links (')
(operators.NWLinkActiveToSelected.bl_idname, 'QUOTE', 'PRESS', False, False, False,
(('replace', False), ('use_node_name', True), ('use_outputs_names', False),), "Link active to selected (Don't replace links, node names)"),
# Use node name, replace links (Shift ')
(operators.NWLinkActiveToSelected.bl_idname, 'QUOTE', 'PRESS', False, True, False,
(('replace', True), ('use_node_name', True), ('use_outputs_names', False),), "Link active to selected (Replace links, node names)"),
# Don't use names, don't replace links (;)
(operators.NWLinkActiveToSelected.bl_idname, 'SEMI_COLON', 'PRESS', False, False, False,
(('replace', False), ('use_node_name', False), ('use_outputs_names', True),), "Link active to selected (Don't replace links, output names)"),
# Don't use names, replace links (')
(operators.NWLinkActiveToSelected.bl_idname, 'SEMI_COLON', 'PRESS', False, True, False,
(('replace', True), ('use_node_name', False), ('use_outputs_names', True),), "Link active to selected (Replace links, output names)"),
# CHANGE MIX FACTOR
(operators.NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', False,
False, True, (('option', -0.1),), "Reduce Mix Factor by 0.1"),
(operators.NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', False,
False, True, (('option', 0.1),), "Increase Mix Factor by 0.1"),
(operators.NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', False,
True, True, (('option', -0.01),), "Reduce Mix Factor by 0.01"),
(operators.NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', False,
True, True, (('option', 0.01),), "Increase Mix Factor by 0.01"),
(operators.NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS',
True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"),
(operators.NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS',
True, True, True, (('option', 1.0),), "Set Mix Factor to 1.0"),
(operators.NWChangeMixFactor.bl_idname, 'NUMPAD_0', 'PRESS',
True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"),
(operators.NWChangeMixFactor.bl_idname, 'ZERO', 'PRESS', True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"),
(operators.NWChangeMixFactor.bl_idname, 'NUMPAD_1', 'PRESS', True, True, True, (('option', 1.0),), "Mix Factor to 1.0"),
(operators.NWChangeMixFactor.bl_idname, 'ONE', 'PRESS', True, True, True, (('option', 1.0),), "Set Mix Factor to 1.0"),
# CLEAR LABEL (Alt L)
(operators.NWClearLabel.bl_idname, 'L', 'PRESS', False, False, True, (('option', False),), "Clear node labels"),
# MODIFY LABEL (Alt Shift L)
(operators.NWModifyLabels.bl_idname, 'L', 'PRESS', False, True, True, None, "Modify node labels"),
# Copy Label from active to selected
(operators.NWCopyLabel.bl_idname, 'V', 'PRESS', False, True, False,
(('option', 'FROM_ACTIVE'),), "Copy label from active to selected"),
# DETACH OUTPUTS (Alt Shift D)
(operators.NWDetachOutputs.bl_idname, 'D', 'PRESS', False, True, True, None, "Detach outputs"),
# LINK TO OUTPUT NODE (O)
(operators.NWLinkToOutputNode.bl_idname, 'O', 'PRESS', False, False, False, None, "Link to output node"),
# SELECT PARENT/CHILDREN
# Select Children
(operators.NWSelectParentChildren.bl_idname, 'RIGHT_BRACKET', 'PRESS',
False, False, False, (('option', 'CHILD'),), "Select children"),
# Select Parent
(operators.NWSelectParentChildren.bl_idname, 'LEFT_BRACKET', 'PRESS',
False, False, False, (('option', 'PARENT'),), "Select Parent"),
# Add Texture Setup
(operators.NWAddTextureSetup.bl_idname, 'T', 'PRESS', True, False, False, None, "Add texture setup"),
# Add Principled BSDF Texture Setup
(operators.NWAddPrincipledSetup.bl_idname, 'T', 'PRESS', True, True, False, None, "Add Principled texture setup"),
# Reset backdrop
(operators.NWResetBG.bl_idname, 'Z', 'PRESS', False, False, False, None, "Reset backdrop image zoom"),
# Delete unused
(operators.NWDeleteUnused.bl_idname, 'X', 'PRESS', False, False, True, None, "Delete unused nodes"),
# Frame Selected
(operators.NWFrameSelected.bl_idname, 'P', 'PRESS', False, True, False, None, "Frame selected nodes"),
# Swap Links
(operators.NWSwapLinks.bl_idname, 'S', 'PRESS', False, False, True, None, "Swap Links"),
# Preview Node
(operators.NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', True, True,
False, (('run_in_geometry_nodes', False),), "Preview node output"),
(operators.NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', False, True,
True, (('run_in_geometry_nodes', True),), "Preview node output"),
# Reload Images
(operators.NWReloadImages.bl_idname, 'R', 'PRESS', False, False, True, None, "Reload images"),
# Lazy Mix
(operators.NWLazyMix.bl_idname, 'RIGHTMOUSE', 'PRESS', True, True, False, None, "Lazy Mix"),
# Lazy Connect
(operators.NWLazyConnect.bl_idname, 'RIGHTMOUSE', 'PRESS', False, False, True, (('with_menu', False),), "Lazy Connect"),
# Lazy Connect with Menu
(operators.NWLazyConnect.bl_idname, 'RIGHTMOUSE', 'PRESS', False,
True, True, (('with_menu', True),), "Lazy Connect with Socket Menu"),
# Viewer Tile Center
(operators.NWViewerFocus.bl_idname, 'LEFTMOUSE', 'DOUBLE_CLICK', False, False, False, None, "Set Viewers Tile Center"),
# Align Nodes
(operators.NWAlignNodes.bl_idname, 'EQUAL', 'PRESS', False, True,
False, None, "Align selected nodes neatly in a row/column"),
# Reset Nodes (Back Space)
(operators.NWResetNodes.bl_idname, 'BACK_SPACE', 'PRESS', False, False,
False, None, "Revert node back to default state, but keep connections"),
# MENUS
('wm.call_menu', 'W', 'PRESS', False, True, False, (('name', interface.NodeWranglerMenu.bl_idname),), "Node Wrangler menu"),
('wm.call_menu', 'SLASH', 'PRESS', False, False, False,
(('name', interface.NWAddReroutesMenu.bl_idname),), "Add Reroutes menu"),
('wm.call_menu', 'NUMPAD_SLASH', 'PRESS', False, False, False,
(('name', interface.NWAddReroutesMenu.bl_idname),), "Add Reroutes menu"),
('wm.call_menu', 'BACK_SLASH', 'PRESS', False, False, False,
(('name', interface.NWLinkActiveToSelectedMenu.bl_idname),), "Link active to selected (menu)"),
('wm.call_menu', 'C', 'PRESS', False, True, False,
(('name', interface.NWCopyToSelectedMenu.bl_idname),), "Copy to selected (menu)"),
('wm.call_menu', 'S', 'PRESS', False, True, False,
(('name', interface.NWSwitchNodeTypeMenu.bl_idname),), "Switch node type menu"),
)
classes = (
NWPrincipledPreferences, NWNodeWrangler
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
# keymaps
addon_keymaps.clear()
kc = bpy.context.window_manager.keyconfigs.addon
if kc:
km = kc.keymaps.new(name='Node Editor', space_type="NODE_EDITOR")
for (identifier, key, action, CTRL, SHIFT, ALT, props, nicename) in kmi_defs:
kmi = km.keymap_items.new(identifier, key, action, ctrl=CTRL, shift=SHIFT, alt=ALT)
if props:
for prop, value in props:
setattr(kmi.properties, prop, value)
addon_keymaps.append((km, kmi))
# switch submenus
switch_category_menus.clear()
for cat in node_categories_iter(None):
if cat.name not in ['Group', 'Script']:
idname = f"NODE_MT_nw_switch_{cat.identifier}_submenu"
switch_category_type = type(idname, (bpy.types.Menu,), {
"bl_space_type": 'NODE_EDITOR',
"bl_label": cat.name,
"category": cat,
"poll": cat.poll,
"draw": interface.draw_switch_category_submenu,
})
switch_category_menus.append(switch_category_type)
bpy.utils.register_class(switch_category_type)
def unregister():
for cat_types in switch_category_menus:
bpy.utils.unregister_class(cat_types)
switch_category_menus.clear()
# keymaps
for km, kmi in addon_keymaps:
km.keymap_items.remove(kmi)
addon_keymaps.clear()
from bpy.utils import unregister_class
for cls in classes:
unregister_class(cls)

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# SPDX-License-Identifier: GPL-2.0-or-later
from collections import namedtuple
from nodeitems_utils import node_categories_iter
#################
# rl_outputs:
# list of outputs of Input Render Layer
# with attributes determining if pass is used,
# and MultiLayer EXR outputs names and corresponding render engines
#
# rl_outputs entry = (render_pass, rl_output_name, exr_output_name, in_eevee, in_cycles)
RL_entry = namedtuple('RL_Entry', ['render_pass', 'output_name', 'exr_output_name', 'in_eevee', 'in_cycles'])
rl_outputs = (
RL_entry('use_pass_ambient_occlusion', 'AO', 'AO', True, True),
RL_entry('use_pass_combined', 'Image', 'Combined', True, True),
RL_entry('use_pass_diffuse_color', 'Diffuse Color', 'DiffCol', False, True),
RL_entry('use_pass_diffuse_direct', 'Diffuse Direct', 'DiffDir', False, True),
RL_entry('use_pass_diffuse_indirect', 'Diffuse Indirect', 'DiffInd', False, True),
RL_entry('use_pass_emit', 'Emit', 'Emit', False, True),
RL_entry('use_pass_environment', 'Environment', 'Env', False, False),
RL_entry('use_pass_glossy_color', 'Glossy Color', 'GlossCol', False, True),
RL_entry('use_pass_glossy_direct', 'Glossy Direct', 'GlossDir', False, True),
RL_entry('use_pass_glossy_indirect', 'Glossy Indirect', 'GlossInd', False, True),
RL_entry('use_pass_indirect', 'Indirect', 'Indirect', False, False),
RL_entry('use_pass_material_index', 'IndexMA', 'IndexMA', False, True),
RL_entry('use_pass_mist', 'Mist', 'Mist', True, True),
RL_entry('use_pass_normal', 'Normal', 'Normal', True, True),
RL_entry('use_pass_object_index', 'IndexOB', 'IndexOB', False, True),
RL_entry('use_pass_shadow', 'Shadow', 'Shadow', False, True),
RL_entry('use_pass_subsurface_color', 'Subsurface Color', 'SubsurfaceCol', True, True),
RL_entry('use_pass_subsurface_direct', 'Subsurface Direct', 'SubsurfaceDir', True, True),
RL_entry('use_pass_subsurface_indirect', 'Subsurface Indirect', 'SubsurfaceInd', False, True),
RL_entry('use_pass_transmission_color', 'Transmission Color', 'TransCol', False, True),
RL_entry('use_pass_transmission_direct', 'Transmission Direct', 'TransDir', False, True),
RL_entry('use_pass_transmission_indirect', 'Transmission Indirect', 'TransInd', False, True),
RL_entry('use_pass_uv', 'UV', 'UV', True, True),
RL_entry('use_pass_vector', 'Speed', 'Vector', False, True),
RL_entry('use_pass_z', 'Z', 'Depth', True, True),
)
# list of blend types of "Mix" nodes in a form that can be used as 'items' for EnumProperty.
# used list, not tuple for easy merging with other lists.
blend_types = [
('MIX', 'Mix', 'Mix Mode'),
('ADD', 'Add', 'Add Mode'),
('MULTIPLY', 'Multiply', 'Multiply Mode'),
('SUBTRACT', 'Subtract', 'Subtract Mode'),
('SCREEN', 'Screen', 'Screen Mode'),
('DIVIDE', 'Divide', 'Divide Mode'),
('DIFFERENCE', 'Difference', 'Difference Mode'),
('DARKEN', 'Darken', 'Darken Mode'),
('LIGHTEN', 'Lighten', 'Lighten Mode'),
('OVERLAY', 'Overlay', 'Overlay Mode'),
('DODGE', 'Dodge', 'Dodge Mode'),
('BURN', 'Burn', 'Burn Mode'),
('HUE', 'Hue', 'Hue Mode'),
('SATURATION', 'Saturation', 'Saturation Mode'),
('VALUE', 'Value', 'Value Mode'),
('COLOR', 'Color', 'Color Mode'),
('SOFT_LIGHT', 'Soft Light', 'Soft Light Mode'),
('LINEAR_LIGHT', 'Linear Light', 'Linear Light Mode'),
]
# list of operations of "Math" nodes in a form that can be used as 'items' for EnumProperty.
# used list, not tuple for easy merging with other lists.
operations = [
('ADD', 'Add', 'Add Mode'),
('SUBTRACT', 'Subtract', 'Subtract Mode'),
('MULTIPLY', 'Multiply', 'Multiply Mode'),
('DIVIDE', 'Divide', 'Divide Mode'),
('MULTIPLY_ADD', 'Multiply Add', 'Multiply Add Mode'),
('SINE', 'Sine', 'Sine Mode'),
('COSINE', 'Cosine', 'Cosine Mode'),
('TANGENT', 'Tangent', 'Tangent Mode'),
('ARCSINE', 'Arcsine', 'Arcsine Mode'),
('ARCCOSINE', 'Arccosine', 'Arccosine Mode'),
('ARCTANGENT', 'Arctangent', 'Arctangent Mode'),
('ARCTAN2', 'Arctan2', 'Arctan2 Mode'),
('SINH', 'Hyperbolic Sine', 'Hyperbolic Sine Mode'),
('COSH', 'Hyperbolic Cosine', 'Hyperbolic Cosine Mode'),
('TANH', 'Hyperbolic Tangent', 'Hyperbolic Tangent Mode'),
('POWER', 'Power', 'Power Mode'),
('LOGARITHM', 'Logarithm', 'Logarithm Mode'),
('SQRT', 'Square Root', 'Square Root Mode'),
('INVERSE_SQRT', 'Inverse Square Root', 'Inverse Square Root Mode'),
('EXPONENT', 'Exponent', 'Exponent Mode'),
('MINIMUM', 'Minimum', 'Minimum Mode'),
('MAXIMUM', 'Maximum', 'Maximum Mode'),
('LESS_THAN', 'Less Than', 'Less Than Mode'),
('GREATER_THAN', 'Greater Than', 'Greater Than Mode'),
('SIGN', 'Sign', 'Sign Mode'),
('COMPARE', 'Compare', 'Compare Mode'),
('SMOOTH_MIN', 'Smooth Minimum', 'Smooth Minimum Mode'),
('SMOOTH_MAX', 'Smooth Maximum', 'Smooth Maximum Mode'),
('FRACT', 'Fraction', 'Fraction Mode'),
('MODULO', 'Modulo', 'Modulo Mode'),
('SNAP', 'Snap', 'Snap Mode'),
('WRAP', 'Wrap', 'Wrap Mode'),
('PINGPONG', 'Pingpong', 'Pingpong Mode'),
('ABSOLUTE', 'Absolute', 'Absolute Mode'),
('ROUND', 'Round', 'Round Mode'),
('FLOOR', 'Floor', 'Floor Mode'),
('CEIL', 'Ceil', 'Ceil Mode'),
('TRUNCATE', 'Truncate', 'Truncate Mode'),
('RADIANS', 'To Radians', 'To Radians Mode'),
('DEGREES', 'To Degrees', 'To Degrees Mode'),
]
# Operations used by the geometry boolean node and join geometry node
geo_combine_operations = [
('JOIN', 'Join Geometry', 'Join Geometry Mode'),
('INTERSECT', 'Intersect', 'Intersect Mode'),
('UNION', 'Union', 'Union Mode'),
('DIFFERENCE', 'Difference', 'Difference Mode'),
]
# in NWBatchChangeNodes additional types/operations. Can be used as 'items' for EnumProperty.
# used list, not tuple for easy merging with other lists.
navs = [
('CURRENT', 'Current', 'Leave at current state'),
('NEXT', 'Next', 'Next blend type/operation'),
('PREV', 'Prev', 'Previous blend type/operation'),
]
draw_color_sets = {
"red_white": (
(1.0, 1.0, 1.0, 0.7),
(1.0, 0.0, 0.0, 0.7),
(0.8, 0.2, 0.2, 1.0)
),
"green": (
(0.0, 0.0, 0.0, 1.0),
(0.38, 0.77, 0.38, 1.0),
(0.38, 0.77, 0.38, 1.0)
),
"yellow": (
(0.0, 0.0, 0.0, 1.0),
(0.77, 0.77, 0.16, 1.0),
(0.77, 0.77, 0.16, 1.0)
),
"purple": (
(0.0, 0.0, 0.0, 1.0),
(0.38, 0.38, 0.77, 1.0),
(0.38, 0.38, 0.77, 1.0)
),
"grey": (
(0.0, 0.0, 0.0, 1.0),
(0.63, 0.63, 0.63, 1.0),
(0.63, 0.63, 0.63, 1.0)
),
"black": (
(1.0, 1.0, 1.0, 0.7),
(0.0, 0.0, 0.0, 0.7),
(0.2, 0.2, 0.2, 1.0)
)
}
def get_nodes_from_category(category_name, context):
for category in node_categories_iter(context):
if category.name == category_name:
return sorted(category.items(context), key=lambda node: node.label)
def nice_hotkey_name(punc):
# convert the ugly string name into the actual character
nice_name = {
'LEFTMOUSE': "LMB",
'MIDDLEMOUSE': "MMB",
'RIGHTMOUSE': "RMB",
'WHEELUPMOUSE': "Wheel Up",
'WHEELDOWNMOUSE': "Wheel Down",
'WHEELINMOUSE': "Wheel In",
'WHEELOUTMOUSE': "Wheel Out",
'ZERO': "0",
'ONE': "1",
'TWO': "2",
'THREE': "3",
'FOUR': "4",
'FIVE': "5",
'SIX': "6",
'SEVEN': "7",
'EIGHT': "8",
'NINE': "9",
'OSKEY': "Super",
'RET': "Enter",
'LINE_FEED': "Enter",
'SEMI_COLON': ";",
'PERIOD': ".",
'COMMA': ",",
'QUOTE': '"',
'MINUS': "-",
'SLASH': "/",
'BACK_SLASH': "\\",
'EQUAL': "=",
'NUMPAD_1': "Numpad 1",
'NUMPAD_2': "Numpad 2",
'NUMPAD_3': "Numpad 3",
'NUMPAD_4': "Numpad 4",
'NUMPAD_5': "Numpad 5",
'NUMPAD_6': "Numpad 6",
'NUMPAD_7': "Numpad 7",
'NUMPAD_8': "Numpad 8",
'NUMPAD_9': "Numpad 9",
'NUMPAD_0': "Numpad 0",
'NUMPAD_PERIOD': "Numpad .",
'NUMPAD_SLASH': "Numpad /",
'NUMPAD_ASTERIX': "Numpad *",
'NUMPAD_MINUS': "Numpad -",
'NUMPAD_ENTER': "Numpad Enter",
'NUMPAD_PLUS': "Numpad +",
}
try:
return nice_name[punc]
except KeyError:
return punc.replace("_", " ").title()

217
node_wrangler/utils/draw.py Normal file
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# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
import gpu
from gpu_extras.batch import batch_for_shader
from math import cos, sin, pi
from .nodes import get_nodes_links, prefs_line_width, abs_node_location, dpi_fac
def draw_line(x1, y1, x2, y2, size, colour=(1.0, 1.0, 1.0, 0.7)):
shader = gpu.shader.from_builtin('POLYLINE_SMOOTH_COLOR')
shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:])
shader.uniform_float("lineWidth", size * prefs_line_width())
vertices = ((x1, y1), (x2, y2))
vertex_colors = ((colour[0] + (1.0 - colour[0]) / 4,
colour[1] + (1.0 - colour[1]) / 4,
colour[2] + (1.0 - colour[2]) / 4,
colour[3] + (1.0 - colour[3]) / 4),
colour)
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices, "color": vertex_colors})
batch.draw(shader)
def draw_circle_2d_filled(mx, my, radius, colour=(1.0, 1.0, 1.0, 0.7)):
radius = radius * prefs_line_width()
sides = 12
vertices = [(radius * cos(i * 2 * pi / sides) + mx,
radius * sin(i * 2 * pi / sides) + my)
for i in range(sides + 1)]
shader = gpu.shader.from_builtin('UNIFORM_COLOR')
shader.uniform_float("color", colour)
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
batch.draw(shader)
def draw_rounded_node_border(node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)):
area_width = bpy.context.area.width
sides = 16
radius *= prefs_line_width()
nlocx, nlocy = abs_node_location(node)
nlocx = (nlocx + 1) * dpi_fac()
nlocy = (nlocy + 1) * dpi_fac()
ndimx = node.dimensions.x
ndimy = node.dimensions.y
if node.hide:
nlocx += -1
nlocy += 5
if node.type == 'REROUTE':
# nlocx += 1
nlocy -= 1
ndimx = 0
ndimy = 0
radius += 6
shader = gpu.shader.from_builtin('UNIFORM_COLOR')
shader.uniform_float("color", colour)
# Top left corner
mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
vertices = [(mx, my)]
for i in range(sides + 1):
if (4 <= i <= 8):
if mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
vertices.append((cosine, sine))
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
batch.draw(shader)
# Top right corner
mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
vertices = [(mx, my)]
for i in range(sides + 1):
if (0 <= i <= 4):
if mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
vertices.append((cosine, sine))
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
batch.draw(shader)
# Bottom left corner
mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False)
vertices = [(mx, my)]
for i in range(sides + 1):
if (8 <= i <= 12):
if mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
vertices.append((cosine, sine))
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
batch.draw(shader)
# Bottom right corner
mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False)
vertices = [(mx, my)]
for i in range(sides + 1):
if (12 <= i <= 16):
if mx < area_width:
cosine = radius * cos(i * 2 * pi / sides) + mx
sine = radius * sin(i * 2 * pi / sides) + my
vertices.append((cosine, sine))
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices})
batch.draw(shader)
# prepare drawing all edges in one batch
vertices = []
indices = []
id_last = 0
# Left edge
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False)
if m1x < area_width and m2x < area_width:
vertices.extend([(m2x - radius, m2y), (m2x, m2y),
(m1x, m1y), (m1x - radius, m1y)])
indices.extend([(id_last, id_last + 1, id_last + 3),
(id_last + 3, id_last + 1, id_last + 2)])
id_last += 4
# Top edge
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
m1x = min(m1x, area_width)
m2x = min(m2x, area_width)
vertices.extend([(m1x, m1y), (m2x, m1y),
(m2x, m1y + radius), (m1x, m1y + radius)])
indices.extend([(id_last, id_last + 1, id_last + 3),
(id_last + 3, id_last + 1, id_last + 2)])
id_last += 4
# Right edge
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False)
if m1x < area_width and m2x < area_width:
vertices.extend([(m1x, m2y), (m1x + radius, m2y),
(m1x + radius, m1y), (m1x, m1y)])
indices.extend([(id_last, id_last + 1, id_last + 3),
(id_last + 3, id_last + 1, id_last + 2)])
id_last += 4
# Bottom edge
m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False)
m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False)
m1x = min(m1x, area_width)
m2x = min(m2x, area_width)
vertices.extend([(m1x, m2y), (m2x, m2y),
(m2x, m1y - radius), (m1x, m1y - radius)])
indices.extend([(id_last, id_last + 1, id_last + 3),
(id_last + 3, id_last + 1, id_last + 2)])
# now draw all edges in one batch
if len(vertices) != 0:
batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices)
batch.draw(shader)
def draw_callback_nodeoutline(self, context, mode):
if self.mouse_path:
gpu.state.blend_set('ALPHA')
nodes, _links = get_nodes_links(context)
if mode == "LINK":
col_outer = (1.0, 0.2, 0.2, 0.4)
col_inner = (0.0, 0.0, 0.0, 0.5)
col_circle_inner = (0.3, 0.05, 0.05, 1.0)
elif mode == "LINKMENU":
col_outer = (0.4, 0.6, 1.0, 0.4)
col_inner = (0.0, 0.0, 0.0, 0.5)
col_circle_inner = (0.08, 0.15, .3, 1.0)
elif mode == "MIX":
col_outer = (0.2, 1.0, 0.2, 0.4)
col_inner = (0.0, 0.0, 0.0, 0.5)
col_circle_inner = (0.05, 0.3, 0.05, 1.0)
m1x = self.mouse_path[0][0]
m1y = self.mouse_path[0][1]
m2x = self.mouse_path[-1][0]
m2y = self.mouse_path[-1][1]
n1 = nodes[context.scene.NWLazySource]
n2 = nodes[context.scene.NWLazyTarget]
if n1 == n2:
col_outer = (0.4, 0.4, 0.4, 0.4)
col_inner = (0.0, 0.0, 0.0, 0.5)
col_circle_inner = (0.2, 0.2, 0.2, 1.0)
draw_rounded_node_border(n1, radius=6, colour=col_outer) # outline
draw_rounded_node_border(n1, radius=5, colour=col_inner) # inner
draw_rounded_node_border(n2, radius=6, colour=col_outer) # outline
draw_rounded_node_border(n2, radius=5, colour=col_inner) # inner
draw_line(m1x, m1y, m2x, m2y, 5, col_outer) # line outline
draw_line(m1x, m1y, m2x, m2y, 2, col_inner) # line inner
# circle outline
draw_circle_2d_filled(m1x, m1y, 7, col_outer)
draw_circle_2d_filled(m2x, m2y, 7, col_outer)
# circle inner
draw_circle_2d_filled(m1x, m1y, 5, col_circle_inner)
draw_circle_2d_filled(m2x, m2y, 5, col_circle_inner)
gpu.state.blend_set('NONE')

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@ -0,0 +1,256 @@
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from math import hypot
def force_update(context):
context.space_data.node_tree.update_tag()
def dpi_fac():
prefs = bpy.context.preferences.system
return prefs.dpi / 72
def prefs_line_width():
prefs = bpy.context.preferences.system
return prefs.pixel_size
def node_mid_pt(node, axis):
if axis == 'x':
d = node.location.x + (node.dimensions.x / 2)
elif axis == 'y':
d = node.location.y - (node.dimensions.y / 2)
else:
d = 0
return d
def autolink(node1, node2, links):
link_made = False
available_inputs = [inp for inp in node2.inputs if inp.enabled]
available_outputs = [outp for outp in node1.outputs if outp.enabled]
for outp in available_outputs:
for inp in available_inputs:
if not inp.is_linked and inp.name == outp.name:
link_made = True
links.new(outp, inp)
return True
for outp in available_outputs:
for inp in available_inputs:
if not inp.is_linked and inp.type == outp.type:
link_made = True
links.new(outp, inp)
return True
# force some connection even if the type doesn't match
if available_outputs:
for inp in available_inputs:
if not inp.is_linked:
link_made = True
links.new(available_outputs[0], inp)
return True
# even if no sockets are open, force one of matching type
for outp in available_outputs:
for inp in available_inputs:
if inp.type == outp.type:
link_made = True
links.new(outp, inp)
return True
# do something!
for outp in available_outputs:
for inp in available_inputs:
link_made = True
links.new(outp, inp)
return True
print("Could not make a link from " + node1.name + " to " + node2.name)
return link_made
def abs_node_location(node):
abs_location = node.location
if node.parent is None:
return abs_location
return abs_location + abs_node_location(node.parent)
def node_at_pos(nodes, context, event):
nodes_under_mouse = []
target_node = None
store_mouse_cursor(context, event)
x, y = context.space_data.cursor_location
# Make a list of each corner (and middle of border) for each node.
# Will be sorted to find nearest point and thus nearest node
node_points_with_dist = []
for node in nodes:
skipnode = False
if node.type != 'FRAME': # no point trying to link to a frame node
dimx = node.dimensions.x / dpi_fac()
dimy = node.dimensions.y / dpi_fac()
locx, locy = abs_node_location(node)
if not skipnode:
node_points_with_dist.append([node, hypot(x - locx, y - locy)]) # Top Left
node_points_with_dist.append([node, hypot(x - (locx + dimx), y - locy)]) # Top Right
node_points_with_dist.append([node, hypot(x - locx, y - (locy - dimy))]) # Bottom Left
node_points_with_dist.append([node, hypot(x - (locx + dimx), y - (locy - dimy))]) # Bottom Right
node_points_with_dist.append([node, hypot(x - (locx + (dimx / 2)), y - locy)]) # Mid Top
node_points_with_dist.append([node, hypot(x - (locx + (dimx / 2)), y - (locy - dimy))]) # Mid Bottom
node_points_with_dist.append([node, hypot(x - locx, y - (locy - (dimy / 2)))]) # Mid Left
node_points_with_dist.append([node, hypot(x - (locx + dimx), y - (locy - (dimy / 2)))]) # Mid Right
nearest_node = sorted(node_points_with_dist, key=lambda k: k[1])[0][0]
for node in nodes:
if node.type != 'FRAME' and skipnode == False:
locx, locy = abs_node_location(node)
dimx = node.dimensions.x / dpi_fac()
dimy = node.dimensions.y / dpi_fac()
if (locx <= x <= locx + dimx) and \
(locy - dimy <= y <= locy):
nodes_under_mouse.append(node)
if len(nodes_under_mouse) == 1:
if nodes_under_mouse[0] != nearest_node:
target_node = nodes_under_mouse[0] # use the node under the mouse if there is one and only one
else:
target_node = nearest_node # else use the nearest node
else:
target_node = nearest_node
return target_node
def store_mouse_cursor(context, event):
space = context.space_data
v2d = context.region.view2d
tree = space.edit_tree
# convert mouse position to the View2D for later node placement
if context.region.type == 'WINDOW':
space.cursor_location_from_region(event.mouse_region_x, event.mouse_region_y)
else:
space.cursor_location = tree.view_center
def get_active_tree(context):
tree = context.space_data.node_tree
path = []
# Get nodes from currently edited tree.
# If user is editing a group, space_data.node_tree is still the base level (outside group).
# context.active_node is in the group though, so if space_data.node_tree.nodes.active is not
# the same as context.active_node, the user is in a group.
# Check recursively until we find the real active node_tree:
if tree.nodes.active:
while tree.nodes.active != context.active_node:
tree = tree.nodes.active.node_tree
path.append(tree)
return tree, path
def get_nodes_links(context):
tree, path = get_active_tree(context)
return tree.nodes, tree.links
viewer_socket_name = "tmp_viewer"
def is_viewer_socket(socket):
# checks if a internal socket is a valid viewer socket
return socket.name == viewer_socket_name and socket.NWViewerSocket
def get_internal_socket(socket):
# get the internal socket from a socket inside or outside the group
node = socket.node
if node.type == 'GROUP_OUTPUT':
source_iterator = node.inputs
iterator = node.id_data.outputs
elif node.type == 'GROUP_INPUT':
source_iterator = node.outputs
iterator = node.id_data.inputs
elif hasattr(node, "node_tree"):
if socket.is_output:
source_iterator = node.outputs
iterator = node.node_tree.outputs
else:
source_iterator = node.inputs
iterator = node.node_tree.inputs
else:
return None
for i, s in enumerate(source_iterator):
if s == socket:
break
return iterator[i]
def is_viewer_link(link, output_node):
if link.to_node == output_node and link.to_socket == output_node.inputs[0]:
return True
if link.to_node.type == 'GROUP_OUTPUT':
socket = get_internal_socket(link.to_socket)
if is_viewer_socket(socket):
return True
return False
def get_group_output_node(tree):
for node in tree.nodes:
if node.type == 'GROUP_OUTPUT' and node.is_active_output:
return node
def get_output_location(tree):
# get right-most location
sorted_by_xloc = (sorted(tree.nodes, key=lambda x: x.location.x))
max_xloc_node = sorted_by_xloc[-1]
# get average y location
sum_yloc = 0
for node in tree.nodes:
sum_yloc += node.location.y
loc_x = max_xloc_node.location.x + max_xloc_node.dimensions.x + 80
loc_y = sum_yloc / len(tree.nodes)
return loc_x, loc_y
def nw_check(context):
space = context.space_data
valid_trees = ["ShaderNodeTree", "CompositorNodeTree", "TextureNodeTree", "GeometryNodeTree"]
if (space.type == 'NODE_EDITOR'
and space.node_tree is not None
and space.node_tree.library is None
and space.tree_type in valid_trees):
return True
return False
def get_first_enabled_output(node):
for output in node.outputs:
if output.enabled:
return output
else:
return node.outputs[0]
def is_visible_socket(socket):
return not socket.hide and socket.enabled and socket.type != 'CUSTOM'
class NWBase:
@classmethod
def poll(cls, context):
return nw_check(context)

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@ -10,9 +10,9 @@ from dataclasses import dataclass
# XXX Not really nice, but that hack is needed to allow execution of that test # XXX Not really nice, but that hack is needed to allow execution of that test
# from both automated CTest and by directly running the file manually. # from both automated CTest and by directly running the file manually.
if __name__ == "__main__": if __name__ == "__main__":
from util import match_files_to_socket_names from paths import match_files_to_socket_names
else: else:
from .util import match_files_to_socket_names from .paths import match_files_to_socket_names
# From NWPrincipledPreferences 2023-01-06 # From NWPrincipledPreferences 2023-01-06

View File

@ -606,7 +606,7 @@ def main(context):
ob.scale = oldScale ob.scale = oldScale
ob.select_set(False) ob.select_set(False)
armature_object.select_set(True) armature_object.select_set(True)
scn.objects.active = armature_object context.view_layer.objects.active = armature_object
armature_object.location = oldLocation armature_object.location = oldLocation
armature_object.rotation_euler = oldRotation armature_object.rotation_euler = oldRotation