From 1c308ec742fac3d97d985944e72806f0ebabd866 Mon Sep 17 00:00:00 2001 From: Damien Picard Date: Wed, 1 Mar 2023 18:35:35 +0100 Subject: [PATCH 1/2] Node Wrangler: refactor by splitting the script into several files After discussion in !104444 and !104457 it became apparent that Node Wrangler needs a bit of work to make its maintenance more comfortable. So, split the code into interface, operators and preferences, and a few specific utility files. The bulk of the add-on now resides in operators.py. --- node_wrangler/README.md | 2 +- node_wrangler/__init__.py | 4500 +---------------- node_wrangler/interface.py | 511 ++ node_wrangler/operators.py | 2975 +++++++++++ node_wrangler/preferences.py | 401 ++ node_wrangler/utils/constants.py | 218 + node_wrangler/utils/draw.py | 217 + node_wrangler/utils/nodes.py | 255 + node_wrangler/{util.py => utils/paths.py} | 0 .../{util_test.py => utils/paths_test.py} | 4 +- 10 files changed, 4591 insertions(+), 4492 deletions(-) create mode 100644 node_wrangler/interface.py create mode 100644 node_wrangler/operators.py create mode 100644 node_wrangler/preferences.py create mode 100644 node_wrangler/utils/constants.py create mode 100644 node_wrangler/utils/draw.py create mode 100644 node_wrangler/utils/nodes.py rename node_wrangler/{util.py => utils/paths.py} (100%) rename node_wrangler/{util_test.py => utils/paths_test.py} (98%) diff --git a/node_wrangler/README.md b/node_wrangler/README.md index 33648cf5f..3e0832159 100644 --- a/node_wrangler/README.md +++ b/node_wrangler/README.md @@ -1,5 +1,5 @@ # Running Tests ``` -./util_test.py +./utils/paths_test.py ``` diff --git a/node_wrangler/__init__.py b/node_wrangler/__init__.py index 5566977b1..24606e886 100644 --- a/node_wrangler/__init__.py +++ b/node_wrangler/__init__.py @@ -3,7 +3,7 @@ bl_info = { "name": "Node Wrangler", "author": "Bartek Skorupa, Greg Zaal, Sebastian Koenig, Christian Brinkmann, Florian Meyer", - "version": (3, 43), + "version": (3, 44), "blender": (3, 4, 0), "location": "Node Editor Toolbar or Shift-W", "description": "Various tools to enhance and speed up node-based workflow", @@ -13,4434 +13,18 @@ bl_info = { } import bpy -import gpu -from bpy.types import Operator, Panel, Menu from bpy.props import ( - FloatProperty, - EnumProperty, BoolProperty, IntProperty, StringProperty, - FloatVectorProperty, - CollectionProperty, -) -from bpy_extras.io_utils import ImportHelper, ExportHelper -from gpu_extras.batch import batch_for_shader -from mathutils import Vector -from .util import match_files_to_socket_names, split_into_components -from nodeitems_utils import node_categories_iter, NodeItemCustom -from math import cos, sin, pi, hypot -from os import path -from glob import glob -from copy import copy -from itertools import chain -import re -from collections import namedtuple - -################# -# 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) - ) -} - -viewer_socket_name = "tmp_viewer" - -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 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' - -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() - - -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 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') - -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 - -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 == True: - 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 - -# 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 = __name__ - - 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) - - - -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 - -class NWBase: - @classmethod - def poll(cls, context): - return nw_check(context) - - -# OPERATORS -class NWLazyMix(Operator, NWBase): - """Add a Mix RGB/Shader node by interactively drawing lines between nodes""" - bl_idname = "node.nw_lazy_mix" - bl_label = "Mix Nodes" - bl_options = {'REGISTER', 'UNDO'} - - def modal(self, context, event): - context.area.tag_redraw() - nodes, links = get_nodes_links(context) - cont = True - - start_pos = [event.mouse_region_x, event.mouse_region_y] - - node1 = None - if not context.scene.NWBusyDrawing: - node1 = node_at_pos(nodes, context, event) - if node1: - context.scene.NWBusyDrawing = node1.name - else: - if context.scene.NWBusyDrawing != 'STOP': - node1 = nodes[context.scene.NWBusyDrawing] - - context.scene.NWLazySource = node1.name - context.scene.NWLazyTarget = node_at_pos(nodes, context, event).name - - if event.type == 'MOUSEMOVE': - self.mouse_path.append((event.mouse_region_x, event.mouse_region_y)) - - elif event.type == 'RIGHTMOUSE' and event.value == 'RELEASE': - end_pos = [event.mouse_region_x, event.mouse_region_y] - bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW') - - node2 = None - node2 = node_at_pos(nodes, context, event) - if node2: - context.scene.NWBusyDrawing = node2.name - - if node1 == node2: - cont = False - - if cont: - if node1 and node2: - for node in nodes: - node.select = False - node1.select = True - node2.select = True - - bpy.ops.node.nw_merge_nodes(mode="MIX", merge_type="AUTO") - - context.scene.NWBusyDrawing = "" - return {'FINISHED'} - - elif event.type == 'ESC': - print('cancelled') - bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW') - return {'CANCELLED'} - - return {'RUNNING_MODAL'} - - def invoke(self, context, event): - if context.area.type == 'NODE_EDITOR': - # the arguments we pass the the callback - args = (self, context, 'MIX') - # Add the region OpenGL drawing callback - # draw in view space with 'POST_VIEW' and 'PRE_VIEW' - self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(draw_callback_nodeoutline, args, 'WINDOW', 'POST_PIXEL') - - self.mouse_path = [] - - context.window_manager.modal_handler_add(self) - return {'RUNNING_MODAL'} - else: - self.report({'WARNING'}, "View3D not found, cannot run operator") - return {'CANCELLED'} - - -class NWLazyConnect(Operator, NWBase): - """Connect two nodes without clicking a specific socket (automatically determined""" - bl_idname = "node.nw_lazy_connect" - bl_label = "Lazy Connect" - bl_options = {'REGISTER', 'UNDO'} - with_menu: BoolProperty() - - def modal(self, context, event): - context.area.tag_redraw() - nodes, links = get_nodes_links(context) - cont = True - - start_pos = [event.mouse_region_x, event.mouse_region_y] - - node1 = None - if not context.scene.NWBusyDrawing: - node1 = node_at_pos(nodes, context, event) - if node1: - context.scene.NWBusyDrawing = node1.name - else: - if context.scene.NWBusyDrawing != 'STOP': - node1 = nodes[context.scene.NWBusyDrawing] - - context.scene.NWLazySource = node1.name - context.scene.NWLazyTarget = node_at_pos(nodes, context, event).name - - if event.type == 'MOUSEMOVE': - self.mouse_path.append((event.mouse_region_x, event.mouse_region_y)) - - elif event.type == 'RIGHTMOUSE' and event.value == 'RELEASE': - end_pos = [event.mouse_region_x, event.mouse_region_y] - bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW') - - node2 = None - node2 = node_at_pos(nodes, context, event) - if node2: - context.scene.NWBusyDrawing = node2.name - - if node1 == node2: - cont = False - - link_success = False - if cont: - if node1 and node2: - original_sel = [] - original_unsel = [] - for node in nodes: - if node.select == True: - node.select = False - original_sel.append(node) - else: - original_unsel.append(node) - node1.select = True - node2.select = True - - #link_success = autolink(node1, node2, links) - if self.with_menu: - if len(node1.outputs) > 1 and node2.inputs: - bpy.ops.wm.call_menu("INVOKE_DEFAULT", name=NWConnectionListOutputs.bl_idname) - elif len(node1.outputs) == 1: - bpy.ops.node.nw_call_inputs_menu(from_socket=0) - else: - link_success = autolink(node1, node2, links) - - for node in original_sel: - node.select = True - for node in original_unsel: - node.select = False - - if link_success: - force_update(context) - context.scene.NWBusyDrawing = "" - return {'FINISHED'} - - elif event.type == 'ESC': - bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW') - return {'CANCELLED'} - - return {'RUNNING_MODAL'} - - def invoke(self, context, event): - if context.area.type == 'NODE_EDITOR': - nodes, links = get_nodes_links(context) - node = node_at_pos(nodes, context, event) - if node: - context.scene.NWBusyDrawing = node.name - - # the arguments we pass the the callback - mode = "LINK" - if self.with_menu: - mode = "LINKMENU" - args = (self, context, mode) - # Add the region OpenGL drawing callback - # draw in view space with 'POST_VIEW' and 'PRE_VIEW' - self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(draw_callback_nodeoutline, args, 'WINDOW', 'POST_PIXEL') - - self.mouse_path = [] - - context.window_manager.modal_handler_add(self) - return {'RUNNING_MODAL'} - else: - self.report({'WARNING'}, "View3D not found, cannot run operator") - return {'CANCELLED'} - - -class NWDeleteUnused(Operator, NWBase): - """Delete all nodes whose output is not used""" - bl_idname = 'node.nw_del_unused' - bl_label = 'Delete Unused Nodes' - bl_options = {'REGISTER', 'UNDO'} - - delete_muted: BoolProperty(name="Delete Muted", description="Delete (but reconnect, like Ctrl-X) all muted nodes", default=True) - delete_frames: BoolProperty(name="Delete Empty Frames", description="Delete all frames that have no nodes inside them", default=True) - - def is_unused_node(self, node): - end_types = ['OUTPUT_MATERIAL', 'OUTPUT', 'VIEWER', 'COMPOSITE', \ - 'SPLITVIEWER', 'OUTPUT_FILE', 'LEVELS', 'OUTPUT_LIGHT', \ - 'OUTPUT_WORLD', 'GROUP_INPUT', 'GROUP_OUTPUT', 'FRAME'] - if node.type in end_types: - return False - - for output in node.outputs: - if output.links: - return False - return True - - @classmethod - def poll(cls, context): - valid = False - if nw_check(context): - if context.space_data.node_tree.nodes: - valid = True - return valid - - def execute(self, context): - nodes, links = get_nodes_links(context) - - # Store selection - selection = [] - for node in nodes: - if node.select == True: - selection.append(node.name) - - for node in nodes: - node.select = False - - deleted_nodes = [] - temp_deleted_nodes = [] - del_unused_iterations = len(nodes) - for it in range(0, del_unused_iterations): - temp_deleted_nodes = list(deleted_nodes) # keep record of last iteration - for node in nodes: - if self.is_unused_node(node): - node.select = True - deleted_nodes.append(node.name) - bpy.ops.node.delete() - - if temp_deleted_nodes == deleted_nodes: # stop iterations when there are no more nodes to be deleted - break - - if self.delete_frames: - repeat = True - while repeat: - frames_in_use = [] - frames = [] - repeat = False - for node in nodes: - if node.parent: - frames_in_use.append(node.parent) - for node in nodes: - if node.type == 'FRAME' and node not in frames_in_use: - frames.append(node) - if node.parent: - repeat = True # repeat for nested frames - for node in frames: - if node not in frames_in_use: - node.select = True - deleted_nodes.append(node.name) - bpy.ops.node.delete() - - if self.delete_muted: - for node in nodes: - if node.mute: - node.select = True - deleted_nodes.append(node.name) - bpy.ops.node.delete_reconnect() - - # get unique list of deleted nodes (iterations would count the same node more than once) - deleted_nodes = list(set(deleted_nodes)) - for n in deleted_nodes: - self.report({'INFO'}, "Node " + n + " deleted") - num_deleted = len(deleted_nodes) - n = ' node' - if num_deleted > 1: - n += 's' - if num_deleted: - self.report({'INFO'}, "Deleted " + str(num_deleted) + n) - else: - self.report({'INFO'}, "Nothing deleted") - - # Restore selection - nodes, links = get_nodes_links(context) - for node in nodes: - if node.name in selection: - node.select = True - return {'FINISHED'} - - def invoke(self, context, event): - return context.window_manager.invoke_confirm(self, event) - - -class NWSwapLinks(Operator, NWBase): - """Swap the output connections of the two selected nodes, or two similar inputs of a single node""" - bl_idname = 'node.nw_swap_links' - bl_label = 'Swap Links' - bl_options = {'REGISTER', 'UNDO'} - - @classmethod - def poll(cls, context): - valid = False - if nw_check(context): - if context.selected_nodes: - valid = len(context.selected_nodes) <= 2 - return valid - - def execute(self, context): - nodes, links = get_nodes_links(context) - selected_nodes = context.selected_nodes - n1 = selected_nodes[0] - - # Swap outputs - if len(selected_nodes) == 2: - n2 = selected_nodes[1] - if n1.outputs and n2.outputs: - n1_outputs = [] - n2_outputs = [] - - out_index = 0 - for output in n1.outputs: - if output.links: - for link in output.links: - n1_outputs.append([out_index, link.to_socket]) - links.remove(link) - out_index += 1 - - out_index = 0 - for output in n2.outputs: - if output.links: - for link in output.links: - n2_outputs.append([out_index, link.to_socket]) - links.remove(link) - out_index += 1 - - for connection in n1_outputs: - try: - links.new(n2.outputs[connection[0]], connection[1]) - except: - self.report({'WARNING'}, "Some connections have been lost due to differing numbers of output sockets") - for connection in n2_outputs: - try: - links.new(n1.outputs[connection[0]], connection[1]) - except: - self.report({'WARNING'}, "Some connections have been lost due to differing numbers of output sockets") - else: - if n1.outputs or n2.outputs: - self.report({'WARNING'}, "One of the nodes has no outputs!") - else: - self.report({'WARNING'}, "Neither of the nodes have outputs!") - - # Swap Inputs - elif len(selected_nodes) == 1: - if n1.inputs and n1.inputs[0].is_multi_input: - self.report({'WARNING'}, "Can't swap inputs of a multi input socket!") - return {'FINISHED'} - if n1.inputs: - types = [] - i=0 - for i1 in n1.inputs: - if i1.is_linked and not i1.is_multi_input: - similar_types = 0 - for i2 in n1.inputs: - if i1.type == i2.type and i2.is_linked and not i2.is_multi_input: - similar_types += 1 - types.append ([i1, similar_types, i]) - i += 1 - types.sort(key=lambda k: k[1], reverse=True) - - if types: - t = types[0] - if t[1] == 2: - for i2 in n1.inputs: - if t[0].type == i2.type == t[0].type and t[0] != i2 and i2.is_linked: - pair = [t[0], i2] - i1f = pair[0].links[0].from_socket - i1t = pair[0].links[0].to_socket - i2f = pair[1].links[0].from_socket - i2t = pair[1].links[0].to_socket - links.new(i1f, i2t) - links.new(i2f, i1t) - if t[1] == 1: - if len(types) == 1: - fs = t[0].links[0].from_socket - i = t[2] - links.remove(t[0].links[0]) - if i+1 == len(n1.inputs): - i = -1 - i += 1 - while n1.inputs[i].is_linked: - i += 1 - links.new(fs, n1.inputs[i]) - elif len(types) == 2: - i1f = types[0][0].links[0].from_socket - i1t = types[0][0].links[0].to_socket - i2f = types[1][0].links[0].from_socket - i2t = types[1][0].links[0].to_socket - links.new(i1f, i2t) - links.new(i2f, i1t) - - else: - self.report({'WARNING'}, "This node has no input connections to swap!") - else: - self.report({'WARNING'}, "This node has no inputs to swap!") - - force_update(context) - return {'FINISHED'} - - -class NWResetBG(Operator, NWBase): - """Reset the zoom and position of the background image""" - bl_idname = 'node.nw_bg_reset' - bl_label = 'Reset Backdrop' - bl_options = {'REGISTER', 'UNDO'} - - @classmethod - def poll(cls, context): - valid = False - if nw_check(context): - snode = context.space_data - valid = snode.tree_type == 'CompositorNodeTree' - return valid - - def execute(self, context): - context.space_data.backdrop_zoom = 1 - context.space_data.backdrop_offset[0] = 0 - context.space_data.backdrop_offset[1] = 0 - return {'FINISHED'} - - -class NWAddAttrNode(Operator, NWBase): - """Add an Attribute node with this name""" - bl_idname = 'node.nw_add_attr_node' - bl_label = 'Add UV map' - bl_options = {'REGISTER', 'UNDO'} - - attr_name: StringProperty() - - def execute(self, context): - bpy.ops.node.add_node('INVOKE_DEFAULT', use_transform=True, type="ShaderNodeAttribute") - nodes, links = get_nodes_links(context) - nodes.active.attribute_name = self.attr_name - return {'FINISHED'} - -class NWPreviewNode(Operator, NWBase): - bl_idname = "node.nw_preview_node" - bl_label = "Preview Node" - bl_description = "Connect active node to the Node Group output or the Material Output" - bl_options = {'REGISTER', 'UNDO'} - - # If false, the operator is not executed if the current node group happens to be a geometry nodes group. - # This is needed because geometry nodes has its own viewer node that uses the same shortcut as in the compositor. - run_in_geometry_nodes: BoolProperty(default=True) - - def __init__(self): - self.shader_output_type = "" - self.shader_output_ident = "" - - @classmethod - def poll(cls, context): - if nw_check(context): - space = context.space_data - if space.tree_type == 'ShaderNodeTree' or space.tree_type == 'GeometryNodeTree': - if context.active_node: - if context.active_node.type != "OUTPUT_MATERIAL" or context.active_node.type != "OUTPUT_WORLD": - return True - else: - return True - return False - - def ensure_viewer_socket(self, node, socket_type, connect_socket=None): - #check if a viewer output already exists in a node group otherwise create - if hasattr(node, "node_tree"): - index = None - if len(node.node_tree.outputs): - free_socket = None - for i, socket in enumerate(node.node_tree.outputs): - if is_viewer_socket(socket) and is_visible_socket(node.outputs[i]) and socket.type == socket_type: - #if viewer output is already used but leads to the same socket we can still use it - is_used = self.is_socket_used_other_mats(socket) - if is_used: - if connect_socket == None: - continue - groupout = get_group_output_node(node.node_tree) - groupout_input = groupout.inputs[i] - links = groupout_input.links - if connect_socket not in [link.from_socket for link in links]: - continue - index=i - break - if not free_socket: - free_socket = i - if not index and free_socket: - index = free_socket - - if not index: - #create viewer socket - node.node_tree.outputs.new(socket_type, viewer_socket_name) - index = len(node.node_tree.outputs) - 1 - node.node_tree.outputs[index].NWViewerSocket = True - return index - - def init_shader_variables(self, space, shader_type): - if shader_type == 'OBJECT': - if space.id not in [light for light in bpy.data.lights]: # cannot use bpy.data.lights directly as iterable - self.shader_output_type = "OUTPUT_MATERIAL" - self.shader_output_ident = "ShaderNodeOutputMaterial" - else: - self.shader_output_type = "OUTPUT_LIGHT" - self.shader_output_ident = "ShaderNodeOutputLight" - - elif shader_type == 'WORLD': - self.shader_output_type = "OUTPUT_WORLD" - self.shader_output_ident = "ShaderNodeOutputWorld" - - def get_shader_output_node(self, tree): - for node in tree.nodes: - if node.type == self.shader_output_type and node.is_active_output == True: - return node - - @classmethod - def ensure_group_output(cls, tree): - #check if a group output node exists otherwise create - groupout = get_group_output_node(tree) - if not groupout: - groupout = tree.nodes.new('NodeGroupOutput') - loc_x, loc_y = get_output_location(tree) - groupout.location.x = loc_x - groupout.location.y = loc_y - groupout.select = False - # So that we don't keep on adding new group outputs - groupout.is_active_output = True - return groupout - - @classmethod - def search_sockets(cls, node, sockets, index=None): - # recursively scan nodes for viewer sockets and store in list - for i, input_socket in enumerate(node.inputs): - if index and i != index: - continue - if len(input_socket.links): - link = input_socket.links[0] - next_node = link.from_node - external_socket = link.from_socket - if hasattr(next_node, "node_tree"): - for socket_index, s in enumerate(next_node.outputs): - if s == external_socket: - break - socket = next_node.node_tree.outputs[socket_index] - if is_viewer_socket(socket) and socket not in sockets: - sockets.append(socket) - #continue search inside of node group but restrict socket to where we came from - groupout = get_group_output_node(next_node.node_tree) - cls.search_sockets(groupout, sockets, index=socket_index) - - @classmethod - def scan_nodes(cls, tree, sockets): - # get all viewer sockets in a material tree - for node in tree.nodes: - if hasattr(node, "node_tree"): - if node.node_tree is None: - continue - for socket in node.node_tree.outputs: - if is_viewer_socket(socket) and (socket not in sockets): - sockets.append(socket) - cls.scan_nodes(node.node_tree, sockets) - - def link_leads_to_used_socket(self, link): - #return True if link leads to a socket that is already used in this material - socket = get_internal_socket(link.to_socket) - return (socket and self.is_socket_used_active_mat(socket)) - - def is_socket_used_active_mat(self, socket): - #ensure used sockets in active material is calculated and check given socket - if not hasattr(self, "used_viewer_sockets_active_mat"): - self.used_viewer_sockets_active_mat = [] - materialout = self.get_shader_output_node(bpy.context.space_data.node_tree) - if materialout: - self.search_sockets(materialout, self.used_viewer_sockets_active_mat) - return socket in self.used_viewer_sockets_active_mat - - def is_socket_used_other_mats(self, socket): - #ensure used sockets in other materials are calculated and check given socket - if not hasattr(self, "used_viewer_sockets_other_mats"): - self.used_viewer_sockets_other_mats = [] - for mat in bpy.data.materials: - if mat.node_tree == bpy.context.space_data.node_tree or not hasattr(mat.node_tree, "nodes"): - continue - # get viewer node - materialout = self.get_shader_output_node(mat.node_tree) - if materialout: - self.search_sockets(materialout, self.used_viewer_sockets_other_mats) - return socket in self.used_viewer_sockets_other_mats - - def invoke(self, context, event): - space = context.space_data - # Ignore operator when running in wrong context. - if self.run_in_geometry_nodes != (space.tree_type == "GeometryNodeTree"): - return {'PASS_THROUGH'} - - shader_type = space.shader_type - self.init_shader_variables(space, shader_type) - mlocx = event.mouse_region_x - mlocy = event.mouse_region_y - select_node = bpy.ops.node.select(location=(mlocx, mlocy), extend=False) - if 'FINISHED' in select_node: # only run if mouse click is on a node - active_tree, path_to_tree = get_active_tree(context) - nodes, links = active_tree.nodes, active_tree.links - base_node_tree = space.node_tree - active = nodes.active - - # For geometry node trees we just connect to the group output - if space.tree_type == "GeometryNodeTree": - valid = False - if active: - for out in active.outputs: - if is_visible_socket(out): - valid = True - break - # Exit early - if not valid: - return {'FINISHED'} - - delete_sockets = [] - - # Scan through all nodes in tree including nodes inside of groups to find viewer sockets - self.scan_nodes(base_node_tree, delete_sockets) - - # Find (or create if needed) the output of this node tree - geometryoutput = self.ensure_group_output(base_node_tree) - - # Analyze outputs, make links - out_i = None - valid_outputs = [] - for i, out in enumerate(active.outputs): - if is_visible_socket(out) and out.type == 'GEOMETRY': - valid_outputs.append(i) - if valid_outputs: - out_i = valid_outputs[0] # Start index of node's outputs - for i, valid_i in enumerate(valid_outputs): - for out_link in active.outputs[valid_i].links: - if is_viewer_link(out_link, geometryoutput): - if nodes == base_node_tree.nodes or self.link_leads_to_used_socket(out_link): - if i < len(valid_outputs) - 1: - out_i = valid_outputs[i + 1] - else: - out_i = valid_outputs[0] - - make_links = [] # store sockets for new links - if active.outputs: - # If there is no 'GEOMETRY' output type - We can't preview the node - if out_i is None: - return {'FINISHED'} - socket_type = 'GEOMETRY' - # Find an input socket of the output of type geometry - geometryoutindex = None - for i,inp in enumerate(geometryoutput.inputs): - if inp.type == socket_type: - geometryoutindex = i - break - if geometryoutindex is None: - # Create geometry socket - geometryoutput.inputs.new(socket_type, 'Geometry') - geometryoutindex = len(geometryoutput.inputs) - 1 - - make_links.append((active.outputs[out_i], geometryoutput.inputs[geometryoutindex])) - output_socket = geometryoutput.inputs[geometryoutindex] - for li_from, li_to in make_links: - base_node_tree.links.new(li_from, li_to) - tree = base_node_tree - link_end = output_socket - while tree.nodes.active != active: - node = tree.nodes.active - index = self.ensure_viewer_socket(node,'NodeSocketGeometry', connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None) - link_start = node.outputs[index] - node_socket = node.node_tree.outputs[index] - if node_socket in delete_sockets: - delete_sockets.remove(node_socket) - tree.links.new(link_start, link_end) - # Iterate - link_end = self.ensure_group_output(node.node_tree).inputs[index] - tree = tree.nodes.active.node_tree - tree.links.new(active.outputs[out_i], link_end) - - # Delete sockets - for socket in delete_sockets: - tree = socket.id_data - tree.outputs.remove(socket) - - nodes.active = active - active.select = True - force_update(context) - return {'FINISHED'} - - - # What follows is code for the shader editor - output_types = [x.nodetype for x in - get_nodes_from_category('Output', context)] - valid = False - if active: - if active.rna_type.identifier not in output_types: - for out in active.outputs: - if is_visible_socket(out): - valid = True - break - if valid: - # get material_output node - materialout = None # placeholder node - delete_sockets = [] - - #scan through all nodes in tree including nodes inside of groups to find viewer sockets - self.scan_nodes(base_node_tree, delete_sockets) - - materialout = self.get_shader_output_node(base_node_tree) - if not materialout: - materialout = base_node_tree.nodes.new(self.shader_output_ident) - materialout.location = get_output_location(base_node_tree) - materialout.select = False - # Analyze outputs - out_i = None - valid_outputs = [] - for i, out in enumerate(active.outputs): - if is_visible_socket(out): - valid_outputs.append(i) - if valid_outputs: - out_i = valid_outputs[0] # Start index of node's outputs - for i, valid_i in enumerate(valid_outputs): - for out_link in active.outputs[valid_i].links: - if is_viewer_link(out_link, materialout): - if nodes == base_node_tree.nodes or self.link_leads_to_used_socket(out_link): - if i < len(valid_outputs) - 1: - out_i = valid_outputs[i + 1] - else: - out_i = valid_outputs[0] - - make_links = [] # store sockets for new links - if active.outputs: - socket_type = 'NodeSocketShader' - materialout_index = 1 if active.outputs[out_i].name == "Volume" else 0 - make_links.append((active.outputs[out_i], materialout.inputs[materialout_index])) - output_socket = materialout.inputs[materialout_index] - for li_from, li_to in make_links: - base_node_tree.links.new(li_from, li_to) - - # Create links through node groups until we reach the active node - tree = base_node_tree - link_end = output_socket - while tree.nodes.active != active: - node = tree.nodes.active - index = self.ensure_viewer_socket(node, socket_type, connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None) - link_start = node.outputs[index] - node_socket = node.node_tree.outputs[index] - if node_socket in delete_sockets: - delete_sockets.remove(node_socket) - tree.links.new(link_start, link_end) - # Iterate - link_end = self.ensure_group_output(node.node_tree).inputs[index] - tree = tree.nodes.active.node_tree - tree.links.new(active.outputs[out_i], link_end) - - # Delete sockets - for socket in delete_sockets: - if not self.is_socket_used_other_mats(socket): - tree = socket.id_data - tree.outputs.remove(socket) - - nodes.active = active - active.select = True - - force_update(context) - - return {'FINISHED'} - else: - return {'CANCELLED'} - - -class NWFrameSelected(Operator, NWBase): - bl_idname = "node.nw_frame_selected" - bl_label = "Frame Selected" - bl_description = "Add a frame node and parent the selected nodes to it" - bl_options = {'REGISTER', 'UNDO'} - - label_prop: StringProperty( - name='Label', - description='The visual name of the frame node', - default=' ' - ) - use_custom_color_prop: BoolProperty( - name="Custom Color", - description="Use custom color for the frame node", - default=False - ) - color_prop: FloatVectorProperty( - name="Color", - description="The color of the frame node", - default=(0.604, 0.604, 0.604), - min=0, max=1, step=1, precision=3, - subtype='COLOR_GAMMA', size=3 - ) - - def draw(self, context): - layout = self.layout - layout.prop(self, 'label_prop') - layout.prop(self, 'use_custom_color_prop') - col = layout.column() - col.active = self.use_custom_color_prop - col.prop(self, 'color_prop', text="") - - def execute(self, context): - nodes, links = get_nodes_links(context) - selected = [] - for node in nodes: - if node.select == True: - selected.append(node) - - bpy.ops.node.add_node(type='NodeFrame') - frm = nodes.active - frm.label = self.label_prop - frm.use_custom_color = self.use_custom_color_prop - frm.color = self.color_prop - - for node in selected: - node.parent = frm - - return {'FINISHED'} - - -class NWReloadImages(Operator): - bl_idname = "node.nw_reload_images" - bl_label = "Reload Images" - bl_description = "Update all the image nodes to match their files on disk" - - @classmethod - def poll(cls, context): - valid = False - if nw_check(context) and context.space_data.tree_type != 'GeometryNodeTree': - if context.active_node is not None: - for out in context.active_node.outputs: - if is_visible_socket(out): - valid = True - break - return valid - - def execute(self, context): - nodes, links = get_nodes_links(context) - image_types = ["IMAGE", "TEX_IMAGE", "TEX_ENVIRONMENT", "TEXTURE"] - num_reloaded = 0 - for node in nodes: - if node.type in image_types: - if node.type == "TEXTURE": - if node.texture: # node has texture assigned - if node.texture.type in ['IMAGE', 'ENVIRONMENT_MAP']: - if node.texture.image: # texture has image assigned - node.texture.image.reload() - num_reloaded += 1 - else: - if node.image: - node.image.reload() - num_reloaded += 1 - - if num_reloaded: - self.report({'INFO'}, "Reloaded images") - print("Reloaded " + str(num_reloaded) + " images") - force_update(context) - return {'FINISHED'} - else: - self.report({'WARNING'}, "No images found to reload in this node tree") - return {'CANCELLED'} - - -class NWSwitchNodeType(Operator, NWBase): - """Switch type of selected nodes """ - bl_idname = "node.nw_swtch_node_type" - bl_label = "Switch Node Type" - bl_options = {'REGISTER', 'UNDO'} - - to_type: StringProperty( - name="Switch to type", - default = '', - ) - - def execute(self, context): - to_type = self.to_type - if len(to_type) == 0: - return {'CANCELLED'} - - nodes, links = get_nodes_links(context) - # Those types of nodes will not swap. - src_excludes = ('NodeFrame') - # Those attributes of nodes will be copied if possible - attrs_to_pass = ('color', 'hide', 'label', 'mute', 'parent', - 'show_options', 'show_preview', 'show_texture', - 'use_alpha', 'use_clamp', 'use_custom_color', 'location' - ) - selected = [n for n in nodes if n.select] - reselect = [] - for node in [n for n in selected if - n.rna_type.identifier not in src_excludes and - n.rna_type.identifier != to_type]: - new_node = nodes.new(to_type) - for attr in attrs_to_pass: - if hasattr(node, attr) and hasattr(new_node, attr): - setattr(new_node, attr, getattr(node, attr)) - # set image datablock of dst to image of src - if hasattr(node, 'image') and hasattr(new_node, 'image'): - if node.image: - new_node.image = node.image - # Special cases - if new_node.type == 'SWITCH': - new_node.hide = True - # Dictionaries: src_sockets and dst_sockets: - # 'INPUTS': input sockets ordered by type (entry 'MAIN' main type of inputs). - # 'OUTPUTS': output sockets ordered by type (entry 'MAIN' main type of outputs). - # in 'INPUTS' and 'OUTPUTS': - # 'SHADER', 'RGBA', 'VECTOR', 'VALUE' - sockets of those types. - # socket entry: - # (index_in_type, socket_index, socket_name, socket_default_value, socket_links) - src_sockets = { - 'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None}, - 'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None}, - } - dst_sockets = { - 'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None}, - 'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None}, - } - types_order_one = 'SHADER', 'RGBA', 'VECTOR', 'VALUE' - types_order_two = 'SHADER', 'VECTOR', 'RGBA', 'VALUE' - # check src node to set src_sockets values and dst node to set dst_sockets dict values - for sockets, nd in ((src_sockets, node), (dst_sockets, new_node)): - # Check node's inputs and outputs and fill proper entries in "sockets" dict - for in_out, in_out_name in ((nd.inputs, 'INPUTS'), (nd.outputs, 'OUTPUTS')): - # enumerate in inputs, then in outputs - # find name, default value and links of socket - for i, socket in enumerate(in_out): - the_name = socket.name - dval = None - # Not every socket, especially in outputs has "default_value" - if hasattr(socket, 'default_value'): - dval = socket.default_value - socket_links = [] - for lnk in socket.links: - socket_links.append(lnk) - # check type of socket to fill proper keys. - for the_type in types_order_one: - if socket.type == the_type: - # create values for sockets['INPUTS'][the_type] and sockets['OUTPUTS'][the_type] - # entry structure: (index_in_type, socket_index, socket_name, socket_default_value, socket_links) - sockets[in_out_name][the_type].append((len(sockets[in_out_name][the_type]), i, the_name, dval, socket_links)) - # Check which of the types in inputs/outputs is considered to be "main". - # Set values of sockets['INPUTS']['MAIN'] and sockets['OUTPUTS']['MAIN'] - for type_check in types_order_one: - if sockets[in_out_name][type_check]: - sockets[in_out_name]['MAIN'] = type_check - break - - matches = { - 'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE_NAME': [], 'VALUE': [], 'MAIN': []}, - 'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE_NAME': [], 'VALUE': [], 'MAIN': []}, - } - - for inout, soctype in ( - ('INPUTS', 'MAIN',), - ('INPUTS', 'SHADER',), - ('INPUTS', 'RGBA',), - ('INPUTS', 'VECTOR',), - ('INPUTS', 'VALUE',), - ('OUTPUTS', 'MAIN',), - ('OUTPUTS', 'SHADER',), - ('OUTPUTS', 'RGBA',), - ('OUTPUTS', 'VECTOR',), - ('OUTPUTS', 'VALUE',), - ): - if src_sockets[inout][soctype] and dst_sockets[inout][soctype]: - if soctype == 'MAIN': - sc = src_sockets[inout][src_sockets[inout]['MAIN']] - dt = dst_sockets[inout][dst_sockets[inout]['MAIN']] - else: - sc = src_sockets[inout][soctype] - dt = dst_sockets[inout][soctype] - # start with 'dt' to determine number of possibilities. - for i, soc in enumerate(dt): - # if src main has enough entries - match them with dst main sockets by indexes. - if len(sc) > i: - matches[inout][soctype].append(((sc[i][1], sc[i][3]), (soc[1], soc[3]))) - # add 'VALUE_NAME' criterion to inputs. - if inout == 'INPUTS' and soctype == 'VALUE': - for s in sc: - if s[2] == soc[2]: # if names match - # append src (index, dval), dst (index, dval) - matches['INPUTS']['VALUE_NAME'].append(((s[1], s[3]), (soc[1], soc[3]))) - - # When src ['INPUTS']['MAIN'] is 'VECTOR' replace 'MAIN' with matches VECTOR if possible. - # This creates better links when relinking textures. - if src_sockets['INPUTS']['MAIN'] == 'VECTOR' and matches['INPUTS']['VECTOR']: - matches['INPUTS']['MAIN'] = matches['INPUTS']['VECTOR'] - - # Pass default values and RELINK: - for tp in ('MAIN', 'SHADER', 'RGBA', 'VECTOR', 'VALUE_NAME', 'VALUE'): - # INPUTS: Base on matches in proper order. - for (src_i, src_dval), (dst_i, dst_dval) in matches['INPUTS'][tp]: - # pass dvals - if src_dval and dst_dval and tp in {'RGBA', 'VALUE_NAME'}: - new_node.inputs[dst_i].default_value = src_dval - # Special case: switch to math - if node.type in {'MIX_RGB', 'ALPHAOVER', 'ZCOMBINE'} and\ - new_node.type == 'MATH' and\ - tp == 'MAIN': - new_dst_dval = max(src_dval[0], src_dval[1], src_dval[2]) - new_node.inputs[dst_i].default_value = new_dst_dval - if node.type == 'MIX_RGB': - if node.blend_type in [o[0] for o in operations]: - new_node.operation = node.blend_type - # Special case: switch from math to some types - if node.type == 'MATH' and\ - new_node.type in {'MIX_RGB', 'ALPHAOVER', 'ZCOMBINE'} and\ - tp == 'MAIN': - for i in range(3): - new_node.inputs[dst_i].default_value[i] = src_dval - if new_node.type == 'MIX_RGB': - if node.operation in [t[0] for t in blend_types]: - new_node.blend_type = node.operation - # Set Fac of MIX_RGB to 1.0 - new_node.inputs[0].default_value = 1.0 - # make link only when dst matching input is not linked already. - if node.inputs[src_i].links and not new_node.inputs[dst_i].links: - in_src_link = node.inputs[src_i].links[0] - in_dst_socket = new_node.inputs[dst_i] - links.new(in_src_link.from_socket, in_dst_socket) - links.remove(in_src_link) - # OUTPUTS: Base on matches in proper order. - for (src_i, src_dval), (dst_i, dst_dval) in matches['OUTPUTS'][tp]: - for out_src_link in node.outputs[src_i].links: - out_dst_socket = new_node.outputs[dst_i] - links.new(out_dst_socket, out_src_link.to_socket) - # relink rest inputs if possible, no criteria - for src_inp in node.inputs: - for dst_inp in new_node.inputs: - if src_inp.links and not dst_inp.links: - src_link = src_inp.links[0] - links.new(src_link.from_socket, dst_inp) - links.remove(src_link) - # relink rest outputs if possible, base on node kind if any left. - for src_o in node.outputs: - for out_src_link in src_o.links: - for dst_o in new_node.outputs: - if src_o.type == dst_o.type: - links.new(dst_o, out_src_link.to_socket) - # relink rest outputs no criteria if any left. Link all from first output. - for src_o in node.outputs: - for out_src_link in src_o.links: - if new_node.outputs: - links.new(new_node.outputs[0], out_src_link.to_socket) - nodes.remove(node) - force_update(context) - return {'FINISHED'} - - -class NWMergeNodes(Operator, NWBase): - bl_idname = "node.nw_merge_nodes" - bl_label = "Merge Nodes" - bl_description = "Merge Selected Nodes" - bl_options = {'REGISTER', 'UNDO'} - - mode: EnumProperty( - name="mode", - description="All possible blend types, boolean operations and math operations", - items= blend_types + [op for op in geo_combine_operations if op not in blend_types] + [op for op in operations if op not in blend_types], - ) - merge_type: EnumProperty( - name="merge type", - description="Type of Merge to be used", - items=( - ('AUTO', 'Auto', 'Automatic Output Type Detection'), - ('SHADER', 'Shader', 'Merge using ADD or MIX Shader'), - ('GEOMETRY', 'Geometry', 'Merge using Mesh Boolean or Join Geometry Node'), - ('MIX', 'Mix Node', 'Merge using Mix Nodes'), - ('MATH', 'Math Node', 'Merge using Math Nodes'), - ('ZCOMBINE', 'Z-Combine Node', 'Merge using Z-Combine Nodes'), - ('ALPHAOVER', 'Alpha Over Node', 'Merge using Alpha Over Nodes'), - ), - ) - - # Check if the link connects to a node that is in selected_nodes - # If not, then check recursively for each link in the nodes outputs. - # If yes, return True. If the recursion stops without finding a node - # in selected_nodes, it returns False. The depth is used to prevent - # getting stuck in a loop because of an already present cycle. - @staticmethod - def link_creates_cycle(link, selected_nodes, depth=0)->bool: - if depth > 255: - # We're stuck in a cycle, but that cycle was already present, - # so we return False. - # NOTE: The number 255 is arbitrary, but seems to work well. - return False - node = link.to_node - if node in selected_nodes: - return True - if not node.outputs: - return False - for output in node.outputs: - if output.is_linked: - for olink in output.links: - if NWMergeNodes.link_creates_cycle(olink, selected_nodes, depth+1): - return True - # None of the outputs found a node in selected_nodes, so there is no cycle. - return False - - # Merge the nodes in `nodes_list` with a node of type `node_name` that has a multi_input socket. - # The parameters `socket_indices` gives the indices of the node sockets in the order that they should - # be connected. The last one is assumed to be a multi input socket. - # For convenience the node is returned. - @staticmethod - def merge_with_multi_input(nodes_list, merge_position,do_hide, loc_x, links, nodes, node_name, socket_indices): - # The y-location of the last node - loc_y = nodes_list[-1][2] - if merge_position == 'CENTER': - # Average the y-location - for i in range(len(nodes_list)-1): - loc_y += nodes_list[i][2] - loc_y = loc_y/len(nodes_list) - new_node = nodes.new(node_name) - new_node.hide = do_hide - new_node.location.x = loc_x - new_node.location.y = loc_y - selected_nodes = [nodes[node_info[0]] for node_info in nodes_list] - prev_links = [] - outputs_for_multi_input = [] - for i,node in enumerate(selected_nodes): - node.select = False - # Search for the first node which had output links that do not create - # a cycle, which we can then reconnect afterwards. - if prev_links == [] and node.outputs[0].is_linked: - prev_links = [link for link in node.outputs[0].links if not NWMergeNodes.link_creates_cycle(link, selected_nodes)] - # Get the index of the socket, the last one is a multi input, and is thus used repeatedly - # To get the placement to look right we need to reverse the order in which we connect the - # outputs to the multi input socket. - if i < len(socket_indices) - 1: - ind = socket_indices[i] - links.new(node.outputs[0], new_node.inputs[ind]) - else: - outputs_for_multi_input.insert(0, node.outputs[0]) - if outputs_for_multi_input != []: - ind = socket_indices[-1] - for output in outputs_for_multi_input: - links.new(output, new_node.inputs[ind]) - if prev_links != []: - for link in prev_links: - links.new(new_node.outputs[0], link.to_node.inputs[0]) - return new_node - - def execute(self, context): - settings = context.preferences.addons[__name__].preferences - merge_hide = settings.merge_hide - merge_position = settings.merge_position # 'center' or 'bottom' - - do_hide = False - do_hide_shader = False - if merge_hide == 'ALWAYS': - do_hide = True - do_hide_shader = True - elif merge_hide == 'NON_SHADER': - do_hide = True - - tree_type = context.space_data.node_tree.type - if tree_type == 'GEOMETRY': - node_type = 'GeometryNode' - if tree_type == 'COMPOSITING': - node_type = 'CompositorNode' - elif tree_type == 'SHADER': - node_type = 'ShaderNode' - elif tree_type == 'TEXTURE': - node_type = 'TextureNode' - nodes, links = get_nodes_links(context) - mode = self.mode - merge_type = self.merge_type - # Prevent trying to add Z-Combine in not 'COMPOSITING' node tree. - # 'ZCOMBINE' works only if mode == 'MIX' - # Setting mode to None prevents trying to add 'ZCOMBINE' node. - if (merge_type == 'ZCOMBINE' or merge_type == 'ALPHAOVER') and tree_type != 'COMPOSITING': - merge_type = 'MIX' - mode = 'MIX' - if (merge_type != 'MATH' and merge_type != 'GEOMETRY') and tree_type == 'GEOMETRY': - merge_type = 'AUTO' - # The Mix node and math nodes used for geometry nodes are of type 'ShaderNode' - if (merge_type == 'MATH' or merge_type == 'MIX') and tree_type == 'GEOMETRY': - node_type = 'ShaderNode' - selected_mix = [] # entry = [index, loc] - selected_shader = [] # entry = [index, loc] - selected_geometry = [] # entry = [index, loc] - selected_math = [] # entry = [index, loc] - selected_vector = [] # entry = [index, loc] - selected_z = [] # entry = [index, loc] - selected_alphaover = [] # entry = [index, loc] - - for i, node in enumerate(nodes): - if node.select and node.outputs: - if merge_type == 'AUTO': - for (type, types_list, dst) in ( - ('SHADER', ('MIX', 'ADD'), selected_shader), - ('GEOMETRY', [t[0] for t in geo_combine_operations], selected_geometry), - ('RGBA', [t[0] for t in blend_types], selected_mix), - ('VALUE', [t[0] for t in operations], selected_math), - ('VECTOR', [], selected_vector), - ): - output = get_first_enabled_output(node) - output_type = output.type - valid_mode = mode in types_list - # When mode is 'MIX' we have to cheat since the mix node is not used in - # geometry nodes. - if tree_type == 'GEOMETRY': - if mode == 'MIX': - if output_type == 'VALUE' and type == 'VALUE': - valid_mode = True - elif output_type == 'VECTOR' and type == 'VECTOR': - valid_mode = True - elif type == 'GEOMETRY': - valid_mode = True - # When mode is 'MIX' use mix node for both 'RGBA' and 'VALUE' output types. - # Cheat that output type is 'RGBA', - # and that 'MIX' exists in math operations list. - # This way when selected_mix list is analyzed: - # Node data will be appended even though it doesn't meet requirements. - elif output_type != 'SHADER' and mode == 'MIX': - output_type = 'RGBA' - valid_mode = True - if output_type == type and valid_mode: - dst.append([i, node.location.x, node.location.y, node.dimensions.x, node.hide]) - else: - for (type, types_list, dst) in ( - ('SHADER', ('MIX', 'ADD'), selected_shader), - ('GEOMETRY', [t[0] for t in geo_combine_operations], selected_geometry), - ('MIX', [t[0] for t in blend_types], selected_mix), - ('MATH', [t[0] for t in operations], selected_math), - ('ZCOMBINE', ('MIX', ), selected_z), - ('ALPHAOVER', ('MIX', ), selected_alphaover), - ): - if merge_type == type and mode in types_list: - dst.append([i, node.location.x, node.location.y, node.dimensions.x, node.hide]) - # When nodes with output kinds 'RGBA' and 'VALUE' are selected at the same time - # use only 'Mix' nodes for merging. - # For that we add selected_math list to selected_mix list and clear selected_math. - if selected_mix and selected_math and merge_type == 'AUTO': - selected_mix += selected_math - selected_math = [] - for nodes_list in [selected_mix, selected_shader, selected_geometry, selected_math, selected_vector, selected_z, selected_alphaover]: - if not nodes_list: - continue - count_before = len(nodes) - # sort list by loc_x - reversed - nodes_list.sort(key=lambda k: k[1], reverse=True) - # get maximum loc_x - loc_x = nodes_list[0][1] + nodes_list[0][3] + 70 - nodes_list.sort(key=lambda k: k[2], reverse=True) - - # Change the node type for math nodes in a geometry node tree. - if tree_type == 'GEOMETRY': - if nodes_list is selected_math or nodes_list is selected_vector or nodes_list is selected_mix: - node_type = 'ShaderNode' - else: - node_type = 'GeometryNode' - if merge_position == 'CENTER': - loc_y = ((nodes_list[len(nodes_list) - 1][2]) + (nodes_list[len(nodes_list) - 2][2])) / 2 # average yloc of last two nodes (lowest two) - if nodes_list[len(nodes_list) - 1][-1] == True: # if last node is hidden, mix should be shifted up a bit - if do_hide: - loc_y += 40 - else: - loc_y += 80 - else: - loc_y = nodes_list[len(nodes_list) - 1][2] - offset_y = 100 - if not do_hide: - offset_y = 200 - if nodes_list == selected_shader and not do_hide_shader: - offset_y = 150.0 - the_range = len(nodes_list) - 1 - if len(nodes_list) == 1: - the_range = 1 - was_multi = False - for i in range(the_range): - if nodes_list == selected_mix: - mix_name = 'Mix' - if tree_type == 'COMPOSITING': - mix_name = 'MixRGB' - add_type = node_type + mix_name - add = nodes.new(add_type) - if tree_type != 'COMPOSITING': - add.data_type = 'RGBA' - add.blend_type = mode - if mode != 'MIX': - add.inputs[0].default_value = 1.0 - add.show_preview = False - add.hide = do_hide - if do_hide: - loc_y = loc_y - 50 - first = 6 - second = 7 - if tree_type == 'COMPOSITING': - first = 1 - second = 2 - add.width_hidden = 100.0 - elif nodes_list == selected_math: - add_type = node_type + 'Math' - add = nodes.new(add_type) - add.operation = mode - add.hide = do_hide - if do_hide: - loc_y = loc_y - 50 - first = 0 - second = 1 - add.width_hidden = 100.0 - elif nodes_list == selected_shader: - if mode == 'MIX': - add_type = node_type + 'MixShader' - add = nodes.new(add_type) - add.hide = do_hide_shader - if do_hide_shader: - loc_y = loc_y - 50 - first = 1 - second = 2 - add.width_hidden = 100.0 - elif mode == 'ADD': - add_type = node_type + 'AddShader' - add = nodes.new(add_type) - add.hide = do_hide_shader - if do_hide_shader: - loc_y = loc_y - 50 - first = 0 - second = 1 - add.width_hidden = 100.0 - elif nodes_list == selected_geometry: - if mode in ('JOIN', 'MIX'): - add_type = node_type + 'JoinGeometry' - add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,[0]) - else: - add_type = node_type + 'MeshBoolean' - indices = [0,1] if mode == 'DIFFERENCE' else [1] - add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,indices) - add.operation = mode - was_multi = True - break - elif nodes_list == selected_vector: - add_type = node_type + 'VectorMath' - add = nodes.new(add_type) - add.operation = mode - add.hide = do_hide - if do_hide: - loc_y = loc_y - 50 - first = 0 - second = 1 - add.width_hidden = 100.0 - elif nodes_list == selected_z: - add = nodes.new('CompositorNodeZcombine') - add.show_preview = False - add.hide = do_hide - if do_hide: - loc_y = loc_y - 50 - first = 0 - second = 2 - add.width_hidden = 100.0 - elif nodes_list == selected_alphaover: - add = nodes.new('CompositorNodeAlphaOver') - add.show_preview = False - add.hide = do_hide - if do_hide: - loc_y = loc_y - 50 - first = 1 - second = 2 - add.width_hidden = 100.0 - add.location = loc_x, loc_y - loc_y += offset_y - add.select = True - - # This has already been handled separately - if was_multi: - continue - count_adds = i + 1 - count_after = len(nodes) - index = count_after - 1 - first_selected = nodes[nodes_list[0][0]] - # "last" node has been added as first, so its index is count_before. - last_add = nodes[count_before] - # Create list of invalid indexes. - invalid_nodes = [nodes[n[0]] for n in (selected_mix + selected_math + selected_shader + selected_z + selected_geometry)] - - # Special case: - # Two nodes were selected and first selected has no output links, second selected has output links. - # Then add links from last add to all links 'to_socket' of out links of second selected. - first_selected_output = get_first_enabled_output(first_selected) - if len(nodes_list) == 2: - if not first_selected_output.links: - second_selected = nodes[nodes_list[1][0]] - for ss_link in get_first_enabled_output(second_selected).links: - # Prevent cyclic dependencies when nodes to be merged are linked to one another. - # Link only if "to_node" index not in invalid indexes list. - if not self.link_creates_cycle(ss_link, invalid_nodes): - links.new(get_first_enabled_output(last_add), ss_link.to_socket) - # add links from last_add to all links 'to_socket' of out links of first selected. - for fs_link in first_selected_output.links: - # Link only if "to_node" index not in invalid indexes list. - if not self.link_creates_cycle(fs_link, invalid_nodes): - links.new(get_first_enabled_output(last_add), fs_link.to_socket) - # add link from "first" selected and "first" add node - node_to = nodes[count_after - 1] - links.new(first_selected_output, node_to.inputs[first]) - if node_to.type == 'ZCOMBINE': - for fs_out in first_selected.outputs: - if fs_out != first_selected_output and fs_out.name in ('Z', 'Depth'): - links.new(fs_out, node_to.inputs[1]) - break - # add links between added ADD nodes and between selected and ADD nodes - for i in range(count_adds): - if i < count_adds - 1: - node_from = nodes[index] - node_to = nodes[index - 1] - node_to_input_i = first - node_to_z_i = 1 # if z combine - link z to first z input - links.new(get_first_enabled_output(node_from), node_to.inputs[node_to_input_i]) - if node_to.type == 'ZCOMBINE': - for from_out in node_from.outputs: - if from_out != get_first_enabled_output(node_from) and from_out.name in ('Z', 'Depth'): - links.new(from_out, node_to.inputs[node_to_z_i]) - if len(nodes_list) > 1: - node_from = nodes[nodes_list[i + 1][0]] - node_to = nodes[index] - node_to_input_i = second - node_to_z_i = 3 # if z combine - link z to second z input - links.new(get_first_enabled_output(node_from), node_to.inputs[node_to_input_i]) - if node_to.type == 'ZCOMBINE': - for from_out in node_from.outputs: - if from_out != get_first_enabled_output(node_from) and from_out.name in ('Z', 'Depth'): - links.new(from_out, node_to.inputs[node_to_z_i]) - index -= 1 - # set "last" of added nodes as active - nodes.active = last_add - for i, x, y, dx, h in nodes_list: - nodes[i].select = False - - return {'FINISHED'} - - -class NWBatchChangeNodes(Operator, NWBase): - bl_idname = "node.nw_batch_change" - bl_label = "Batch Change" - bl_description = "Batch Change Blend Type and Math Operation" - bl_options = {'REGISTER', 'UNDO'} - - blend_type: EnumProperty( - name="Blend Type", - items=blend_types + navs, - ) - operation: EnumProperty( - name="Operation", - items=operations + navs, - ) - - def execute(self, context): - blend_type = self.blend_type - operation = self.operation - for node in context.selected_nodes: - if node.type == 'MIX_RGB' or (node.bl_idname == 'ShaderNodeMix' and node.data_type == 'RGBA'): - if not blend_type in [nav[0] for nav in navs]: - node.blend_type = blend_type - else: - if blend_type == 'NEXT': - index = [i for i, entry in enumerate(blend_types) if node.blend_type in entry][0] - #index = blend_types.index(node.blend_type) - if index == len(blend_types) - 1: - node.blend_type = blend_types[0][0] - else: - node.blend_type = blend_types[index + 1][0] - - if blend_type == 'PREV': - index = [i for i, entry in enumerate(blend_types) if node.blend_type in entry][0] - if index == 0: - node.blend_type = blend_types[len(blend_types) - 1][0] - else: - node.blend_type = blend_types[index - 1][0] - - if node.type == 'MATH' or node.bl_idname == 'ShaderNodeMath': - if not operation in [nav[0] for nav in navs]: - node.operation = operation - else: - if operation == 'NEXT': - index = [i for i, entry in enumerate(operations) if node.operation in entry][0] - #index = operations.index(node.operation) - if index == len(operations) - 1: - node.operation = operations[0][0] - else: - node.operation = operations[index + 1][0] - - if operation == 'PREV': - index = [i for i, entry in enumerate(operations) if node.operation in entry][0] - #index = operations.index(node.operation) - if index == 0: - node.operation = operations[len(operations) - 1][0] - else: - node.operation = operations[index - 1][0] - - return {'FINISHED'} - - -class NWChangeMixFactor(Operator, NWBase): - bl_idname = "node.nw_factor" - bl_label = "Change Factor" - bl_description = "Change Factors of Mix Nodes and Mix Shader Nodes" - bl_options = {'REGISTER', 'UNDO'} - - # option: Change factor. - # If option is 1.0 or 0.0 - set to 1.0 or 0.0 - # Else - change factor by option value. - option: FloatProperty() - - def execute(self, context): - nodes, links = get_nodes_links(context) - option = self.option - selected = [] # entry = index - for si, node in enumerate(nodes): - if node.select: - if node.type in {'MIX_RGB', 'MIX_SHADER'} or node.bl_idname == 'ShaderNodeMix': - selected.append(si) - - for si in selected: - fac = nodes[si].inputs[0] - nodes[si].hide = False - if option in {0.0, 1.0}: - fac.default_value = option - else: - fac.default_value += option - - return {'FINISHED'} - - -class NWCopySettings(Operator, NWBase): - bl_idname = "node.nw_copy_settings" - bl_label = "Copy Settings" - bl_description = "Copy Settings of Active Node to Selected Nodes" - bl_options = {'REGISTER', 'UNDO'} - - @classmethod - def poll(cls, context): - valid = False - if nw_check(context): - if ( - context.active_node is not None and - context.active_node.type != 'FRAME' - ): - valid = True - return valid - - def execute(self, context): - node_active = context.active_node - node_selected = context.selected_nodes - - # Error handling - if not (len(node_selected) > 1): - self.report({'ERROR'}, "2 nodes must be selected at least") - return {'CANCELLED'} - - # Check if active node is in the selection - selected_node_names = [n.name for n in node_selected] - if node_active.name not in selected_node_names: - self.report({'ERROR'}, "No active node") - return {'CANCELLED'} - - # Get nodes in selection by type - valid_nodes = [n for n in node_selected if n.type == node_active.type] - - if not (len(valid_nodes) > 1) and node_active: - self.report({'ERROR'}, "Selected nodes are not of the same type as {}".format(node_active.name)) - return {'CANCELLED'} - - if len(valid_nodes) != len(node_selected): - # Report nodes that are not valid - valid_node_names = [n.name for n in valid_nodes] - not_valid_names = list(set(selected_node_names) - set(valid_node_names)) - self.report({'INFO'}, "Ignored {} (not of the same type as {})".format(", ".join(not_valid_names), node_active.name)) - - # Reference original - orig = node_active - #node_selected_names = [n.name for n in node_selected] - - # Output list - success_names = [] - - # Deselect all nodes - for i in node_selected: - i.select = False - - # Code by zeffii from http://blender.stackexchange.com/a/42338/3710 - # Run through all other nodes - for node in valid_nodes[1:]: - - # Check for frame node - parent = node.parent if node.parent else None - node_loc = [node.location.x, node.location.y] - - # Select original to duplicate - orig.select = True - - # Duplicate selected node - bpy.ops.node.duplicate() - new_node = context.selected_nodes[0] - - # Deselect copy - new_node.select = False - - # Properties to copy - node_tree = node.id_data - props_to_copy = 'bl_idname name location height width'.split(' ') - - # Input and outputs - reconnections = [] - mappings = chain.from_iterable([node.inputs, node.outputs]) - for i in (i for i in mappings if i.is_linked): - for L in i.links: - reconnections.append([L.from_socket.path_from_id(), L.to_socket.path_from_id()]) - - # Properties - props = {j: getattr(node, j) for j in props_to_copy} - props_to_copy.pop(0) - - for prop in props_to_copy: - setattr(new_node, prop, props[prop]) - - # Get the node tree to remove the old node - nodes = node_tree.nodes - nodes.remove(node) - new_node.name = props['name'] - - if parent: - new_node.parent = parent - new_node.location = node_loc - - for str_from, str_to in reconnections: - node_tree.links.new(eval(str_from), eval(str_to)) - - success_names.append(new_node.name) - - orig.select = True - node_tree.nodes.active = orig - self.report({'INFO'}, "Successfully copied attributes from {} to: {}".format(orig.name, ", ".join(success_names))) - return {'FINISHED'} - - -class NWCopyLabel(Operator, NWBase): - bl_idname = "node.nw_copy_label" - bl_label = "Copy Label" - bl_options = {'REGISTER', 'UNDO'} - - option: EnumProperty( - name="option", - description="Source of name of label", - items=( - ('FROM_ACTIVE', 'from active', 'from active node',), - ('FROM_NODE', 'from node', 'from node linked to selected node'), - ('FROM_SOCKET', 'from socket', 'from socket linked to selected node'), - ) - ) - - def execute(self, context): - nodes, links = get_nodes_links(context) - option = self.option - active = nodes.active - if option == 'FROM_ACTIVE': - if active: - src_label = active.label - for node in [n for n in nodes if n.select and nodes.active != n]: - node.label = src_label - elif option == 'FROM_NODE': - selected = [n for n in nodes if n.select] - for node in selected: - for input in node.inputs: - if input.links: - src = input.links[0].from_node - node.label = src.label - break - elif option == 'FROM_SOCKET': - selected = [n for n in nodes if n.select] - for node in selected: - for input in node.inputs: - if input.links: - src = input.links[0].from_socket - node.label = src.name - break - - return {'FINISHED'} - - -class NWClearLabel(Operator, NWBase): - bl_idname = "node.nw_clear_label" - bl_label = "Clear Label" - bl_options = {'REGISTER', 'UNDO'} - - option: BoolProperty() - - def execute(self, context): - nodes, links = get_nodes_links(context) - for node in [n for n in nodes if n.select]: - node.label = '' - - return {'FINISHED'} - - def invoke(self, context, event): - if self.option: - return self.execute(context) - else: - return context.window_manager.invoke_confirm(self, event) - - -class NWModifyLabels(Operator, NWBase): - """Modify Labels of all selected nodes""" - bl_idname = "node.nw_modify_labels" - bl_label = "Modify Labels" - bl_options = {'REGISTER', 'UNDO'} - - prepend: StringProperty( - name="Add to Beginning" - ) - append: StringProperty( - name="Add to End" - ) - replace_from: StringProperty( - name="Text to Replace" - ) - replace_to: StringProperty( - name="Replace with" - ) - - def execute(self, context): - nodes, links = get_nodes_links(context) - for node in [n for n in nodes if n.select]: - node.label = self.prepend + node.label.replace(self.replace_from, self.replace_to) + self.append - - return {'FINISHED'} - - def invoke(self, context, event): - self.prepend = "" - self.append = "" - self.remove = "" - return context.window_manager.invoke_props_dialog(self) - - -class NWAddTextureSetup(Operator, NWBase): - bl_idname = "node.nw_add_texture" - bl_label = "Texture Setup" - bl_description = "Add Texture Node Setup to Selected Shaders" - bl_options = {'REGISTER', 'UNDO'} - - add_mapping: BoolProperty(name="Add Mapping Nodes", description="Create coordinate and mapping nodes for the texture (ignored for selected texture nodes)", default=True) - - @classmethod - def poll(cls, context): - if nw_check(context): - space = context.space_data - if space.tree_type == 'ShaderNodeTree': - return True - return False - - def execute(self, context): - nodes, links = get_nodes_links(context) - - texture_types = [x.nodetype for x in - get_nodes_from_category('Texture', context)] - selected_nodes = [n for n in nodes if n.select] - - for node in selected_nodes: - if not node.inputs: - continue - - input_index = 0 - target_input = node.inputs[0] - for input in node.inputs: - if input.enabled: - input_index += 1 - if not input.is_linked: - target_input = input - break - else: - self.report({'WARNING'}, "No free inputs for node: " + node.name) - continue - - x_offset = 0 - padding = 40.0 - locx = node.location.x - locy = node.location.y - (input_index * padding) - - is_texture_node = node.rna_type.identifier in texture_types - use_environment_texture = node.type == 'BACKGROUND' - - # Add an image texture before normal shader nodes. - if not is_texture_node: - image_texture_type = 'ShaderNodeTexEnvironment' if use_environment_texture else 'ShaderNodeTexImage' - image_texture_node = nodes.new(image_texture_type) - x_offset = x_offset + image_texture_node.width + padding - image_texture_node.location = [locx - x_offset, locy] - nodes.active = image_texture_node - links.new(image_texture_node.outputs[0], target_input) - - # The mapping setup following this will connect to the first input of this image texture. - target_input = image_texture_node.inputs[0] - - node.select = False - - if is_texture_node or self.add_mapping: - # Add Mapping node. - mapping_node = nodes.new('ShaderNodeMapping') - x_offset = x_offset + mapping_node.width + padding - mapping_node.location = [locx - x_offset, locy] - links.new(mapping_node.outputs[0], target_input) - - # Add Texture Coordinates node. - tex_coord_node = nodes.new('ShaderNodeTexCoord') - x_offset = x_offset + tex_coord_node.width + padding - tex_coord_node.location = [locx - x_offset, locy] - - is_procedural_texture = is_texture_node and node.type != 'TEX_IMAGE' - use_generated_coordinates = is_procedural_texture or use_environment_texture - tex_coord_output = tex_coord_node.outputs[0 if use_generated_coordinates else 2] - links.new(tex_coord_output, mapping_node.inputs[0]) - - return {'FINISHED'} - - -class NWAddPrincipledSetup(Operator, NWBase, ImportHelper): - bl_idname = "node.nw_add_textures_for_principled" - bl_label = "Principled Texture Setup" - bl_description = "Add Texture Node Setup for Principled BSDF" - bl_options = {'REGISTER', 'UNDO'} - - directory: StringProperty( - name='Directory', - subtype='DIR_PATH', - default='', - description='Folder to search in for image files' - ) - files: CollectionProperty( - type=bpy.types.OperatorFileListElement, - options={'HIDDEN', 'SKIP_SAVE'} - ) - - relative_path: BoolProperty( - name='Relative Path', - description='Set the file path relative to the blend file, when possible', - default=True - ) - - order = [ - "filepath", - "files", - ] - - def draw(self, context): - layout = self.layout - layout.alignment = 'LEFT' - - layout.prop(self, 'relative_path') - - @classmethod - def poll(cls, context): - valid = False - if nw_check(context): - space = context.space_data - if space.tree_type == 'ShaderNodeTree': - valid = True - return valid - - def execute(self, context): - # Check if everything is ok - if not self.directory: - self.report({'INFO'}, 'No Folder Selected') - return {'CANCELLED'} - if not self.files[:]: - self.report({'INFO'}, 'No Files Selected') - return {'CANCELLED'} - - nodes, links = get_nodes_links(context) - active_node = nodes.active - if not (active_node and active_node.bl_idname == 'ShaderNodeBsdfPrincipled'): - self.report({'INFO'}, 'Select Principled BSDF') - return {'CANCELLED'} - - # Filter textures names for texturetypes in filenames - # [Socket Name, [abbreviations and keyword list], Filename placeholder] - tags = context.preferences.addons[__name__].preferences.principled_tags - normal_abbr = tags.normal.split(' ') - bump_abbr = tags.bump.split(' ') - gloss_abbr = tags.gloss.split(' ') - rough_abbr = tags.rough.split(' ') - socketnames = [ - ['Displacement', tags.displacement.split(' '), None], - ['Base Color', tags.base_color.split(' '), None], - ['Subsurface Color', tags.sss_color.split(' '), None], - ['Metallic', tags.metallic.split(' '), None], - ['Specular', tags.specular.split(' '), None], - ['Roughness', rough_abbr + gloss_abbr, None], - ['Normal', normal_abbr + bump_abbr, None], - ['Transmission', tags.transmission.split(' '), None], - ['Emission', tags.emission.split(' '), None], - ['Alpha', tags.alpha.split(' '), None], - ['Ambient Occlusion', tags.ambient_occlusion.split(' '), None], - ] - - match_files_to_socket_names(self.files, socketnames) - # Remove socketnames without found files - socketnames = [s for s in socketnames if s[2] - and path.exists(self.directory+s[2])] - if not socketnames: - self.report({'INFO'}, 'No matching images found') - print('No matching images found') - return {'CANCELLED'} - - # Don't override path earlier as os.path is used to check the absolute path - import_path = self.directory - if self.relative_path: - if bpy.data.filepath: - try: - import_path = bpy.path.relpath(self.directory) - except ValueError: - pass - - # Add found images - print('\nMatched Textures:') - texture_nodes = [] - disp_texture = None - ao_texture = None - normal_node = None - roughness_node = None - for i, sname in enumerate(socketnames): - print(i, sname[0], sname[2]) - - # DISPLACEMENT NODES - if sname[0] == 'Displacement': - disp_texture = nodes.new(type='ShaderNodeTexImage') - img = bpy.data.images.load(path.join(import_path, sname[2])) - disp_texture.image = img - disp_texture.label = 'Displacement' - if disp_texture.image: - disp_texture.image.colorspace_settings.is_data = True - - # Add displacement offset nodes - disp_node = nodes.new(type='ShaderNodeDisplacement') - # Align the Displacement node under the active Principled BSDF node - disp_node.location = active_node.location + Vector((100, -700)) - link = links.new(disp_node.inputs[0], disp_texture.outputs[0]) - - # TODO Turn on true displacement in the material - # Too complicated for now - - # Find output node - output_node = [n for n in nodes if n.bl_idname == 'ShaderNodeOutputMaterial'] - if output_node: - if not output_node[0].inputs[2].is_linked: - link = links.new(output_node[0].inputs[2], disp_node.outputs[0]) - - continue - - # AMBIENT OCCLUSION TEXTURE - if sname[0] == 'Ambient Occlusion': - ao_texture = nodes.new(type='ShaderNodeTexImage') - img = bpy.data.images.load(path.join(import_path, sname[2])) - ao_texture.image = img - ao_texture.label = sname[0] - if ao_texture.image: - ao_texture.image.colorspace_settings.is_data = True - - continue - - if not active_node.inputs[sname[0]].is_linked: - # No texture node connected -> add texture node with new image - texture_node = nodes.new(type='ShaderNodeTexImage') - img = bpy.data.images.load(path.join(import_path, sname[2])) - texture_node.image = img - - # NORMAL NODES - if sname[0] == 'Normal': - # Test if new texture node is normal or bump map - fname_components = split_into_components(sname[2]) - match_normal = set(normal_abbr).intersection(set(fname_components)) - match_bump = set(bump_abbr).intersection(set(fname_components)) - if match_normal: - # If Normal add normal node in between - normal_node = nodes.new(type='ShaderNodeNormalMap') - link = links.new(normal_node.inputs[1], texture_node.outputs[0]) - elif match_bump: - # If Bump add bump node in between - normal_node = nodes.new(type='ShaderNodeBump') - link = links.new(normal_node.inputs[2], texture_node.outputs[0]) - - link = links.new(active_node.inputs[sname[0]], normal_node.outputs[0]) - normal_node_texture = texture_node - - elif sname[0] == 'Roughness': - # Test if glossy or roughness map - fname_components = split_into_components(sname[2]) - match_rough = set(rough_abbr).intersection(set(fname_components)) - match_gloss = set(gloss_abbr).intersection(set(fname_components)) - - if match_rough: - # If Roughness nothing to to - link = links.new(active_node.inputs[sname[0]], texture_node.outputs[0]) - - elif match_gloss: - # If Gloss Map add invert node - invert_node = nodes.new(type='ShaderNodeInvert') - link = links.new(invert_node.inputs[1], texture_node.outputs[0]) - - link = links.new(active_node.inputs[sname[0]], invert_node.outputs[0]) - roughness_node = texture_node - - else: - # This is a simple connection Texture --> Input slot - link = links.new(active_node.inputs[sname[0]], texture_node.outputs[0]) - - # Use non-color for all but 'Base Color' Textures - if not sname[0] in ['Base Color', 'Emission'] and texture_node.image: - texture_node.image.colorspace_settings.is_data = True - - else: - # If already texture connected. add to node list for alignment - texture_node = active_node.inputs[sname[0]].links[0].from_node - - # This are all connected texture nodes - texture_nodes.append(texture_node) - texture_node.label = sname[0] - - if disp_texture: - texture_nodes.append(disp_texture) - - if ao_texture: - # We want the ambient occlusion texture to be the top most texture node - texture_nodes.insert(0, ao_texture) - - # Alignment - for i, texture_node in enumerate(texture_nodes): - offset = Vector((-550, (i * -280) + 200)) - texture_node.location = active_node.location + offset - - if normal_node: - # Extra alignment if normal node was added - normal_node.location = normal_node_texture.location + Vector((300, 0)) - - if roughness_node: - # Alignment of invert node if glossy map - invert_node.location = roughness_node.location + Vector((300, 0)) - - # Add texture input + mapping - mapping = nodes.new(type='ShaderNodeMapping') - mapping.location = active_node.location + Vector((-1050, 0)) - if len(texture_nodes) > 1: - # If more than one texture add reroute node in between - reroute = nodes.new(type='NodeReroute') - texture_nodes.append(reroute) - tex_coords = Vector((texture_nodes[0].location.x, sum(n.location.y for n in texture_nodes)/len(texture_nodes))) - reroute.location = tex_coords + Vector((-50, -120)) - for texture_node in texture_nodes: - link = links.new(texture_node.inputs[0], reroute.outputs[0]) - link = links.new(reroute.inputs[0], mapping.outputs[0]) - else: - link = links.new(texture_nodes[0].inputs[0], mapping.outputs[0]) - - # Connect texture_coordiantes to mapping node - texture_input = nodes.new(type='ShaderNodeTexCoord') - texture_input.location = mapping.location + Vector((-200, 0)) - link = links.new(mapping.inputs[0], texture_input.outputs[2]) - - # Create frame around tex coords and mapping - frame = nodes.new(type='NodeFrame') - frame.label = 'Mapping' - mapping.parent = frame - texture_input.parent = frame - frame.update() - - # Create frame around texture nodes - frame = nodes.new(type='NodeFrame') - frame.label = 'Textures' - for tnode in texture_nodes: - tnode.parent = frame - frame.update() - - # Just to be sure - active_node.select = False - nodes.update() - links.update() - force_update(context) - return {'FINISHED'} - - -class NWAddReroutes(Operator, NWBase): - """Add Reroute Nodes and link them to outputs of selected nodes""" - bl_idname = "node.nw_add_reroutes" - bl_label = "Add Reroutes" - bl_description = "Add Reroutes to Outputs" - bl_options = {'REGISTER', 'UNDO'} - - option: EnumProperty( - name="option", - items=[ - ('ALL', 'to all', 'Add to all outputs'), - ('LOOSE', 'to loose', 'Add only to loose outputs'), - ('LINKED', 'to linked', 'Add only to linked outputs'), - ] - ) - - def execute(self, context): - tree_type = context.space_data.node_tree.type - option = self.option - nodes, links = get_nodes_links(context) - # output valid when option is 'all' or when 'loose' output has no links - valid = False - post_select = [] # nodes to be selected after execution - # create reroutes and recreate links - for node in [n for n in nodes if n.select]: - if node.outputs: - x = node.location.x - y = node.location.y - width = node.width - # unhide 'REROUTE' nodes to avoid issues with location.y - if node.type == 'REROUTE': - node.hide = False - # When node is hidden - width_hidden not usable. - # Hack needed to calculate real width - if node.hide: - bpy.ops.node.select_all(action='DESELECT') - helper = nodes.new('NodeReroute') - helper.select = True - node.select = True - # resize node and helper to zero. Then check locations to calculate width - bpy.ops.transform.resize(value=(0.0, 0.0, 0.0)) - width = 2.0 * (helper.location.x - node.location.x) - # restore node location - node.location = x, y - # delete helper - node.select = False - # only helper is selected now - bpy.ops.node.delete() - x = node.location.x + width + 20.0 - if node.type != 'REROUTE': - y -= 35.0 - y_offset = -22.0 - loc = x, y - reroutes_count = 0 # will be used when aligning reroutes added to hidden nodes - for out_i, output in enumerate(node.outputs): - pass_used = False # initial value to be analyzed if 'R_LAYERS' - # if node != 'R_LAYERS' - "pass_used" not needed, so set it to True - if node.type != 'R_LAYERS': - pass_used = True - else: # if 'R_LAYERS' check if output represent used render pass - node_scene = node.scene - node_layer = node.layer - # If output - "Alpha" is analyzed - assume it's used. Not represented in passes. - if output.name == 'Alpha': - pass_used = True - else: - # check entries in global 'rl_outputs' variable - for rlo in rl_outputs: - if output.name in {rlo.output_name, rlo.exr_output_name}: - pass_used = getattr(node_scene.view_layers[node_layer], rlo.render_pass) - break - if pass_used: - valid = ((option == 'ALL') or - (option == 'LOOSE' and not output.links) or - (option == 'LINKED' and output.links)) - # Add reroutes only if valid, but offset location in all cases. - if valid: - n = nodes.new('NodeReroute') - nodes.active = n - for link in output.links: - links.new(n.outputs[0], link.to_socket) - links.new(output, n.inputs[0]) - n.location = loc - post_select.append(n) - reroutes_count += 1 - y += y_offset - loc = x, y - # disselect the node so that after execution of script only newly created nodes are selected - node.select = False - # nicer reroutes distribution along y when node.hide - if node.hide: - y_translate = reroutes_count * y_offset / 2.0 - y_offset - 35.0 - for reroute in [r for r in nodes if r.select]: - reroute.location.y -= y_translate - for node in post_select: - node.select = True - - return {'FINISHED'} - - -class NWLinkActiveToSelected(Operator, NWBase): - """Link active node to selected nodes basing on various criteria""" - bl_idname = "node.nw_link_active_to_selected" - bl_label = "Link Active Node to Selected" - bl_options = {'REGISTER', 'UNDO'} - - replace: BoolProperty() - use_node_name: BoolProperty() - use_outputs_names: BoolProperty() - - @classmethod - def poll(cls, context): - valid = False - if nw_check(context): - if context.active_node is not None: - if context.active_node.select: - valid = True - return valid - - def execute(self, context): - nodes, links = get_nodes_links(context) - replace = self.replace - use_node_name = self.use_node_name - use_outputs_names = self.use_outputs_names - active = nodes.active - selected = [node for node in nodes if node.select and node != active] - outputs = [] # Only usable outputs of active nodes will be stored here. - for out in active.outputs: - if active.type != 'R_LAYERS': - outputs.append(out) - else: - # 'R_LAYERS' node type needs special handling. - # outputs of 'R_LAYERS' are callable even if not seen in UI. - # Only outputs that represent used passes should be taken into account - # Check if pass represented by output is used. - # global 'rl_outputs' list will be used for that - for rlo in rl_outputs: - pass_used = False # initial value. Will be set to True if pass is used - if out.name == 'Alpha': - # Alpha output is always present. Doesn't have representation in render pass. Assume it's used. - pass_used = True - elif out.name in {rlo.output_name, rlo.exr_output_name}: - # example 'render_pass' entry: 'use_pass_uv' Check if True in scene render layers - pass_used = getattr(active.scene.view_layers[active.layer], rlo.render_pass) - break - if pass_used: - outputs.append(out) - doit = True # Will be changed to False when links successfully added to previous output. - for out in outputs: - if doit: - for node in selected: - dst_name = node.name # Will be compared with src_name if needed. - # When node has label - use it as dst_name - if node.label: - dst_name = node.label - valid = True # Initial value. Will be changed to False if names don't match. - src_name = dst_name # If names not used - this assignment will keep valid = True. - if use_node_name: - # Set src_name to source node name or label - src_name = active.name - if active.label: - src_name = active.label - elif use_outputs_names: - src_name = (out.name, ) - for rlo in rl_outputs: - if out.name in {rlo.output_name, rlo.exr_output_name}: - src_name = (rlo.output_name, rlo.exr_output_name) - if dst_name not in src_name: - valid = False - if valid: - for input in node.inputs: - if input.type == out.type or node.type == 'REROUTE': - if replace or not input.is_linked: - links.new(out, input) - if not use_node_name and not use_outputs_names: - doit = False - break - - return {'FINISHED'} - - -class NWAlignNodes(Operator, NWBase): - '''Align the selected nodes neatly in a row/column''' - bl_idname = "node.nw_align_nodes" - bl_label = "Align Nodes" - bl_options = {'REGISTER', 'UNDO'} - margin: IntProperty(name='Margin', default=50, description='The amount of space between nodes') - - def execute(self, context): - nodes, links = get_nodes_links(context) - margin = self.margin - - selection = [] - for node in nodes: - if node.select and node.type != 'FRAME': - selection.append(node) - - # If no nodes are selected, align all nodes - active_loc = None - if not selection: - selection = nodes - elif nodes.active in selection: - active_loc = copy(nodes.active.location) # make a copy, not a reference - - # Check if nodes should be laid out horizontally or vertically - x_locs = [n.location.x + (n.dimensions.x / 2) for n in selection] # use dimension to get center of node, not corner - y_locs = [n.location.y - (n.dimensions.y / 2) for n in selection] - x_range = max(x_locs) - min(x_locs) - y_range = max(y_locs) - min(y_locs) - mid_x = (max(x_locs) + min(x_locs)) / 2 - mid_y = (max(y_locs) + min(y_locs)) / 2 - horizontal = x_range > y_range - - # Sort selection by location of node mid-point - if horizontal: - selection = sorted(selection, key=lambda n: n.location.x + (n.dimensions.x / 2)) - else: - selection = sorted(selection, key=lambda n: n.location.y - (n.dimensions.y / 2), reverse=True) - - # Alignment - current_pos = 0 - for node in selection: - current_margin = margin - current_margin = current_margin * 0.5 if node.hide else current_margin # use a smaller margin for hidden nodes - - if horizontal: - node.location.x = current_pos - current_pos += current_margin + node.dimensions.x - node.location.y = mid_y + (node.dimensions.y / 2) - else: - node.location.y = current_pos - current_pos -= (current_margin * 0.3) + node.dimensions.y # use half-margin for vertical alignment - node.location.x = mid_x - (node.dimensions.x / 2) - - # If active node is selected, center nodes around it - if active_loc is not None: - active_loc_diff = active_loc - nodes.active.location - for node in selection: - node.location += active_loc_diff - else: # Position nodes centered around where they used to be - locs = ([n.location.x + (n.dimensions.x / 2) for n in selection]) if horizontal else ([n.location.y - (n.dimensions.y / 2) for n in selection]) - new_mid = (max(locs) + min(locs)) / 2 - for node in selection: - if horizontal: - node.location.x += (mid_x - new_mid) - else: - node.location.y += (mid_y - new_mid) - - return {'FINISHED'} - - -class NWSelectParentChildren(Operator, NWBase): - bl_idname = "node.nw_select_parent_child" - bl_label = "Select Parent or Children" - bl_options = {'REGISTER', 'UNDO'} - - option: EnumProperty( - name="option", - items=( - ('PARENT', 'Select Parent', 'Select Parent Frame'), - ('CHILD', 'Select Children', 'Select members of selected frame'), - ) - ) - - def execute(self, context): - nodes, links = get_nodes_links(context) - option = self.option - selected = [node for node in nodes if node.select] - if option == 'PARENT': - for sel in selected: - parent = sel.parent - if parent: - parent.select = True - else: # option == 'CHILD' - for sel in selected: - children = [node for node in nodes if node.parent == sel] - for kid in children: - kid.select = True - - return {'FINISHED'} - - -class NWDetachOutputs(Operator, NWBase): - """Detach outputs of selected node leaving inputs linked""" - bl_idname = "node.nw_detach_outputs" - bl_label = "Detach Outputs" - bl_options = {'REGISTER', 'UNDO'} - - def execute(self, context): - nodes, links = get_nodes_links(context) - selected = context.selected_nodes - bpy.ops.node.duplicate_move_keep_inputs() - new_nodes = context.selected_nodes - bpy.ops.node.select_all(action="DESELECT") - for node in selected: - node.select = True - bpy.ops.node.delete_reconnect() - for new_node in new_nodes: - new_node.select = True - bpy.ops.transform.translate('INVOKE_DEFAULT') - - return {'FINISHED'} - - -class NWLinkToOutputNode(Operator): - """Link to Composite node or Material Output node""" - bl_idname = "node.nw_link_out" - bl_label = "Connect to Output" - bl_options = {'REGISTER', 'UNDO'} - - @classmethod - def poll(cls, context): - valid = False - if nw_check(context): - if context.active_node is not None: - for out in context.active_node.outputs: - if is_visible_socket(out): - valid = True - break - return valid - - def execute(self, context): - nodes, links = get_nodes_links(context) - active = nodes.active - output_index = None - tree_type = context.space_data.tree_type - shader_outputs = {'OBJECT': 'ShaderNodeOutputMaterial', - 'WORLD': 'ShaderNodeOutputWorld', - 'LINESTYLE': 'ShaderNodeOutputLineStyle'} - output_type = { - 'ShaderNodeTree': shader_outputs[context.space_data.shader_type], - 'CompositorNodeTree': 'CompositorNodeComposite', - 'TextureNodeTree': 'TextureNodeOutput', - 'GeometryNodeTree': 'NodeGroupOutput', - }[tree_type] - for node in nodes: - # check whether the node is an output node and, - # if supported, whether it's the active one - if node.rna_type.identifier == output_type \ - and (node.is_active_output if hasattr(node, 'is_active_output') - else True): - output_node = node - break - else: # No output node exists - bpy.ops.node.select_all(action="DESELECT") - output_node = nodes.new(output_type) - output_node.location.x = active.location.x + active.dimensions.x + 80 - output_node.location.y = active.location.y - - if active.outputs: - for i, output in enumerate(active.outputs): - if is_visible_socket(output): - output_index = i - break - for i, output in enumerate(active.outputs): - if output.type == output_node.inputs[0].type and is_visible_socket(output): - output_index = i - break - - out_input_index = 0 - if tree_type == 'ShaderNodeTree': - if active.outputs[output_index].name == 'Volume': - out_input_index = 1 - elif active.outputs[output_index].name == 'Displacement': - out_input_index = 2 - elif tree_type == 'GeometryNodeTree': - if active.outputs[output_index].type != 'GEOMETRY': - return {'CANCELLED'} - links.new(active.outputs[output_index], output_node.inputs[out_input_index]) - - force_update(context) # viewport render does not update - - return {'FINISHED'} - - -class NWMakeLink(Operator, NWBase): - """Make a link from one socket to another""" - bl_idname = 'node.nw_make_link' - bl_label = 'Make Link' - bl_options = {'REGISTER', 'UNDO'} - from_socket: IntProperty() - to_socket: IntProperty() - - def execute(self, context): - nodes, links = get_nodes_links(context) - - n1 = nodes[context.scene.NWLazySource] - n2 = nodes[context.scene.NWLazyTarget] - - links.new(n1.outputs[self.from_socket], n2.inputs[self.to_socket]) - - force_update(context) - - return {'FINISHED'} - - -class NWCallInputsMenu(Operator, NWBase): - """Link from this output""" - bl_idname = 'node.nw_call_inputs_menu' - bl_label = 'Make Link' - bl_options = {'REGISTER', 'UNDO'} - from_socket: IntProperty() - - def execute(self, context): - nodes, links = get_nodes_links(context) - - context.scene.NWSourceSocket = self.from_socket - - n1 = nodes[context.scene.NWLazySource] - n2 = nodes[context.scene.NWLazyTarget] - if len(n2.inputs) > 1: - bpy.ops.wm.call_menu("INVOKE_DEFAULT", name=NWConnectionListInputs.bl_idname) - elif len(n2.inputs) == 1: - links.new(n1.outputs[self.from_socket], n2.inputs[0]) - return {'FINISHED'} - - -class NWAddSequence(Operator, NWBase, ImportHelper): - """Add an Image Sequence""" - bl_idname = 'node.nw_add_sequence' - bl_label = 'Import Image Sequence' - bl_options = {'REGISTER', 'UNDO'} - - directory: StringProperty( - subtype="DIR_PATH" - ) - filename: StringProperty( - subtype="FILE_NAME" - ) - files: CollectionProperty( - type=bpy.types.OperatorFileListElement, - options={'HIDDEN', 'SKIP_SAVE'} - ) - relative_path: BoolProperty( - name='Relative Path', - description='Set the file path relative to the blend file, when possible', - default=True - ) - - def draw(self, context): - layout = self.layout - layout.alignment = 'LEFT' - - layout.prop(self, 'relative_path') - - def execute(self, context): - nodes, links = get_nodes_links(context) - directory = self.directory - filename = self.filename - files = self.files - tree = context.space_data.node_tree - - # DEBUG - # print ("\nDIR:", directory) - # print ("FN:", filename) - # print ("Fs:", list(f.name for f in files), '\n') - - if tree.type == 'SHADER': - node_type = "ShaderNodeTexImage" - elif tree.type == 'COMPOSITING': - node_type = "CompositorNodeImage" - else: - self.report({'ERROR'}, "Unsupported Node Tree type!") - return {'CANCELLED'} - - if not files[0].name and not filename: - self.report({'ERROR'}, "No file chosen") - return {'CANCELLED'} - elif files[0].name and (not filename or not path.exists(directory+filename)): - # User has selected multiple files without an active one, or the active one is non-existent - filename = files[0].name - - if not path.exists(directory+filename): - self.report({'ERROR'}, filename+" does not exist!") - return {'CANCELLED'} - - without_ext = '.'.join(filename.split('.')[:-1]) - - # if last digit isn't a number, it's not a sequence - if not without_ext[-1].isdigit(): - self.report({'ERROR'}, filename+" does not seem to be part of a sequence") - return {'CANCELLED'} - - - extension = filename.split('.')[-1] - reverse = without_ext[::-1] # reverse string - - count_numbers = 0 - for char in reverse: - if char.isdigit(): - count_numbers += 1 - else: - break - - without_num = without_ext[:count_numbers*-1] - - files = sorted(glob(directory + without_num + "[0-9]"*count_numbers + "." + extension)) - - num_frames = len(files) - - nodes_list = [node for node in nodes] - if nodes_list: - nodes_list.sort(key=lambda k: k.location.x) - xloc = nodes_list[0].location.x - 220 # place new nodes at far left - yloc = 0 - for node in nodes: - node.select = False - yloc += node_mid_pt(node, 'y') - yloc = yloc/len(nodes) - else: - xloc = 0 - yloc = 0 - - name_with_hashes = without_num + "#"*count_numbers + '.' + extension - - bpy.ops.node.add_node('INVOKE_DEFAULT', use_transform=True, type=node_type) - node = nodes.active - node.label = name_with_hashes - - filepath = directory+(without_ext+'.'+extension) - if self.relative_path: - if bpy.data.filepath: - try: - filepath = bpy.path.relpath(filepath) - except ValueError: - pass - - img = bpy.data.images.load(filepath) - img.source = 'SEQUENCE' - img.name = name_with_hashes - node.image = img - image_user = node.image_user if tree.type == 'SHADER' else node - image_user.frame_offset = int(files[0][len(without_num)+len(directory):-1*(len(extension)+1)]) - 1 # separate the number from the file name of the first file - image_user.frame_duration = num_frames - - return {'FINISHED'} - - -class NWAddMultipleImages(Operator, NWBase, ImportHelper): - """Add multiple images at once""" - bl_idname = 'node.nw_add_multiple_images' - bl_label = 'Open Selected Images' - bl_options = {'REGISTER', 'UNDO'} - directory: StringProperty( - subtype="DIR_PATH" - ) - files: CollectionProperty( - type=bpy.types.OperatorFileListElement, - options={'HIDDEN', 'SKIP_SAVE'} - ) - - def execute(self, context): - nodes, links = get_nodes_links(context) - - xloc, yloc = context.region.view2d.region_to_view(context.area.width/2, context.area.height/2) - - if context.space_data.node_tree.type == 'SHADER': - node_type = "ShaderNodeTexImage" - elif context.space_data.node_tree.type == 'COMPOSITING': - node_type = "CompositorNodeImage" - else: - self.report({'ERROR'}, "Unsupported Node Tree type!") - return {'CANCELLED'} - - new_nodes = [] - for f in self.files: - fname = f.name - - node = nodes.new(node_type) - new_nodes.append(node) - node.label = fname - node.hide = True - node.width_hidden = 100 - node.location.x = xloc - node.location.y = yloc - yloc -= 40 - - img = bpy.data.images.load(self.directory+fname) - node.image = img - - # shift new nodes up to center of tree - list_size = new_nodes[0].location.y - new_nodes[-1].location.y - for node in nodes: - if node in new_nodes: - node.select = True - node.location.y += (list_size/2) - else: - node.select = False - return {'FINISHED'} - - -class NWViewerFocus(bpy.types.Operator): - """Set the viewer tile center to the mouse position""" - bl_idname = "node.nw_viewer_focus" - bl_label = "Viewer Focus" - - x: bpy.props.IntProperty() - y: bpy.props.IntProperty() - - @classmethod - def poll(cls, context): - return nw_check(context) and context.space_data.tree_type == 'CompositorNodeTree' - - def execute(self, context): - return {'FINISHED'} - - def invoke(self, context, event): - render = context.scene.render - space = context.space_data - percent = render.resolution_percentage*0.01 - - nodes, links = get_nodes_links(context) - viewers = [n for n in nodes if n.type == 'VIEWER'] - - if viewers: - mlocx = event.mouse_region_x - mlocy = event.mouse_region_y - select_node = bpy.ops.node.select(location=(mlocx, mlocy), extend=False) - - if not 'FINISHED' in select_node: # only run if we're not clicking on a node - region_x = context.region.width - region_y = context.region.height - - region_center_x = context.region.width / 2 - region_center_y = context.region.height / 2 - - bd_x = render.resolution_x * percent * space.backdrop_zoom - bd_y = render.resolution_y * percent * space.backdrop_zoom - - backdrop_center_x = (bd_x / 2) - space.backdrop_offset[0] - backdrop_center_y = (bd_y / 2) - space.backdrop_offset[1] - - margin_x = region_center_x - backdrop_center_x - margin_y = region_center_y - backdrop_center_y - - abs_mouse_x = (mlocx - margin_x) / bd_x - abs_mouse_y = (mlocy - margin_y) / bd_y - - for node in viewers: - node.center_x = abs_mouse_x - node.center_y = abs_mouse_y - else: - return {'PASS_THROUGH'} - - return self.execute(context) - - -class NWSaveViewer(bpy.types.Operator, ExportHelper): - """Save the current viewer node to an image file""" - bl_idname = "node.nw_save_viewer" - bl_label = "Save This Image" - filepath: StringProperty(subtype="FILE_PATH") - filename_ext: EnumProperty( - name="Format", - description="Choose the file format to save to", - items=(('.bmp', "BMP", ""), - ('.rgb', 'IRIS', ""), - ('.png', 'PNG', ""), - ('.jpg', 'JPEG', ""), - ('.jp2', 'JPEG2000', ""), - ('.tga', 'TARGA', ""), - ('.cin', 'CINEON', ""), - ('.dpx', 'DPX', ""), - ('.exr', 'OPEN_EXR', ""), - ('.hdr', 'HDR', ""), - ('.tif', 'TIFF', "")), - default='.png', - ) - - @classmethod - def poll(cls, context): - valid = False - if nw_check(context): - if context.space_data.tree_type == 'CompositorNodeTree': - if "Viewer Node" in [i.name for i in bpy.data.images]: - if sum(bpy.data.images["Viewer Node"].size) > 0: # False if not connected or connected but no image - valid = True - return valid - - def execute(self, context): - fp = self.filepath - if fp: - formats = { - '.bmp': 'BMP', - '.rgb': 'IRIS', - '.png': 'PNG', - '.jpg': 'JPEG', - '.jpeg': 'JPEG', - '.jp2': 'JPEG2000', - '.tga': 'TARGA', - '.cin': 'CINEON', - '.dpx': 'DPX', - '.exr': 'OPEN_EXR', - '.hdr': 'HDR', - '.tiff': 'TIFF', - '.tif': 'TIFF'} - basename, ext = path.splitext(fp) - old_render_format = context.scene.render.image_settings.file_format - context.scene.render.image_settings.file_format = formats[self.filename_ext] - context.area.type = "IMAGE_EDITOR" - context.area.spaces[0].image = bpy.data.images['Viewer Node'] - context.area.spaces[0].image.save_render(fp) - context.area.type = "NODE_EDITOR" - context.scene.render.image_settings.file_format = old_render_format - return {'FINISHED'} - - -class NWResetNodes(bpy.types.Operator): - """Reset Nodes in Selection""" - bl_idname = "node.nw_reset_nodes" - bl_label = "Reset Nodes" - bl_options = {'REGISTER', 'UNDO'} - - @classmethod - def poll(cls, context): - space = context.space_data - return space.type == 'NODE_EDITOR' - - def execute(self, context): - node_active = context.active_node - node_selected = context.selected_nodes - node_ignore = ["FRAME","REROUTE", "GROUP"] - - # Check if one node is selected at least - if not (len(node_selected) > 0): - self.report({'ERROR'}, "1 node must be selected at least") - return {'CANCELLED'} - - active_node_name = node_active.name if node_active.select else None - valid_nodes = [n for n in node_selected if n.type not in node_ignore] - - # Create output lists - selected_node_names = [n.name for n in node_selected] - success_names = [] - - # Reset all valid children in a frame - node_active_is_frame = False - if len(node_selected) == 1 and node_active.type == "FRAME": - node_tree = node_active.id_data - children = [n for n in node_tree.nodes if n.parent == node_active] - if children: - valid_nodes = [n for n in children if n.type not in node_ignore] - selected_node_names = [n.name for n in children if n.type not in node_ignore] - node_active_is_frame = True - - # Check if valid nodes in selection - if not (len(valid_nodes) > 0): - # Check for frames only - frames_selected = [n for n in node_selected if n.type == "FRAME"] - if (len(frames_selected) > 1 and len(frames_selected) == len(node_selected)): - self.report({'ERROR'}, "Please select only 1 frame to reset") - else: - self.report({'ERROR'}, "No valid node(s) in selection") - return {'CANCELLED'} - - # Report nodes that are not valid - if len(valid_nodes) != len(node_selected) and node_active_is_frame is False: - valid_node_names = [n.name for n in valid_nodes] - not_valid_names = list(set(selected_node_names) - set(valid_node_names)) - self.report({'INFO'}, "Ignored {}".format(", ".join(not_valid_names))) - - # Deselect all nodes - for i in node_selected: - i.select = False - - # Run through all valid nodes - for node in valid_nodes: - - parent = node.parent if node.parent else None - node_loc = [node.location.x, node.location.y] - - node_tree = node.id_data - props_to_copy = 'bl_idname name location height width'.split(' ') - - reconnections = [] - mappings = chain.from_iterable([node.inputs, node.outputs]) - for i in (i for i in mappings if i.is_linked): - for L in i.links: - reconnections.append([L.from_socket.path_from_id(), L.to_socket.path_from_id()]) - - props = {j: getattr(node, j) for j in props_to_copy} - - new_node = node_tree.nodes.new(props['bl_idname']) - props_to_copy.pop(0) - - for prop in props_to_copy: - setattr(new_node, prop, props[prop]) - - nodes = node_tree.nodes - nodes.remove(node) - new_node.name = props['name'] - - if parent: - new_node.parent = parent - new_node.location = node_loc - - for str_from, str_to in reconnections: - node_tree.links.new(eval(str_from), eval(str_to)) - - new_node.select = False - success_names.append(new_node.name) - - # Reselect all nodes - if selected_node_names and node_active_is_frame is False: - for i in selected_node_names: - node_tree.nodes[i].select = True - - if active_node_name is not None: - node_tree.nodes[active_node_name].select = True - node_tree.nodes.active = node_tree.nodes[active_node_name] - - self.report({'INFO'}, "Successfully reset {}".format(", ".join(success_names))) - return {'FINISHED'} - - -# -# P A N E L -# - -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(NWAddTextureSetup.bl_idname, text="Add Texture Setup", icon='NODE_SEL') - col.operator(NWAddPrincipledSetup.bl_idname, text="Add Principled Setup", icon='NODE_SEL') - col.separator() - - col = layout.column(align=True) - col.operator(NWDetachOutputs.bl_idname, icon='UNLINKED') - col.operator(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(NWLinkToOutputNode.bl_idname, icon='DRIVER') - col.separator() - - col = layout.column(align=True) - if mode == 'panel': - row = col.row(align=True) - row.operator(NWClearLabel.bl_idname).option = True - row.operator(NWModifyLabels.bl_idname) - else: - col.operator(NWClearLabel.bl_idname).option = True - col.operator(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(NWResetBG.bl_idname, icon='ZOOM_PREVIOUS') - if tree_type != 'GeometryNodeTree': - col.operator(NWReloadImages.bl_idname, icon='FILE_REFRESH') - col.separator() - - col = layout.column(align=True) - col.operator(NWFrameSelected.bl_idname, icon='STICKY_UVS_LOC') - col.separator() - - col = layout.column(align=True) - col.operator(NWAlignNodes.bl_idname, icon='CENTER_ONLY') - col.separator() - - col = layout.column(align=True) - col.operator(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(NWMergeNodes.bl_idname, text="Use Z-Combine Nodes") - props.mode = 'MIX' - props.merge_type = 'ZCOMBINE' - props = layout.operator(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(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(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(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(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(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(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(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(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(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(NWCopyLabel.bl_idname, text="from Active Node's Label").option = 'FROM_ACTIVE' - layout.operator(NWCopyLabel.bl_idname, text="from Linked Node's Label").option = 'FROM_NODE' - layout.operator(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(NWAddReroutes.bl_idname, text="to All Outputs").option = 'ALL' - layout.operator(NWAddReroutes.bl_idname, text="to Loose Outputs").option = 'LOOSE' - layout.operator(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(NWLinkActiveToSelected.bl_idname, text="Don't Replace Links") - props.replace = False - props.use_node_name = False - props.use_outputs_names = False - props = layout.operator(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(NWLinkActiveToSelected.bl_idname, text="Don't Replace Links") - props.replace = False - props.use_node_name = True - props.use_outputs_names = False - props = layout.operator(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(NWLinkActiveToSelected.bl_idname, text="Don't Replace Links") - props.replace = False - props.use_node_name = False - props.use_outputs_names = True - props = layout.operator(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(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(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(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(NWSelectParentChildren.bl_idname, text="Select frame's members (children)").option = 'CHILD' - layout.operator(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(NWAddMultipleImages.bl_idname, text="Multiple Images") - col.operator(NWAddSequence.bl_idname, text="Image Sequence") - col.separator() - - -def bgreset_menu_func(self, context): - self.layout.operator(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(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("node.nw_reset_nodes", 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("node.nw_reset_nodes", text="Reset Nodes in Frame", icon="FILE_REFRESH") - self.layout.separator() - - -# -# 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). - (NWMergeNodes.bl_idname, 'NUMPAD_0', 'PRESS', True, False, False, - (('mode', 'MIX'), ('merge_type', 'AUTO'),), "Merge Nodes (Automatic)"), - (NWMergeNodes.bl_idname, 'ZERO', 'PRESS', True, False, False, - (('mode', 'MIX'), ('merge_type', 'AUTO'),), "Merge Nodes (Automatic)"), - (NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, False, False, - (('mode', 'ADD'), ('merge_type', 'AUTO'),), "Merge Nodes (Add)"), - (NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, False, False, - (('mode', 'ADD'), ('merge_type', 'AUTO'),), "Merge Nodes (Add)"), - (NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, False, False, - (('mode', 'MULTIPLY'), ('merge_type', 'AUTO'),), "Merge Nodes (Multiply)"), - (NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, False, False, - (('mode', 'MULTIPLY'), ('merge_type', 'AUTO'),), "Merge Nodes (Multiply)"), - (NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, False, False, - (('mode', 'SUBTRACT'), ('merge_type', 'AUTO'),), "Merge Nodes (Subtract)"), - (NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, False, False, - (('mode', 'SUBTRACT'), ('merge_type', 'AUTO'),), "Merge Nodes (Subtract)"), - (NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, False, False, - (('mode', 'DIVIDE'), ('merge_type', 'AUTO'),), "Merge Nodes (Divide)"), - (NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, False, False, - (('mode', 'DIVIDE'), ('merge_type', 'AUTO'),), "Merge Nodes (Divide)"), - (NWMergeNodes.bl_idname, 'COMMA', 'PRESS', True, False, False, - (('mode', 'LESS_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Less than)"), - (NWMergeNodes.bl_idname, 'PERIOD', 'PRESS', True, False, False, - (('mode', 'GREATER_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Greater than)"), - (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) - (NWMergeNodes.bl_idname, 'NUMPAD_0', 'PRESS', True, False, True, - (('mode', 'MIX'), ('merge_type', 'ALPHAOVER'),), "Merge Nodes (Alpha Over)"), - (NWMergeNodes.bl_idname, 'ZERO', 'PRESS', True, False, True, - (('mode', 'MIX'), ('merge_type', 'ALPHAOVER'),), "Merge Nodes (Alpha Over)"), - (NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, False, True, - (('mode', 'ADD'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Add)"), - (NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, False, True, - (('mode', 'ADD'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Add)"), - (NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, False, True, - (('mode', 'MULTIPLY'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Multiply)"), - (NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, False, True, - (('mode', 'MULTIPLY'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Multiply)"), - (NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, False, True, - (('mode', 'SUBTRACT'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Subtract)"), - (NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, False, True, - (('mode', 'SUBTRACT'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Subtract)"), - (NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, False, True, - (('mode', 'DIVIDE'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Divide)"), - (NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, False, True, - (('mode', 'DIVIDE'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Divide)"), - # NWMergeNodes with Ctrl Shift (MATH) - (NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, True, False, - (('mode', 'ADD'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Add)"), - (NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, True, False, - (('mode', 'ADD'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Add)"), - (NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, True, False, - (('mode', 'MULTIPLY'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Multiply)"), - (NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, True, False, - (('mode', 'MULTIPLY'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Multiply)"), - (NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, True, False, - (('mode', 'SUBTRACT'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Subtract)"), - (NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, True, False, - (('mode', 'SUBTRACT'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Subtract)"), - (NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, True, False, - (('mode', 'DIVIDE'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Divide)"), - (NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, True, False, - (('mode', 'DIVIDE'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Divide)"), - (NWMergeNodes.bl_idname, 'COMMA', 'PRESS', True, True, False, - (('mode', 'LESS_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Less than)"), - (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 - (NWBatchChangeNodes.bl_idname, 'NUMPAD_0', 'PRESS', False, False, True, - (('blend_type', 'MIX'), ('operation', 'CURRENT'),), "Batch change blend type (Mix)"), - (NWBatchChangeNodes.bl_idname, 'ZERO', 'PRESS', False, False, True, - (('blend_type', 'MIX'), ('operation', 'CURRENT'),), "Batch change blend type (Mix)"), - (NWBatchChangeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', False, False, True, - (('blend_type', 'ADD'), ('operation', 'ADD'),), "Batch change blend type (Add)"), - (NWBatchChangeNodes.bl_idname, 'EQUAL', 'PRESS', False, False, True, - (('blend_type', 'ADD'), ('operation', 'ADD'),), "Batch change blend type (Add)"), - (NWBatchChangeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', False, False, True, - (('blend_type', 'MULTIPLY'), ('operation', 'MULTIPLY'),), "Batch change blend type (Multiply)"), - (NWBatchChangeNodes.bl_idname, 'EIGHT', 'PRESS', False, False, True, - (('blend_type', 'MULTIPLY'), ('operation', 'MULTIPLY'),), "Batch change blend type (Multiply)"), - (NWBatchChangeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', False, False, True, - (('blend_type', 'SUBTRACT'), ('operation', 'SUBTRACT'),), "Batch change blend type (Subtract)"), - (NWBatchChangeNodes.bl_idname, 'MINUS', 'PRESS', False, False, True, - (('blend_type', 'SUBTRACT'), ('operation', 'SUBTRACT'),), "Batch change blend type (Subtract)"), - (NWBatchChangeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', False, False, True, - (('blend_type', 'DIVIDE'), ('operation', 'DIVIDE'),), "Batch change blend type (Divide)"), - (NWBatchChangeNodes.bl_idname, 'SLASH', 'PRESS', False, False, True, - (('blend_type', 'DIVIDE'), ('operation', 'DIVIDE'),), "Batch change blend type (Divide)"), - (NWBatchChangeNodes.bl_idname, 'COMMA', 'PRESS', False, False, True, - (('blend_type', 'CURRENT'), ('operation', 'LESS_THAN'),), "Batch change blend type (Current)"), - (NWBatchChangeNodes.bl_idname, 'PERIOD', 'PRESS', False, False, True, - (('blend_type', 'CURRENT'), ('operation', 'GREATER_THAN'),), "Batch change blend type (Current)"), - (NWBatchChangeNodes.bl_idname, 'DOWN_ARROW', 'PRESS', False, False, True, - (('blend_type', 'NEXT'), ('operation', 'NEXT'),), "Batch change blend type (Next)"), - (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) - (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) - (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 (') - (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 ') - (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 (;) - (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 (') - (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 - (NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', False, False, True, (('option', -0.1),), "Reduce Mix Factor by 0.1"), - (NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', False, False, True, (('option', 0.1),), "Increase Mix Factor by 0.1"), - (NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', False, True, True, (('option', -0.01),), "Reduce Mix Factor by 0.01"), - (NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', False, True, True, (('option', 0.01),), "Increase Mix Factor by 0.01"), - (NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"), - (NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', True, True, True, (('option', 1.0),), "Set Mix Factor to 1.0"), - (NWChangeMixFactor.bl_idname, 'NUMPAD_0', 'PRESS', True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"), - (NWChangeMixFactor.bl_idname, 'ZERO', 'PRESS', True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"), - (NWChangeMixFactor.bl_idname, 'NUMPAD_1', 'PRESS', True, True, True, (('option', 1.0),), "Mix Factor to 1.0"), - (NWChangeMixFactor.bl_idname, 'ONE', 'PRESS', True, True, True, (('option', 1.0),), "Set Mix Factor to 1.0"), - # CLEAR LABEL (Alt L) - (NWClearLabel.bl_idname, 'L', 'PRESS', False, False, True, (('option', False),), "Clear node labels"), - # MODIFY LABEL (Alt Shift L) - (NWModifyLabels.bl_idname, 'L', 'PRESS', False, True, True, None, "Modify node labels"), - # Copy Label from active to selected - (NWCopyLabel.bl_idname, 'V', 'PRESS', False, True, False, (('option', 'FROM_ACTIVE'),), "Copy label from active to selected"), - # DETACH OUTPUTS (Alt Shift D) - (NWDetachOutputs.bl_idname, 'D', 'PRESS', False, True, True, None, "Detach outputs"), - # LINK TO OUTPUT NODE (O) - (NWLinkToOutputNode.bl_idname, 'O', 'PRESS', False, False, False, None, "Link to output node"), - # SELECT PARENT/CHILDREN - # Select Children - (NWSelectParentChildren.bl_idname, 'RIGHT_BRACKET', 'PRESS', False, False, False, (('option', 'CHILD'),), "Select children"), - # Select Parent - (NWSelectParentChildren.bl_idname, 'LEFT_BRACKET', 'PRESS', False, False, False, (('option', 'PARENT'),), "Select Parent"), - # Add Texture Setup - (NWAddTextureSetup.bl_idname, 'T', 'PRESS', True, False, False, None, "Add texture setup"), - # Add Principled BSDF Texture Setup - (NWAddPrincipledSetup.bl_idname, 'T', 'PRESS', True, True, False, None, "Add Principled texture setup"), - # Reset backdrop - (NWResetBG.bl_idname, 'Z', 'PRESS', False, False, False, None, "Reset backdrop image zoom"), - # Delete unused - (NWDeleteUnused.bl_idname, 'X', 'PRESS', False, False, True, None, "Delete unused nodes"), - # Frame Selected - (NWFrameSelected.bl_idname, 'P', 'PRESS', False, True, False, None, "Frame selected nodes"), - # Swap Links - (NWSwapLinks.bl_idname, 'S', 'PRESS', False, False, True, None, "Swap Links"), - # Preview Node - (NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', True, True, False, (('run_in_geometry_nodes', False),), "Preview node output"), - (NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', False, True, True, (('run_in_geometry_nodes', True),), "Preview node output"), - # Reload Images - (NWReloadImages.bl_idname, 'R', 'PRESS', False, False, True, None, "Reload images"), - # Lazy Mix - (NWLazyMix.bl_idname, 'RIGHTMOUSE', 'PRESS', True, True, False, None, "Lazy Mix"), - # Lazy Connect - (NWLazyConnect.bl_idname, 'RIGHTMOUSE', 'PRESS', False, False, True, (('with_menu', False),), "Lazy Connect"), - # Lazy Connect with Menu - (NWLazyConnect.bl_idname, 'RIGHTMOUSE', 'PRESS', False, True, True, (('with_menu', True),), "Lazy Connect with Socket Menu"), - # Viewer Tile Center - (NWViewerFocus.bl_idname, 'LEFTMOUSE', 'DOUBLE_CLICK', False, False, False, None, "Set Viewers Tile Center"), - # Align Nodes - (NWAlignNodes.bl_idname, 'EQUAL', 'PRESS', False, True, False, None, "Align selected nodes neatly in a row/column"), - # Reset Nodes (Back Space) - (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', NodeWranglerMenu.bl_idname),), "Node Wrangler menu"), - ('wm.call_menu', 'SLASH', 'PRESS', False, False, False, (('name', NWAddReroutesMenu.bl_idname),), "Add Reroutes menu"), - ('wm.call_menu', 'NUMPAD_SLASH', 'PRESS', False, False, False, (('name', NWAddReroutesMenu.bl_idname),), "Add Reroutes menu"), - ('wm.call_menu', 'BACK_SLASH', 'PRESS', False, False, False, (('name', NWLinkActiveToSelectedMenu.bl_idname),), "Link active to selected (menu)"), - ('wm.call_menu', 'C', 'PRESS', False, True, False, (('name', NWCopyToSelectedMenu.bl_idname),), "Copy to selected (menu)"), - ('wm.call_menu', 'S', 'PRESS', False, True, False, (('name', NWSwitchNodeTypeMenu.bl_idname),), "Switch node type menu"), ) +from . import operators +from . import preferences +from . import interface -classes = ( - NWPrincipledPreferences, - NWNodeWrangler, - NWLazyMix, - NWLazyConnect, - NWDeleteUnused, - NWSwapLinks, - NWResetBG, - NWAddAttrNode, - NWPreviewNode, - NWFrameSelected, - NWReloadImages, - NWSwitchNodeType, - NWMergeNodes, - NWBatchChangeNodes, - NWChangeMixFactor, - NWCopySettings, - NWCopyLabel, - NWClearLabel, - NWModifyLabels, - NWAddTextureSetup, - NWAddPrincipledSetup, - NWAddReroutes, - NWLinkActiveToSelected, - NWAlignNodes, - NWSelectParentChildren, - NWDetachOutputs, - NWLinkToOutputNode, - NWMakeLink, - NWCallInputsMenu, - NWAddSequence, - NWAddMultipleImages, - NWViewerFocus, - NWSaveViewer, - NWResetNodes, - NodeWranglerPanel, - NodeWranglerMenu, - NWMergeNodesMenu, - NWMergeShadersMenu, - NWMergeGeometryMenu, - NWMergeMixMenu, - NWConnectionListOutputs, - NWConnectionListInputs, - NWMergeMathMenu, - NWBatchChangeNodesMenu, - NWBatchChangeBlendTypeMenu, - NWBatchChangeOperationMenu, - NWCopyToSelectedMenu, - NWCopyLabelMenu, - NWAddReroutesMenu, - NWLinkActiveToSelectedMenu, - NWLinkStandardMenu, - NWLinkUseNodeNameMenu, - NWLinkUseOutputsNamesMenu, - NWAttributeMenu, - NWSwitchNodeTypeMenu, -) def register(): - from bpy.utils import register_class - # props bpy.types.Scene.NWBusyDrawing = StringProperty( name="Busy Drawing!", @@ -4461,54 +45,17 @@ def register(): bpy.types.NodeSocketInterface.NWViewerSocket = BoolProperty( name="NW Socket", default=False, - description="An internal property used to determine if a socket is generated by the addon" - ) + description="An internal property used to determine if a socket is generated by the addon") - 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)) - - # 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) - - # 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": draw_switch_category_submenu, - }) - - switch_category_menus.append(switch_category_type) - - bpy.utils.register_class(switch_category_type) + operators.register() + interface.register() + preferences.register() def unregister(): - from bpy.utils import unregister_class + preferences.unregister() + interface.unregister() + operators.unregister() # props del bpy.types.Scene.NWBusyDrawing @@ -4516,28 +63,3 @@ def unregister(): del bpy.types.Scene.NWLazyTarget del bpy.types.Scene.NWSourceSocket del bpy.types.NodeSocketInterface.NWViewerSocket - - 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() - - # menuitems - 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) - - for cls in classes: - unregister_class(cls) - -if __name__ == "__main__": - register() diff --git a/node_wrangler/interface.py b/node_wrangler/interface.py new file mode 100644 index 000000000..1e16890a9 --- /dev/null +++ b/node_wrangler/interface.py @@ -0,0 +1,511 @@ +# 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) diff --git a/node_wrangler/operators.py b/node_wrangler/operators.py new file mode 100644 index 000000000..4eaf246e2 --- /dev/null +++ b/node_wrangler/operators.py @@ -0,0 +1,2975 @@ +# SPDX-License-Identifier: GPL-2.0-or-later + +import bpy + +from bpy.types import Operator +from bpy.props import ( + FloatProperty, + EnumProperty, + BoolProperty, + IntProperty, + StringProperty, + FloatVectorProperty, + CollectionProperty, +) +from bpy_extras.io_utils import ImportHelper, ExportHelper +from mathutils import Vector +from os import path +from glob import glob +from copy import copy +from itertools import chain + +from .interface import NWConnectionListInputs, NWConnectionListOutputs + +from .utils.constants import blend_types, geo_combine_operations, operations, navs, get_nodes_from_category, rl_outputs +from .utils.draw import draw_callback_nodeoutline +from .utils.paths import match_files_to_socket_names, split_into_components +from .utils.nodes import (node_mid_pt, autolink, node_at_pos, get_active_tree, get_nodes_links, is_viewer_socket, + is_viewer_link, get_group_output_node, get_output_location, force_update, get_internal_socket, + nw_check, NWBase, get_first_enabled_output, is_visible_socket, viewer_socket_name) + + +class NWLazyMix(Operator, NWBase): + """Add a Mix RGB/Shader node by interactively drawing lines between nodes""" + bl_idname = "node.nw_lazy_mix" + bl_label = "Mix Nodes" + bl_options = {'REGISTER', 'UNDO'} + + def modal(self, context, event): + context.area.tag_redraw() + nodes, links = get_nodes_links(context) + cont = True + + start_pos = [event.mouse_region_x, event.mouse_region_y] + + node1 = None + if not context.scene.NWBusyDrawing: + node1 = node_at_pos(nodes, context, event) + if node1: + context.scene.NWBusyDrawing = node1.name + else: + if context.scene.NWBusyDrawing != 'STOP': + node1 = nodes[context.scene.NWBusyDrawing] + + context.scene.NWLazySource = node1.name + context.scene.NWLazyTarget = node_at_pos(nodes, context, event).name + + if event.type == 'MOUSEMOVE': + self.mouse_path.append((event.mouse_region_x, event.mouse_region_y)) + + elif event.type == 'RIGHTMOUSE' and event.value == 'RELEASE': + end_pos = [event.mouse_region_x, event.mouse_region_y] + bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW') + + node2 = None + node2 = node_at_pos(nodes, context, event) + if node2: + context.scene.NWBusyDrawing = node2.name + + if node1 == node2: + cont = False + + if cont: + if node1 and node2: + for node in nodes: + node.select = False + node1.select = True + node2.select = True + + bpy.ops.node.nw_merge_nodes(mode="MIX", merge_type="AUTO") + + context.scene.NWBusyDrawing = "" + return {'FINISHED'} + + elif event.type == 'ESC': + print('cancelled') + bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW') + return {'CANCELLED'} + + return {'RUNNING_MODAL'} + + def invoke(self, context, event): + if context.area.type == 'NODE_EDITOR': + # the arguments we pass the the callback + args = (self, context, 'MIX') + # Add the region OpenGL drawing callback + # draw in view space with 'POST_VIEW' and 'PRE_VIEW' + self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(draw_callback_nodeoutline, args, 'WINDOW', 'POST_PIXEL') + + self.mouse_path = [] + + context.window_manager.modal_handler_add(self) + return {'RUNNING_MODAL'} + else: + self.report({'WARNING'}, "View3D not found, cannot run operator") + return {'CANCELLED'} + + +class NWLazyConnect(Operator, NWBase): + """Connect two nodes without clicking a specific socket (automatically determined""" + bl_idname = "node.nw_lazy_connect" + bl_label = "Lazy Connect" + bl_options = {'REGISTER', 'UNDO'} + with_menu: BoolProperty() + + def modal(self, context, event): + context.area.tag_redraw() + nodes, links = get_nodes_links(context) + cont = True + + start_pos = [event.mouse_region_x, event.mouse_region_y] + + node1 = None + if not context.scene.NWBusyDrawing: + node1 = node_at_pos(nodes, context, event) + if node1: + context.scene.NWBusyDrawing = node1.name + else: + if context.scene.NWBusyDrawing != 'STOP': + node1 = nodes[context.scene.NWBusyDrawing] + + context.scene.NWLazySource = node1.name + context.scene.NWLazyTarget = node_at_pos(nodes, context, event).name + + if event.type == 'MOUSEMOVE': + self.mouse_path.append((event.mouse_region_x, event.mouse_region_y)) + + elif event.type == 'RIGHTMOUSE' and event.value == 'RELEASE': + end_pos = [event.mouse_region_x, event.mouse_region_y] + bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW') + + node2 = None + node2 = node_at_pos(nodes, context, event) + if node2: + context.scene.NWBusyDrawing = node2.name + + if node1 == node2: + cont = False + + link_success = False + if cont: + if node1 and node2: + original_sel = [] + original_unsel = [] + for node in nodes: + if node.select == True: + node.select = False + original_sel.append(node) + else: + original_unsel.append(node) + node1.select = True + node2.select = True + + #link_success = autolink(node1, node2, links) + if self.with_menu: + if len(node1.outputs) > 1 and node2.inputs: + bpy.ops.wm.call_menu("INVOKE_DEFAULT", name=NWConnectionListOutputs.bl_idname) + elif len(node1.outputs) == 1: + bpy.ops.node.nw_call_inputs_menu(from_socket=0) + else: + link_success = autolink(node1, node2, links) + + for node in original_sel: + node.select = True + for node in original_unsel: + node.select = False + + if link_success: + force_update(context) + context.scene.NWBusyDrawing = "" + return {'FINISHED'} + + elif event.type == 'ESC': + bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW') + return {'CANCELLED'} + + return {'RUNNING_MODAL'} + + def invoke(self, context, event): + if context.area.type == 'NODE_EDITOR': + nodes, links = get_nodes_links(context) + node = node_at_pos(nodes, context, event) + if node: + context.scene.NWBusyDrawing = node.name + + # the arguments we pass the the callback + mode = "LINK" + if self.with_menu: + mode = "LINKMENU" + args = (self, context, mode) + # Add the region OpenGL drawing callback + # draw in view space with 'POST_VIEW' and 'PRE_VIEW' + self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(draw_callback_nodeoutline, args, 'WINDOW', 'POST_PIXEL') + + self.mouse_path = [] + + context.window_manager.modal_handler_add(self) + return {'RUNNING_MODAL'} + else: + self.report({'WARNING'}, "View3D not found, cannot run operator") + return {'CANCELLED'} + + +class NWDeleteUnused(Operator, NWBase): + """Delete all nodes whose output is not used""" + bl_idname = 'node.nw_del_unused' + bl_label = 'Delete Unused Nodes' + bl_options = {'REGISTER', 'UNDO'} + + delete_muted: BoolProperty(name="Delete Muted", description="Delete (but reconnect, like Ctrl-X) all muted nodes", default=True) + delete_frames: BoolProperty(name="Delete Empty Frames", description="Delete all frames that have no nodes inside them", default=True) + + def is_unused_node(self, node): + end_types = ['OUTPUT_MATERIAL', 'OUTPUT', 'VIEWER', 'COMPOSITE', \ + 'SPLITVIEWER', 'OUTPUT_FILE', 'LEVELS', 'OUTPUT_LIGHT', \ + 'OUTPUT_WORLD', 'GROUP_INPUT', 'GROUP_OUTPUT', 'FRAME'] + if node.type in end_types: + return False + + for output in node.outputs: + if output.links: + return False + return True + + @classmethod + def poll(cls, context): + valid = False + if nw_check(context): + if context.space_data.node_tree.nodes: + valid = True + return valid + + def execute(self, context): + nodes, links = get_nodes_links(context) + + # Store selection + selection = [] + for node in nodes: + if node.select == True: + selection.append(node.name) + + for node in nodes: + node.select = False + + deleted_nodes = [] + temp_deleted_nodes = [] + del_unused_iterations = len(nodes) + for it in range(0, del_unused_iterations): + temp_deleted_nodes = list(deleted_nodes) # keep record of last iteration + for node in nodes: + if self.is_unused_node(node): + node.select = True + deleted_nodes.append(node.name) + bpy.ops.node.delete() + + if temp_deleted_nodes == deleted_nodes: # stop iterations when there are no more nodes to be deleted + break + + if self.delete_frames: + repeat = True + while repeat: + frames_in_use = [] + frames = [] + repeat = False + for node in nodes: + if node.parent: + frames_in_use.append(node.parent) + for node in nodes: + if node.type == 'FRAME' and node not in frames_in_use: + frames.append(node) + if node.parent: + repeat = True # repeat for nested frames + for node in frames: + if node not in frames_in_use: + node.select = True + deleted_nodes.append(node.name) + bpy.ops.node.delete() + + if self.delete_muted: + for node in nodes: + if node.mute: + node.select = True + deleted_nodes.append(node.name) + bpy.ops.node.delete_reconnect() + + # get unique list of deleted nodes (iterations would count the same node more than once) + deleted_nodes = list(set(deleted_nodes)) + for n in deleted_nodes: + self.report({'INFO'}, "Node " + n + " deleted") + num_deleted = len(deleted_nodes) + n = ' node' + if num_deleted > 1: + n += 's' + if num_deleted: + self.report({'INFO'}, "Deleted " + str(num_deleted) + n) + else: + self.report({'INFO'}, "Nothing deleted") + + # Restore selection + nodes, links = get_nodes_links(context) + for node in nodes: + if node.name in selection: + node.select = True + return {'FINISHED'} + + def invoke(self, context, event): + return context.window_manager.invoke_confirm(self, event) + + +class NWSwapLinks(Operator, NWBase): + """Swap the output connections of the two selected nodes, or two similar inputs of a single node""" + bl_idname = 'node.nw_swap_links' + bl_label = 'Swap Links' + bl_options = {'REGISTER', 'UNDO'} + + @classmethod + def poll(cls, context): + valid = False + if nw_check(context): + if context.selected_nodes: + valid = len(context.selected_nodes) <= 2 + return valid + + def execute(self, context): + nodes, links = get_nodes_links(context) + selected_nodes = context.selected_nodes + n1 = selected_nodes[0] + + # Swap outputs + if len(selected_nodes) == 2: + n2 = selected_nodes[1] + if n1.outputs and n2.outputs: + n1_outputs = [] + n2_outputs = [] + + out_index = 0 + for output in n1.outputs: + if output.links: + for link in output.links: + n1_outputs.append([out_index, link.to_socket]) + links.remove(link) + out_index += 1 + + out_index = 0 + for output in n2.outputs: + if output.links: + for link in output.links: + n2_outputs.append([out_index, link.to_socket]) + links.remove(link) + out_index += 1 + + for connection in n1_outputs: + try: + links.new(n2.outputs[connection[0]], connection[1]) + except: + self.report({'WARNING'}, "Some connections have been lost due to differing numbers of output sockets") + for connection in n2_outputs: + try: + links.new(n1.outputs[connection[0]], connection[1]) + except: + self.report({'WARNING'}, "Some connections have been lost due to differing numbers of output sockets") + else: + if n1.outputs or n2.outputs: + self.report({'WARNING'}, "One of the nodes has no outputs!") + else: + self.report({'WARNING'}, "Neither of the nodes have outputs!") + + # Swap Inputs + elif len(selected_nodes) == 1: + if n1.inputs and n1.inputs[0].is_multi_input: + self.report({'WARNING'}, "Can't swap inputs of a multi input socket!") + return {'FINISHED'} + if n1.inputs: + types = [] + i=0 + for i1 in n1.inputs: + if i1.is_linked and not i1.is_multi_input: + similar_types = 0 + for i2 in n1.inputs: + if i1.type == i2.type and i2.is_linked and not i2.is_multi_input: + similar_types += 1 + types.append ([i1, similar_types, i]) + i += 1 + types.sort(key=lambda k: k[1], reverse=True) + + if types: + t = types[0] + if t[1] == 2: + for i2 in n1.inputs: + if t[0].type == i2.type == t[0].type and t[0] != i2 and i2.is_linked: + pair = [t[0], i2] + i1f = pair[0].links[0].from_socket + i1t = pair[0].links[0].to_socket + i2f = pair[1].links[0].from_socket + i2t = pair[1].links[0].to_socket + links.new(i1f, i2t) + links.new(i2f, i1t) + if t[1] == 1: + if len(types) == 1: + fs = t[0].links[0].from_socket + i = t[2] + links.remove(t[0].links[0]) + if i+1 == len(n1.inputs): + i = -1 + i += 1 + while n1.inputs[i].is_linked: + i += 1 + links.new(fs, n1.inputs[i]) + elif len(types) == 2: + i1f = types[0][0].links[0].from_socket + i1t = types[0][0].links[0].to_socket + i2f = types[1][0].links[0].from_socket + i2t = types[1][0].links[0].to_socket + links.new(i1f, i2t) + links.new(i2f, i1t) + + else: + self.report({'WARNING'}, "This node has no input connections to swap!") + else: + self.report({'WARNING'}, "This node has no inputs to swap!") + + force_update(context) + return {'FINISHED'} + + +class NWResetBG(Operator, NWBase): + """Reset the zoom and position of the background image""" + bl_idname = 'node.nw_bg_reset' + bl_label = 'Reset Backdrop' + bl_options = {'REGISTER', 'UNDO'} + + @classmethod + def poll(cls, context): + valid = False + if nw_check(context): + snode = context.space_data + valid = snode.tree_type == 'CompositorNodeTree' + return valid + + def execute(self, context): + context.space_data.backdrop_zoom = 1 + context.space_data.backdrop_offset[0] = 0 + context.space_data.backdrop_offset[1] = 0 + return {'FINISHED'} + + +class NWAddAttrNode(Operator, NWBase): + """Add an Attribute node with this name""" + bl_idname = 'node.nw_add_attr_node' + bl_label = 'Add UV map' + bl_options = {'REGISTER', 'UNDO'} + + attr_name: StringProperty() + + def execute(self, context): + bpy.ops.node.add_node('INVOKE_DEFAULT', use_transform=True, type="ShaderNodeAttribute") + nodes, links = get_nodes_links(context) + nodes.active.attribute_name = self.attr_name + return {'FINISHED'} + + +class NWPreviewNode(Operator, NWBase): + bl_idname = "node.nw_preview_node" + bl_label = "Preview Node" + bl_description = "Connect active node to the Node Group output or the Material Output" + bl_options = {'REGISTER', 'UNDO'} + + # If false, the operator is not executed if the current node group happens to be a geometry nodes group. + # This is needed because geometry nodes has its own viewer node that uses the same shortcut as in the compositor. + run_in_geometry_nodes: BoolProperty(default=True) + + def __init__(self): + self.shader_output_type = "" + self.shader_output_ident = "" + + @classmethod + def poll(cls, context): + if nw_check(context): + space = context.space_data + if space.tree_type == 'ShaderNodeTree' or space.tree_type == 'GeometryNodeTree': + if context.active_node: + if context.active_node.type != "OUTPUT_MATERIAL" or context.active_node.type != "OUTPUT_WORLD": + return True + else: + return True + return False + + def ensure_viewer_socket(self, node, socket_type, connect_socket=None): + #check if a viewer output already exists in a node group otherwise create + if hasattr(node, "node_tree"): + index = None + if len(node.node_tree.outputs): + free_socket = None + for i, socket in enumerate(node.node_tree.outputs): + if is_viewer_socket(socket) and is_visible_socket(node.outputs[i]) and socket.type == socket_type: + #if viewer output is already used but leads to the same socket we can still use it + is_used = self.is_socket_used_other_mats(socket) + if is_used: + if connect_socket == None: + continue + groupout = get_group_output_node(node.node_tree) + groupout_input = groupout.inputs[i] + links = groupout_input.links + if connect_socket not in [link.from_socket for link in links]: + continue + index=i + break + if not free_socket: + free_socket = i + if not index and free_socket: + index = free_socket + + if not index: + #create viewer socket + node.node_tree.outputs.new(socket_type, viewer_socket_name) + index = len(node.node_tree.outputs) - 1 + node.node_tree.outputs[index].NWViewerSocket = True + return index + + def init_shader_variables(self, space, shader_type): + if shader_type == 'OBJECT': + if space.id not in [light for light in bpy.data.lights]: # cannot use bpy.data.lights directly as iterable + self.shader_output_type = "OUTPUT_MATERIAL" + self.shader_output_ident = "ShaderNodeOutputMaterial" + else: + self.shader_output_type = "OUTPUT_LIGHT" + self.shader_output_ident = "ShaderNodeOutputLight" + + elif shader_type == 'WORLD': + self.shader_output_type = "OUTPUT_WORLD" + self.shader_output_ident = "ShaderNodeOutputWorld" + + def get_shader_output_node(self, tree): + for node in tree.nodes: + if node.type == self.shader_output_type and node.is_active_output == True: + return node + + @classmethod + def ensure_group_output(cls, tree): + #check if a group output node exists otherwise create + groupout = get_group_output_node(tree) + if not groupout: + groupout = tree.nodes.new('NodeGroupOutput') + loc_x, loc_y = get_output_location(tree) + groupout.location.x = loc_x + groupout.location.y = loc_y + groupout.select = False + # So that we don't keep on adding new group outputs + groupout.is_active_output = True + return groupout + + @classmethod + def search_sockets(cls, node, sockets, index=None): + # recursively scan nodes for viewer sockets and store in list + for i, input_socket in enumerate(node.inputs): + if index and i != index: + continue + if len(input_socket.links): + link = input_socket.links[0] + next_node = link.from_node + external_socket = link.from_socket + if hasattr(next_node, "node_tree"): + for socket_index, s in enumerate(next_node.outputs): + if s == external_socket: + break + socket = next_node.node_tree.outputs[socket_index] + if is_viewer_socket(socket) and socket not in sockets: + sockets.append(socket) + #continue search inside of node group but restrict socket to where we came from + groupout = get_group_output_node(next_node.node_tree) + cls.search_sockets(groupout, sockets, index=socket_index) + + @classmethod + def scan_nodes(cls, tree, sockets): + # get all viewer sockets in a material tree + for node in tree.nodes: + if hasattr(node, "node_tree"): + if node.node_tree is None: + continue + for socket in node.node_tree.outputs: + if is_viewer_socket(socket) and (socket not in sockets): + sockets.append(socket) + cls.scan_nodes(node.node_tree, sockets) + + def link_leads_to_used_socket(self, link): + #return True if link leads to a socket that is already used in this material + socket = get_internal_socket(link.to_socket) + return (socket and self.is_socket_used_active_mat(socket)) + + def is_socket_used_active_mat(self, socket): + #ensure used sockets in active material is calculated and check given socket + if not hasattr(self, "used_viewer_sockets_active_mat"): + self.used_viewer_sockets_active_mat = [] + materialout = self.get_shader_output_node(bpy.context.space_data.node_tree) + if materialout: + self.search_sockets(materialout, self.used_viewer_sockets_active_mat) + return socket in self.used_viewer_sockets_active_mat + + def is_socket_used_other_mats(self, socket): + #ensure used sockets in other materials are calculated and check given socket + if not hasattr(self, "used_viewer_sockets_other_mats"): + self.used_viewer_sockets_other_mats = [] + for mat in bpy.data.materials: + if mat.node_tree == bpy.context.space_data.node_tree or not hasattr(mat.node_tree, "nodes"): + continue + # get viewer node + materialout = self.get_shader_output_node(mat.node_tree) + if materialout: + self.search_sockets(materialout, self.used_viewer_sockets_other_mats) + return socket in self.used_viewer_sockets_other_mats + + def invoke(self, context, event): + space = context.space_data + # Ignore operator when running in wrong context. + if self.run_in_geometry_nodes != (space.tree_type == "GeometryNodeTree"): + return {'PASS_THROUGH'} + + shader_type = space.shader_type + self.init_shader_variables(space, shader_type) + mlocx = event.mouse_region_x + mlocy = event.mouse_region_y + select_node = bpy.ops.node.select(location=(mlocx, mlocy), extend=False) + if 'FINISHED' in select_node: # only run if mouse click is on a node + active_tree, path_to_tree = get_active_tree(context) + nodes, links = active_tree.nodes, active_tree.links + base_node_tree = space.node_tree + active = nodes.active + + # For geometry node trees we just connect to the group output + if space.tree_type == "GeometryNodeTree": + valid = False + if active: + for out in active.outputs: + if is_visible_socket(out): + valid = True + break + # Exit early + if not valid: + return {'FINISHED'} + + delete_sockets = [] + + # Scan through all nodes in tree including nodes inside of groups to find viewer sockets + self.scan_nodes(base_node_tree, delete_sockets) + + # Find (or create if needed) the output of this node tree + geometryoutput = self.ensure_group_output(base_node_tree) + + # Analyze outputs, make links + out_i = None + valid_outputs = [] + for i, out in enumerate(active.outputs): + if is_visible_socket(out) and out.type == 'GEOMETRY': + valid_outputs.append(i) + if valid_outputs: + out_i = valid_outputs[0] # Start index of node's outputs + for i, valid_i in enumerate(valid_outputs): + for out_link in active.outputs[valid_i].links: + if is_viewer_link(out_link, geometryoutput): + if nodes == base_node_tree.nodes or self.link_leads_to_used_socket(out_link): + if i < len(valid_outputs) - 1: + out_i = valid_outputs[i + 1] + else: + out_i = valid_outputs[0] + + make_links = [] # store sockets for new links + if active.outputs: + # If there is no 'GEOMETRY' output type - We can't preview the node + if out_i is None: + return {'FINISHED'} + socket_type = 'GEOMETRY' + # Find an input socket of the output of type geometry + geometryoutindex = None + for i,inp in enumerate(geometryoutput.inputs): + if inp.type == socket_type: + geometryoutindex = i + break + if geometryoutindex is None: + # Create geometry socket + geometryoutput.inputs.new(socket_type, 'Geometry') + geometryoutindex = len(geometryoutput.inputs) - 1 + + make_links.append((active.outputs[out_i], geometryoutput.inputs[geometryoutindex])) + output_socket = geometryoutput.inputs[geometryoutindex] + for li_from, li_to in make_links: + base_node_tree.links.new(li_from, li_to) + tree = base_node_tree + link_end = output_socket + while tree.nodes.active != active: + node = tree.nodes.active + index = self.ensure_viewer_socket(node,'NodeSocketGeometry', connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None) + link_start = node.outputs[index] + node_socket = node.node_tree.outputs[index] + if node_socket in delete_sockets: + delete_sockets.remove(node_socket) + tree.links.new(link_start, link_end) + # Iterate + link_end = self.ensure_group_output(node.node_tree).inputs[index] + tree = tree.nodes.active.node_tree + tree.links.new(active.outputs[out_i], link_end) + + # Delete sockets + for socket in delete_sockets: + tree = socket.id_data + tree.outputs.remove(socket) + + nodes.active = active + active.select = True + force_update(context) + return {'FINISHED'} + + + # What follows is code for the shader editor + output_types = [x.nodetype for x in + get_nodes_from_category('Output', context)] + valid = False + if active: + if active.rna_type.identifier not in output_types: + for out in active.outputs: + if is_visible_socket(out): + valid = True + break + if valid: + # get material_output node + materialout = None # placeholder node + delete_sockets = [] + + #scan through all nodes in tree including nodes inside of groups to find viewer sockets + self.scan_nodes(base_node_tree, delete_sockets) + + materialout = self.get_shader_output_node(base_node_tree) + if not materialout: + materialout = base_node_tree.nodes.new(self.shader_output_ident) + materialout.location = get_output_location(base_node_tree) + materialout.select = False + # Analyze outputs + out_i = None + valid_outputs = [] + for i, out in enumerate(active.outputs): + if is_visible_socket(out): + valid_outputs.append(i) + if valid_outputs: + out_i = valid_outputs[0] # Start index of node's outputs + for i, valid_i in enumerate(valid_outputs): + for out_link in active.outputs[valid_i].links: + if is_viewer_link(out_link, materialout): + if nodes == base_node_tree.nodes or self.link_leads_to_used_socket(out_link): + if i < len(valid_outputs) - 1: + out_i = valid_outputs[i + 1] + else: + out_i = valid_outputs[0] + + make_links = [] # store sockets for new links + if active.outputs: + socket_type = 'NodeSocketShader' + materialout_index = 1 if active.outputs[out_i].name == "Volume" else 0 + make_links.append((active.outputs[out_i], materialout.inputs[materialout_index])) + output_socket = materialout.inputs[materialout_index] + for li_from, li_to in make_links: + base_node_tree.links.new(li_from, li_to) + + # Create links through node groups until we reach the active node + tree = base_node_tree + link_end = output_socket + while tree.nodes.active != active: + node = tree.nodes.active + index = self.ensure_viewer_socket(node, socket_type, connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None) + link_start = node.outputs[index] + node_socket = node.node_tree.outputs[index] + if node_socket in delete_sockets: + delete_sockets.remove(node_socket) + tree.links.new(link_start, link_end) + # Iterate + link_end = self.ensure_group_output(node.node_tree).inputs[index] + tree = tree.nodes.active.node_tree + tree.links.new(active.outputs[out_i], link_end) + + # Delete sockets + for socket in delete_sockets: + if not self.is_socket_used_other_mats(socket): + tree = socket.id_data + tree.outputs.remove(socket) + + nodes.active = active + active.select = True + + force_update(context) + + return {'FINISHED'} + else: + return {'CANCELLED'} + + +class NWFrameSelected(Operator, NWBase): + bl_idname = "node.nw_frame_selected" + bl_label = "Frame Selected" + bl_description = "Add a frame node and parent the selected nodes to it" + bl_options = {'REGISTER', 'UNDO'} + + label_prop: StringProperty( + name='Label', + description='The visual name of the frame node', + default=' ' + ) + use_custom_color_prop: BoolProperty( + name="Custom Color", + description="Use custom color for the frame node", + default=False + ) + color_prop: FloatVectorProperty( + name="Color", + description="The color of the frame node", + default=(0.604, 0.604, 0.604), + min=0, max=1, step=1, precision=3, + subtype='COLOR_GAMMA', size=3 + ) + + def draw(self, context): + layout = self.layout + layout.prop(self, 'label_prop') + layout.prop(self, 'use_custom_color_prop') + col = layout.column() + col.active = self.use_custom_color_prop + col.prop(self, 'color_prop', text="") + + def execute(self, context): + nodes, links = get_nodes_links(context) + selected = [] + for node in nodes: + if node.select == True: + selected.append(node) + + bpy.ops.node.add_node(type='NodeFrame') + frm = nodes.active + frm.label = self.label_prop + frm.use_custom_color = self.use_custom_color_prop + frm.color = self.color_prop + + for node in selected: + node.parent = frm + + return {'FINISHED'} + + +class NWReloadImages(Operator): + bl_idname = "node.nw_reload_images" + bl_label = "Reload Images" + bl_description = "Update all the image nodes to match their files on disk" + + @classmethod + def poll(cls, context): + valid = False + if nw_check(context) and context.space_data.tree_type != 'GeometryNodeTree': + if context.active_node is not None: + for out in context.active_node.outputs: + if is_visible_socket(out): + valid = True + break + return valid + + def execute(self, context): + nodes, links = get_nodes_links(context) + image_types = ["IMAGE", "TEX_IMAGE", "TEX_ENVIRONMENT", "TEXTURE"] + num_reloaded = 0 + for node in nodes: + if node.type in image_types: + if node.type == "TEXTURE": + if node.texture: # node has texture assigned + if node.texture.type in ['IMAGE', 'ENVIRONMENT_MAP']: + if node.texture.image: # texture has image assigned + node.texture.image.reload() + num_reloaded += 1 + else: + if node.image: + node.image.reload() + num_reloaded += 1 + + if num_reloaded: + self.report({'INFO'}, "Reloaded images") + print("Reloaded " + str(num_reloaded) + " images") + force_update(context) + return {'FINISHED'} + else: + self.report({'WARNING'}, "No images found to reload in this node tree") + return {'CANCELLED'} + + +class NWSwitchNodeType(Operator, NWBase): + """Switch type of selected nodes """ + bl_idname = "node.nw_swtch_node_type" + bl_label = "Switch Node Type" + bl_options = {'REGISTER', 'UNDO'} + + to_type: StringProperty( + name="Switch to type", + default = '', + ) + + def execute(self, context): + to_type = self.to_type + if len(to_type) == 0: + return {'CANCELLED'} + + nodes, links = get_nodes_links(context) + # Those types of nodes will not swap. + src_excludes = ('NodeFrame') + # Those attributes of nodes will be copied if possible + attrs_to_pass = ('color', 'hide', 'label', 'mute', 'parent', + 'show_options', 'show_preview', 'show_texture', + 'use_alpha', 'use_clamp', 'use_custom_color', 'location' + ) + selected = [n for n in nodes if n.select] + reselect = [] + for node in [n for n in selected if + n.rna_type.identifier not in src_excludes and + n.rna_type.identifier != to_type]: + new_node = nodes.new(to_type) + for attr in attrs_to_pass: + if hasattr(node, attr) and hasattr(new_node, attr): + setattr(new_node, attr, getattr(node, attr)) + # set image datablock of dst to image of src + if hasattr(node, 'image') and hasattr(new_node, 'image'): + if node.image: + new_node.image = node.image + # Special cases + if new_node.type == 'SWITCH': + new_node.hide = True + # Dictionaries: src_sockets and dst_sockets: + # 'INPUTS': input sockets ordered by type (entry 'MAIN' main type of inputs). + # 'OUTPUTS': output sockets ordered by type (entry 'MAIN' main type of outputs). + # in 'INPUTS' and 'OUTPUTS': + # 'SHADER', 'RGBA', 'VECTOR', 'VALUE' - sockets of those types. + # socket entry: + # (index_in_type, socket_index, socket_name, socket_default_value, socket_links) + src_sockets = { + 'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None}, + 'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None}, + } + dst_sockets = { + 'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None}, + 'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None}, + } + types_order_one = 'SHADER', 'RGBA', 'VECTOR', 'VALUE' + types_order_two = 'SHADER', 'VECTOR', 'RGBA', 'VALUE' + # check src node to set src_sockets values and dst node to set dst_sockets dict values + for sockets, nd in ((src_sockets, node), (dst_sockets, new_node)): + # Check node's inputs and outputs and fill proper entries in "sockets" dict + for in_out, in_out_name in ((nd.inputs, 'INPUTS'), (nd.outputs, 'OUTPUTS')): + # enumerate in inputs, then in outputs + # find name, default value and links of socket + for i, socket in enumerate(in_out): + the_name = socket.name + dval = None + # Not every socket, especially in outputs has "default_value" + if hasattr(socket, 'default_value'): + dval = socket.default_value + socket_links = [] + for lnk in socket.links: + socket_links.append(lnk) + # check type of socket to fill proper keys. + for the_type in types_order_one: + if socket.type == the_type: + # create values for sockets['INPUTS'][the_type] and sockets['OUTPUTS'][the_type] + # entry structure: (index_in_type, socket_index, socket_name, socket_default_value, socket_links) + sockets[in_out_name][the_type].append((len(sockets[in_out_name][the_type]), i, the_name, dval, socket_links)) + # Check which of the types in inputs/outputs is considered to be "main". + # Set values of sockets['INPUTS']['MAIN'] and sockets['OUTPUTS']['MAIN'] + for type_check in types_order_one: + if sockets[in_out_name][type_check]: + sockets[in_out_name]['MAIN'] = type_check + break + + matches = { + 'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE_NAME': [], 'VALUE': [], 'MAIN': []}, + 'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE_NAME': [], 'VALUE': [], 'MAIN': []}, + } + + for inout, soctype in ( + ('INPUTS', 'MAIN',), + ('INPUTS', 'SHADER',), + ('INPUTS', 'RGBA',), + ('INPUTS', 'VECTOR',), + ('INPUTS', 'VALUE',), + ('OUTPUTS', 'MAIN',), + ('OUTPUTS', 'SHADER',), + ('OUTPUTS', 'RGBA',), + ('OUTPUTS', 'VECTOR',), + ('OUTPUTS', 'VALUE',), + ): + if src_sockets[inout][soctype] and dst_sockets[inout][soctype]: + if soctype == 'MAIN': + sc = src_sockets[inout][src_sockets[inout]['MAIN']] + dt = dst_sockets[inout][dst_sockets[inout]['MAIN']] + else: + sc = src_sockets[inout][soctype] + dt = dst_sockets[inout][soctype] + # start with 'dt' to determine number of possibilities. + for i, soc in enumerate(dt): + # if src main has enough entries - match them with dst main sockets by indexes. + if len(sc) > i: + matches[inout][soctype].append(((sc[i][1], sc[i][3]), (soc[1], soc[3]))) + # add 'VALUE_NAME' criterion to inputs. + if inout == 'INPUTS' and soctype == 'VALUE': + for s in sc: + if s[2] == soc[2]: # if names match + # append src (index, dval), dst (index, dval) + matches['INPUTS']['VALUE_NAME'].append(((s[1], s[3]), (soc[1], soc[3]))) + + # When src ['INPUTS']['MAIN'] is 'VECTOR' replace 'MAIN' with matches VECTOR if possible. + # This creates better links when relinking textures. + if src_sockets['INPUTS']['MAIN'] == 'VECTOR' and matches['INPUTS']['VECTOR']: + matches['INPUTS']['MAIN'] = matches['INPUTS']['VECTOR'] + + # Pass default values and RELINK: + for tp in ('MAIN', 'SHADER', 'RGBA', 'VECTOR', 'VALUE_NAME', 'VALUE'): + # INPUTS: Base on matches in proper order. + for (src_i, src_dval), (dst_i, dst_dval) in matches['INPUTS'][tp]: + # pass dvals + if src_dval and dst_dval and tp in {'RGBA', 'VALUE_NAME'}: + new_node.inputs[dst_i].default_value = src_dval + # Special case: switch to math + if node.type in {'MIX_RGB', 'ALPHAOVER', 'ZCOMBINE'} and\ + new_node.type == 'MATH' and\ + tp == 'MAIN': + new_dst_dval = max(src_dval[0], src_dval[1], src_dval[2]) + new_node.inputs[dst_i].default_value = new_dst_dval + if node.type == 'MIX_RGB': + if node.blend_type in [o[0] for o in operations]: + new_node.operation = node.blend_type + # Special case: switch from math to some types + if node.type == 'MATH' and\ + new_node.type in {'MIX_RGB', 'ALPHAOVER', 'ZCOMBINE'} and\ + tp == 'MAIN': + for i in range(3): + new_node.inputs[dst_i].default_value[i] = src_dval + if new_node.type == 'MIX_RGB': + if node.operation in [t[0] for t in blend_types]: + new_node.blend_type = node.operation + # Set Fac of MIX_RGB to 1.0 + new_node.inputs[0].default_value = 1.0 + # make link only when dst matching input is not linked already. + if node.inputs[src_i].links and not new_node.inputs[dst_i].links: + in_src_link = node.inputs[src_i].links[0] + in_dst_socket = new_node.inputs[dst_i] + links.new(in_src_link.from_socket, in_dst_socket) + links.remove(in_src_link) + # OUTPUTS: Base on matches in proper order. + for (src_i, src_dval), (dst_i, dst_dval) in matches['OUTPUTS'][tp]: + for out_src_link in node.outputs[src_i].links: + out_dst_socket = new_node.outputs[dst_i] + links.new(out_dst_socket, out_src_link.to_socket) + # relink rest inputs if possible, no criteria + for src_inp in node.inputs: + for dst_inp in new_node.inputs: + if src_inp.links and not dst_inp.links: + src_link = src_inp.links[0] + links.new(src_link.from_socket, dst_inp) + links.remove(src_link) + # relink rest outputs if possible, base on node kind if any left. + for src_o in node.outputs: + for out_src_link in src_o.links: + for dst_o in new_node.outputs: + if src_o.type == dst_o.type: + links.new(dst_o, out_src_link.to_socket) + # relink rest outputs no criteria if any left. Link all from first output. + for src_o in node.outputs: + for out_src_link in src_o.links: + if new_node.outputs: + links.new(new_node.outputs[0], out_src_link.to_socket) + nodes.remove(node) + force_update(context) + return {'FINISHED'} + + +class NWMergeNodes(Operator, NWBase): + bl_idname = "node.nw_merge_nodes" + bl_label = "Merge Nodes" + bl_description = "Merge Selected Nodes" + bl_options = {'REGISTER', 'UNDO'} + + mode: EnumProperty( + name="mode", + description="All possible blend types, boolean operations and math operations", + items= blend_types + [op for op in geo_combine_operations if op not in blend_types] + [op for op in operations if op not in blend_types], + ) + merge_type: EnumProperty( + name="merge type", + description="Type of Merge to be used", + items=( + ('AUTO', 'Auto', 'Automatic Output Type Detection'), + ('SHADER', 'Shader', 'Merge using ADD or MIX Shader'), + ('GEOMETRY', 'Geometry', 'Merge using Mesh Boolean or Join Geometry Node'), + ('MIX', 'Mix Node', 'Merge using Mix Nodes'), + ('MATH', 'Math Node', 'Merge using Math Nodes'), + ('ZCOMBINE', 'Z-Combine Node', 'Merge using Z-Combine Nodes'), + ('ALPHAOVER', 'Alpha Over Node', 'Merge using Alpha Over Nodes'), + ), + ) + + # Check if the link connects to a node that is in selected_nodes + # If not, then check recursively for each link in the nodes outputs. + # If yes, return True. If the recursion stops without finding a node + # in selected_nodes, it returns False. The depth is used to prevent + # getting stuck in a loop because of an already present cycle. + @staticmethod + def link_creates_cycle(link, selected_nodes, depth=0)->bool: + if depth > 255: + # We're stuck in a cycle, but that cycle was already present, + # so we return False. + # NOTE: The number 255 is arbitrary, but seems to work well. + return False + node = link.to_node + if node in selected_nodes: + return True + if not node.outputs: + return False + for output in node.outputs: + if output.is_linked: + for olink in output.links: + if NWMergeNodes.link_creates_cycle(olink, selected_nodes, depth+1): + return True + # None of the outputs found a node in selected_nodes, so there is no cycle. + return False + + # Merge the nodes in `nodes_list` with a node of type `node_name` that has a multi_input socket. + # The parameters `socket_indices` gives the indices of the node sockets in the order that they should + # be connected. The last one is assumed to be a multi input socket. + # For convenience the node is returned. + @staticmethod + def merge_with_multi_input(nodes_list, merge_position,do_hide, loc_x, links, nodes, node_name, socket_indices): + # The y-location of the last node + loc_y = nodes_list[-1][2] + if merge_position == 'CENTER': + # Average the y-location + for i in range(len(nodes_list)-1): + loc_y += nodes_list[i][2] + loc_y = loc_y/len(nodes_list) + new_node = nodes.new(node_name) + new_node.hide = do_hide + new_node.location.x = loc_x + new_node.location.y = loc_y + selected_nodes = [nodes[node_info[0]] for node_info in nodes_list] + prev_links = [] + outputs_for_multi_input = [] + for i,node in enumerate(selected_nodes): + node.select = False + # Search for the first node which had output links that do not create + # a cycle, which we can then reconnect afterwards. + if prev_links == [] and node.outputs[0].is_linked: + prev_links = [link for link in node.outputs[0].links if not NWMergeNodes.link_creates_cycle(link, selected_nodes)] + # Get the index of the socket, the last one is a multi input, and is thus used repeatedly + # To get the placement to look right we need to reverse the order in which we connect the + # outputs to the multi input socket. + if i < len(socket_indices) - 1: + ind = socket_indices[i] + links.new(node.outputs[0], new_node.inputs[ind]) + else: + outputs_for_multi_input.insert(0, node.outputs[0]) + if outputs_for_multi_input != []: + ind = socket_indices[-1] + for output in outputs_for_multi_input: + links.new(output, new_node.inputs[ind]) + if prev_links != []: + for link in prev_links: + links.new(new_node.outputs[0], link.to_node.inputs[0]) + return new_node + + def execute(self, context): + settings = context.preferences.addons[__package__].preferences + merge_hide = settings.merge_hide + merge_position = settings.merge_position # 'center' or 'bottom' + + do_hide = False + do_hide_shader = False + if merge_hide == 'ALWAYS': + do_hide = True + do_hide_shader = True + elif merge_hide == 'NON_SHADER': + do_hide = True + + tree_type = context.space_data.node_tree.type + if tree_type == 'GEOMETRY': + node_type = 'GeometryNode' + if tree_type == 'COMPOSITING': + node_type = 'CompositorNode' + elif tree_type == 'SHADER': + node_type = 'ShaderNode' + elif tree_type == 'TEXTURE': + node_type = 'TextureNode' + nodes, links = get_nodes_links(context) + mode = self.mode + merge_type = self.merge_type + # Prevent trying to add Z-Combine in not 'COMPOSITING' node tree. + # 'ZCOMBINE' works only if mode == 'MIX' + # Setting mode to None prevents trying to add 'ZCOMBINE' node. + if (merge_type == 'ZCOMBINE' or merge_type == 'ALPHAOVER') and tree_type != 'COMPOSITING': + merge_type = 'MIX' + mode = 'MIX' + if (merge_type != 'MATH' and merge_type != 'GEOMETRY') and tree_type == 'GEOMETRY': + merge_type = 'AUTO' + # The Mix node and math nodes used for geometry nodes are of type 'ShaderNode' + if (merge_type == 'MATH' or merge_type == 'MIX') and tree_type == 'GEOMETRY': + node_type = 'ShaderNode' + selected_mix = [] # entry = [index, loc] + selected_shader = [] # entry = [index, loc] + selected_geometry = [] # entry = [index, loc] + selected_math = [] # entry = [index, loc] + selected_vector = [] # entry = [index, loc] + selected_z = [] # entry = [index, loc] + selected_alphaover = [] # entry = [index, loc] + + for i, node in enumerate(nodes): + if node.select and node.outputs: + if merge_type == 'AUTO': + for (type, types_list, dst) in ( + ('SHADER', ('MIX', 'ADD'), selected_shader), + ('GEOMETRY', [t[0] for t in geo_combine_operations], selected_geometry), + ('RGBA', [t[0] for t in blend_types], selected_mix), + ('VALUE', [t[0] for t in operations], selected_math), + ('VECTOR', [], selected_vector), + ): + output = get_first_enabled_output(node) + output_type = output.type + valid_mode = mode in types_list + # When mode is 'MIX' we have to cheat since the mix node is not used in + # geometry nodes. + if tree_type == 'GEOMETRY': + if mode == 'MIX': + if output_type == 'VALUE' and type == 'VALUE': + valid_mode = True + elif output_type == 'VECTOR' and type == 'VECTOR': + valid_mode = True + elif type == 'GEOMETRY': + valid_mode = True + # When mode is 'MIX' use mix node for both 'RGBA' and 'VALUE' output types. + # Cheat that output type is 'RGBA', + # and that 'MIX' exists in math operations list. + # This way when selected_mix list is analyzed: + # Node data will be appended even though it doesn't meet requirements. + elif output_type != 'SHADER' and mode == 'MIX': + output_type = 'RGBA' + valid_mode = True + if output_type == type and valid_mode: + dst.append([i, node.location.x, node.location.y, node.dimensions.x, node.hide]) + else: + for (type, types_list, dst) in ( + ('SHADER', ('MIX', 'ADD'), selected_shader), + ('GEOMETRY', [t[0] for t in geo_combine_operations], selected_geometry), + ('MIX', [t[0] for t in blend_types], selected_mix), + ('MATH', [t[0] for t in operations], selected_math), + ('ZCOMBINE', ('MIX', ), selected_z), + ('ALPHAOVER', ('MIX', ), selected_alphaover), + ): + if merge_type == type and mode in types_list: + dst.append([i, node.location.x, node.location.y, node.dimensions.x, node.hide]) + # When nodes with output kinds 'RGBA' and 'VALUE' are selected at the same time + # use only 'Mix' nodes for merging. + # For that we add selected_math list to selected_mix list and clear selected_math. + if selected_mix and selected_math and merge_type == 'AUTO': + selected_mix += selected_math + selected_math = [] + for nodes_list in [selected_mix, selected_shader, selected_geometry, selected_math, selected_vector, selected_z, selected_alphaover]: + if not nodes_list: + continue + count_before = len(nodes) + # sort list by loc_x - reversed + nodes_list.sort(key=lambda k: k[1], reverse=True) + # get maximum loc_x + loc_x = nodes_list[0][1] + nodes_list[0][3] + 70 + nodes_list.sort(key=lambda k: k[2], reverse=True) + + # Change the node type for math nodes in a geometry node tree. + if tree_type == 'GEOMETRY': + if nodes_list is selected_math or nodes_list is selected_vector or nodes_list is selected_mix: + node_type = 'ShaderNode' + else: + node_type = 'GeometryNode' + if merge_position == 'CENTER': + loc_y = ((nodes_list[len(nodes_list) - 1][2]) + (nodes_list[len(nodes_list) - 2][2])) / 2 # average yloc of last two nodes (lowest two) + if nodes_list[len(nodes_list) - 1][-1] == True: # if last node is hidden, mix should be shifted up a bit + if do_hide: + loc_y += 40 + else: + loc_y += 80 + else: + loc_y = nodes_list[len(nodes_list) - 1][2] + offset_y = 100 + if not do_hide: + offset_y = 200 + if nodes_list == selected_shader and not do_hide_shader: + offset_y = 150.0 + the_range = len(nodes_list) - 1 + if len(nodes_list) == 1: + the_range = 1 + was_multi = False + for i in range(the_range): + if nodes_list == selected_mix: + mix_name = 'Mix' + if tree_type == 'COMPOSITING': + mix_name = 'MixRGB' + add_type = node_type + mix_name + add = nodes.new(add_type) + if tree_type != 'COMPOSITING': + add.data_type = 'RGBA' + add.blend_type = mode + if mode != 'MIX': + add.inputs[0].default_value = 1.0 + add.show_preview = False + add.hide = do_hide + if do_hide: + loc_y = loc_y - 50 + first = 6 + second = 7 + if tree_type == 'COMPOSITING': + first = 1 + second = 2 + add.width_hidden = 100.0 + elif nodes_list == selected_math: + add_type = node_type + 'Math' + add = nodes.new(add_type) + add.operation = mode + add.hide = do_hide + if do_hide: + loc_y = loc_y - 50 + first = 0 + second = 1 + add.width_hidden = 100.0 + elif nodes_list == selected_shader: + if mode == 'MIX': + add_type = node_type + 'MixShader' + add = nodes.new(add_type) + add.hide = do_hide_shader + if do_hide_shader: + loc_y = loc_y - 50 + first = 1 + second = 2 + add.width_hidden = 100.0 + elif mode == 'ADD': + add_type = node_type + 'AddShader' + add = nodes.new(add_type) + add.hide = do_hide_shader + if do_hide_shader: + loc_y = loc_y - 50 + first = 0 + second = 1 + add.width_hidden = 100.0 + elif nodes_list == selected_geometry: + if mode in ('JOIN', 'MIX'): + add_type = node_type + 'JoinGeometry' + add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,[0]) + else: + add_type = node_type + 'MeshBoolean' + indices = [0,1] if mode == 'DIFFERENCE' else [1] + add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,indices) + add.operation = mode + was_multi = True + break + elif nodes_list == selected_vector: + add_type = node_type + 'VectorMath' + add = nodes.new(add_type) + add.operation = mode + add.hide = do_hide + if do_hide: + loc_y = loc_y - 50 + first = 0 + second = 1 + add.width_hidden = 100.0 + elif nodes_list == selected_z: + add = nodes.new('CompositorNodeZcombine') + add.show_preview = False + add.hide = do_hide + if do_hide: + loc_y = loc_y - 50 + first = 0 + second = 2 + add.width_hidden = 100.0 + elif nodes_list == selected_alphaover: + add = nodes.new('CompositorNodeAlphaOver') + add.show_preview = False + add.hide = do_hide + if do_hide: + loc_y = loc_y - 50 + first = 1 + second = 2 + add.width_hidden = 100.0 + add.location = loc_x, loc_y + loc_y += offset_y + add.select = True + + # This has already been handled separately + if was_multi: + continue + count_adds = i + 1 + count_after = len(nodes) + index = count_after - 1 + first_selected = nodes[nodes_list[0][0]] + # "last" node has been added as first, so its index is count_before. + last_add = nodes[count_before] + # Create list of invalid indexes. + invalid_nodes = [nodes[n[0]] for n in (selected_mix + selected_math + selected_shader + selected_z + selected_geometry)] + + # Special case: + # Two nodes were selected and first selected has no output links, second selected has output links. + # Then add links from last add to all links 'to_socket' of out links of second selected. + first_selected_output = get_first_enabled_output(first_selected) + if len(nodes_list) == 2: + if not first_selected_output.links: + second_selected = nodes[nodes_list[1][0]] + for ss_link in get_first_enabled_output(second_selected).links: + # Prevent cyclic dependencies when nodes to be merged are linked to one another. + # Link only if "to_node" index not in invalid indexes list. + if not self.link_creates_cycle(ss_link, invalid_nodes): + links.new(get_first_enabled_output(last_add), ss_link.to_socket) + # add links from last_add to all links 'to_socket' of out links of first selected. + for fs_link in first_selected_output.links: + # Link only if "to_node" index not in invalid indexes list. + if not self.link_creates_cycle(fs_link, invalid_nodes): + links.new(get_first_enabled_output(last_add), fs_link.to_socket) + # add link from "first" selected and "first" add node + node_to = nodes[count_after - 1] + links.new(first_selected_output, node_to.inputs[first]) + if node_to.type == 'ZCOMBINE': + for fs_out in first_selected.outputs: + if fs_out != first_selected_output and fs_out.name in ('Z', 'Depth'): + links.new(fs_out, node_to.inputs[1]) + break + # add links between added ADD nodes and between selected and ADD nodes + for i in range(count_adds): + if i < count_adds - 1: + node_from = nodes[index] + node_to = nodes[index - 1] + node_to_input_i = first + node_to_z_i = 1 # if z combine - link z to first z input + links.new(get_first_enabled_output(node_from), node_to.inputs[node_to_input_i]) + if node_to.type == 'ZCOMBINE': + for from_out in node_from.outputs: + if from_out != get_first_enabled_output(node_from) and from_out.name in ('Z', 'Depth'): + links.new(from_out, node_to.inputs[node_to_z_i]) + if len(nodes_list) > 1: + node_from = nodes[nodes_list[i + 1][0]] + node_to = nodes[index] + node_to_input_i = second + node_to_z_i = 3 # if z combine - link z to second z input + links.new(get_first_enabled_output(node_from), node_to.inputs[node_to_input_i]) + if node_to.type == 'ZCOMBINE': + for from_out in node_from.outputs: + if from_out != get_first_enabled_output(node_from) and from_out.name in ('Z', 'Depth'): + links.new(from_out, node_to.inputs[node_to_z_i]) + index -= 1 + # set "last" of added nodes as active + nodes.active = last_add + for i, x, y, dx, h in nodes_list: + nodes[i].select = False + + return {'FINISHED'} + + +class NWBatchChangeNodes(Operator, NWBase): + bl_idname = "node.nw_batch_change" + bl_label = "Batch Change" + bl_description = "Batch Change Blend Type and Math Operation" + bl_options = {'REGISTER', 'UNDO'} + + blend_type: EnumProperty( + name="Blend Type", + items=blend_types + navs, + ) + operation: EnumProperty( + name="Operation", + items=operations + navs, + ) + + def execute(self, context): + blend_type = self.blend_type + operation = self.operation + for node in context.selected_nodes: + if node.type == 'MIX_RGB' or (node.bl_idname == 'ShaderNodeMix' and node.data_type == 'RGBA'): + if not blend_type in [nav[0] for nav in navs]: + node.blend_type = blend_type + else: + if blend_type == 'NEXT': + index = [i for i, entry in enumerate(blend_types) if node.blend_type in entry][0] + #index = blend_types.index(node.blend_type) + if index == len(blend_types) - 1: + node.blend_type = blend_types[0][0] + else: + node.blend_type = blend_types[index + 1][0] + + if blend_type == 'PREV': + index = [i for i, entry in enumerate(blend_types) if node.blend_type in entry][0] + if index == 0: + node.blend_type = blend_types[len(blend_types) - 1][0] + else: + node.blend_type = blend_types[index - 1][0] + + if node.type == 'MATH' or node.bl_idname == 'ShaderNodeMath': + if not operation in [nav[0] for nav in navs]: + node.operation = operation + else: + if operation == 'NEXT': + index = [i for i, entry in enumerate(operations) if node.operation in entry][0] + #index = operations.index(node.operation) + if index == len(operations) - 1: + node.operation = operations[0][0] + else: + node.operation = operations[index + 1][0] + + if operation == 'PREV': + index = [i for i, entry in enumerate(operations) if node.operation in entry][0] + #index = operations.index(node.operation) + if index == 0: + node.operation = operations[len(operations) - 1][0] + else: + node.operation = operations[index - 1][0] + + return {'FINISHED'} + + +class NWChangeMixFactor(Operator, NWBase): + bl_idname = "node.nw_factor" + bl_label = "Change Factor" + bl_description = "Change Factors of Mix Nodes and Mix Shader Nodes" + bl_options = {'REGISTER', 'UNDO'} + + # option: Change factor. + # If option is 1.0 or 0.0 - set to 1.0 or 0.0 + # Else - change factor by option value. + option: FloatProperty() + + def execute(self, context): + nodes, links = get_nodes_links(context) + option = self.option + selected = [] # entry = index + for si, node in enumerate(nodes): + if node.select: + if node.type in {'MIX_RGB', 'MIX_SHADER'} or node.bl_idname == 'ShaderNodeMix': + selected.append(si) + + for si in selected: + fac = nodes[si].inputs[0] + nodes[si].hide = False + if option in {0.0, 1.0}: + fac.default_value = option + else: + fac.default_value += option + + return {'FINISHED'} + + +class NWCopySettings(Operator, NWBase): + bl_idname = "node.nw_copy_settings" + bl_label = "Copy Settings" + bl_description = "Copy Settings of Active Node to Selected Nodes" + bl_options = {'REGISTER', 'UNDO'} + + @classmethod + def poll(cls, context): + valid = False + if nw_check(context): + if ( + context.active_node is not None and + context.active_node.type != 'FRAME' + ): + valid = True + return valid + + def execute(self, context): + node_active = context.active_node + node_selected = context.selected_nodes + + # Error handling + if not (len(node_selected) > 1): + self.report({'ERROR'}, "2 nodes must be selected at least") + return {'CANCELLED'} + + # Check if active node is in the selection + selected_node_names = [n.name for n in node_selected] + if node_active.name not in selected_node_names: + self.report({'ERROR'}, "No active node") + return {'CANCELLED'} + + # Get nodes in selection by type + valid_nodes = [n for n in node_selected if n.type == node_active.type] + + if not (len(valid_nodes) > 1) and node_active: + self.report({'ERROR'}, "Selected nodes are not of the same type as {}".format(node_active.name)) + return {'CANCELLED'} + + if len(valid_nodes) != len(node_selected): + # Report nodes that are not valid + valid_node_names = [n.name for n in valid_nodes] + not_valid_names = list(set(selected_node_names) - set(valid_node_names)) + self.report({'INFO'}, "Ignored {} (not of the same type as {})".format(", ".join(not_valid_names), node_active.name)) + + # Reference original + orig = node_active + #node_selected_names = [n.name for n in node_selected] + + # Output list + success_names = [] + + # Deselect all nodes + for i in node_selected: + i.select = False + + # Code by zeffii from http://blender.stackexchange.com/a/42338/3710 + # Run through all other nodes + for node in valid_nodes[1:]: + + # Check for frame node + parent = node.parent if node.parent else None + node_loc = [node.location.x, node.location.y] + + # Select original to duplicate + orig.select = True + + # Duplicate selected node + bpy.ops.node.duplicate() + new_node = context.selected_nodes[0] + + # Deselect copy + new_node.select = False + + # Properties to copy + node_tree = node.id_data + props_to_copy = 'bl_idname name location height width'.split(' ') + + # Input and outputs + reconnections = [] + mappings = chain.from_iterable([node.inputs, node.outputs]) + for i in (i for i in mappings if i.is_linked): + for L in i.links: + reconnections.append([L.from_socket.path_from_id(), L.to_socket.path_from_id()]) + + # Properties + props = {j: getattr(node, j) for j in props_to_copy} + props_to_copy.pop(0) + + for prop in props_to_copy: + setattr(new_node, prop, props[prop]) + + # Get the node tree to remove the old node + nodes = node_tree.nodes + nodes.remove(node) + new_node.name = props['name'] + + if parent: + new_node.parent = parent + new_node.location = node_loc + + for str_from, str_to in reconnections: + node_tree.links.new(eval(str_from), eval(str_to)) + + success_names.append(new_node.name) + + orig.select = True + node_tree.nodes.active = orig + self.report({'INFO'}, "Successfully copied attributes from {} to: {}".format(orig.name, ", ".join(success_names))) + return {'FINISHED'} + + +class NWCopyLabel(Operator, NWBase): + bl_idname = "node.nw_copy_label" + bl_label = "Copy Label" + bl_options = {'REGISTER', 'UNDO'} + + option: EnumProperty( + name="option", + description="Source of name of label", + items=( + ('FROM_ACTIVE', 'from active', 'from active node',), + ('FROM_NODE', 'from node', 'from node linked to selected node'), + ('FROM_SOCKET', 'from socket', 'from socket linked to selected node'), + ) + ) + + def execute(self, context): + nodes, links = get_nodes_links(context) + option = self.option + active = nodes.active + if option == 'FROM_ACTIVE': + if active: + src_label = active.label + for node in [n for n in nodes if n.select and nodes.active != n]: + node.label = src_label + elif option == 'FROM_NODE': + selected = [n for n in nodes if n.select] + for node in selected: + for input in node.inputs: + if input.links: + src = input.links[0].from_node + node.label = src.label + break + elif option == 'FROM_SOCKET': + selected = [n for n in nodes if n.select] + for node in selected: + for input in node.inputs: + if input.links: + src = input.links[0].from_socket + node.label = src.name + break + + return {'FINISHED'} + + +class NWClearLabel(Operator, NWBase): + bl_idname = "node.nw_clear_label" + bl_label = "Clear Label" + bl_options = {'REGISTER', 'UNDO'} + + option: BoolProperty() + + def execute(self, context): + nodes, links = get_nodes_links(context) + for node in [n for n in nodes if n.select]: + node.label = '' + + return {'FINISHED'} + + def invoke(self, context, event): + if self.option: + return self.execute(context) + else: + return context.window_manager.invoke_confirm(self, event) + + +class NWModifyLabels(Operator, NWBase): + """Modify Labels of all selected nodes""" + bl_idname = "node.nw_modify_labels" + bl_label = "Modify Labels" + bl_options = {'REGISTER', 'UNDO'} + + prepend: StringProperty( + name="Add to Beginning" + ) + append: StringProperty( + name="Add to End" + ) + replace_from: StringProperty( + name="Text to Replace" + ) + replace_to: StringProperty( + name="Replace with" + ) + + def execute(self, context): + nodes, links = get_nodes_links(context) + for node in [n for n in nodes if n.select]: + node.label = self.prepend + node.label.replace(self.replace_from, self.replace_to) + self.append + + return {'FINISHED'} + + def invoke(self, context, event): + self.prepend = "" + self.append = "" + self.remove = "" + return context.window_manager.invoke_props_dialog(self) + + +class NWAddTextureSetup(Operator, NWBase): + bl_idname = "node.nw_add_texture" + bl_label = "Texture Setup" + bl_description = "Add Texture Node Setup to Selected Shaders" + bl_options = {'REGISTER', 'UNDO'} + + add_mapping: BoolProperty(name="Add Mapping Nodes", description="Create coordinate and mapping nodes for the texture (ignored for selected texture nodes)", default=True) + + @classmethod + def poll(cls, context): + if nw_check(context): + space = context.space_data + if space.tree_type == 'ShaderNodeTree': + return True + return False + + def execute(self, context): + nodes, links = get_nodes_links(context) + + texture_types = [x.nodetype for x in + get_nodes_from_category('Texture', context)] + selected_nodes = [n for n in nodes if n.select] + + for node in selected_nodes: + if not node.inputs: + continue + + input_index = 0 + target_input = node.inputs[0] + for input in node.inputs: + if input.enabled: + input_index += 1 + if not input.is_linked: + target_input = input + break + else: + self.report({'WARNING'}, "No free inputs for node: " + node.name) + continue + + x_offset = 0 + padding = 40.0 + locx = node.location.x + locy = node.location.y - (input_index * padding) + + is_texture_node = node.rna_type.identifier in texture_types + use_environment_texture = node.type == 'BACKGROUND' + + # Add an image texture before normal shader nodes. + if not is_texture_node: + image_texture_type = 'ShaderNodeTexEnvironment' if use_environment_texture else 'ShaderNodeTexImage' + image_texture_node = nodes.new(image_texture_type) + x_offset = x_offset + image_texture_node.width + padding + image_texture_node.location = [locx - x_offset, locy] + nodes.active = image_texture_node + links.new(image_texture_node.outputs[0], target_input) + + # The mapping setup following this will connect to the first input of this image texture. + target_input = image_texture_node.inputs[0] + + node.select = False + + if is_texture_node or self.add_mapping: + # Add Mapping node. + mapping_node = nodes.new('ShaderNodeMapping') + x_offset = x_offset + mapping_node.width + padding + mapping_node.location = [locx - x_offset, locy] + links.new(mapping_node.outputs[0], target_input) + + # Add Texture Coordinates node. + tex_coord_node = nodes.new('ShaderNodeTexCoord') + x_offset = x_offset + tex_coord_node.width + padding + tex_coord_node.location = [locx - x_offset, locy] + + is_procedural_texture = is_texture_node and node.type != 'TEX_IMAGE' + use_generated_coordinates = is_procedural_texture or use_environment_texture + tex_coord_output = tex_coord_node.outputs[0 if use_generated_coordinates else 2] + links.new(tex_coord_output, mapping_node.inputs[0]) + + return {'FINISHED'} + + +class NWAddPrincipledSetup(Operator, NWBase, ImportHelper): + bl_idname = "node.nw_add_textures_for_principled" + bl_label = "Principled Texture Setup" + bl_description = "Add Texture Node Setup for Principled BSDF" + bl_options = {'REGISTER', 'UNDO'} + + directory: StringProperty( + name='Directory', + subtype='DIR_PATH', + default='', + description='Folder to search in for image files' + ) + files: CollectionProperty( + type=bpy.types.OperatorFileListElement, + options={'HIDDEN', 'SKIP_SAVE'} + ) + + relative_path: BoolProperty( + name='Relative Path', + description='Set the file path relative to the blend file, when possible', + default=True + ) + + order = [ + "filepath", + "files", + ] + + def draw(self, context): + layout = self.layout + layout.alignment = 'LEFT' + + layout.prop(self, 'relative_path') + + @classmethod + def poll(cls, context): + valid = False + if nw_check(context): + space = context.space_data + if space.tree_type == 'ShaderNodeTree': + valid = True + return valid + + def execute(self, context): + # Check if everything is ok + if not self.directory: + self.report({'INFO'}, 'No Folder Selected') + return {'CANCELLED'} + if not self.files[:]: + self.report({'INFO'}, 'No Files Selected') + return {'CANCELLED'} + + nodes, links = get_nodes_links(context) + active_node = nodes.active + if not (active_node and active_node.bl_idname == 'ShaderNodeBsdfPrincipled'): + self.report({'INFO'}, 'Select Principled BSDF') + return {'CANCELLED'} + + # Filter textures names for texturetypes in filenames + # [Socket Name, [abbreviations and keyword list], Filename placeholder] + tags = context.preferences.addons[__package__].preferences.principled_tags + normal_abbr = tags.normal.split(' ') + bump_abbr = tags.bump.split(' ') + gloss_abbr = tags.gloss.split(' ') + rough_abbr = tags.rough.split(' ') + socketnames = [ + ['Displacement', tags.displacement.split(' '), None], + ['Base Color', tags.base_color.split(' '), None], + ['Subsurface Color', tags.sss_color.split(' '), None], + ['Metallic', tags.metallic.split(' '), None], + ['Specular', tags.specular.split(' '), None], + ['Roughness', rough_abbr + gloss_abbr, None], + ['Normal', normal_abbr + bump_abbr, None], + ['Transmission', tags.transmission.split(' '), None], + ['Emission', tags.emission.split(' '), None], + ['Alpha', tags.alpha.split(' '), None], + ['Ambient Occlusion', tags.ambient_occlusion.split(' '), None], + ] + + match_files_to_socket_names(self.files, socketnames) + # Remove socketnames without found files + socketnames = [s for s in socketnames if s[2] + and path.exists(self.directory+s[2])] + if not socketnames: + self.report({'INFO'}, 'No matching images found') + print('No matching images found') + return {'CANCELLED'} + + # Don't override path earlier as os.path is used to check the absolute path + import_path = self.directory + if self.relative_path: + if bpy.data.filepath: + try: + import_path = bpy.path.relpath(self.directory) + except ValueError: + pass + + # Add found images + print('\nMatched Textures:') + texture_nodes = [] + disp_texture = None + ao_texture = None + normal_node = None + roughness_node = None + for i, sname in enumerate(socketnames): + print(i, sname[0], sname[2]) + + # DISPLACEMENT NODES + if sname[0] == 'Displacement': + disp_texture = nodes.new(type='ShaderNodeTexImage') + img = bpy.data.images.load(path.join(import_path, sname[2])) + disp_texture.image = img + disp_texture.label = 'Displacement' + if disp_texture.image: + disp_texture.image.colorspace_settings.is_data = True + + # Add displacement offset nodes + disp_node = nodes.new(type='ShaderNodeDisplacement') + # Align the Displacement node under the active Principled BSDF node + disp_node.location = active_node.location + Vector((100, -700)) + link = links.new(disp_node.inputs[0], disp_texture.outputs[0]) + + # TODO Turn on true displacement in the material + # Too complicated for now + + # Find output node + output_node = [n for n in nodes if n.bl_idname == 'ShaderNodeOutputMaterial'] + if output_node: + if not output_node[0].inputs[2].is_linked: + link = links.new(output_node[0].inputs[2], disp_node.outputs[0]) + + continue + + # AMBIENT OCCLUSION TEXTURE + if sname[0] == 'Ambient Occlusion': + ao_texture = nodes.new(type='ShaderNodeTexImage') + img = bpy.data.images.load(path.join(import_path, sname[2])) + ao_texture.image = img + ao_texture.label = sname[0] + if ao_texture.image: + ao_texture.image.colorspace_settings.is_data = True + + continue + + if not active_node.inputs[sname[0]].is_linked: + # No texture node connected -> add texture node with new image + texture_node = nodes.new(type='ShaderNodeTexImage') + img = bpy.data.images.load(path.join(import_path, sname[2])) + texture_node.image = img + + # NORMAL NODES + if sname[0] == 'Normal': + # Test if new texture node is normal or bump map + fname_components = split_into_components(sname[2]) + match_normal = set(normal_abbr).intersection(set(fname_components)) + match_bump = set(bump_abbr).intersection(set(fname_components)) + if match_normal: + # If Normal add normal node in between + normal_node = nodes.new(type='ShaderNodeNormalMap') + link = links.new(normal_node.inputs[1], texture_node.outputs[0]) + elif match_bump: + # If Bump add bump node in between + normal_node = nodes.new(type='ShaderNodeBump') + link = links.new(normal_node.inputs[2], texture_node.outputs[0]) + + link = links.new(active_node.inputs[sname[0]], normal_node.outputs[0]) + normal_node_texture = texture_node + + elif sname[0] == 'Roughness': + # Test if glossy or roughness map + fname_components = split_into_components(sname[2]) + match_rough = set(rough_abbr).intersection(set(fname_components)) + match_gloss = set(gloss_abbr).intersection(set(fname_components)) + + if match_rough: + # If Roughness nothing to to + link = links.new(active_node.inputs[sname[0]], texture_node.outputs[0]) + + elif match_gloss: + # If Gloss Map add invert node + invert_node = nodes.new(type='ShaderNodeInvert') + link = links.new(invert_node.inputs[1], texture_node.outputs[0]) + + link = links.new(active_node.inputs[sname[0]], invert_node.outputs[0]) + roughness_node = texture_node + + else: + # This is a simple connection Texture --> Input slot + link = links.new(active_node.inputs[sname[0]], texture_node.outputs[0]) + + # Use non-color for all but 'Base Color' Textures + if not sname[0] in ['Base Color', 'Emission'] and texture_node.image: + texture_node.image.colorspace_settings.is_data = True + + else: + # If already texture connected. add to node list for alignment + texture_node = active_node.inputs[sname[0]].links[0].from_node + + # This are all connected texture nodes + texture_nodes.append(texture_node) + texture_node.label = sname[0] + + if disp_texture: + texture_nodes.append(disp_texture) + + if ao_texture: + # We want the ambient occlusion texture to be the top most texture node + texture_nodes.insert(0, ao_texture) + + # Alignment + for i, texture_node in enumerate(texture_nodes): + offset = Vector((-550, (i * -280) + 200)) + texture_node.location = active_node.location + offset + + if normal_node: + # Extra alignment if normal node was added + normal_node.location = normal_node_texture.location + Vector((300, 0)) + + if roughness_node: + # Alignment of invert node if glossy map + invert_node.location = roughness_node.location + Vector((300, 0)) + + # Add texture input + mapping + mapping = nodes.new(type='ShaderNodeMapping') + mapping.location = active_node.location + Vector((-1050, 0)) + if len(texture_nodes) > 1: + # If more than one texture add reroute node in between + reroute = nodes.new(type='NodeReroute') + texture_nodes.append(reroute) + tex_coords = Vector((texture_nodes[0].location.x, sum(n.location.y for n in texture_nodes)/len(texture_nodes))) + reroute.location = tex_coords + Vector((-50, -120)) + for texture_node in texture_nodes: + link = links.new(texture_node.inputs[0], reroute.outputs[0]) + link = links.new(reroute.inputs[0], mapping.outputs[0]) + else: + link = links.new(texture_nodes[0].inputs[0], mapping.outputs[0]) + + # Connect texture_coordiantes to mapping node + texture_input = nodes.new(type='ShaderNodeTexCoord') + texture_input.location = mapping.location + Vector((-200, 0)) + link = links.new(mapping.inputs[0], texture_input.outputs[2]) + + # Create frame around tex coords and mapping + frame = nodes.new(type='NodeFrame') + frame.label = 'Mapping' + mapping.parent = frame + texture_input.parent = frame + frame.update() + + # Create frame around texture nodes + frame = nodes.new(type='NodeFrame') + frame.label = 'Textures' + for tnode in texture_nodes: + tnode.parent = frame + frame.update() + + # Just to be sure + active_node.select = False + nodes.update() + links.update() + force_update(context) + return {'FINISHED'} + + +class NWAddReroutes(Operator, NWBase): + """Add Reroute Nodes and link them to outputs of selected nodes""" + bl_idname = "node.nw_add_reroutes" + bl_label = "Add Reroutes" + bl_description = "Add Reroutes to Outputs" + bl_options = {'REGISTER', 'UNDO'} + + option: EnumProperty( + name="option", + items=[ + ('ALL', 'to all', 'Add to all outputs'), + ('LOOSE', 'to loose', 'Add only to loose outputs'), + ('LINKED', 'to linked', 'Add only to linked outputs'), + ] + ) + + def execute(self, context): + tree_type = context.space_data.node_tree.type + option = self.option + nodes, links = get_nodes_links(context) + # output valid when option is 'all' or when 'loose' output has no links + valid = False + post_select = [] # nodes to be selected after execution + # create reroutes and recreate links + for node in [n for n in nodes if n.select]: + if node.outputs: + x = node.location.x + y = node.location.y + width = node.width + # unhide 'REROUTE' nodes to avoid issues with location.y + if node.type == 'REROUTE': + node.hide = False + # When node is hidden - width_hidden not usable. + # Hack needed to calculate real width + if node.hide: + bpy.ops.node.select_all(action='DESELECT') + helper = nodes.new('NodeReroute') + helper.select = True + node.select = True + # resize node and helper to zero. Then check locations to calculate width + bpy.ops.transform.resize(value=(0.0, 0.0, 0.0)) + width = 2.0 * (helper.location.x - node.location.x) + # restore node location + node.location = x, y + # delete helper + node.select = False + # only helper is selected now + bpy.ops.node.delete() + x = node.location.x + width + 20.0 + if node.type != 'REROUTE': + y -= 35.0 + y_offset = -22.0 + loc = x, y + reroutes_count = 0 # will be used when aligning reroutes added to hidden nodes + for out_i, output in enumerate(node.outputs): + pass_used = False # initial value to be analyzed if 'R_LAYERS' + # if node != 'R_LAYERS' - "pass_used" not needed, so set it to True + if node.type != 'R_LAYERS': + pass_used = True + else: # if 'R_LAYERS' check if output represent used render pass + node_scene = node.scene + node_layer = node.layer + # If output - "Alpha" is analyzed - assume it's used. Not represented in passes. + if output.name == 'Alpha': + pass_used = True + else: + # check entries in global 'rl_outputs' variable + for rlo in rl_outputs: + if output.name in {rlo.output_name, rlo.exr_output_name}: + pass_used = getattr(node_scene.view_layers[node_layer], rlo.render_pass) + break + if pass_used: + valid = ((option == 'ALL') or + (option == 'LOOSE' and not output.links) or + (option == 'LINKED' and output.links)) + # Add reroutes only if valid, but offset location in all cases. + if valid: + n = nodes.new('NodeReroute') + nodes.active = n + for link in output.links: + links.new(n.outputs[0], link.to_socket) + links.new(output, n.inputs[0]) + n.location = loc + post_select.append(n) + reroutes_count += 1 + y += y_offset + loc = x, y + # disselect the node so that after execution of script only newly created nodes are selected + node.select = False + # nicer reroutes distribution along y when node.hide + if node.hide: + y_translate = reroutes_count * y_offset / 2.0 - y_offset - 35.0 + for reroute in [r for r in nodes if r.select]: + reroute.location.y -= y_translate + for node in post_select: + node.select = True + + return {'FINISHED'} + + +class NWLinkActiveToSelected(Operator, NWBase): + """Link active node to selected nodes basing on various criteria""" + bl_idname = "node.nw_link_active_to_selected" + bl_label = "Link Active Node to Selected" + bl_options = {'REGISTER', 'UNDO'} + + replace: BoolProperty() + use_node_name: BoolProperty() + use_outputs_names: BoolProperty() + + @classmethod + def poll(cls, context): + valid = False + if nw_check(context): + if context.active_node is not None: + if context.active_node.select: + valid = True + return valid + + def execute(self, context): + nodes, links = get_nodes_links(context) + replace = self.replace + use_node_name = self.use_node_name + use_outputs_names = self.use_outputs_names + active = nodes.active + selected = [node for node in nodes if node.select and node != active] + outputs = [] # Only usable outputs of active nodes will be stored here. + for out in active.outputs: + if active.type != 'R_LAYERS': + outputs.append(out) + else: + # 'R_LAYERS' node type needs special handling. + # outputs of 'R_LAYERS' are callable even if not seen in UI. + # Only outputs that represent used passes should be taken into account + # Check if pass represented by output is used. + # global 'rl_outputs' list will be used for that + for rlo in rl_outputs: + pass_used = False # initial value. Will be set to True if pass is used + if out.name == 'Alpha': + # Alpha output is always present. Doesn't have representation in render pass. Assume it's used. + pass_used = True + elif out.name in {rlo.output_name, rlo.exr_output_name}: + # example 'render_pass' entry: 'use_pass_uv' Check if True in scene render layers + pass_used = getattr(active.scene.view_layers[active.layer], rlo.render_pass) + break + if pass_used: + outputs.append(out) + doit = True # Will be changed to False when links successfully added to previous output. + for out in outputs: + if doit: + for node in selected: + dst_name = node.name # Will be compared with src_name if needed. + # When node has label - use it as dst_name + if node.label: + dst_name = node.label + valid = True # Initial value. Will be changed to False if names don't match. + src_name = dst_name # If names not used - this assignment will keep valid = True. + if use_node_name: + # Set src_name to source node name or label + src_name = active.name + if active.label: + src_name = active.label + elif use_outputs_names: + src_name = (out.name, ) + for rlo in rl_outputs: + if out.name in {rlo.output_name, rlo.exr_output_name}: + src_name = (rlo.output_name, rlo.exr_output_name) + if dst_name not in src_name: + valid = False + if valid: + for input in node.inputs: + if input.type == out.type or node.type == 'REROUTE': + if replace or not input.is_linked: + links.new(out, input) + if not use_node_name and not use_outputs_names: + doit = False + break + + return {'FINISHED'} + + +class NWAlignNodes(Operator, NWBase): + '''Align the selected nodes neatly in a row/column''' + bl_idname = "node.nw_align_nodes" + bl_label = "Align Nodes" + bl_options = {'REGISTER', 'UNDO'} + margin: IntProperty(name='Margin', default=50, description='The amount of space between nodes') + + def execute(self, context): + nodes, links = get_nodes_links(context) + margin = self.margin + + selection = [] + for node in nodes: + if node.select and node.type != 'FRAME': + selection.append(node) + + # If no nodes are selected, align all nodes + active_loc = None + if not selection: + selection = nodes + elif nodes.active in selection: + active_loc = copy(nodes.active.location) # make a copy, not a reference + + # Check if nodes should be laid out horizontally or vertically + x_locs = [n.location.x + (n.dimensions.x / 2) for n in selection] # use dimension to get center of node, not corner + y_locs = [n.location.y - (n.dimensions.y / 2) for n in selection] + x_range = max(x_locs) - min(x_locs) + y_range = max(y_locs) - min(y_locs) + mid_x = (max(x_locs) + min(x_locs)) / 2 + mid_y = (max(y_locs) + min(y_locs)) / 2 + horizontal = x_range > y_range + + # Sort selection by location of node mid-point + if horizontal: + selection = sorted(selection, key=lambda n: n.location.x + (n.dimensions.x / 2)) + else: + selection = sorted(selection, key=lambda n: n.location.y - (n.dimensions.y / 2), reverse=True) + + # Alignment + current_pos = 0 + for node in selection: + current_margin = margin + current_margin = current_margin * 0.5 if node.hide else current_margin # use a smaller margin for hidden nodes + + if horizontal: + node.location.x = current_pos + current_pos += current_margin + node.dimensions.x + node.location.y = mid_y + (node.dimensions.y / 2) + else: + node.location.y = current_pos + current_pos -= (current_margin * 0.3) + node.dimensions.y # use half-margin for vertical alignment + node.location.x = mid_x - (node.dimensions.x / 2) + + # If active node is selected, center nodes around it + if active_loc is not None: + active_loc_diff = active_loc - nodes.active.location + for node in selection: + node.location += active_loc_diff + else: # Position nodes centered around where they used to be + locs = ([n.location.x + (n.dimensions.x / 2) for n in selection]) if horizontal else ([n.location.y - (n.dimensions.y / 2) for n in selection]) + new_mid = (max(locs) + min(locs)) / 2 + for node in selection: + if horizontal: + node.location.x += (mid_x - new_mid) + else: + node.location.y += (mid_y - new_mid) + + return {'FINISHED'} + + +class NWSelectParentChildren(Operator, NWBase): + bl_idname = "node.nw_select_parent_child" + bl_label = "Select Parent or Children" + bl_options = {'REGISTER', 'UNDO'} + + option: EnumProperty( + name="option", + items=( + ('PARENT', 'Select Parent', 'Select Parent Frame'), + ('CHILD', 'Select Children', 'Select members of selected frame'), + ) + ) + + def execute(self, context): + nodes, links = get_nodes_links(context) + option = self.option + selected = [node for node in nodes if node.select] + if option == 'PARENT': + for sel in selected: + parent = sel.parent + if parent: + parent.select = True + else: # option == 'CHILD' + for sel in selected: + children = [node for node in nodes if node.parent == sel] + for kid in children: + kid.select = True + + return {'FINISHED'} + + +class NWDetachOutputs(Operator, NWBase): + """Detach outputs of selected node leaving inputs linked""" + bl_idname = "node.nw_detach_outputs" + bl_label = "Detach Outputs" + bl_options = {'REGISTER', 'UNDO'} + + def execute(self, context): + nodes, links = get_nodes_links(context) + selected = context.selected_nodes + bpy.ops.node.duplicate_move_keep_inputs() + new_nodes = context.selected_nodes + bpy.ops.node.select_all(action="DESELECT") + for node in selected: + node.select = True + bpy.ops.node.delete_reconnect() + for new_node in new_nodes: + new_node.select = True + bpy.ops.transform.translate('INVOKE_DEFAULT') + + return {'FINISHED'} + + +class NWLinkToOutputNode(Operator): + """Link to Composite node or Material Output node""" + bl_idname = "node.nw_link_out" + bl_label = "Connect to Output" + bl_options = {'REGISTER', 'UNDO'} + + @classmethod + def poll(cls, context): + valid = False + if nw_check(context): + if context.active_node is not None: + for out in context.active_node.outputs: + if is_visible_socket(out): + valid = True + break + return valid + + def execute(self, context): + nodes, links = get_nodes_links(context) + active = nodes.active + output_index = None + tree_type = context.space_data.tree_type + shader_outputs = {'OBJECT': 'ShaderNodeOutputMaterial', + 'WORLD': 'ShaderNodeOutputWorld', + 'LINESTYLE': 'ShaderNodeOutputLineStyle'} + output_type = { + 'ShaderNodeTree': shader_outputs[context.space_data.shader_type], + 'CompositorNodeTree': 'CompositorNodeComposite', + 'TextureNodeTree': 'TextureNodeOutput', + 'GeometryNodeTree': 'NodeGroupOutput', + }[tree_type] + for node in nodes: + # check whether the node is an output node and, + # if supported, whether it's the active one + if node.rna_type.identifier == output_type \ + and (node.is_active_output if hasattr(node, 'is_active_output') + else True): + output_node = node + break + else: # No output node exists + bpy.ops.node.select_all(action="DESELECT") + output_node = nodes.new(output_type) + output_node.location.x = active.location.x + active.dimensions.x + 80 + output_node.location.y = active.location.y + + if active.outputs: + for i, output in enumerate(active.outputs): + if is_visible_socket(output): + output_index = i + break + for i, output in enumerate(active.outputs): + if output.type == output_node.inputs[0].type and is_visible_socket(output): + output_index = i + break + + out_input_index = 0 + if tree_type == 'ShaderNodeTree': + if active.outputs[output_index].name == 'Volume': + out_input_index = 1 + elif active.outputs[output_index].name == 'Displacement': + out_input_index = 2 + elif tree_type == 'GeometryNodeTree': + if active.outputs[output_index].type != 'GEOMETRY': + return {'CANCELLED'} + links.new(active.outputs[output_index], output_node.inputs[out_input_index]) + + force_update(context) # viewport render does not update + + return {'FINISHED'} + + +class NWMakeLink(Operator, NWBase): + """Make a link from one socket to another""" + bl_idname = 'node.nw_make_link' + bl_label = 'Make Link' + bl_options = {'REGISTER', 'UNDO'} + from_socket: IntProperty() + to_socket: IntProperty() + + def execute(self, context): + nodes, links = get_nodes_links(context) + + n1 = nodes[context.scene.NWLazySource] + n2 = nodes[context.scene.NWLazyTarget] + + links.new(n1.outputs[self.from_socket], n2.inputs[self.to_socket]) + + force_update(context) + + return {'FINISHED'} + + +class NWCallInputsMenu(Operator, NWBase): + """Link from this output""" + bl_idname = 'node.nw_call_inputs_menu' + bl_label = 'Make Link' + bl_options = {'REGISTER', 'UNDO'} + from_socket: IntProperty() + + def execute(self, context): + nodes, links = get_nodes_links(context) + + context.scene.NWSourceSocket = self.from_socket + + n1 = nodes[context.scene.NWLazySource] + n2 = nodes[context.scene.NWLazyTarget] + if len(n2.inputs) > 1: + bpy.ops.wm.call_menu("INVOKE_DEFAULT", name=NWConnectionListInputs.bl_idname) + elif len(n2.inputs) == 1: + links.new(n1.outputs[self.from_socket], n2.inputs[0]) + return {'FINISHED'} + + +class NWAddSequence(Operator, NWBase, ImportHelper): + """Add an Image Sequence""" + bl_idname = 'node.nw_add_sequence' + bl_label = 'Import Image Sequence' + bl_options = {'REGISTER', 'UNDO'} + + directory: StringProperty( + subtype="DIR_PATH" + ) + filename: StringProperty( + subtype="FILE_NAME" + ) + files: CollectionProperty( + type=bpy.types.OperatorFileListElement, + options={'HIDDEN', 'SKIP_SAVE'} + ) + relative_path: BoolProperty( + name='Relative Path', + description='Set the file path relative to the blend file, when possible', + default=True + ) + + def draw(self, context): + layout = self.layout + layout.alignment = 'LEFT' + + layout.prop(self, 'relative_path') + + def execute(self, context): + nodes, links = get_nodes_links(context) + directory = self.directory + filename = self.filename + files = self.files + tree = context.space_data.node_tree + + # DEBUG + # print ("\nDIR:", directory) + # print ("FN:", filename) + # print ("Fs:", list(f.name for f in files), '\n') + + if tree.type == 'SHADER': + node_type = "ShaderNodeTexImage" + elif tree.type == 'COMPOSITING': + node_type = "CompositorNodeImage" + else: + self.report({'ERROR'}, "Unsupported Node Tree type!") + return {'CANCELLED'} + + if not files[0].name and not filename: + self.report({'ERROR'}, "No file chosen") + return {'CANCELLED'} + elif files[0].name and (not filename or not path.exists(directory+filename)): + # User has selected multiple files without an active one, or the active one is non-existent + filename = files[0].name + + if not path.exists(directory+filename): + self.report({'ERROR'}, filename+" does not exist!") + return {'CANCELLED'} + + without_ext = '.'.join(filename.split('.')[:-1]) + + # if last digit isn't a number, it's not a sequence + if not without_ext[-1].isdigit(): + self.report({'ERROR'}, filename+" does not seem to be part of a sequence") + return {'CANCELLED'} + + + extension = filename.split('.')[-1] + reverse = without_ext[::-1] # reverse string + + count_numbers = 0 + for char in reverse: + if char.isdigit(): + count_numbers += 1 + else: + break + + without_num = without_ext[:count_numbers*-1] + + files = sorted(glob(directory + without_num + "[0-9]"*count_numbers + "." + extension)) + + num_frames = len(files) + + nodes_list = [node for node in nodes] + if nodes_list: + nodes_list.sort(key=lambda k: k.location.x) + xloc = nodes_list[0].location.x - 220 # place new nodes at far left + yloc = 0 + for node in nodes: + node.select = False + yloc += node_mid_pt(node, 'y') + yloc = yloc/len(nodes) + else: + xloc = 0 + yloc = 0 + + name_with_hashes = without_num + "#"*count_numbers + '.' + extension + + bpy.ops.node.add_node('INVOKE_DEFAULT', use_transform=True, type=node_type) + node = nodes.active + node.label = name_with_hashes + + filepath = directory+(without_ext+'.'+extension) + if self.relative_path: + if bpy.data.filepath: + try: + filepath = bpy.path.relpath(filepath) + except ValueError: + pass + + img = bpy.data.images.load(filepath) + img.source = 'SEQUENCE' + img.name = name_with_hashes + node.image = img + image_user = node.image_user if tree.type == 'SHADER' else node + image_user.frame_offset = int(files[0][len(without_num)+len(directory):-1*(len(extension)+1)]) - 1 # separate the number from the file name of the first file + image_user.frame_duration = num_frames + + return {'FINISHED'} + + +class NWAddMultipleImages(Operator, NWBase, ImportHelper): + """Add multiple images at once""" + bl_idname = 'node.nw_add_multiple_images' + bl_label = 'Open Selected Images' + bl_options = {'REGISTER', 'UNDO'} + directory: StringProperty( + subtype="DIR_PATH" + ) + files: CollectionProperty( + type=bpy.types.OperatorFileListElement, + options={'HIDDEN', 'SKIP_SAVE'} + ) + + def execute(self, context): + nodes, links = get_nodes_links(context) + + xloc, yloc = context.region.view2d.region_to_view(context.area.width/2, context.area.height/2) + + if context.space_data.node_tree.type == 'SHADER': + node_type = "ShaderNodeTexImage" + elif context.space_data.node_tree.type == 'COMPOSITING': + node_type = "CompositorNodeImage" + else: + self.report({'ERROR'}, "Unsupported Node Tree type!") + return {'CANCELLED'} + + new_nodes = [] + for f in self.files: + fname = f.name + + node = nodes.new(node_type) + new_nodes.append(node) + node.label = fname + node.hide = True + node.width_hidden = 100 + node.location.x = xloc + node.location.y = yloc + yloc -= 40 + + img = bpy.data.images.load(self.directory+fname) + node.image = img + + # shift new nodes up to center of tree + list_size = new_nodes[0].location.y - new_nodes[-1].location.y + for node in nodes: + if node in new_nodes: + node.select = True + node.location.y += (list_size/2) + else: + node.select = False + return {'FINISHED'} + + +class NWViewerFocus(bpy.types.Operator): + """Set the viewer tile center to the mouse position""" + bl_idname = "node.nw_viewer_focus" + bl_label = "Viewer Focus" + + x: bpy.props.IntProperty() + y: bpy.props.IntProperty() + + @classmethod + def poll(cls, context): + return nw_check(context) and context.space_data.tree_type == 'CompositorNodeTree' + + def execute(self, context): + return {'FINISHED'} + + def invoke(self, context, event): + render = context.scene.render + space = context.space_data + percent = render.resolution_percentage*0.01 + + nodes, links = get_nodes_links(context) + viewers = [n for n in nodes if n.type == 'VIEWER'] + + if viewers: + mlocx = event.mouse_region_x + mlocy = event.mouse_region_y + select_node = bpy.ops.node.select(location=(mlocx, mlocy), extend=False) + + if not 'FINISHED' in select_node: # only run if we're not clicking on a node + region_x = context.region.width + region_y = context.region.height + + region_center_x = context.region.width / 2 + region_center_y = context.region.height / 2 + + bd_x = render.resolution_x * percent * space.backdrop_zoom + bd_y = render.resolution_y * percent * space.backdrop_zoom + + backdrop_center_x = (bd_x / 2) - space.backdrop_offset[0] + backdrop_center_y = (bd_y / 2) - space.backdrop_offset[1] + + margin_x = region_center_x - backdrop_center_x + margin_y = region_center_y - backdrop_center_y + + abs_mouse_x = (mlocx - margin_x) / bd_x + abs_mouse_y = (mlocy - margin_y) / bd_y + + for node in viewers: + node.center_x = abs_mouse_x + node.center_y = abs_mouse_y + else: + return {'PASS_THROUGH'} + + return self.execute(context) + + +class NWSaveViewer(bpy.types.Operator, ExportHelper): + """Save the current viewer node to an image file""" + bl_idname = "node.nw_save_viewer" + bl_label = "Save This Image" + filepath: StringProperty(subtype="FILE_PATH") + filename_ext: EnumProperty( + name="Format", + description="Choose the file format to save to", + items=(('.bmp', "BMP", ""), + ('.rgb', 'IRIS', ""), + ('.png', 'PNG', ""), + ('.jpg', 'JPEG', ""), + ('.jp2', 'JPEG2000', ""), + ('.tga', 'TARGA', ""), + ('.cin', 'CINEON', ""), + ('.dpx', 'DPX', ""), + ('.exr', 'OPEN_EXR', ""), + ('.hdr', 'HDR', ""), + ('.tif', 'TIFF', "")), + default='.png', + ) + + @classmethod + def poll(cls, context): + valid = False + if nw_check(context): + if context.space_data.tree_type == 'CompositorNodeTree': + if "Viewer Node" in [i.name for i in bpy.data.images]: + if sum(bpy.data.images["Viewer Node"].size) > 0: # False if not connected or connected but no image + valid = True + return valid + + def execute(self, context): + fp = self.filepath + if fp: + formats = { + '.bmp': 'BMP', + '.rgb': 'IRIS', + '.png': 'PNG', + '.jpg': 'JPEG', + '.jpeg': 'JPEG', + '.jp2': 'JPEG2000', + '.tga': 'TARGA', + '.cin': 'CINEON', + '.dpx': 'DPX', + '.exr': 'OPEN_EXR', + '.hdr': 'HDR', + '.tiff': 'TIFF', + '.tif': 'TIFF'} + basename, ext = path.splitext(fp) + old_render_format = context.scene.render.image_settings.file_format + context.scene.render.image_settings.file_format = formats[self.filename_ext] + context.area.type = "IMAGE_EDITOR" + context.area.spaces[0].image = bpy.data.images['Viewer Node'] + context.area.spaces[0].image.save_render(fp) + context.area.type = "NODE_EDITOR" + context.scene.render.image_settings.file_format = old_render_format + return {'FINISHED'} + + +class NWResetNodes(bpy.types.Operator): + """Reset Nodes in Selection""" + bl_idname = "node.nw_reset_nodes" + bl_label = "Reset Nodes" + bl_options = {'REGISTER', 'UNDO'} + + @classmethod + def poll(cls, context): + space = context.space_data + return space.type == 'NODE_EDITOR' + + def execute(self, context): + node_active = context.active_node + node_selected = context.selected_nodes + node_ignore = ["FRAME","REROUTE", "GROUP"] + + # Check if one node is selected at least + if not (len(node_selected) > 0): + self.report({'ERROR'}, "1 node must be selected at least") + return {'CANCELLED'} + + active_node_name = node_active.name if node_active.select else None + valid_nodes = [n for n in node_selected if n.type not in node_ignore] + + # Create output lists + selected_node_names = [n.name for n in node_selected] + success_names = [] + + # Reset all valid children in a frame + node_active_is_frame = False + if len(node_selected) == 1 and node_active.type == "FRAME": + node_tree = node_active.id_data + children = [n for n in node_tree.nodes if n.parent == node_active] + if children: + valid_nodes = [n for n in children if n.type not in node_ignore] + selected_node_names = [n.name for n in children if n.type not in node_ignore] + node_active_is_frame = True + + # Check if valid nodes in selection + if not (len(valid_nodes) > 0): + # Check for frames only + frames_selected = [n for n in node_selected if n.type == "FRAME"] + if (len(frames_selected) > 1 and len(frames_selected) == len(node_selected)): + self.report({'ERROR'}, "Please select only 1 frame to reset") + else: + self.report({'ERROR'}, "No valid node(s) in selection") + return {'CANCELLED'} + + # Report nodes that are not valid + if len(valid_nodes) != len(node_selected) and node_active_is_frame is False: + valid_node_names = [n.name for n in valid_nodes] + not_valid_names = list(set(selected_node_names) - set(valid_node_names)) + self.report({'INFO'}, "Ignored {}".format(", ".join(not_valid_names))) + + # Deselect all nodes + for i in node_selected: + i.select = False + + # Run through all valid nodes + for node in valid_nodes: + + parent = node.parent if node.parent else None + node_loc = [node.location.x, node.location.y] + + node_tree = node.id_data + props_to_copy = 'bl_idname name location height width'.split(' ') + + reconnections = [] + mappings = chain.from_iterable([node.inputs, node.outputs]) + for i in (i for i in mappings if i.is_linked): + for L in i.links: + reconnections.append([L.from_socket.path_from_id(), L.to_socket.path_from_id()]) + + props = {j: getattr(node, j) for j in props_to_copy} + + new_node = node_tree.nodes.new(props['bl_idname']) + props_to_copy.pop(0) + + for prop in props_to_copy: + setattr(new_node, prop, props[prop]) + + nodes = node_tree.nodes + nodes.remove(node) + new_node.name = props['name'] + + if parent: + new_node.parent = parent + new_node.location = node_loc + + for str_from, str_to in reconnections: + node_tree.links.new(eval(str_from), eval(str_to)) + + new_node.select = False + success_names.append(new_node.name) + + # Reselect all nodes + if selected_node_names and node_active_is_frame is False: + for i in selected_node_names: + node_tree.nodes[i].select = True + + if active_node_name is not None: + node_tree.nodes[active_node_name].select = True + node_tree.nodes.active = node_tree.nodes[active_node_name] + + self.report({'INFO'}, "Successfully reset {}".format(", ".join(success_names))) + return {'FINISHED'} + + +classes = ( + NWLazyMix, + NWLazyConnect, + NWDeleteUnused, + NWSwapLinks, + NWResetBG, + NWAddAttrNode, + NWPreviewNode, + NWFrameSelected, + NWReloadImages, + NWSwitchNodeType, + NWMergeNodes, + NWBatchChangeNodes, + NWChangeMixFactor, + NWCopySettings, + NWCopyLabel, + NWClearLabel, + NWModifyLabels, + NWAddTextureSetup, + NWAddPrincipledSetup, + NWAddReroutes, + NWLinkActiveToSelected, + NWAlignNodes, + NWSelectParentChildren, + NWDetachOutputs, + NWLinkToOutputNode, + NWMakeLink, + NWCallInputsMenu, + NWAddSequence, + NWAddMultipleImages, + NWViewerFocus, + NWSaveViewer, + NWResetNodes, +) + + +def register(): + from bpy.utils import register_class + for cls in classes: + register_class(cls) + + +def unregister(): + from bpy.utils import unregister_class + + for cls in classes: + unregister_class(cls) diff --git a/node_wrangler/preferences.py b/node_wrangler/preferences.py new file mode 100644 index 000000000..48f8d99cc --- /dev/null +++ b/node_wrangler/preferences.py @@ -0,0 +1,401 @@ +# 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) diff --git a/node_wrangler/utils/constants.py b/node_wrangler/utils/constants.py new file mode 100644 index 000000000..fed68a157 --- /dev/null +++ b/node_wrangler/utils/constants.py @@ -0,0 +1,218 @@ +# 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() diff --git a/node_wrangler/utils/draw.py b/node_wrangler/utils/draw.py new file mode 100644 index 000000000..3c5480736 --- /dev/null +++ b/node_wrangler/utils/draw.py @@ -0,0 +1,217 @@ +# 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') diff --git a/node_wrangler/utils/nodes.py b/node_wrangler/utils/nodes.py new file mode 100644 index 000000000..10ccd0b09 --- /dev/null +++ b/node_wrangler/utils/nodes.py @@ -0,0 +1,255 @@ +# 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 == True: + 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) diff --git a/node_wrangler/util.py b/node_wrangler/utils/paths.py similarity index 100% rename from node_wrangler/util.py rename to node_wrangler/utils/paths.py diff --git a/node_wrangler/util_test.py b/node_wrangler/utils/paths_test.py similarity index 98% rename from node_wrangler/util_test.py rename to node_wrangler/utils/paths_test.py index 4735aaadf..ae19267f7 100755 --- a/node_wrangler/util_test.py +++ b/node_wrangler/utils/paths_test.py @@ -10,9 +10,9 @@ from dataclasses import dataclass # 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. if __name__ == "__main__": - from util import match_files_to_socket_names + from paths import match_files_to_socket_names else: - from .util import match_files_to_socket_names + from .paths import match_files_to_socket_names # From NWPrincipledPreferences 2023-01-06 -- 2.30.2 From c1382e3899dd73ab3804e592e82e5eab38bf7110 Mon Sep 17 00:00:00 2001 From: Wannes Malfait Date: Mon, 27 Feb 2023 16:19:12 +0100 Subject: [PATCH 2/2] Node Wrangler: apply autopep8 formatting The node wrangler source code wasn't consistently formatted before, which made it quite annoying to make changes. This formats it with the same formatter used for other python files in blender's source code, so that, in principle, the IDE would already be configured correctly for anyone working on blender. --- node_wrangler/interface.py | 15 +- node_wrangler/operators.py | 290 ++++++++++++++++++------------- node_wrangler/preferences.py | 69 +++++--- node_wrangler/utils/constants.py | 2 +- node_wrangler/utils/draw.py | 86 ++++----- node_wrangler/utils/nodes.py | 5 +- 6 files changed, 272 insertions(+), 195 deletions(-) diff --git a/node_wrangler/interface.py b/node_wrangler/interface.py index 1e16890a9..5c477dcc4 100644 --- a/node_wrangler/interface.py +++ b/node_wrangler/interface.py @@ -125,9 +125,11 @@ class NWMergeNodesMenu(Menu, NWBase): 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 @@ -136,6 +138,7 @@ class NWMergeGeometryMenu(Menu, NWBase): 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" @@ -172,7 +175,10 @@ class NWConnectionListOutputs(Menu, NWBase): 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 + layout.operator( + operators.NWCallInputsMenu.bl_idname, + text=output.name, + icon="RADIOBUT_OFF").from_socket = index class NWConnectionListInputs(Menu, NWBase): @@ -407,9 +413,11 @@ def draw_switch_category_submenu(self, context): # 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 frame's members (children)").option = 'CHILD' layout.operator(operators.NWSelectParentChildren.bl_idname, text="Select parent frame").option = 'PARENT' @@ -441,7 +449,7 @@ def save_viewer_menu_func(self, context): def reset_nodes_button(self, context): node_active = context.active_node node_selected = context.selected_nodes - node_ignore = ["FRAME","REROUTE", "GROUP"] + 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: @@ -479,6 +487,7 @@ classes = ( NWSwitchNodeTypeMenu, ) + def register(): from bpy.utils import register_class for cls in classes: diff --git a/node_wrangler/operators.py b/node_wrangler/operators.py index 4eaf246e2..05ddb7107 100644 --- a/node_wrangler/operators.py +++ b/node_wrangler/operators.py @@ -94,7 +94,8 @@ class NWLazyMix(Operator, NWBase): args = (self, context, 'MIX') # Add the region OpenGL drawing callback # draw in view space with 'POST_VIEW' and 'PRE_VIEW' - self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(draw_callback_nodeoutline, args, 'WINDOW', 'POST_PIXEL') + self._handle = bpy.types.SpaceNodeEditor.draw_handler_add( + draw_callback_nodeoutline, args, 'WINDOW', 'POST_PIXEL') self.mouse_path = [] @@ -152,7 +153,7 @@ class NWLazyConnect(Operator, NWBase): original_sel = [] original_unsel = [] for node in nodes: - if node.select == True: + if node.select: node.select = False original_sel.append(node) else: @@ -160,7 +161,7 @@ class NWLazyConnect(Operator, NWBase): node1.select = True node2.select = True - #link_success = autolink(node1, node2, links) + # link_success = autolink(node1, node2, links) if self.with_menu: if len(node1.outputs) > 1 and node2.inputs: bpy.ops.wm.call_menu("INVOKE_DEFAULT", name=NWConnectionListOutputs.bl_idname) @@ -199,7 +200,8 @@ class NWLazyConnect(Operator, NWBase): args = (self, context, mode) # Add the region OpenGL drawing callback # draw in view space with 'POST_VIEW' and 'PRE_VIEW' - self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(draw_callback_nodeoutline, args, 'WINDOW', 'POST_PIXEL') + self._handle = bpy.types.SpaceNodeEditor.draw_handler_add( + draw_callback_nodeoutline, args, 'WINDOW', 'POST_PIXEL') self.mouse_path = [] @@ -216,13 +218,19 @@ class NWDeleteUnused(Operator, NWBase): bl_label = 'Delete Unused Nodes' bl_options = {'REGISTER', 'UNDO'} - delete_muted: BoolProperty(name="Delete Muted", description="Delete (but reconnect, like Ctrl-X) all muted nodes", default=True) - delete_frames: BoolProperty(name="Delete Empty Frames", description="Delete all frames that have no nodes inside them", default=True) + delete_muted: BoolProperty( + name="Delete Muted", + description="Delete (but reconnect, like Ctrl-X) all muted nodes", + default=True) + delete_frames: BoolProperty( + name="Delete Empty Frames", + description="Delete all frames that have no nodes inside them", + default=True) def is_unused_node(self, node): - end_types = ['OUTPUT_MATERIAL', 'OUTPUT', 'VIEWER', 'COMPOSITE', \ - 'SPLITVIEWER', 'OUTPUT_FILE', 'LEVELS', 'OUTPUT_LIGHT', \ - 'OUTPUT_WORLD', 'GROUP_INPUT', 'GROUP_OUTPUT', 'FRAME'] + end_types = ['OUTPUT_MATERIAL', 'OUTPUT', 'VIEWER', 'COMPOSITE', + 'SPLITVIEWER', 'OUTPUT_FILE', 'LEVELS', 'OUTPUT_LIGHT', + 'OUTPUT_WORLD', 'GROUP_INPUT', 'GROUP_OUTPUT', 'FRAME'] if node.type in end_types: return False @@ -245,7 +253,7 @@ class NWDeleteUnused(Operator, NWBase): # Store selection selection = [] for node in nodes: - if node.select == True: + if node.select: selection.append(node.name) for node in nodes: @@ -362,12 +370,14 @@ class NWSwapLinks(Operator, NWBase): try: links.new(n2.outputs[connection[0]], connection[1]) except: - self.report({'WARNING'}, "Some connections have been lost due to differing numbers of output sockets") + self.report({'WARNING'}, + "Some connections have been lost due to differing numbers of output sockets") for connection in n2_outputs: try: links.new(n1.outputs[connection[0]], connection[1]) except: - self.report({'WARNING'}, "Some connections have been lost due to differing numbers of output sockets") + self.report({'WARNING'}, + "Some connections have been lost due to differing numbers of output sockets") else: if n1.outputs or n2.outputs: self.report({'WARNING'}, "One of the nodes has no outputs!") @@ -381,14 +391,14 @@ class NWSwapLinks(Operator, NWBase): return {'FINISHED'} if n1.inputs: types = [] - i=0 + i = 0 for i1 in n1.inputs: if i1.is_linked and not i1.is_multi_input: similar_types = 0 for i2 in n1.inputs: if i1.type == i2.type and i2.is_linked and not i2.is_multi_input: similar_types += 1 - types.append ([i1, similar_types, i]) + types.append([i1, similar_types, i]) i += 1 types.sort(key=lambda k: k[1], reverse=True) @@ -409,7 +419,7 @@ class NWSwapLinks(Operator, NWBase): fs = t[0].links[0].from_socket i = t[2] links.remove(t[0].links[0]) - if i+1 == len(n1.inputs): + if i + 1 == len(n1.inputs): i = -1 i += 1 while n1.inputs[i].is_linked: @@ -495,24 +505,24 @@ class NWPreviewNode(Operator, NWBase): return False def ensure_viewer_socket(self, node, socket_type, connect_socket=None): - #check if a viewer output already exists in a node group otherwise create + # check if a viewer output already exists in a node group otherwise create if hasattr(node, "node_tree"): index = None if len(node.node_tree.outputs): free_socket = None for i, socket in enumerate(node.node_tree.outputs): if is_viewer_socket(socket) and is_visible_socket(node.outputs[i]) and socket.type == socket_type: - #if viewer output is already used but leads to the same socket we can still use it + # if viewer output is already used but leads to the same socket we can still use it is_used = self.is_socket_used_other_mats(socket) if is_used: - if connect_socket == None: + if connect_socket is None: continue groupout = get_group_output_node(node.node_tree) groupout_input = groupout.inputs[i] links = groupout_input.links if connect_socket not in [link.from_socket for link in links]: continue - index=i + index = i break if not free_socket: free_socket = i @@ -520,7 +530,7 @@ class NWPreviewNode(Operator, NWBase): index = free_socket if not index: - #create viewer socket + # create viewer socket node.node_tree.outputs.new(socket_type, viewer_socket_name) index = len(node.node_tree.outputs) - 1 node.node_tree.outputs[index].NWViewerSocket = True @@ -541,12 +551,12 @@ class NWPreviewNode(Operator, NWBase): def get_shader_output_node(self, tree): for node in tree.nodes: - if node.type == self.shader_output_type and node.is_active_output == True: + if node.type == self.shader_output_type and node.is_active_output: return node @classmethod def ensure_group_output(cls, tree): - #check if a group output node exists otherwise create + # check if a group output node exists otherwise create groupout = get_group_output_node(tree) if not groupout: groupout = tree.nodes.new('NodeGroupOutput') @@ -575,7 +585,7 @@ class NWPreviewNode(Operator, NWBase): socket = next_node.node_tree.outputs[socket_index] if is_viewer_socket(socket) and socket not in sockets: sockets.append(socket) - #continue search inside of node group but restrict socket to where we came from + # continue search inside of node group but restrict socket to where we came from groupout = get_group_output_node(next_node.node_tree) cls.search_sockets(groupout, sockets, index=socket_index) @@ -592,12 +602,12 @@ class NWPreviewNode(Operator, NWBase): cls.scan_nodes(node.node_tree, sockets) def link_leads_to_used_socket(self, link): - #return True if link leads to a socket that is already used in this material + # return True if link leads to a socket that is already used in this material socket = get_internal_socket(link.to_socket) return (socket and self.is_socket_used_active_mat(socket)) def is_socket_used_active_mat(self, socket): - #ensure used sockets in active material is calculated and check given socket + # ensure used sockets in active material is calculated and check given socket if not hasattr(self, "used_viewer_sockets_active_mat"): self.used_viewer_sockets_active_mat = [] materialout = self.get_shader_output_node(bpy.context.space_data.node_tree) @@ -606,7 +616,7 @@ class NWPreviewNode(Operator, NWBase): return socket in self.used_viewer_sockets_active_mat def is_socket_used_other_mats(self, socket): - #ensure used sockets in other materials are calculated and check given socket + # ensure used sockets in other materials are calculated and check given socket if not hasattr(self, "used_viewer_sockets_other_mats"): self.used_viewer_sockets_other_mats = [] for mat in bpy.data.materials: @@ -680,7 +690,7 @@ class NWPreviewNode(Operator, NWBase): socket_type = 'GEOMETRY' # Find an input socket of the output of type geometry geometryoutindex = None - for i,inp in enumerate(geometryoutput.inputs): + for i, inp in enumerate(geometryoutput.inputs): if inp.type == socket_type: geometryoutindex = i break @@ -697,7 +707,8 @@ class NWPreviewNode(Operator, NWBase): link_end = output_socket while tree.nodes.active != active: node = tree.nodes.active - index = self.ensure_viewer_socket(node,'NodeSocketGeometry', connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None) + index = self.ensure_viewer_socket( + node, 'NodeSocketGeometry', connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None) link_start = node.outputs[index] node_socket = node.node_tree.outputs[index] if node_socket in delete_sockets: @@ -718,7 +729,6 @@ class NWPreviewNode(Operator, NWBase): force_update(context) return {'FINISHED'} - # What follows is code for the shader editor output_types = [x.nodetype for x in get_nodes_from_category('Output', context)] @@ -734,7 +744,7 @@ class NWPreviewNode(Operator, NWBase): materialout = None # placeholder node delete_sockets = [] - #scan through all nodes in tree including nodes inside of groups to find viewer sockets + # scan through all nodes in tree including nodes inside of groups to find viewer sockets self.scan_nodes(base_node_tree, delete_sockets) materialout = self.get_shader_output_node(base_node_tree) @@ -773,7 +783,8 @@ class NWPreviewNode(Operator, NWBase): link_end = output_socket while tree.nodes.active != active: node = tree.nodes.active - index = self.ensure_viewer_socket(node, socket_type, connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None) + index = self.ensure_viewer_socket( + node, socket_type, connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None) link_start = node.outputs[index] node_socket = node.node_tree.outputs[index] if node_socket in delete_sockets: @@ -836,7 +847,7 @@ class NWFrameSelected(Operator, NWBase): nodes, links = get_nodes_links(context) selected = [] for node in nodes: - if node.select == True: + if node.select: selected.append(node) bpy.ops.node.add_node(type='NodeFrame') @@ -902,7 +913,7 @@ class NWSwitchNodeType(Operator, NWBase): to_type: StringProperty( name="Switch to type", - default = '', + default='', ) def execute(self, context): @@ -970,8 +981,10 @@ class NWSwitchNodeType(Operator, NWBase): for the_type in types_order_one: if socket.type == the_type: # create values for sockets['INPUTS'][the_type] and sockets['OUTPUTS'][the_type] - # entry structure: (index_in_type, socket_index, socket_name, socket_default_value, socket_links) - sockets[in_out_name][the_type].append((len(sockets[in_out_name][the_type]), i, the_name, dval, socket_links)) + # entry structure: (index_in_type, socket_index, socket_name, + # socket_default_value, socket_links) + sockets[in_out_name][the_type].append( + (len(sockets[in_out_name][the_type]), i, the_name, dval, socket_links)) # Check which of the types in inputs/outputs is considered to be "main". # Set values of sockets['INPUTS']['MAIN'] and sockets['OUTPUTS']['MAIN'] for type_check in types_order_one: @@ -1090,7 +1103,7 @@ class NWMergeNodes(Operator, NWBase): mode: EnumProperty( name="mode", description="All possible blend types, boolean operations and math operations", - items= blend_types + [op for op in geo_combine_operations if op not in blend_types] + [op for op in operations if op not in blend_types], + items=blend_types + [op for op in geo_combine_operations if op not in blend_types] + [op for op in operations if op not in blend_types], ) merge_type: EnumProperty( name="merge type", @@ -1112,7 +1125,7 @@ class NWMergeNodes(Operator, NWBase): # in selected_nodes, it returns False. The depth is used to prevent # getting stuck in a loop because of an already present cycle. @staticmethod - def link_creates_cycle(link, selected_nodes, depth=0)->bool: + def link_creates_cycle(link, selected_nodes, depth=0) -> bool: if depth > 255: # We're stuck in a cycle, but that cycle was already present, # so we return False. @@ -1126,7 +1139,7 @@ class NWMergeNodes(Operator, NWBase): for output in node.outputs: if output.is_linked: for olink in output.links: - if NWMergeNodes.link_creates_cycle(olink, selected_nodes, depth+1): + if NWMergeNodes.link_creates_cycle(olink, selected_nodes, depth + 1): return True # None of the outputs found a node in selected_nodes, so there is no cycle. return False @@ -1136,14 +1149,14 @@ class NWMergeNodes(Operator, NWBase): # be connected. The last one is assumed to be a multi input socket. # For convenience the node is returned. @staticmethod - def merge_with_multi_input(nodes_list, merge_position,do_hide, loc_x, links, nodes, node_name, socket_indices): + def merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, node_name, socket_indices): # The y-location of the last node loc_y = nodes_list[-1][2] if merge_position == 'CENTER': # Average the y-location - for i in range(len(nodes_list)-1): + for i in range(len(nodes_list) - 1): loc_y += nodes_list[i][2] - loc_y = loc_y/len(nodes_list) + loc_y = loc_y / len(nodes_list) new_node = nodes.new(node_name) new_node.hide = do_hide new_node.location.x = loc_x @@ -1151,12 +1164,14 @@ class NWMergeNodes(Operator, NWBase): selected_nodes = [nodes[node_info[0]] for node_info in nodes_list] prev_links = [] outputs_for_multi_input = [] - for i,node in enumerate(selected_nodes): + for i, node in enumerate(selected_nodes): node.select = False # Search for the first node which had output links that do not create # a cycle, which we can then reconnect afterwards. if prev_links == [] and node.outputs[0].is_linked: - prev_links = [link for link in node.outputs[0].links if not NWMergeNodes.link_creates_cycle(link, selected_nodes)] + prev_links = [ + link for link in node.outputs[0].links if not NWMergeNodes.link_creates_cycle( + link, selected_nodes)] # Get the index of the socket, the last one is a multi input, and is thus used repeatedly # To get the placement to look right we need to reverse the order in which we connect the # outputs to the multi input socket. @@ -1212,9 +1227,9 @@ class NWMergeNodes(Operator, NWBase): node_type = 'ShaderNode' selected_mix = [] # entry = [index, loc] selected_shader = [] # entry = [index, loc] - selected_geometry = [] # entry = [index, loc] + selected_geometry = [] # entry = [index, loc] selected_math = [] # entry = [index, loc] - selected_vector = [] # entry = [index, loc] + selected_vector = [] # entry = [index, loc] selected_z = [] # entry = [index, loc] selected_alphaover = [] # entry = [index, loc] @@ -1268,7 +1283,14 @@ class NWMergeNodes(Operator, NWBase): if selected_mix and selected_math and merge_type == 'AUTO': selected_mix += selected_math selected_math = [] - for nodes_list in [selected_mix, selected_shader, selected_geometry, selected_math, selected_vector, selected_z, selected_alphaover]: + for nodes_list in [ + selected_mix, + selected_shader, + selected_geometry, + selected_math, + selected_vector, + selected_z, + selected_alphaover]: if not nodes_list: continue count_before = len(nodes) @@ -1285,8 +1307,9 @@ class NWMergeNodes(Operator, NWBase): else: node_type = 'GeometryNode' if merge_position == 'CENTER': - loc_y = ((nodes_list[len(nodes_list) - 1][2]) + (nodes_list[len(nodes_list) - 2][2])) / 2 # average yloc of last two nodes (lowest two) - if nodes_list[len(nodes_list) - 1][-1] == True: # if last node is hidden, mix should be shifted up a bit + # average yloc of last two nodes (lowest two) + loc_y = ((nodes_list[len(nodes_list) - 1][2]) + (nodes_list[len(nodes_list) - 2][2])) / 2 + if nodes_list[len(nodes_list) - 1][-1]: # if last node is hidden, mix should be shifted up a bit if do_hide: loc_y += 40 else: @@ -1356,11 +1379,13 @@ class NWMergeNodes(Operator, NWBase): elif nodes_list == selected_geometry: if mode in ('JOIN', 'MIX'): add_type = node_type + 'JoinGeometry' - add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,[0]) + add = self.merge_with_multi_input( + nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type, [0]) else: add_type = node_type + 'MeshBoolean' - indices = [0,1] if mode == 'DIFFERENCE' else [1] - add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,indices) + indices = [0, 1] if mode == 'DIFFERENCE' else [1] + add = self.merge_with_multi_input( + nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type, indices) add.operation = mode was_multi = True break @@ -1406,7 +1431,8 @@ class NWMergeNodes(Operator, NWBase): # "last" node has been added as first, so its index is count_before. last_add = nodes[count_before] # Create list of invalid indexes. - invalid_nodes = [nodes[n[0]] for n in (selected_mix + selected_math + selected_shader + selected_z + selected_geometry)] + invalid_nodes = [nodes[n[0]] + for n in (selected_mix + selected_math + selected_shader + selected_z + selected_geometry)] # Special case: # Two nodes were selected and first selected has no output links, second selected has output links. @@ -1484,12 +1510,12 @@ class NWBatchChangeNodes(Operator, NWBase): operation = self.operation for node in context.selected_nodes: if node.type == 'MIX_RGB' or (node.bl_idname == 'ShaderNodeMix' and node.data_type == 'RGBA'): - if not blend_type in [nav[0] for nav in navs]: + if blend_type not in [nav[0] for nav in navs]: node.blend_type = blend_type else: if blend_type == 'NEXT': index = [i for i, entry in enumerate(blend_types) if node.blend_type in entry][0] - #index = blend_types.index(node.blend_type) + # index = blend_types.index(node.blend_type) if index == len(blend_types) - 1: node.blend_type = blend_types[0][0] else: @@ -1503,12 +1529,12 @@ class NWBatchChangeNodes(Operator, NWBase): node.blend_type = blend_types[index - 1][0] if node.type == 'MATH' or node.bl_idname == 'ShaderNodeMath': - if not operation in [nav[0] for nav in navs]: + if operation not in [nav[0] for nav in navs]: node.operation = operation else: if operation == 'NEXT': index = [i for i, entry in enumerate(operations) if node.operation in entry][0] - #index = operations.index(node.operation) + # index = operations.index(node.operation) if index == len(operations) - 1: node.operation = operations[0][0] else: @@ -1516,7 +1542,7 @@ class NWBatchChangeNodes(Operator, NWBase): if operation == 'PREV': index = [i for i, entry in enumerate(operations) if node.operation in entry][0] - #index = operations.index(node.operation) + # index = operations.index(node.operation) if index == 0: node.operation = operations[len(operations) - 1][0] else: @@ -1599,11 +1625,15 @@ class NWCopySettings(Operator, NWBase): # Report nodes that are not valid valid_node_names = [n.name for n in valid_nodes] not_valid_names = list(set(selected_node_names) - set(valid_node_names)) - self.report({'INFO'}, "Ignored {} (not of the same type as {})".format(", ".join(not_valid_names), node_active.name)) + self.report( + {'INFO'}, + "Ignored {} (not of the same type as {})".format( + ", ".join(not_valid_names), + node_active.name)) # Reference original orig = node_active - #node_selected_names = [n.name for n in node_selected] + # node_selected_names = [n.name for n in node_selected] # Output list success_names = [] @@ -1664,7 +1694,11 @@ class NWCopySettings(Operator, NWBase): orig.select = True node_tree.nodes.active = orig - self.report({'INFO'}, "Successfully copied attributes from {} to: {}".format(orig.name, ", ".join(success_names))) + self.report( + {'INFO'}, + "Successfully copied attributes from {} to: {}".format( + orig.name, + ", ".join(success_names))) return {'FINISHED'} @@ -1772,7 +1806,10 @@ class NWAddTextureSetup(Operator, NWBase): bl_description = "Add Texture Node Setup to Selected Shaders" bl_options = {'REGISTER', 'UNDO'} - add_mapping: BoolProperty(name="Add Mapping Nodes", description="Create coordinate and mapping nodes for the texture (ignored for selected texture nodes)", default=True) + add_mapping: BoolProperty( + name="Add Mapping Nodes", + description="Create coordinate and mapping nodes for the texture (ignored for selected texture nodes)", + default=True) @classmethod def poll(cls, context): @@ -1913,23 +1950,23 @@ class NWAddPrincipledSetup(Operator, NWBase, ImportHelper): gloss_abbr = tags.gloss.split(' ') rough_abbr = tags.rough.split(' ') socketnames = [ - ['Displacement', tags.displacement.split(' '), None], - ['Base Color', tags.base_color.split(' '), None], - ['Subsurface Color', tags.sss_color.split(' '), None], - ['Metallic', tags.metallic.split(' '), None], - ['Specular', tags.specular.split(' '), None], - ['Roughness', rough_abbr + gloss_abbr, None], - ['Normal', normal_abbr + bump_abbr, None], - ['Transmission', tags.transmission.split(' '), None], - ['Emission', tags.emission.split(' '), None], - ['Alpha', tags.alpha.split(' '), None], - ['Ambient Occlusion', tags.ambient_occlusion.split(' '), None], + ['Displacement', tags.displacement.split(' '), None], + ['Base Color', tags.base_color.split(' '), None], + ['Subsurface Color', tags.sss_color.split(' '), None], + ['Metallic', tags.metallic.split(' '), None], + ['Specular', tags.specular.split(' '), None], + ['Roughness', rough_abbr + gloss_abbr, None], + ['Normal', normal_abbr + bump_abbr, None], + ['Transmission', tags.transmission.split(' '), None], + ['Emission', tags.emission.split(' '), None], + ['Alpha', tags.alpha.split(' '), None], + ['Ambient Occlusion', tags.ambient_occlusion.split(' '), None], ] match_files_to_socket_names(self.files, socketnames) # Remove socketnames without found files socketnames = [s for s in socketnames if s[2] - and path.exists(self.directory+s[2])] + and path.exists(self.directory + s[2])] if not socketnames: self.report({'INFO'}, 'No matching images found') print('No matching images found') @@ -2076,7 +2113,8 @@ class NWAddPrincipledSetup(Operator, NWBase, ImportHelper): # If more than one texture add reroute node in between reroute = nodes.new(type='NodeReroute') texture_nodes.append(reroute) - tex_coords = Vector((texture_nodes[0].location.x, sum(n.location.y for n in texture_nodes)/len(texture_nodes))) + tex_coords = Vector((texture_nodes[0].location.x, + sum(n.location.y for n in texture_nodes) / len(texture_nodes))) reroute.location = tex_coords + Vector((-50, -120)) for texture_node in texture_nodes: link = links.new(texture_node.inputs[0], reroute.outputs[0]) @@ -2316,7 +2354,8 @@ class NWAlignNodes(Operator, NWBase): active_loc = copy(nodes.active.location) # make a copy, not a reference # Check if nodes should be laid out horizontally or vertically - x_locs = [n.location.x + (n.dimensions.x / 2) for n in selection] # use dimension to get center of node, not corner + # use dimension to get center of node, not corner + x_locs = [n.location.x + (n.dimensions.x / 2) for n in selection] y_locs = [n.location.y - (n.dimensions.y / 2) for n in selection] x_range = max(x_locs) - min(x_locs) y_range = max(y_locs) - min(y_locs) @@ -2351,7 +2390,8 @@ class NWAlignNodes(Operator, NWBase): for node in selection: node.location += active_loc_diff else: # Position nodes centered around where they used to be - locs = ([n.location.x + (n.dimensions.x / 2) for n in selection]) if horizontal else ([n.location.y - (n.dimensions.y / 2) for n in selection]) + locs = ([n.location.x + (n.dimensions.x / 2) for n in selection] + ) if horizontal else ([n.location.y - (n.dimensions.y / 2) for n in selection]) new_mid = (max(locs) + min(locs)) / 2 for node in selection: if horizontal: @@ -2437,8 +2477,8 @@ class NWLinkToOutputNode(Operator): active = nodes.active output_index = None tree_type = context.space_data.tree_type - shader_outputs = {'OBJECT': 'ShaderNodeOutputMaterial', - 'WORLD': 'ShaderNodeOutputWorld', + shader_outputs = {'OBJECT': 'ShaderNodeOutputMaterial', + 'WORLD': 'ShaderNodeOutputWorld', 'LINESTYLE': 'ShaderNodeOutputLineStyle'} output_type = { 'ShaderNodeTree': shader_outputs[context.space_data.shader_type], @@ -2579,24 +2619,23 @@ class NWAddSequence(Operator, NWBase, ImportHelper): if not files[0].name and not filename: self.report({'ERROR'}, "No file chosen") return {'CANCELLED'} - elif files[0].name and (not filename or not path.exists(directory+filename)): + elif files[0].name and (not filename or not path.exists(directory + filename)): # User has selected multiple files without an active one, or the active one is non-existent filename = files[0].name - if not path.exists(directory+filename): - self.report({'ERROR'}, filename+" does not exist!") + if not path.exists(directory + filename): + self.report({'ERROR'}, filename + " does not exist!") return {'CANCELLED'} without_ext = '.'.join(filename.split('.')[:-1]) # if last digit isn't a number, it's not a sequence if not without_ext[-1].isdigit(): - self.report({'ERROR'}, filename+" does not seem to be part of a sequence") + self.report({'ERROR'}, filename + " does not seem to be part of a sequence") return {'CANCELLED'} - extension = filename.split('.')[-1] - reverse = without_ext[::-1] # reverse string + reverse = without_ext[::-1] # reverse string count_numbers = 0 for char in reverse: @@ -2605,9 +2644,9 @@ class NWAddSequence(Operator, NWBase, ImportHelper): else: break - without_num = without_ext[:count_numbers*-1] + without_num = without_ext[:count_numbers * -1] - files = sorted(glob(directory + without_num + "[0-9]"*count_numbers + "." + extension)) + files = sorted(glob(directory + without_num + "[0-9]" * count_numbers + "." + extension)) num_frames = len(files) @@ -2619,18 +2658,18 @@ class NWAddSequence(Operator, NWBase, ImportHelper): for node in nodes: node.select = False yloc += node_mid_pt(node, 'y') - yloc = yloc/len(nodes) + yloc = yloc / len(nodes) else: xloc = 0 yloc = 0 - name_with_hashes = without_num + "#"*count_numbers + '.' + extension + name_with_hashes = without_num + "#" * count_numbers + '.' + extension bpy.ops.node.add_node('INVOKE_DEFAULT', use_transform=True, type=node_type) node = nodes.active node.label = name_with_hashes - filepath = directory+(without_ext+'.'+extension) + filepath = directory + (without_ext + '.' + extension) if self.relative_path: if bpy.data.filepath: try: @@ -2643,7 +2682,8 @@ class NWAddSequence(Operator, NWBase, ImportHelper): img.name = name_with_hashes node.image = img image_user = node.image_user if tree.type == 'SHADER' else node - image_user.frame_offset = int(files[0][len(without_num)+len(directory):-1*(len(extension)+1)]) - 1 # separate the number from the file name of the first file + # separate the number from the file name of the first file + image_user.frame_offset = int(files[0][len(without_num) + len(directory):-1 * (len(extension) + 1)]) - 1 image_user.frame_duration = num_frames return {'FINISHED'} @@ -2665,7 +2705,7 @@ class NWAddMultipleImages(Operator, NWBase, ImportHelper): def execute(self, context): nodes, links = get_nodes_links(context) - xloc, yloc = context.region.view2d.region_to_view(context.area.width/2, context.area.height/2) + xloc, yloc = context.region.view2d.region_to_view(context.area.width / 2, context.area.height / 2) if context.space_data.node_tree.type == 'SHADER': node_type = "ShaderNodeTexImage" @@ -2688,7 +2728,7 @@ class NWAddMultipleImages(Operator, NWBase, ImportHelper): node.location.y = yloc yloc -= 40 - img = bpy.data.images.load(self.directory+fname) + img = bpy.data.images.load(self.directory + fname) node.image = img # shift new nodes up to center of tree @@ -2696,7 +2736,7 @@ class NWAddMultipleImages(Operator, NWBase, ImportHelper): for node in nodes: if node in new_nodes: node.select = True - node.location.y += (list_size/2) + node.location.y += (list_size / 2) else: node.select = False return {'FINISHED'} @@ -2720,7 +2760,7 @@ class NWViewerFocus(bpy.types.Operator): def invoke(self, context, event): render = context.scene.render space = context.space_data - percent = render.resolution_percentage*0.01 + percent = render.resolution_percentage * 0.01 nodes, links = get_nodes_links(context) viewers = [n for n in nodes if n.type == 'VIEWER'] @@ -2730,11 +2770,11 @@ class NWViewerFocus(bpy.types.Operator): mlocy = event.mouse_region_y select_node = bpy.ops.node.select(location=(mlocx, mlocy), extend=False) - if not 'FINISHED' in select_node: # only run if we're not clicking on a node + if 'FINISHED' not in select_node: # only run if we're not clicking on a node region_x = context.region.width region_y = context.region.height - region_center_x = context.region.width / 2 + region_center_x = context.region.width / 2 region_center_y = context.region.height / 2 bd_x = render.resolution_x * percent * space.backdrop_zoom @@ -2764,21 +2804,21 @@ class NWSaveViewer(bpy.types.Operator, ExportHelper): bl_label = "Save This Image" filepath: StringProperty(subtype="FILE_PATH") filename_ext: EnumProperty( - name="Format", - description="Choose the file format to save to", - items=(('.bmp', "BMP", ""), - ('.rgb', 'IRIS', ""), - ('.png', 'PNG', ""), - ('.jpg', 'JPEG', ""), - ('.jp2', 'JPEG2000', ""), - ('.tga', 'TARGA', ""), - ('.cin', 'CINEON', ""), - ('.dpx', 'DPX', ""), - ('.exr', 'OPEN_EXR', ""), - ('.hdr', 'HDR', ""), - ('.tif', 'TIFF', "")), - default='.png', - ) + name="Format", + description="Choose the file format to save to", + items=(('.bmp', "BMP", ""), + ('.rgb', 'IRIS', ""), + ('.png', 'PNG', ""), + ('.jpg', 'JPEG', ""), + ('.jp2', 'JPEG2000', ""), + ('.tga', 'TARGA', ""), + ('.cin', 'CINEON', ""), + ('.dpx', 'DPX', ""), + ('.exr', 'OPEN_EXR', ""), + ('.hdr', 'HDR', ""), + ('.tif', 'TIFF', "")), + default='.png', + ) @classmethod def poll(cls, context): @@ -2794,19 +2834,19 @@ class NWSaveViewer(bpy.types.Operator, ExportHelper): fp = self.filepath if fp: formats = { - '.bmp': 'BMP', - '.rgb': 'IRIS', - '.png': 'PNG', - '.jpg': 'JPEG', - '.jpeg': 'JPEG', - '.jp2': 'JPEG2000', - '.tga': 'TARGA', - '.cin': 'CINEON', - '.dpx': 'DPX', - '.exr': 'OPEN_EXR', - '.hdr': 'HDR', - '.tiff': 'TIFF', - '.tif': 'TIFF'} + '.bmp': 'BMP', + '.rgb': 'IRIS', + '.png': 'PNG', + '.jpg': 'JPEG', + '.jpeg': 'JPEG', + '.jp2': 'JPEG2000', + '.tga': 'TARGA', + '.cin': 'CINEON', + '.dpx': 'DPX', + '.exr': 'OPEN_EXR', + '.hdr': 'HDR', + '.tiff': 'TIFF', + '.tif': 'TIFF'} basename, ext = path.splitext(fp) old_render_format = context.scene.render.image_settings.file_format context.scene.render.image_settings.file_format = formats[self.filename_ext] @@ -2832,7 +2872,7 @@ class NWResetNodes(bpy.types.Operator): def execute(self, context): node_active = context.active_node node_selected = context.selected_nodes - node_ignore = ["FRAME","REROUTE", "GROUP"] + node_ignore = ["FRAME", "REROUTE", "GROUP"] # Check if one node is selected at least if not (len(node_selected) > 0): diff --git a/node_wrangler/preferences.py b/node_wrangler/preferences.py index 48f8d99cc..970f6a0fc 100644 --- a/node_wrangler/preferences.py +++ b/node_wrangler/preferences.py @@ -114,7 +114,11 @@ class NWNodeWrangler(bpy.types.AddonPreferences): 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) + 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 @@ -157,6 +161,7 @@ class NWNodeWrangler(bpy.types.AddonPreferences): keystr = "Ctrl " + keystr row.label(text=keystr) + # # REGISTER/UNREGISTER CLASSES AND KEYMAP ITEMS # @@ -285,13 +290,20 @@ kmi_defs = ( (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, '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"), @@ -300,16 +312,19 @@ kmi_defs = ( # 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"), + (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"), + (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"), + (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 @@ -323,8 +338,10 @@ kmi_defs = ( # 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"), + (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 @@ -332,26 +349,35 @@ kmi_defs = ( # 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"), + (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"), + (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"), + (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"), + ('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: @@ -386,6 +412,7 @@ def register(): bpy.utils.register_class(switch_category_type) + def unregister(): for cat_types in switch_category_menus: bpy.utils.unregister_class(cat_types) diff --git a/node_wrangler/utils/constants.py b/node_wrangler/utils/constants.py index fed68a157..f9aa49d25 100644 --- a/node_wrangler/utils/constants.py +++ b/node_wrangler/utils/constants.py @@ -38,7 +38,7 @@ rl_outputs = ( 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. diff --git a/node_wrangler/utils/draw.py b/node_wrangler/utils/draw.py index 3c5480736..49ffb6580 100644 --- a/node_wrangler/utils/draw.py +++ b/node_wrangler/utils/draw.py @@ -14,11 +14,11 @@ def draw_line(x1, y1, x2, y2, size, colour=(1.0, 1.0, 1.0, 0.7)): 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) + 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) @@ -29,7 +29,7 @@ def draw_circle_2d_filled(mx, my, radius, colour=(1.0, 1.0, 1.0, 0.7)): sides = 12 vertices = [(radius * cos(i * 2 * pi / sides) + mx, radius * sin(i * 2 * pi / sides) + my) - for i in range(sides + 1)] + for i in range(sides + 1)] shader = gpu.shader.from_builtin('UNIFORM_COLOR') shader.uniform_float("color", colour) @@ -44,8 +44,8 @@ def draw_rounded_node_border(node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)): nlocx, nlocy = abs_node_location(node) - nlocx = (nlocx+1) * dpi_fac() - nlocy = (nlocy+1) * dpi_fac() + nlocx = (nlocx + 1) * dpi_fac() + nlocy = (nlocy + 1) * dpi_fac() ndimx = node.dimensions.x ndimy = node.dimensions.y @@ -53,7 +53,7 @@ def draw_rounded_node_border(node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)): nlocx += -1 nlocy += 5 if node.type == 'REROUTE': - #nlocx += 1 + # nlocx += 1 nlocy -= 1 ndimx = 0 ndimy = 0 @@ -64,52 +64,52 @@ def draw_rounded_node_border(node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)): # 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): + 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)) + 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): + 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)) + 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): + 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)) + 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): + 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)) + vertices.append((cosine, sine)) batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices}) batch.draw(shader) @@ -123,10 +123,10 @@ def draw_rounded_node_border(node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)): 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)]) + 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 @@ -134,31 +134,31 @@ def draw_rounded_node_border(node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)): 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)]) + 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)]) + 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, 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)]) + 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: diff --git a/node_wrangler/utils/nodes.py b/node_wrangler/utils/nodes.py index 10ccd0b09..2214c161e 100644 --- a/node_wrangler/utils/nodes.py +++ b/node_wrangler/utils/nodes.py @@ -3,6 +3,7 @@ import bpy from math import hypot + def force_update(context): context.space_data.node_tree.update_tag() @@ -169,7 +170,7 @@ def is_viewer_socket(socket): def get_internal_socket(socket): - #get the internal socket from a socket inside or outside the group + # get the internal socket from a socket inside or outside the group node = socket.node if node.type == 'GROUP_OUTPUT': source_iterator = node.inputs @@ -205,7 +206,7 @@ def is_viewer_link(link, output_node): def get_group_output_node(tree): for node in tree.nodes: - if node.type == 'GROUP_OUTPUT' and node.is_active_output == True: + if node.type == 'GROUP_OUTPUT' and node.is_active_output: return node -- 2.30.2