518 lines
14 KiB
Python
518 lines
14 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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bl_info = {
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"name": "Node Arrange",
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"author": "JuhaW",
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"version": (0, 2, 2),
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"blender": (2, 80, 4),
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"location": "Node Editor > Properties > Trees",
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"description": "Node Tree Arrangement Tools",
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"warning": "",
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"doc_url": "{BLENDER_MANUAL_URL}/addons/node/node_arrange.html",
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"tracker_url": "https://github.com/JuhaW/NodeArrange/issues",
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"category": "Node"
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}
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import sys
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import bpy
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from collections import OrderedDict
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from itertools import repeat
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import pprint
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import pdb
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from bpy.types import Operator, Panel
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from bpy.props import (
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IntProperty,
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)
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from copy import copy
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#From Node Wrangler
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def get_nodes_linked(context):
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tree = context.space_data.node_tree
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# Get nodes from currently edited tree.
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# If user is editing a group, space_data.node_tree is still the base level (outside group).
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# context.active_node is in the group though, so if space_data.node_tree.nodes.active is not
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# the same as context.active_node, the user is in a group.
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# Check recursively until we find the real active node_tree:
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if tree.nodes.active:
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while tree.nodes.active != context.active_node:
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tree = tree.nodes.active.node_tree
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return tree.nodes, tree.links
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class NA_OT_AlignNodes(Operator):
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'''Align the selected nodes/Tidy loose nodes'''
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bl_idname = "node.na_align_nodes"
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bl_label = "Align Nodes"
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bl_options = {'REGISTER', 'UNDO'}
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margin: IntProperty(name='Margin', default=50, description='The amount of space between nodes')
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def execute(self, context):
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nodes, links = get_nodes_linked(context)
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margin = self.margin
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selection = []
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for node in nodes:
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if node.select and node.type != 'FRAME':
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selection.append(node)
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# If no nodes are selected, align all nodes
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active_loc = None
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if not selection:
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selection = nodes
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elif nodes.active in selection:
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active_loc = copy(nodes.active.location) # make a copy, not a reference
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# Check if nodes should be laid out horizontally or vertically
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x_locs = [n.location.x + (n.dimensions.x / 2) for n in selection] # use dimension to get center of node, not corner
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y_locs = [n.location.y - (n.dimensions.y / 2) for n in selection]
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x_range = max(x_locs) - min(x_locs)
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y_range = max(y_locs) - min(y_locs)
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mid_x = (max(x_locs) + min(x_locs)) / 2
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mid_y = (max(y_locs) + min(y_locs)) / 2
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horizontal = x_range > y_range
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# Sort selection by location of node mid-point
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if horizontal:
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selection = sorted(selection, key=lambda n: n.location.x + (n.dimensions.x / 2))
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else:
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selection = sorted(selection, key=lambda n: n.location.y - (n.dimensions.y / 2), reverse=True)
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# Alignment
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current_pos = 0
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for node in selection:
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current_margin = margin
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current_margin = current_margin * 0.5 if node.hide else current_margin # use a smaller margin for hidden nodes
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if horizontal:
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node.location.x = current_pos
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current_pos += current_margin + node.dimensions.x
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node.location.y = mid_y + (node.dimensions.y / 2)
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else:
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node.location.y = current_pos
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current_pos -= (current_margin * 0.3) + node.dimensions.y # use half-margin for vertical alignment
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node.location.x = mid_x - (node.dimensions.x / 2)
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# If active node is selected, center nodes around it
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if active_loc is not None:
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active_loc_diff = active_loc - nodes.active.location
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for node in selection:
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node.location += active_loc_diff
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else: # Position nodes centered around where they used to be
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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])
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new_mid = (max(locs) + min(locs)) / 2
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for node in selection:
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if horizontal:
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node.location.x += (mid_x - new_mid)
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else:
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node.location.y += (mid_y - new_mid)
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return {'FINISHED'}
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class values():
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average_y = 0
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x_last = 0
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margin_x = 100
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mat_name = ""
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margin_y = 20
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class NA_PT_NodePanel(Panel):
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bl_label = "Node Arrange"
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bl_space_type = "NODE_EDITOR"
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bl_region_type = "UI"
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bl_category = "Arrange"
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def draw(self, context):
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if context.active_node is not None:
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layout = self.layout
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row = layout.row()
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col = layout.column
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row.operator('node.button')
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row = layout.row()
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row.prop(bpy.context.scene, 'nodemargin_x', text="Margin x")
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row = layout.row()
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row.prop(bpy.context.scene, 'nodemargin_y', text="Margin y")
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row = layout.row()
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row.prop(context.scene, 'node_center', text="Center nodes")
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row = layout.row()
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row.operator('node.na_align_nodes', text="Align to Selected")
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row = layout.row()
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node = context.space_data.node_tree.nodes.active
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if node and node.select:
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row.prop(node, 'location', text = "Node X", index = 0)
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row.prop(node, 'location', text = "Node Y", index = 1)
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row = layout.row()
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row.prop(node, 'width', text = "Node width")
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row = layout.row()
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row.operator('node.button_odd')
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class NA_OT_NodeButton(Operator):
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'''Arrange Connected Nodes/Arrange All Nodes'''
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bl_idname = 'node.button'
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bl_label = 'Arrange All Nodes'
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def execute(self, context):
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nodemargin(self, context)
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bpy.context.space_data.node_tree.nodes.update()
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bpy.ops.node.view_all()
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return {'FINISHED'}
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# not sure this is doing what you expect.
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# blender.org/api/blender_python_api_current/bpy.types.Operator.html#invoke
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def invoke(self, context, value):
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values.mat_name = bpy.context.space_data.node_tree
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nodemargin(self, context)
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return {'FINISHED'}
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class NA_OT_NodeButtonOdd(Operator):
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'Show the nodes for this material'
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bl_idname = 'node.button_odd'
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bl_label = 'Select Unlinked'
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def execute(self, context):
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values.mat_name = bpy.context.space_data.node_tree
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#mat = bpy.context.object.active_material
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nodes_iterate(context.space_data.node_tree, False)
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return {'FINISHED'}
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class NA_OT_NodeButtonCenter(Operator):
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'Show the nodes for this material'
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bl_idname = 'node.button_center'
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bl_label = 'Center nodes (0,0)'
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def execute(self, context):
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values.mat_name = "" # reset
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mat = bpy.context.object.active_material
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nodes_center(mat)
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return {'FINISHED'}
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def nodemargin(self, context):
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values.margin_x = context.scene.nodemargin_x
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values.margin_y = context.scene.nodemargin_y
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ntree = context.space_data.node_tree
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#first arrange nodegroups
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n_groups = []
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for i in ntree.nodes:
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if i.type == 'GROUP':
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n_groups.append(i)
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while n_groups:
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j = n_groups.pop(0)
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nodes_iterate(j.node_tree)
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for i in j.node_tree.nodes:
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if i.type == 'GROUP':
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n_groups.append(i)
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nodes_iterate(ntree)
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# arrange nodes + this center nodes together
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if context.scene.node_center:
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nodes_center(ntree)
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class NA_OT_ArrangeNodesOp(bpy.types.Operator):
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bl_idname = 'node.arrange_nodetree'
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bl_label = 'Nodes Private Op'
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mat_name : bpy.props.StringProperty()
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margin_x : bpy.props.IntProperty(default=120)
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margin_y : bpy.props.IntProperty(default=120)
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def nodemargin2(self, context):
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mat = None
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mat_found = bpy.data.materials.get(self.mat_name)
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if self.mat_name and mat_found:
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mat = mat_found
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#print(mat)
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if not mat:
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return
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else:
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values.mat_name = self.mat_name
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scn = context.scene
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scn.nodemargin_x = self.margin_x
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scn.nodemargin_y = self.margin_y
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nodes_iterate(mat)
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if scn.node_center:
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nodes_center(mat)
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def execute(self, context):
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self.nodemargin2(context)
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return {'FINISHED'}
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def outputnode_search(ntree): # return node/None
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outputnodes = []
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for node in ntree.nodes:
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if not node.outputs:
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for input in node.inputs:
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if input.is_linked:
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outputnodes.append(node)
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break
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if not outputnodes:
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print("No output node found")
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return None
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return outputnodes
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###############################################################
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def nodes_iterate(ntree, arrange=True):
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nodeoutput = outputnode_search(ntree)
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if nodeoutput is None:
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#print ("nodeoutput is None")
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return None
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a = []
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a.append([])
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for i in nodeoutput:
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a[0].append(i)
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level = 0
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while a[level]:
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a.append([])
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for node in a[level]:
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inputlist = [i for i in node.inputs if i.is_linked]
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if inputlist:
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for input in inputlist:
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for nlinks in input.links:
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node1 = nlinks.from_node
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a[level + 1].append(node1)
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else:
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pass
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level += 1
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del a[level]
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level -= 1
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#remove duplicate nodes at the same level, first wins
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for x, nodes in enumerate(a):
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a[x] = list(OrderedDict(zip(a[x], repeat(None))))
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#remove duplicate nodes in all levels, last wins
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top = level
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for row1 in range(top, 1, -1):
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for col1 in a[row1]:
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for row2 in range(row1-1, 0, -1):
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for col2 in a[row2]:
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if col1 == col2:
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a[row2].remove(col2)
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break
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"""
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for x, i in enumerate(a):
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print (x)
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for j in i:
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print (j)
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#print()
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"""
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"""
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#add node frames to nodelist
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frames = []
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print ("Frames:")
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print ("level:", level)
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print ("a:",a)
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for row in range(level, 0, -1):
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for i, node in enumerate(a[row]):
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if node.parent:
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print ("Frame found:", node.parent, node)
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#if frame already added to the list ?
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frame = node.parent
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#remove node
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del a[row][i]
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if frame not in frames:
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frames.append(frame)
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#add frame to the same place than node was
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a[row].insert(i, frame)
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pprint.pprint(a)
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"""
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#return None
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########################################
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if not arrange:
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nodelist = [j for i in a for j in i]
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nodes_odd(ntree, nodelist=nodelist)
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return None
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########################################
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levelmax = level + 1
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level = 0
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values.x_last = 0
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while level < levelmax:
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values.average_y = 0
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nodes = [x for x in a[level]]
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#print ("level, nodes:", level, nodes)
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nodes_arrange(nodes, level)
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level = level + 1
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return None
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###############################################################
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def nodes_odd(ntree, nodelist):
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nodes = ntree.nodes
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for i in nodes:
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i.select = False
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a = [x for x in nodes if x not in nodelist]
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# print ("odd nodes:",a)
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for i in a:
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i.select = True
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def nodes_arrange(nodelist, level):
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parents = []
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for node in nodelist:
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parents.append(node.parent)
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node.parent = None
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bpy.context.space_data.node_tree.nodes.update()
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#print ("nodes arrange def")
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# node x positions
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widthmax = max([x.dimensions.x for x in nodelist])
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xpos = values.x_last - (widthmax + values.margin_x) if level != 0 else 0
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#print ("nodelist, xpos", nodelist,xpos)
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values.x_last = xpos
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# node y positions
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x = 0
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y = 0
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for node in nodelist:
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if node.hide:
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hidey = (node.dimensions.y / 2) - 8
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y = y - hidey
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else:
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hidey = 0
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node.location.y = y
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y = y - values.margin_y - node.dimensions.y + hidey
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node.location.x = xpos #if node.type != "FRAME" else xpos + 1200
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y = y + values.margin_y
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center = (0 + y) / 2
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values.average_y = center - values.average_y
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#for node in nodelist:
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#node.location.y -= values.average_y
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for i, node in enumerate(nodelist):
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node.parent = parents[i]
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def nodetree_get(mat):
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return mat.node_tree.nodes
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def nodes_center(ntree):
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bboxminx = []
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bboxmaxx = []
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bboxmaxy = []
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bboxminy = []
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for node in ntree.nodes:
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if not node.parent:
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bboxminx.append(node.location.x)
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bboxmaxx.append(node.location.x + node.dimensions.x)
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bboxmaxy.append(node.location.y)
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bboxminy.append(node.location.y - node.dimensions.y)
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# print ("bboxminy:",bboxminy)
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bboxminx = min(bboxminx)
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bboxmaxx = max(bboxmaxx)
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bboxminy = min(bboxminy)
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bboxmaxy = max(bboxmaxy)
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center_x = (bboxminx + bboxmaxx) / 2
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center_y = (bboxminy + bboxmaxy) / 2
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'''
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print ("minx:",bboxminx)
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print ("maxx:",bboxmaxx)
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print ("miny:",bboxminy)
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print ("maxy:",bboxmaxy)
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print ("bboxes:", bboxminx, bboxmaxx, bboxmaxy, bboxminy)
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print ("center x:",center_x)
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print ("center y:",center_y)
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'''
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x = 0
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y = 0
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for node in ntree.nodes:
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if not node.parent:
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node.location.x -= center_x
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node.location.y += -center_y
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classes = [
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NA_PT_NodePanel,
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NA_OT_NodeButton,
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NA_OT_NodeButtonOdd,
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NA_OT_NodeButtonCenter,
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NA_OT_ArrangeNodesOp,
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NA_OT_AlignNodes
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]
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def register():
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for c in classes:
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bpy.utils.register_class(c)
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bpy.types.Scene.nodemargin_x = bpy.props.IntProperty(default=100, update=nodemargin)
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bpy.types.Scene.nodemargin_y = bpy.props.IntProperty(default=20, update=nodemargin)
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bpy.types.Scene.node_center = bpy.props.BoolProperty(default=True, update=nodemargin)
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def unregister():
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for c in classes:
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bpy.utils.unregister_class(c)
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del bpy.types.Scene.nodemargin_x
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del bpy.types.Scene.nodemargin_y
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del bpy.types.Scene.node_center
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if __name__ == "__main__":
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register()
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