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@ -27,11 +27,11 @@ from .interface import NWConnectionListInputs, NWConnectionListOutputs
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from .utils.constants import blend_types, geo_combine_operations, operations, navs, get_texture_node_types, rl_outputs
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from .utils.draw import draw_callback_nodeoutline
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from .utils.paths import match_files_to_socket_names, split_into_components
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from .utils.nodes import (node_mid_pt, autolink, node_at_pos, get_nodes_links, is_viewer_socket, is_viewer_link,
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from .utils.nodes import (node_mid_pt, autolink, node_at_pos, get_nodes_links,
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get_group_output_node, get_output_location, force_update, get_internal_socket, nw_check,
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nw_check_not_empty, nw_check_selected, nw_check_active, nw_check_space_type,
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nw_check_node_type, nw_check_visible_outputs, nw_check_viewer_node, NWBase,
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get_first_enabled_output, is_visible_socket, viewer_socket_name)
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get_first_enabled_output, is_visible_socket)
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class NWLazyMix(Operator, NWBase):
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"""Add a Mix RGB/Shader node by interactively drawing lines between nodes"""
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@ -486,323 +486,6 @@ class NWAddAttrNode(Operator, NWBase):
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return {'FINISHED'}
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class NWPreviewNode(Operator, NWBase):
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bl_idname = "node.nw_preview_node"
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bl_label = "Preview Node"
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bl_description = "Connect active node to the Node Group output or the Material Output"
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bl_options = {'REGISTER', 'UNDO'}
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# If false, the operator is not executed if the current node group happens to be a geometry nodes group.
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# This is needed because geometry nodes has its own viewer node that uses the same shortcut as in the compositor.
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run_in_geometry_nodes: BoolProperty(default=True)
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def __init__(self):
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self.shader_output_type = ""
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self.shader_output_ident = ""
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@classmethod
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def poll(cls, context):
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"""Already implemented natively for compositing nodes."""
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return (nw_check(cls, context) and nw_check_not_empty(cls, context)
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and nw_check_space_type(cls, context, {'ShaderNodeTree', 'GeometryNodeTree'}))
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@staticmethod
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def get_output_sockets(node_tree):
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return [item for item in node_tree.interface.items_tree
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if item.item_type == 'SOCKET' and item.in_out in {'OUTPUT', 'BOTH'}]
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def init_shader_variables(self, space, shader_type):
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if shader_type == 'OBJECT':
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if space.id in bpy.data.lights.values():
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self.shader_output_type = "OUTPUT_LIGHT"
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self.shader_output_ident = "ShaderNodeOutputLight"
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else:
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self.shader_output_type = "OUTPUT_MATERIAL"
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self.shader_output_ident = "ShaderNodeOutputMaterial"
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elif shader_type == 'WORLD':
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self.shader_output_type = "OUTPUT_WORLD"
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self.shader_output_ident = "ShaderNodeOutputWorld"
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def ensure_viewer_socket(self, node_tree, socket_type, connect_socket=None):
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"""Check if a viewer output already exists in a node group, otherwise create it"""
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viewer_socket = None
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output_sockets = self.get_output_sockets(node_tree)
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if len(output_sockets):
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for i, socket in enumerate(output_sockets):
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if is_viewer_socket(socket) and socket.socket_type == socket_type:
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# If viewer output is already used but leads to the same socket we can still use it
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is_used = self.has_socket_other_users(socket)
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if is_used:
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if connect_socket is None:
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continue
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groupout = get_group_output_node(node_tree)
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groupout_input = groupout.inputs[i]
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links = groupout_input.links
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if connect_socket not in [link.from_socket for link in links]:
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continue
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viewer_socket = socket
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break
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if viewer_socket is None:
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# Create viewer socket
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viewer_socket = node_tree.interface.new_socket(
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viewer_socket_name, in_out='OUTPUT', socket_type=socket_type)
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viewer_socket.NWViewerSocket = True
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return viewer_socket
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@staticmethod
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def ensure_group_output(node_tree):
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"""Check if a group output node exists, otherwise create it"""
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groupout = get_group_output_node(node_tree)
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if groupout is None:
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groupout = node_tree.nodes.new('NodeGroupOutput')
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loc_x, loc_y = get_output_location(node_tree)
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groupout.location.x = loc_x
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groupout.location.y = loc_y
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groupout.select = False
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# So that we don't keep on adding new group outputs
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groupout.is_active_output = True
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return groupout
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@classmethod
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def search_sockets(cls, node, sockets, index=None):
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"""Recursively scan nodes for viewer sockets and store them in a list"""
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for i, input_socket in enumerate(node.inputs):
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if index and i != index:
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continue
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if len(input_socket.links):
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link = input_socket.links[0]
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next_node = link.from_node
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external_socket = link.from_socket
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if hasattr(next_node, "node_tree"):
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for socket_index, socket in enumerate(next_node.node_tree.interface.items_tree):
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if socket.identifier == external_socket.identifier:
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break
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if is_viewer_socket(socket) and socket not in sockets:
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sockets.append(socket)
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# continue search inside of node group but restrict socket to where we came from
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groupout = get_group_output_node(next_node.node_tree)
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cls.search_sockets(groupout, sockets, index=socket_index)
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@classmethod
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def scan_nodes(cls, tree, sockets):
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"""Recursively get all viewer sockets in a material tree"""
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for node in tree.nodes:
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if hasattr(node, "node_tree"):
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if node.node_tree is None:
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continue
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for socket in cls.get_output_sockets(node.node_tree):
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if is_viewer_socket(socket) and (socket not in sockets):
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sockets.append(socket)
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cls.scan_nodes(node.node_tree, sockets)
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@staticmethod
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def remove_socket(tree, socket):
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interface = tree.interface
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interface.remove(socket)
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interface.active_index = min(interface.active_index, len(interface.items_tree) - 1)
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def link_leads_to_used_socket(self, link):
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"""Return True if link leads to a socket that is already used in this node"""
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socket = get_internal_socket(link.to_socket)
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return socket and self.is_socket_used_active_tree(socket)
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def is_socket_used_active_tree(self, socket):
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"""Ensure used sockets in active node tree is calculated and check given socket"""
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if not hasattr(self, "used_viewer_sockets_active_mat"):
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self.used_viewer_sockets_active_mat = []
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node_tree = bpy.context.space_data.node_tree
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output_node = None
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if node_tree.type == 'GEOMETRY':
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output_node = get_group_output_node(node_tree)
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elif node_tree.type == 'SHADER':
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output_node = get_group_output_node(node_tree,
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output_node_type=self.shader_output_type)
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if output_node is not None:
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self.search_sockets(output_node, self.used_viewer_sockets_active_mat)
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return socket in self.used_viewer_sockets_active_mat
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def has_socket_other_users(self, socket):
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"""List the other users for this socket (other materials or GN groups)"""
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if not hasattr(self, "other_viewer_sockets_users"):
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self.other_viewer_sockets_users = []
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if socket.socket_type == 'NodeSocketShader':
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for mat in bpy.data.materials:
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if mat.node_tree == bpy.context.space_data.node_tree or not hasattr(mat.node_tree, "nodes"):
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continue
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# Get viewer node
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output_node = get_group_output_node(mat.node_tree,
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output_node_type=self.shader_output_type)
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if output_node is not None:
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self.search_sockets(output_node, self.other_viewer_sockets_users)
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elif socket.socket_type == 'NodeSocketGeometry':
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for obj in bpy.data.objects:
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for mod in obj.modifiers:
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if mod.type != 'NODES' or mod.node_group == bpy.context.space_data.node_tree:
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continue
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# Get viewer node
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output_node = get_group_output_node(mod.node_group)
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if output_node is not None:
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self.search_sockets(output_node, self.other_viewer_sockets_users)
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return socket in self.other_viewer_sockets_users
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def get_output_index(self, node, output_node, is_base_node_tree, socket_type, check_type=False):
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"""Get the next available output socket in the active node"""
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out_i = None
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valid_outputs = []
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for i, out in enumerate(node.outputs):
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if is_visible_socket(out) and (not check_type or out.type == socket_type):
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valid_outputs.append(i)
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if valid_outputs:
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out_i = valid_outputs[0] # Start index of node's outputs
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for i, valid_i in enumerate(valid_outputs):
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for out_link in node.outputs[valid_i].links:
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if is_viewer_link(out_link, output_node):
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if is_base_node_tree or self.link_leads_to_used_socket(out_link):
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if i < len(valid_outputs) - 1:
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out_i = valid_outputs[i + 1]
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else:
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out_i = valid_outputs[0]
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return out_i
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def create_links(self, path, node, active_node_socket_id, socket_type):
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"""Create links at each step in the node group path."""
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path = list(reversed(path))
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# Starting from the level of the active node
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for path_index, path_element in enumerate(path[:-1]):
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# Ensure there is a viewer node and it has an input
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tree = path_element.node_tree
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viewer_socket = self.ensure_viewer_socket(
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tree, socket_type,
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connect_socket = node.outputs[active_node_socket_id]
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if path_index == 0 else None)
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if viewer_socket in self.delete_sockets:
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self.delete_sockets.remove(viewer_socket)
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# Connect the current to its viewer
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link_start = node.outputs[active_node_socket_id]
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link_end = self.ensure_group_output(tree).inputs[viewer_socket.identifier]
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connect_sockets(link_start, link_end)
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# Go up in the node group hierarchy
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next_tree = path[path_index + 1].node_tree
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node = next(n for n in next_tree.nodes
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if n.type == 'GROUP'
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and n.node_tree == tree)
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tree = next_tree
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active_node_socket_id = viewer_socket.identifier
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return node.outputs[active_node_socket_id]
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def cleanup(self):
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# Delete sockets
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for socket in self.delete_sockets:
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if not self.has_socket_other_users(socket):
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tree = socket.id_data
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self.remove_socket(tree, socket)
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def invoke(self, context, event):
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space = context.space_data
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# Ignore operator when running in wrong context.
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if self.run_in_geometry_nodes != (space.tree_type == "GeometryNodeTree"):
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return {'PASS_THROUGH'}
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mlocx = event.mouse_region_x
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mlocy = event.mouse_region_y
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select_node = bpy.ops.node.select(location=(mlocx, mlocy), extend=False)
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if 'FINISHED' not in select_node: # only run if mouse click is on a node
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return {'CANCELLED'}
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base_node_tree = space.node_tree
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active_tree = context.space_data.edit_tree
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path = context.space_data.path
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nodes = active_tree.nodes
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active = nodes.active
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if not active and not any(is_visible_socket(out) for out in active.outputs):
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return {'CANCELLED'}
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# Scan through all nodes in tree including nodes inside of groups to find viewer sockets
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self.delete_sockets = []
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self.scan_nodes(base_node_tree, self.delete_sockets)
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if not active.outputs:
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self.cleanup()
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return {'CANCELLED'}
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# For geometry node trees, we just connect to the group output
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if space.tree_type == "GeometryNodeTree":
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socket_type = 'NodeSocketGeometry'
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# Find (or create if needed) the output of this node tree
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output_node = self.ensure_group_output(base_node_tree)
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active_node_socket_index = self.get_output_index(
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active, output_node, base_node_tree == active_tree, 'GEOMETRY', check_type=True
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)
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# If there is no 'GEOMETRY' output type - We can't preview the node
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if active_node_socket_index is None:
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return {'CANCELLED'}
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# Find an input socket of the output of type geometry
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output_node_socket_index = None
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for i, inp in enumerate(output_node.inputs):
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if inp.type == 'GEOMETRY':
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output_node_socket_index = i
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break
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if output_node_socket_index is None:
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# Create geometry socket
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geometry_out_socket = base_node_tree.interface.new_socket(
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'Geometry', in_out='OUTPUT', socket_type=socket_type
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)
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output_node_socket_index = geometry_out_socket.index
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# For shader node trees, we connect to a material output
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elif space.tree_type == "ShaderNodeTree":
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socket_type = 'NodeSocketShader'
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self.init_shader_variables(space, space.shader_type)
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# Get or create material_output node
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output_node = get_group_output_node(base_node_tree,
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output_node_type=self.shader_output_type)
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if not output_node:
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output_node = base_node_tree.nodes.new(self.shader_output_ident)
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output_node.location = get_output_location(base_node_tree)
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output_node.select = False
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active_node_socket_index = self.get_output_index(
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active, output_node, base_node_tree == active_tree, 'SHADER'
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)
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# Cancel if no socket was found. This can happen for group input
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# nodes with only a virtual socket output.
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if active_node_socket_index is None:
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return {'CANCELLED'}
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if active.outputs[active_node_socket_index].name == "Volume":
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|
|
output_node_socket_index = 1
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else:
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|
output_node_socket_index = 0
|
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|
# If there are no nested node groups, the link starts at the active node
|
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|
|
|
node_output = active.outputs[active_node_socket_index]
|
|
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|
|
if len(path) > 1:
|
|
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|
|
# Recursively connect inside nested node groups and get the one from base level
|
|
|
|
|
node_output = self.create_links(path, active, active_node_socket_index, socket_type)
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|
|
output_node_input = output_node.inputs[output_node_socket_index]
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|
# Connect at base level
|
|
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|
|
connect_sockets(node_output, output_node_input)
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|
|
self.cleanup()
|
|
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|
|
nodes.active = active
|
|
|
|
|
active.select = True
|
|
|
|
|
force_update(context)
|
|
|
|
|
return {'FINISHED'}
|
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|
class NWFrameSelected(Operator, NWBase):
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|
|
bl_idname = "node.nw_frame_selected"
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|
|
bl_label = "Frame Selected"
|
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|
|
@ -2759,7 +2442,6 @@ classes = (
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NWSwapLinks,
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NWResetBG,
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NWAddAttrNode,
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|
NWPreviewNode,
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|
NWFrameSelected,
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|
NWReloadImages,
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NWMergeNodes,
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|