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October 19, 2021 14:04
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# ##### BEGIN GPL LICENSE BLOCK ##### | |
# | |
# This program is free software; you can redistribute it and/or | |
# modify it under the terms of the GNU General Public License | |
# as published by the Free Software Foundation; either version 2 | |
# of the License, or (at your option) any later version. | |
# | |
# This program is distributed in the hope that it will be useful, | |
# but WITHOUT ANY WARRANTY; without even the implied warranty of | |
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
# GNU General Public License for more details. | |
# | |
# You should have received a copy of the GNU General Public License | |
# along with this program; if not, write to the Free Software Foundation, | |
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | |
# | |
# ##### END GPL LICENSE BLOCK ##### | |
bl_info = { | |
"name": "Node Wrangler", | |
"author": "Bartek Skorupa, Greg Zaal, Sebastian Koenig, Christian Brinkmann, Florian Meyer", | |
"version": (3, 38), | |
"blender": (2, 93, 0), | |
"location": "Node Editor Toolbar or Shift-W", | |
"description": "Various tools to enhance and speed up node-based workflow", | |
"warning": "", | |
"doc_url": "{BLENDER_MANUAL_URL}/addons/node/node_wrangler.html", | |
"category": "Node", | |
} | |
import bpy, bgl | |
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 nodeitems_utils import node_categories_iter | |
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), | |
) | |
# shader nodes | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
shaders_input_nodes_props = ( | |
('ShaderNodeAmbientOcclusion', 'AMBIENT_OCCLUSION', 'Ambient Occlusion'), | |
('ShaderNodeAttribute', 'ATTRIBUTE', 'Attribute'), | |
('ShaderNodeBevel', 'BEVEL', 'Bevel'), | |
('ShaderNodeCameraData', 'CAMERA', 'Camera Data'), | |
('ShaderNodeFresnel', 'FRESNEL', 'Fresnel'), | |
('ShaderNodeNewGeometry', 'NEW_GEOMETRY', 'Geometry'), | |
('ShaderNodeHairInfo', 'HAIR_INFO', 'Hair Info'), | |
('ShaderNodeLayerWeight', 'LAYER_WEIGHT', 'Layer Weight'), | |
('ShaderNodeLightPath', 'LIGHT_PATH', 'Light Path'), | |
('ShaderNodeObjectInfo', 'OBJECT_INFO', 'Object Info'), | |
('ShaderNodeParticleInfo', 'PARTICLE_INFO', 'Particle Info'), | |
('ShaderNodeRGB', 'RGB', 'RGB'), | |
('ShaderNodeTangent', 'TANGENT', 'Tangent'), | |
('ShaderNodeTexCoord', 'TEX_COORD', 'Texture Coordinate'), | |
('ShaderNodeUVMap', 'UVMAP', 'UV Map'), | |
('ShaderNodeValue', 'VALUE', 'Value'), | |
('ShaderNodeVertexColor', 'VERTEX_COLOR', 'Vertex Color'), | |
('ShaderNodeVolumeInfo', 'VOLUME_INFO', 'Volume Info'), | |
('ShaderNodeWireframe', 'WIREFRAME', 'Wireframe'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
shaders_output_nodes_props = ( | |
('ShaderNodeOutputAOV', 'OUTPUT_AOV', 'AOV Output'), | |
('ShaderNodeOutputLight', 'OUTPUT_LIGHT', 'Light Output'), | |
('ShaderNodeOutputMaterial', 'OUTPUT_MATERIAL', 'Material Output'), | |
('ShaderNodeOutputWorld', 'OUTPUT_WORLD', 'World Output'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
shaders_shader_nodes_props = ( | |
('ShaderNodeAddShader', 'ADD_SHADER', 'Add Shader'), | |
('ShaderNodeBsdfAnisotropic', 'BSDF_ANISOTROPIC', 'Anisotropic BSDF'), | |
('ShaderNodeBsdfDiffuse', 'BSDF_DIFFUSE', 'Diffuse BSDF'), | |
('ShaderNodeEmission', 'EMISSION', 'Emission'), | |
('ShaderNodeBsdfGlass', 'BSDF_GLASS', 'Glass BSDF'), | |
('ShaderNodeBsdfGlossy', 'BSDF_GLOSSY', 'Glossy BSDF'), | |
('ShaderNodeBsdfHair', 'BSDF_HAIR', 'Hair BSDF'), | |
('ShaderNodeHoldout', 'HOLDOUT', 'Holdout'), | |
('ShaderNodeMixShader', 'MIX_SHADER', 'Mix Shader'), | |
('ShaderNodeBsdfPrincipled', 'BSDF_PRINCIPLED', 'Principled BSDF'), | |
('ShaderNodeBsdfHairPrincipled', 'BSDF_HAIR_PRINCIPLED', 'Principled Hair BSDF'), | |
('ShaderNodeVolumePrincipled', 'PRINCIPLED_VOLUME', 'Principled Volume'), | |
('ShaderNodeBsdfRefraction', 'BSDF_REFRACTION', 'Refraction BSDF'), | |
('ShaderNodeSubsurfaceScattering', 'SUBSURFACE_SCATTERING', 'Subsurface Scattering'), | |
('ShaderNodeBsdfToon', 'BSDF_TOON', 'Toon BSDF'), | |
('ShaderNodeBsdfTranslucent', 'BSDF_TRANSLUCENT', 'Translucent BSDF'), | |
('ShaderNodeBsdfTransparent', 'BSDF_TRANSPARENT', 'Transparent BSDF'), | |
('ShaderNodeBsdfVelvet', 'BSDF_VELVET', 'Velvet BSDF'), | |
('ShaderNodeBackground', 'BACKGROUND', 'Background'), | |
('ShaderNodeVolumeAbsorption', 'VOLUME_ABSORPTION', 'Volume Absorption'), | |
('ShaderNodeVolumeScatter', 'VOLUME_SCATTER', 'Volume Scatter'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping things in alphabetical order so we don't need to sort later. | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
shaders_texture_nodes_props = ( | |
('ShaderNodeTexBrick', 'TEX_BRICK', 'Brick Texture'), | |
('ShaderNodeTexChecker', 'TEX_CHECKER', 'Checker Texture'), | |
('ShaderNodeTexEnvironment', 'TEX_ENVIRONMENT', 'Environment Texture'), | |
('ShaderNodeTexGradient', 'TEX_GRADIENT', 'Gradient Texture'), | |
('ShaderNodeTexIES', 'TEX_IES', 'IES Texture'), | |
('ShaderNodeTexImage', 'TEX_IMAGE', 'Image Texture'), | |
('ShaderNodeTexMagic', 'TEX_MAGIC', 'Magic Texture'), | |
('ShaderNodeTexMusgrave', 'TEX_MUSGRAVE', 'Musgrave Texture'), | |
('ShaderNodeTexNoise', 'TEX_NOISE', 'Noise Texture'), | |
('ShaderNodeTexPointDensity', 'TEX_POINTDENSITY', 'Point Density'), | |
('ShaderNodeTexSky', 'TEX_SKY', 'Sky Texture'), | |
('ShaderNodeTexVoronoi', 'TEX_VORONOI', 'Voronoi Texture'), | |
('ShaderNodeTexWave', 'TEX_WAVE', 'Wave Texture'), | |
('ShaderNodeTexWhiteNoise', 'TEX_WHITE_NOISE', 'White Noise'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
shaders_color_nodes_props = ( | |
('ShaderNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright Contrast'), | |
('ShaderNodeGamma', 'GAMMA', 'Gamma'), | |
('ShaderNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'), | |
('ShaderNodeInvert', 'INVERT', 'Invert'), | |
('ShaderNodeLightFalloff', 'LIGHT_FALLOFF', 'Light Falloff'), | |
('ShaderNodeMixRGB', 'MIX_RGB', 'MixRGB'), | |
('ShaderNodeRGBCurve', 'CURVE_RGB', 'RGB Curves'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
shaders_vector_nodes_props = ( | |
('ShaderNodeBump', 'BUMP', 'Bump'), | |
('ShaderNodeDisplacement', 'DISPLACEMENT', 'Displacement'), | |
('ShaderNodeMapping', 'MAPPING', 'Mapping'), | |
('ShaderNodeNormal', 'NORMAL', 'Normal'), | |
('ShaderNodeNormalMap', 'NORMAL_MAP', 'Normal Map'), | |
('ShaderNodeVectorCurve', 'CURVE_VEC', 'Vector Curves'), | |
('ShaderNodeVectorDisplacement', 'VECTOR_DISPLACEMENT', 'Vector Displacement'), | |
('ShaderNodeVectorTransform', 'VECT_TRANSFORM', 'Vector Transform'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
shaders_converter_nodes_props = ( | |
('ShaderNodeBlackbody', 'BLACKBODY', 'Blackbody'), | |
('ShaderNodeClamp', 'CLAMP', 'Clamp'), | |
('ShaderNodeValToRGB', 'VALTORGB', 'ColorRamp'), | |
('ShaderNodeCombineHSV', 'COMBHSV', 'Combine HSV'), | |
('ShaderNodeCombineRGB', 'COMBRGB', 'Combine RGB'), | |
('ShaderNodeCombineXYZ', 'COMBXYZ', 'Combine XYZ'), | |
('ShaderNodeMapRange', 'MAP_RANGE', 'Map Range'), | |
('ShaderNodeMath', 'MATH', 'Math'), | |
('ShaderNodeRGBToBW', 'RGBTOBW', 'RGB to BW'), | |
('ShaderNodeSeparateRGB', 'SEPRGB', 'Separate RGB'), | |
('ShaderNodeSeparateXYZ', 'SEPXYZ', 'Separate XYZ'), | |
('ShaderNodeSeparateHSV', 'SEPHSV', 'Separate HSV'), | |
('ShaderNodeVectorMath', 'VECT_MATH', 'Vector Math'), | |
('ShaderNodeWavelength', 'WAVELENGTH', 'Wavelength'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
shaders_layout_nodes_props = ( | |
('NodeFrame', 'FRAME', 'Frame'), | |
('NodeReroute', 'REROUTE', 'Reroute'), | |
) | |
# compositing nodes | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
compo_input_nodes_props = ( | |
('CompositorNodeBokehImage', 'BOKEHIMAGE', 'Bokeh Image'), | |
('CompositorNodeImage', 'IMAGE', 'Image'), | |
('CompositorNodeMask', 'MASK', 'Mask'), | |
('CompositorNodeMovieClip', 'MOVIECLIP', 'Movie Clip'), | |
('CompositorNodeRLayers', 'R_LAYERS', 'Render Layers'), | |
('CompositorNodeRGB', 'RGB', 'RGB'), | |
('CompositorNodeTexture', 'TEXTURE', 'Texture'), | |
('CompositorNodeTime', 'TIME', 'Time'), | |
('CompositorNodeTrackPos', 'TRACKPOS', 'Track Position'), | |
('CompositorNodeValue', 'VALUE', 'Value'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
compo_output_nodes_props = ( | |
('CompositorNodeComposite', 'COMPOSITE', 'Composite'), | |
('CompositorNodeOutputFile', 'OUTPUT_FILE', 'File Output'), | |
('CompositorNodeLevels', 'LEVELS', 'Levels'), | |
('CompositorNodeSplitViewer', 'SPLITVIEWER', 'Split Viewer'), | |
('CompositorNodeViewer', 'VIEWER', 'Viewer'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
compo_color_nodes_props = ( | |
('CompositorNodeAlphaOver', 'ALPHAOVER', 'Alpha Over'), | |
('CompositorNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright/Contrast'), | |
('CompositorNodeColorBalance', 'COLORBALANCE', 'Color Balance'), | |
('CompositorNodeColorCorrection', 'COLORCORRECTION', 'Color Correction'), | |
('CompositorNodeGamma', 'GAMMA', 'Gamma'), | |
('CompositorNodeHueCorrect', 'HUECORRECT', 'Hue Correct'), | |
('CompositorNodeHueSat', 'HUE_SAT', 'Hue Saturation Value'), | |
('CompositorNodeInvert', 'INVERT', 'Invert'), | |
('CompositorNodeMixRGB', 'MIX_RGB', 'Mix'), | |
('CompositorNodeCurveRGB', 'CURVE_RGB', 'RGB Curves'), | |
('CompositorNodeTonemap', 'TONEMAP', 'Tonemap'), | |
('CompositorNodeZcombine', 'ZCOMBINE', 'Z Combine'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
compo_converter_nodes_props = ( | |
('CompositorNodePremulKey', 'PREMULKEY', 'Alpha Convert'), | |
('CompositorNodeValToRGB', 'VALTORGB', 'ColorRamp'), | |
('CompositorNodeCombHSVA', 'COMBHSVA', 'Combine HSVA'), | |
('CompositorNodeCombRGBA', 'COMBRGBA', 'Combine RGBA'), | |
('CompositorNodeCombYCCA', 'COMBYCCA', 'Combine YCbCrA'), | |
('CompositorNodeCombYUVA', 'COMBYUVA', 'Combine YUVA'), | |
('CompositorNodeIDMask', 'ID_MASK', 'ID Mask'), | |
('CompositorNodeMath', 'MATH', 'Math'), | |
('CompositorNodeRGBToBW', 'RGBTOBW', 'RGB to BW'), | |
('CompositorNodeSepRGBA', 'SEPRGBA', 'Separate RGBA'), | |
('CompositorNodeSepHSVA', 'SEPHSVA', 'Separate HSVA'), | |
('CompositorNodeSepYUVA', 'SEPYUVA', 'Separate YUVA'), | |
('CompositorNodeSepYCCA', 'SEPYCCA', 'Separate YCbCrA'), | |
('CompositorNodeSetAlpha', 'SETALPHA', 'Set Alpha'), | |
('CompositorNodeSwitchView', 'VIEWSWITCH', 'View Switch'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
compo_filter_nodes_props = ( | |
('CompositorNodeBilateralblur', 'BILATERALBLUR', 'Bilateral Blur'), | |
('CompositorNodeBlur', 'BLUR', 'Blur'), | |
('CompositorNodeBokehBlur', 'BOKEHBLUR', 'Bokeh Blur'), | |
('CompositorNodeDefocus', 'DEFOCUS', 'Defocus'), | |
('CompositorNodeDenoise', 'DENOISE', 'Denoise'), | |
('CompositorNodeDespeckle', 'DESPECKLE', 'Despeckle'), | |
('CompositorNodeDilateErode', 'DILATEERODE', 'Dilate/Erode'), | |
('CompositorNodeDBlur', 'DBLUR', 'Directional Blur'), | |
('CompositorNodeFilter', 'FILTER', 'Filter'), | |
('CompositorNodeGlare', 'GLARE', 'Glare'), | |
('CompositorNodeInpaint', 'INPAINT', 'Inpaint'), | |
('CompositorNodePixelate', 'PIXELATE', 'Pixelate'), | |
('CompositorNodeSunBeams', 'SUNBEAMS', 'Sun Beams'), | |
('CompositorNodeVecBlur', 'VECBLUR', 'Vector Blur'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
compo_vector_nodes_props = ( | |
('CompositorNodeMapRange', 'MAP_RANGE', 'Map Range'), | |
('CompositorNodeMapValue', 'MAP_VALUE', 'Map Value'), | |
('CompositorNodeNormal', 'NORMAL', 'Normal'), | |
('CompositorNodeNormalize', 'NORMALIZE', 'Normalize'), | |
('CompositorNodeCurveVec', 'CURVE_VEC', 'Vector Curves'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
compo_matte_nodes_props = ( | |
('CompositorNodeBoxMask', 'BOXMASK', 'Box Mask'), | |
('CompositorNodeChannelMatte', 'CHANNEL_MATTE', 'Channel Key'), | |
('CompositorNodeChromaMatte', 'CHROMA_MATTE', 'Chroma Key'), | |
('CompositorNodeColorMatte', 'COLOR_MATTE', 'Color Key'), | |
('CompositorNodeColorSpill', 'COLOR_SPILL', 'Color Spill'), | |
('CompositorNodeCryptomatte', 'CRYPTOMATTE', 'Cryptomatte'), | |
('CompositorNodeDiffMatte', 'DIFF_MATTE', 'Difference Key'), | |
('CompositorNodeDistanceMatte', 'DISTANCE_MATTE', 'Distance Key'), | |
('CompositorNodeDoubleEdgeMask', 'DOUBLEEDGEMASK', 'Double Edge Mask'), | |
('CompositorNodeEllipseMask', 'ELLIPSEMASK', 'Ellipse Mask'), | |
('CompositorNodeKeying', 'KEYING', 'Keying'), | |
('CompositorNodeKeyingScreen', 'KEYINGSCREEN', 'Keying Screen'), | |
('CompositorNodeLumaMatte', 'LUMA_MATTE', 'Luminance Key'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
compo_distort_nodes_props = ( | |
('CompositorNodeCornerPin', 'CORNERPIN', 'Corner Pin'), | |
('CompositorNodeCrop', 'CROP', 'Crop'), | |
('CompositorNodeDisplace', 'DISPLACE', 'Displace'), | |
('CompositorNodeFlip', 'FLIP', 'Flip'), | |
('CompositorNodeLensdist', 'LENSDIST', 'Lens Distortion'), | |
('CompositorNodeMapUV', 'MAP_UV', 'Map UV'), | |
('CompositorNodeMovieDistortion', 'MOVIEDISTORTION', 'Movie Distortion'), | |
('CompositorNodePlaneTrackDeform', 'PLANETRACKDEFORM', 'Plane Track Deform'), | |
('CompositorNodeRotate', 'ROTATE', 'Rotate'), | |
('CompositorNodeScale', 'SCALE', 'Scale'), | |
('CompositorNodeStabilize', 'STABILIZE2D', 'Stabilize 2D'), | |
('CompositorNodeTransform', 'TRANSFORM', 'Transform'), | |
('CompositorNodeTranslate', 'TRANSLATE', 'Translate'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
# Keeping things in alphabetical order so we don't need to sort later. | |
compo_layout_nodes_props = ( | |
('NodeFrame', 'FRAME', 'Frame'), | |
('NodeReroute', 'REROUTE', 'Reroute'), | |
('CompositorNodeSwitch', 'SWITCH', 'Switch'), | |
) | |
# Blender Render material nodes | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
blender_mat_input_nodes_props = ( | |
('ShaderNodeMaterial', 'MATERIAL', 'Material'), | |
('ShaderNodeCameraData', 'CAMERA', 'Camera Data'), | |
('ShaderNodeLightData', 'LIGHT', 'Light Data'), | |
('ShaderNodeValue', 'VALUE', 'Value'), | |
('ShaderNodeRGB', 'RGB', 'RGB'), | |
('ShaderNodeTexture', 'TEXTURE', 'Texture'), | |
('ShaderNodeGeometry', 'GEOMETRY', 'Geometry'), | |
('ShaderNodeExtendedMaterial', 'MATERIAL_EXT', 'Extended Material'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
blender_mat_output_nodes_props = ( | |
('ShaderNodeOutput', 'OUTPUT', 'Output'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
blender_mat_color_nodes_props = ( | |
('ShaderNodeMixRGB', 'MIX_RGB', 'MixRGB'), | |
('ShaderNodeRGBCurve', 'CURVE_RGB', 'RGB Curves'), | |
('ShaderNodeInvert', 'INVERT', 'Invert'), | |
('ShaderNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
blender_mat_vector_nodes_props = ( | |
('ShaderNodeNormal', 'NORMAL', 'Normal'), | |
('ShaderNodeMapping', 'MAPPING', 'Mapping'), | |
('ShaderNodeVectorCurve', 'CURVE_VEC', 'Vector Curves'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
blender_mat_converter_nodes_props = ( | |
('ShaderNodeValToRGB', 'VALTORGB', 'ColorRamp'), | |
('ShaderNodeRGBToBW', 'RGBTOBW', 'RGB to BW'), | |
('ShaderNodeMath', 'MATH', 'Math'), | |
('ShaderNodeVectorMath', 'VECT_MATH', 'Vector Math'), | |
('ShaderNodeSqueeze', 'SQUEEZE', 'Squeeze Value'), | |
('ShaderNodeSeparateRGB', 'SEPRGB', 'Separate RGB'), | |
('ShaderNodeCombineRGB', 'COMBRGB', 'Combine RGB'), | |
('ShaderNodeSeparateHSV', 'SEPHSV', 'Separate HSV'), | |
('ShaderNodeCombineHSV', 'COMBHSV', 'Combine HSV'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
blender_mat_layout_nodes_props = ( | |
('NodeReroute', 'REROUTE', 'Reroute'), | |
) | |
# Texture Nodes | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
texture_input_nodes_props = ( | |
('TextureNodeCurveTime', 'CURVE_TIME', 'Curve Time'), | |
('TextureNodeCoordinates', 'COORD', 'Coordinates'), | |
('TextureNodeTexture', 'TEXTURE', 'Texture'), | |
('TextureNodeImage', 'IMAGE', 'Image'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
texture_output_nodes_props = ( | |
('TextureNodeOutput', 'OUTPUT', 'Output'), | |
('TextureNodeViewer', 'VIEWER', 'Viewer'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
texture_color_nodes_props = ( | |
('TextureNodeMixRGB', 'MIX_RGB', 'Mix RGB'), | |
('TextureNodeCurveRGB', 'CURVE_RGB', 'RGB Curves'), | |
('TextureNodeInvert', 'INVERT', 'Invert'), | |
('TextureNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'), | |
('TextureNodeCompose', 'COMPOSE', 'Combine RGBA'), | |
('TextureNodeDecompose', 'DECOMPOSE', 'Separate RGBA'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
texture_pattern_nodes_props = ( | |
('TextureNodeChecker', 'CHECKER', 'Checker'), | |
('TextureNodeBricks', 'BRICKS', 'Bricks'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
texture_textures_nodes_props = ( | |
('TextureNodeTexNoise', 'TEX_NOISE', 'Noise'), | |
('TextureNodeTexDistNoise', 'TEX_DISTNOISE', 'Distorted Noise'), | |
('TextureNodeTexClouds', 'TEX_CLOUDS', 'Clouds'), | |
('TextureNodeTexBlend', 'TEX_BLEND', 'Blend'), | |
('TextureNodeTexVoronoi', 'TEX_VORONOI', 'Voronoi'), | |
('TextureNodeTexMagic', 'TEX_MAGIC', 'Magic'), | |
('TextureNodeTexMarble', 'TEX_MARBLE', 'Marble'), | |
('TextureNodeTexWood', 'TEX_WOOD', 'Wood'), | |
('TextureNodeTexMusgrave', 'TEX_MUSGRAVE', 'Musgrave'), | |
('TextureNodeTexStucci', 'TEX_STUCCI', 'Stucci'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
texture_converter_nodes_props = ( | |
('TextureNodeMath', 'MATH', 'Math'), | |
('TextureNodeValToRGB', 'VALTORGB', 'ColorRamp'), | |
('TextureNodeRGBToBW', 'RGBTOBW', 'RGB to BW'), | |
('TextureNodeValToNor', 'VALTONOR', 'Value to Normal'), | |
('TextureNodeDistance', 'DISTANCE', 'Distance'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
texture_distort_nodes_props = ( | |
('TextureNodeScale', 'SCALE', 'Scale'), | |
('TextureNodeTranslate', 'TRANSLATE', 'Translate'), | |
('TextureNodeRotate', 'ROTATE', 'Rotate'), | |
('TextureNodeAt', 'AT', 'At'), | |
) | |
# (rna_type.identifier, type, rna_type.name) | |
# Keeping mixed case to avoid having to translate entries when adding new nodes in operators. | |
texture_layout_nodes_props = ( | |
('NodeReroute', 'REROUTE', 'Reroute'), | |
) | |
# 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 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 dpifac(): | |
prefs = bpy.context.preferences.system | |
return prefs.dpi * prefs.pixel_size / 72 | |
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 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 | |
locx = node.location.x | |
locy = node.location.y | |
dimx = node.dimensions.x/dpifac() | |
dimy = node.dimensions.y/dpifac() | |
if node.parent: | |
locx += node.parent.location.x | |
locy += node.parent.location.y | |
if node.parent.parent: | |
locx += node.parent.parent.location.x | |
locy += node.parent.parent.location.y | |
if node.parent.parent.parent: | |
locx += node.parent.parent.parent.location.x | |
locy += node.parent.parent.parent.location.y | |
if node.parent.parent.parent.parent: | |
# Support three levels or parenting | |
# There's got to be a better way to do this... | |
skipnode = True | |
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 = node.location.x | |
locy = node.location.y | |
dimx = node.dimensions.x/dpifac() | |
dimy = node.dimensions.y/dpifac() | |
if node.parent: | |
locx += node.parent.location.x | |
locy += node.parent.location.y | |
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('2D_SMOOTH_COLOR') | |
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}) | |
bgl.glLineWidth(size * dpifac()) | |
shader.bind() | |
batch.draw(shader) | |
def draw_circle_2d_filled(shader, mx, my, radius, colour=(1.0, 1.0, 1.0, 0.7)): | |
radius = radius * dpifac() | |
sides = 12 | |
vertices = [(radius * cos(i * 2 * pi / sides) + mx, | |
radius * sin(i * 2 * pi / sides) + my) | |
for i in range(sides + 1)] | |
batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices}) | |
shader.bind() | |
shader.uniform_float("color", colour) | |
batch.draw(shader) | |
def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)): | |
area_width = bpy.context.area.width - (16*dpifac()) - 1 | |
bottom_bar = (16*dpifac()) + 1 | |
sides = 16 | |
radius = radius*dpifac() | |
nlocx = (node.location.x+1)*dpifac() | |
nlocy = (node.location.y+1)*dpifac() | |
ndimx = node.dimensions.x | |
ndimy = node.dimensions.y | |
# This is a stupid way to do this... TODO use while loop | |
if node.parent: | |
nlocx += node.parent.location.x | |
nlocy += node.parent.location.y | |
if node.parent.parent: | |
nlocx += node.parent.parent.location.x | |
nlocy += node.parent.parent.location.y | |
if node.parent.parent.parent: | |
nlocx += node.parent.parent.parent.location.x | |
nlocy += node.parent.parent.parent.location.y | |
if node.hide: | |
nlocx += -1 | |
nlocy += 5 | |
if node.type == 'REROUTE': | |
#nlocx += 1 | |
nlocy -= 1 | |
ndimx = 0 | |
ndimy = 0 | |
radius += 6 | |
# 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 my > bottom_bar and 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}) | |
shader.bind() | |
shader.uniform_float("color", colour) | |
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 my > bottom_bar and 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}) | |
shader.bind() | |
shader.uniform_float("color", colour) | |
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 my > bottom_bar and 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}) | |
shader.bind() | |
shader.uniform_float("color", colour) | |
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 my > bottom_bar and 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}) | |
shader.bind() | |
shader.uniform_float("color", colour) | |
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) | |
if m1y > bottom_bar and m2y > bottom_bar: | |
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) | |
m1y = max(m1y, bottom_bar) | |
m2y = max(m2y, bottom_bar) | |
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) | |
if m1y > bottom_bar and m2y > bottom_bar: | |
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) | |
shader.bind() | |
shader.uniform_float("color", colour) | |
batch.draw(shader) | |
def draw_callback_nodeoutline(self, context, mode): | |
if self.mouse_path: | |
bgl.glLineWidth(1) | |
bgl.glEnable(bgl.GL_BLEND) | |
bgl.glEnable(bgl.GL_LINE_SMOOTH) | |
bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST) | |
nodes, links = get_nodes_links(context) | |
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') | |
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(shader, n1, radius=6, colour=col_outer) # outline | |
draw_rounded_node_border(shader, n1, radius=5, colour=col_inner) # inner | |
draw_rounded_node_border(shader, n2, radius=6, colour=col_outer) # outline | |
draw_rounded_node_border(shader, 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(shader, m1x, m1y, 7, col_outer) | |
draw_circle_2d_filled(shader, m2x, m2y, 7, col_outer) | |
# circle inner | |
draw_circle_2d_filled(shader, m1x, m1y, 5, col_circle_inner) | |
draw_circle_2d_filled(shader, m2x, m2y, 5, col_circle_inner) | |
bgl.glDisable(bgl.GL_BLEND) | |
bgl.glDisable(bgl.GL_LINE_SMOOTH) | |
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] | |
if max_xloc_node.name == 'Emission Viewer': | |
max_xloc_node = sorted_by_xloc[-2] | |
# 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', | |
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') | |
# 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" | |
) | |
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") | |
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"] | |
valid = False | |
if space.type == 'NODE_EDITOR' and space.node_tree is not None and space.tree_type in valid_trees: | |
valid = True | |
return valid | |
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 Emission Shader for shadeless previews, or to the geometry node tree's 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. | |
# Geometry Nodes support can be removed here once the viewer node is supported in the viewport. | |
run_in_geometry_nodes: BoolProperty(default=True) | |
def __init__(self): | |
self.shader_output_type = "" | |
self.shader_output_ident = "" | |
self.shader_viewer_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" | |
self.shader_viewer_ident = "ShaderNodeEmission" | |
else: | |
self.shader_output_type = "OUTPUT_LIGHT" | |
self.shader_output_ident = "ShaderNodeOutputLight" | |
self.shader_viewer_ident = "ShaderNodeEmission" | |
elif shader_type == 'WORLD': | |
self.shader_output_type = "OUTPUT_WORLD" | |
self.shader_output_ident = "ShaderNodeOutputWorld" | |
self.shader_viewer_ident = "ShaderNodeBackground" | |
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"): | |
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: | |
emission = self.get_viewer_node(materialout) | |
self.search_sockets((emission if emission else 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: | |
emission = self.get_viewer_node(materialout) | |
self.search_sockets((emission if emission else 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) | |
shader_types = [x[1] for x in shaders_shader_nodes_props] | |
mlocx = event.mouse_region_x | |
mlocy = event.mouse_region_y | |
select_node = bpy.ops.node.select(mouse_x=mlocx, mouse_y=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 = active_tree.nodes | |
base_node_tree = space.node_tree | |
active = nodes.active | |
# For geometry node trees we just connect to the group output, | |
# because there is no "viewer node" yet. | |
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 | |
delete_nodes = [] # store unused nodes to delete in the end | |
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) | |
# Delete nodes | |
for tree, node in delete_nodes: | |
tree.nodes.remove(node) | |
nodes.active = active | |
active.select = True | |
force_update(context) | |
return {'FINISHED'} | |
# What follows is code for the shader editor | |
output_types = [x[1] for x in shaders_output_nodes_props] | |
valid = False | |
if active: | |
if (active.type 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 | |
delete_nodes = [] # store unused nodes to delete in the end | |
if active.outputs: | |
# Output type is 'SHADER', no Viewer needed. | |
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) | |
# Crate 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) | |
# Delete nodes | |
for tree, node in delete_nodes: | |
tree.nodes.remove(node) | |
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=' ' | |
) | |
color_prop: FloatVectorProperty( | |
name="Color", | |
description="The color of the frame node", | |
default=(0.6, 0.6, 0.6), | |
min=0, max=1, step=1, precision=3, | |
subtype='COLOR_GAMMA', size=3 | |
) | |
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 = True | |
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: EnumProperty( | |
name="Switch to type", | |
items=list(shaders_input_nodes_props) + | |
list(shaders_output_nodes_props) + | |
list(shaders_shader_nodes_props) + | |
list(shaders_texture_nodes_props) + | |
list(shaders_color_nodes_props) + | |
list(shaders_vector_nodes_props) + | |
list(shaders_converter_nodes_props) + | |
list(shaders_layout_nodes_props) + | |
list(compo_input_nodes_props) + | |
list(compo_output_nodes_props) + | |
list(compo_color_nodes_props) + | |
list(compo_converter_nodes_props) + | |
list(compo_filter_nodes_props) + | |
list(compo_vector_nodes_props) + | |
list(compo_matte_nodes_props) + | |
list(compo_distort_nodes_props) + | |
list(compo_layout_nodes_props) + | |
list(blender_mat_input_nodes_props) + | |
list(blender_mat_output_nodes_props) + | |
list(blender_mat_color_nodes_props) + | |
list(blender_mat_vector_nodes_props) + | |
list(blender_mat_converter_nodes_props) + | |
list(blender_mat_layout_nodes_props) + | |
list(texture_input_nodes_props) + | |
list(texture_output_nodes_props) + | |
list(texture_color_nodes_props) + | |
list(texture_pattern_nodes_props) + | |
list(texture_textures_nodes_props) + | |
list(texture_converter_nodes_props) + | |
list(texture_distort_nodes_props) + | |
list(texture_layout_nodes_props) | |
) | |
geo_to_type: StringProperty( | |
name="Switch to type", | |
default = '', | |
) | |
def execute(self, context): | |
nodes, links = get_nodes_links(context) | |
to_type = self.to_type | |
if self.geo_to_type != '': | |
to_type = self.geo_to_type | |
# 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 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 math nodes used for geometry nodes are of type 'ShaderNode' | |
if merge_type == 'MATH' 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_type = node.outputs[0].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: | |
node_type = 'ShaderNode' | |
if mode == 'MIX': | |
mode = 'ADD' | |
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: | |
add_type = node_type + 'MixRGB' | |
add = nodes.new(add_type) | |
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 = 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 + 'Boolean' | |
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. | |
if len(nodes_list) == 2: | |
if not first_selected.outputs[0].links: | |
second_selected = nodes[nodes_list[1][0]] | |
for ss_link in second_selected.outputs[0].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(last_add.outputs[0], 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.outputs[0].links: | |
# Link only if "to_node" index not in invalid indexes list. | |
if not self.link_creates_cycle(fs_link, invalid_nodes): | |
links.new(last_add.outputs[0], fs_link.to_socket) | |
# add link from "first" selected and "first" add node | |
node_to = nodes[count_after - 1] | |
links.new(first_selected.outputs[0], node_to.inputs[first]) | |
if node_to.type == 'ZCOMBINE': | |
for fs_out in first_selected.outputs: | |
if fs_out != first_selected.outputs[0] 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(node_from.outputs[0], node_to.inputs[node_to_input_i]) | |
if node_to.type == 'ZCOMBINE': | |
for from_out in node_from.outputs: | |
if from_out != node_from.outputs[0] 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(node_from.outputs[0], node_to.inputs[node_to_input_i]) | |
if node_to.type == 'ZCOMBINE': | |
for from_out in node_from.outputs: | |
if from_out != node_from.outputs[0] 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 == 'GeometryNodeAttributeMix': | |
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 == 'GeometryNodeAttributeMath': | |
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'}: | |
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): | |
valid = False | |
if nw_check(context): | |
space = context.space_data | |
if space.tree_type == 'ShaderNodeTree': | |
valid = True | |
return valid | |
def execute(self, context): | |
nodes, links = get_nodes_links(context) | |
shader_types = [x[1] for x in shaders_shader_nodes_props if x[1] not in {'MIX_SHADER', 'ADD_SHADER'}] | |
texture_types = [x[1] for x in shaders_texture_nodes_props] | |
selected_nodes = [n for n in nodes if n.select] | |
for t_node in selected_nodes: | |
valid = False | |
input_index = 0 | |
if t_node.inputs: | |
for index, i in enumerate(t_node.inputs): | |
if not i.is_linked: | |
valid = True | |
input_index = index | |
break | |
if valid: | |
locx = t_node.location.x | |
locy = t_node.location.y - t_node.dimensions.y/2 | |
xoffset = [500, 700] | |
is_texture = False | |
if t_node.type in texture_types + ['MAPPING']: | |
xoffset = [290, 500] | |
is_texture = True | |
coordout = 2 | |
image_type = 'ShaderNodeTexImage' | |
if (t_node.type in texture_types and t_node.type != 'TEX_IMAGE') or (t_node.type == 'BACKGROUND'): | |
coordout = 0 # image texture uses UVs, procedural textures and Background shader use Generated | |
if t_node.type == 'BACKGROUND': | |
image_type = 'ShaderNodeTexEnvironment' | |
if not is_texture: | |
tex = nodes.new(image_type) | |
tex.location = [locx - 200, locy + 112] | |
nodes.active = tex | |
links.new(tex.outputs[0], t_node.inputs[input_index]) | |
t_node.select = False | |
if self.add_mapping or is_texture: | |
if t_node.type != 'MAPPING': | |
m = nodes.new('ShaderNodeMapping') | |
m.location = [locx - xoffset[0], locy + 141] | |
m.width = 240 | |
else: | |
m = t_node | |
coord = nodes.new('ShaderNodeTexCoord') | |
coord.location = [locx - (200 if t_node.type == 'MAPPING' else xoffset[1]), locy + 124] | |
if not is_texture: | |
links.new(m.outputs[0], tex.inputs[0]) | |
links.new(coord.outputs[coordout], m.inputs[0]) | |
else: | |
nodes.active = m | |
links.new(m.outputs[0], t_node.inputs[input_index]) | |
links.new(coord.outputs[coordout], m.inputs[0]) | |
else: | |
self.report({'WARNING'}, "No free inputs for node: "+t_node.name) | |
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'} | |
# Helper_functions | |
def split_into__components(fname): | |
# Split filename into components | |
# 'WallTexture_diff_2k.002.jpg' -> ['Wall', 'Texture', 'diff', 'k'] | |
# Remove extension | |
fname = path.splitext(fname)[0] | |
# Remove digits | |
fname = ''.join(i for i in fname if not i.isdigit()) | |
# Separate CamelCase by space | |
fname = re.sub("([a-z])([A-Z])","\g<1> \g<2>",fname) | |
# Replace common separators with SPACE | |
seperators = ['_', '.', '-', '__', '--', '#'] | |
for sep in seperators: | |
fname = fname.replace(sep, ' ') | |
components = fname.split(' ') | |
components = [c.lower() for c in components] | |
return components | |
# 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], | |
] | |
# Look through texture_types and set value as filename of first matched file | |
def match_files_to_socket_names(): | |
for sname in socketnames: | |
for file in self.files: | |
fname = file.name | |
filenamecomponents = split_into__components(fname) | |
matches = set(sname[1]).intersection(set(filenamecomponents)) | |
# TODO: ignore basename (if texture is named "fancy_metal_nor", it will be detected as metallic map, not normal map) | |
if matches: | |
sname[2] = fname | |
break | |
match_files_to_socket_names() | |
# 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 | |
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') | |
disp_node.location = active_node.location + Vector((0, -560)) | |
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 | |
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'] 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) | |
# 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 asignment 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) 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) | |
active = nodes.active | |
output_node = None | |
output_index = None | |
tree_type = context.space_data.tree_type | |
output_types_shaders = [x[1] for x in shaders_output_nodes_props] | |
output_types_compo = ['COMPOSITE'] | |
output_types_blender_mat = ['OUTPUT'] | |
output_types_textures = ['OUTPUT'] | |
output_types = output_types_shaders + output_types_compo + output_types_blender_mat | |
for node in nodes: | |
if node.type in output_types: | |
output_node = node | |
break | |
if not output_node: | |
bpy.ops.node.select_all(action="DESELECT") | |
if tree_type == 'ShaderNodeTree': | |
output_node = nodes.new('ShaderNodeOutputMaterial') | |
elif tree_type == 'CompositorNodeTree': | |
output_node = nodes.new('CompositorNodeComposite') | |
elif tree_type == 'TextureNodeTree': | |
output_node = nodes.new('TextureNodeOutput') | |
output_node.location.x = active.location.x + active.dimensions.x + 80 | |
output_node.location.y = active.location.y | |
if (output_node and 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].type != 'SHADER': # connect to displacement if not a shader | |
out_input_index = 2 | |
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'} | |
) | |
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-existant | |
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 | |
img = bpy.data.images.load(directory+(without_ext+'.'+extension)) | |
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(mouse_x=mlocx, mouse_y=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] | |
index=0 | |
for o in n1.outputs: | |
# Only show sockets that are exposed. | |
if o.enabled: | |
layout.operator(NWCallInputsMenu.bl_idname, text=o.name, icon="RADIOBUT_OFF").from_socket=index | |
index+=1 | |
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] | |
index = 0 | |
for i in 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 i.enabled: | |
op = layout.operator(NWMakeLink.bl_idname, text=i.name, icon="FORWARD") | |
op.from_socket = context.scene.NWSourceSocket | |
op.to_socket = index | |
index+=1 | |
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 NWVertColMenu(bpy.types.Menu): | |
bl_idname = "NODE_MT_nw_node_vertex_color_menu" | |
bl_label = "Vertex Colors" | |
@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) | |
vcols = [] | |
for obj in objs: | |
if obj.data.vertex_colors: | |
for vcol in obj.data.vertex_colors: | |
vcols.append(vcol.name) | |
vcols = list(set(vcols)) # get a unique list | |
if vcols: | |
for vcol in vcols: | |
l.operator(NWAddAttrNode.bl_idname, text=vcol).attr_name = vcol | |
else: | |
l.label(text="No Vertex Color layers 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 | |
tree = context.space_data.node_tree | |
if tree.type == 'SHADER': | |
layout.menu(NWSwitchShadersInputSubmenu.bl_idname) | |
layout.menu(NWSwitchShadersOutputSubmenu.bl_idname) | |
layout.menu(NWSwitchShadersShaderSubmenu.bl_idname) | |
layout.menu(NWSwitchShadersTextureSubmenu.bl_idname) | |
layout.menu(NWSwitchShadersColorSubmenu.bl_idname) | |
layout.menu(NWSwitchShadersVectorSubmenu.bl_idname) | |
layout.menu(NWSwitchShadersConverterSubmenu.bl_idname) | |
layout.menu(NWSwitchShadersLayoutSubmenu.bl_idname) | |
if tree.type == 'COMPOSITING': | |
layout.menu(NWSwitchCompoInputSubmenu.bl_idname) | |
layout.menu(NWSwitchCompoOutputSubmenu.bl_idname) | |
layout.menu(NWSwitchCompoColorSubmenu.bl_idname) | |
layout.menu(NWSwitchCompoConverterSubmenu.bl_idname) | |
layout.menu(NWSwitchCompoFilterSubmenu.bl_idname) | |
layout.menu(NWSwitchCompoVectorSubmenu.bl_idname) | |
layout.menu(NWSwitchCompoMatteSubmenu.bl_idname) | |
layout.menu(NWSwitchCompoDistortSubmenu.bl_idname) | |
layout.menu(NWSwitchCompoLayoutSubmenu.bl_idname) | |
if tree.type == 'TEXTURE': | |
layout.menu(NWSwitchTexInputSubmenu.bl_idname) | |
layout.menu(NWSwitchTexOutputSubmenu.bl_idname) | |
layout.menu(NWSwitchTexColorSubmenu.bl_idname) | |
layout.menu(NWSwitchTexPatternSubmenu.bl_idname) | |
layout.menu(NWSwitchTexTexturesSubmenu.bl_idname) | |
layout.menu(NWSwitchTexConverterSubmenu.bl_idname) | |
layout.menu(NWSwitchTexDistortSubmenu.bl_idname) | |
layout.menu(NWSwitchTexLayoutSubmenu.bl_idname) | |
if tree.type == 'GEOMETRY': | |
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 | |
class NWSwitchShadersInputSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_shaders_input_submenu" | |
bl_label = "Input" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in shaders_input_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchShadersOutputSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_shaders_output_submenu" | |
bl_label = "Output" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in shaders_output_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchShadersShaderSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_shaders_shader_submenu" | |
bl_label = "Shader" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in shaders_shader_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchShadersTextureSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_shaders_texture_submenu" | |
bl_label = "Texture" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in shaders_texture_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchShadersColorSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_shaders_color_submenu" | |
bl_label = "Color" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in shaders_color_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchShadersVectorSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_shaders_vector_submenu" | |
bl_label = "Vector" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in shaders_vector_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchShadersConverterSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_shaders_converter_submenu" | |
bl_label = "Converter" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in shaders_converter_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchShadersLayoutSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_shaders_layout_submenu" | |
bl_label = "Layout" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in shaders_layout_nodes_props: | |
if node_type != 'FRAME': | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchCompoInputSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_compo_input_submenu" | |
bl_label = "Input" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in compo_input_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchCompoOutputSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_compo_output_submenu" | |
bl_label = "Output" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in compo_output_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchCompoColorSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_compo_color_submenu" | |
bl_label = "Color" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in compo_color_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchCompoConverterSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_compo_converter_submenu" | |
bl_label = "Converter" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in compo_converter_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchCompoFilterSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_compo_filter_submenu" | |
bl_label = "Filter" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in compo_filter_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchCompoVectorSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_compo_vector_submenu" | |
bl_label = "Vector" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in compo_vector_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchCompoMatteSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_compo_matte_submenu" | |
bl_label = "Matte" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in compo_matte_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchCompoDistortSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_compo_distort_submenu" | |
bl_label = "Distort" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in compo_distort_nodes_props: | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchCompoLayoutSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_compo_layout_submenu" | |
bl_label = "Layout" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in compo_layout_nodes_props: | |
if node_type != 'FRAME': | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchMatInputSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_mat_input_submenu" | |
bl_label = "Input" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(blender_mat_input_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchMatOutputSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_mat_output_submenu" | |
bl_label = "Output" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(blender_mat_output_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchMatColorSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_mat_color_submenu" | |
bl_label = "Color" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(blender_mat_color_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchMatVectorSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_mat_vector_submenu" | |
bl_label = "Vector" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(blender_mat_vector_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchMatConverterSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_mat_converter_submenu" | |
bl_label = "Converter" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(blender_mat_converter_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchMatLayoutSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_mat_layout_submenu" | |
bl_label = "Layout" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(blender_mat_layout_nodes_props, key=lambda k: k[2]): | |
if node_type != 'FRAME': | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchTexInputSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_tex_input_submenu" | |
bl_label = "Input" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(texture_input_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchTexOutputSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_tex_output_submenu" | |
bl_label = "Output" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(texture_output_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchTexColorSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_tex_color_submenu" | |
bl_label = "Color" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(texture_color_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchTexPatternSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_tex_pattern_submenu" | |
bl_label = "Pattern" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(texture_pattern_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchTexTexturesSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_tex_textures_submenu" | |
bl_label = "Textures" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(texture_textures_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchTexConverterSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_tex_converter_submenu" | |
bl_label = "Converter" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(texture_converter_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchTexDistortSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_tex_distort_submenu" | |
bl_label = "Distort" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(texture_distort_nodes_props, key=lambda k: k[2]): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
class NWSwitchTexLayoutSubmenu(Menu, NWBase): | |
bl_idname = "NODE_MT_nw_switch_tex_layout_submenu" | |
bl_label = "Layout" | |
def draw(self, context): | |
layout = self.layout | |
for ident, node_type, rna_name in sorted(texture_layout_nodes_props, key=lambda k: k[2]): | |
if node_type != 'FRAME': | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) | |
props.to_type = ident | |
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): | |
props = layout.operator(NWSwitchNodeType.bl_idname, text=node.label) | |
props.geo_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_vertex_color_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.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.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 Outputs | |
(NWSwapLinks.bl_idname, 'S', 'PRESS', False, False, True, None, "Swap Outputs"), | |
# 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"), | |
) | |
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, | |
NWVertColMenu, | |
NWSwitchNodeTypeMenu, | |
NWSwitchShadersInputSubmenu, | |
NWSwitchShadersOutputSubmenu, | |
NWSwitchShadersShaderSubmenu, | |
NWSwitchShadersTextureSubmenu, | |
NWSwitchShadersColorSubmenu, | |
NWSwitchShadersVectorSubmenu, | |
NWSwitchShadersConverterSubmenu, | |
NWSwitchShadersLayoutSubmenu, | |
NWSwitchCompoInputSubmenu, | |
NWSwitchCompoOutputSubmenu, | |
NWSwitchCompoColorSubmenu, | |
NWSwitchCompoConverterSubmenu, | |
NWSwitchCompoFilterSubmenu, | |
NWSwitchCompoVectorSubmenu, | |
NWSwitchCompoMatteSubmenu, | |
NWSwitchCompoDistortSubmenu, | |
NWSwitchCompoLayoutSubmenu, | |
NWSwitchMatInputSubmenu, | |
NWSwitchMatOutputSubmenu, | |
NWSwitchMatColorSubmenu, | |
NWSwitchMatVectorSubmenu, | |
NWSwitchMatConverterSubmenu, | |
NWSwitchMatLayoutSubmenu, | |
NWSwitchTexInputSubmenu, | |
NWSwitchTexOutputSubmenu, | |
NWSwitchTexColorSubmenu, | |
NWSwitchTexPatternSubmenu, | |
NWSwitchTexTexturesSubmenu, | |
NWSwitchTexConverterSubmenu, | |
NWSwitchTexDistortSubmenu, | |
NWSwitchTexLayoutSubmenu, | |
) | |
def register(): | |
from bpy.utils import register_class | |
# props | |
bpy.types.Scene.NWBusyDrawing = StringProperty( | |
name="Busy Drawing!", | |
default="", | |
description="An internal property used to store only the first mouse position") | |
bpy.types.Scene.NWLazySource = StringProperty( | |
name="Lazy Source!", | |
default="x", | |
description="An internal property used to store the first node in a Lazy Connect operation") | |
bpy.types.Scene.NWLazyTarget = StringProperty( | |
name="Lazy Target!", | |
default="x", | |
description="An internal property used to store the last node in a Lazy Connect operation") | |
bpy.types.Scene.NWSourceSocket = IntProperty( | |
name="Source Socket!", | |
default=0, | |
description="An internal property used to store the source socket in a Lazy Connect operation") | |
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" | |
) | |
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'] and cat.identifier.startswith('GEO'): | |
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) | |
def unregister(): | |
from bpy.utils import unregister_class | |
# props | |
del bpy.types.Scene.NWBusyDrawing | |
del bpy.types.Scene.NWLazySource | |
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() |
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