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valid = False
if (space.type == 'NODE_EDITOR' and
space.node_tree is not None and
context.active_node is not None and
context.active_node.type is not 'FRAME'
):
valid = True
return valid
def execute(self, context):
nodes, links = get_nodes_links(context)
selected = [n for n in nodes if n.select]
reselect = [] # duplicated nodes will be selected after execution
active = nodes.active
if active.select:
reselect.append(active)
for node in selected:
if node.type == active.type and node != active:
# duplicate active, relink links as in 'node', append copy to 'reselect', delete node
bpy.ops.node.select_all(action='DESELECT')
nodes.active = active
active.select = True
bpy.ops.node.duplicate()
copied = nodes.active
# Copied active should however inherit some properties from 'node'
attributes = (
'hide', 'show_preview', 'mute', 'label',
'use_custom_color', 'color', 'width', 'width_hidden',
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for attr in attributes:
setattr(copied, attr, getattr(node, attr))
# Handle scenario when 'node' is in frame. 'copied' is in same frame then.
if copied.parent:
bpy.ops.node.parent_clear()
locx = node.location.x
locy = node.location.y
# get absolute node location
parent = node.parent
while parent:
locx += parent.location.x
locy += parent.location.y
parent = parent.parent
copied.location = [locx, locy]
# reconnect links from node to copied
for i, input in enumerate(node.inputs):
if input.links:
link = input.links[0]
links.new(link.from_socket, copied.inputs[i])
for out, output in enumerate(node.outputs):
if output.links:
out_links = output.links
for link in out_links:
links.new(copied.outputs[out], link.to_socket)
bpy.ops.node.select_all(action='DESELECT')
node.select = True
bpy.ops.node.delete()
reselect.append(copied)
else: # If selected wasn't copied, need to reselect it afterwards.
reselect.append(node)
# clean up
bpy.ops.node.select_all(action='DESELECT')
for node in reselect:
node.select = True
nodes.active = active
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'),
)
)
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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)
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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'}
@classmethod
def poll(cls, context):
space = context.space_data
valid = False
if space.type == 'NODE_EDITOR':
if space.tree_type == 'ShaderNodeTree' and space.node_tree is not None:
valid = True
return valid
def execute(self, context):
nodes, links = get_nodes_links(context)
active = nodes.active
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]
valid = False
if active:
if active.select:
if active.type in shader_types or active.type in texture_types:
if not active.inputs[0].is_linked:
valid = True
if valid:
locx = active.location.x
locy = active.location.y
xoffset = [500.0, 700.0]
isshader = True
if active.type not in shader_types:
xoffset = [290.0, 500.0]
isshader = False
coordout = 2
image_type = 'ShaderNodeTexImage'
if (active.type in texture_types and active.type != 'TEX_IMAGE') or (active.type == 'BACKGROUND'):
coordout = 0 # image texture uses UVs, procedural textures and Background shader use Generated
if active.type == 'BACKGROUND':
image_type = 'ShaderNodeTexEnvironment'
if isshader:
tex = nodes.new(image_type)
tex.location = [locx - 200.0, locy + 28.0]
map = nodes.new('ShaderNodeMapping')
map.location = [locx - xoffset[0], locy + 80.0]
map.width = 240
coord = nodes.new('ShaderNodeTexCoord')
coord.location = [locx - xoffset[1], locy + 40.0]
active.select = False
if isshader:
nodes.active = tex
links.new(tex.outputs[0], active.inputs[0])
links.new(map.outputs[0], tex.inputs[0])
links.new(coord.outputs[coordout], map.inputs[0])
else:
nodes.active = map
links.new(map.outputs[0], active.inputs[0])
links.new(coord.outputs[coordout], map.inputs[0])
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'),
]
)
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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 is not '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 render_pass, out_name, exr_name, in_internal, in_cycles in rl_outputs:
if output.name == out_name:
pass_used = getattr(node_scene.render.layers[node_layer], 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"
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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):
space = context.space_data
valid = False
if space.type == 'NODE_EDITOR':
if space.node_tree is not None and 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 render_pass, out_name, exr_name, in_internal, in_cycles 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 == out_name:
# example 'render_pass' entry: 'use_pass_uv' Check if True in scene render layers
pass_used = getattr(active.scene.render.layers[active.layer], 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 render_pass, out_name, exr_name, in_internal, in_cycles in rl_outputs:
if out.name in {out_name, exr_name}:
src_name = (out_name, exr_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):
bl_idname = "node.nw_align_nodes"
bl_label = "Align nodes"
bl_options = {'REGISTER', 'UNDO'}
# option: 'Vertically', 'Horizontally'
option = EnumProperty(
name="option",
description="Direction",
items=(
('AXIS_X', "Align Vertically", 'Align Vertically'),
('AXIS_Y', "Aligh Horizontally", 'Aligh Horizontally'),
)
)
def execute(self, context):
nodes, links = get_nodes_links(context)
selected = [] # entry = [index, loc.x, loc.y, width, height]
frames_reselect = [] # entry = frame node. will be used to reselect all selected frames
active = nodes.active
for i, node in enumerate(nodes):
total_w = 0.0 # total width of all nodes. Will be calculated later.
total_h = 0.0 # total height of all nodes. Will be calculated later
if node.select:
if node.type == 'FRAME':
node.select = False
frames_reselect.append(i)
else:
locx = node.location.x
locy = node.location.y
width = node.dimensions[0]
height = node.dimensions[1]
total_w += width # add nodes[i] width to total width of all nodes
total_h += height # add nodes[i] height to total height of all nodes
# calculate relative locations
parent = node.parent
while parent is not None:
locx += parent.location.x
locy += parent.location.y
parent = parent.parent
selected.append([i, locx, locy, width, height])
count = len(selected)
if count > 1: # aligning makes sense only if at least 2 nodes are selected
selected_sorted_x = sorted(selected, key=lambda k: (k[1], -k[2]))
selected_sorted_y = sorted(selected, key=lambda k: (-k[2], k[1]))
min_x = selected_sorted_x[0][1] # min loc.x
min_x_loc_y = selected_sorted_x[0][2] # loc y of node with min loc x
min_x_w = selected_sorted_x[0][3] # width of node with max loc x
max_x = selected_sorted_x[count - 1][1] # max loc.x
max_x_loc_y = selected_sorted_x[count - 1][2] # loc y of node with max loc.x
max_x_w = selected_sorted_x[count - 1][3] # width of node with max loc.x
min_y = selected_sorted_y[0][2] # min loc.y
min_y_loc_x = selected_sorted_y[0][1] # loc.x of node with min loc.y
min_y_h = selected_sorted_y[0][4] # height of node with min loc.y
min_y_w = selected_sorted_y[0][3] # width of node with min loc.y
max_y = selected_sorted_y[count - 1][2] # max loc.y
max_y_loc_x = selected_sorted_y[count - 1][1] # loc x of node with max loc.y
max_y_w = selected_sorted_y[count - 1][3] # width of node with max loc.y
max_y_h = selected_sorted_y[count - 1][4] # height of node with max loc.y
if self.option == 'AXIS_Y': # Horizontally. Equivelent of s -> x -> 0 with even spacing.
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loc_x = min_x
#loc_y = (max_x_loc_y + min_x_loc_y) / 2.0
loc_y = (max_y - max_y_h / 2.0 + min_y - min_y_h / 2.0) / 2.0
offset_x = (max_x - min_x - total_w + max_x_w) / (count - 1)
for i, x, y, w, h in selected_sorted_x:
nodes[i].location.x = loc_x
nodes[i].location.y = loc_y + h / 2.0
parent = nodes[i].parent
while parent is not None:
nodes[i].location.x -= parent.location.x
nodes[i].location.y -= parent.location.y
parent = parent.parent
loc_x += offset_x + w
else: # if self.option == 'AXIS_Y'
loc_x = (max_x + max_x_w / 2.0 + min_x + min_x_w / 2.0) / 2.0
loc_y = min_y
offset_y = (max_y - min_y + total_h - min_y_h) / (count - 1)
for i, x, y, w, h in selected_sorted_y:
nodes[i].location.x = loc_x - w / 2.0
nodes[i].location.y = loc_y
parent = nodes[i].parent
while parent is not None:
nodes[i].location.x -= parent.location.x
nodes[i].location.y -= parent.location.y
parent = parent.parent
loc_y += offset_y - h
# reselect selected frames
for i in frames_reselect:
nodes[i].select = True
# restore active node
nodes.active = active
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 inluts liked"""
bl_idname = "node.nw_detach_outputs"
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
Bartek Skorupa
committed
bpy.ops.transform.translate('INVOKE_DEFAULT')
Bartek Skorupa
committed
class NWLinkToOutputNode(Operator, NWBase):
"""Link to Composite node or Material Output node"""
bl_idname = "node.nw_link_out"
bl_label = "Connect to Output"
Bartek Skorupa
committed
space = context.space_data
return (space.type == 'NODE_EDITOR' and space.node_tree is not None and context.active_node is not None)
def execute(self, context):
nodes, links = get_nodes_links(context)
active = nodes.active
output_node = 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 = output_types_shaders + output_types_compo
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')
output_node.location.x = active.location.x + active.dimensions.x + 80
output_node.location.y = active.location.y
if (output_node and active.outputs):
output_index = 0
for i, output in enumerate(active.outputs):
if output.type == output_node.inputs[0].type:
output_index = i
break
out_input_index = 0
if tree_type == 'ShaderNodeTree':
if 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])
hack_force_update(context, nodes) # viewport render does not update
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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()
@classmethod
def poll(cls, context):
snode = context.space_data
return (snode.type == 'NODE_EDITOR' and snode.node_tree is not None)
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])
hack_force_update(context, nodes)
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()
@classmethod
def poll(cls, context):
snode = context.space_data
return (snode.type == 'NODE_EDITOR' and snode.node_tree is not None)
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'}
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class NWAddSequence(Operator, 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")
@classmethod
def poll(cls, context):
snode = context.space_data
return (snode.type == 'NODE_EDITOR' and snode.node_tree is not None)
def execute(self, context):
nodes, links = get_nodes_links(context)
directory = self.directory
filename = self.filename
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'}
# if last digit isn't a number, it's not a sequence
without_ext = '.'.join(filename.split('.')[:-1])
if without_ext[-1].isdigit():
without_ext = without_ext[:-1] + '1'
else:
self.report({'ERROR'}, filename+" does not seem to be part of a sequence")
return {'CANCELLED'}
reverse = without_ext[::-1] # reverse string
newreverse = ""
non_numbers = ""
count_numbers = 0
stop = False
for char in reverse:
if char.isdigit() and stop==False:
count_numbers += 1
newreverse += '0' # replace numbers of image sequence with zeros
else:
stop = True
newreverse += char
non_numbers = char + non_numbers
newreverse = '1' + newreverse[1:]
without_ext = newreverse[::-1] # reverse string
# print (without_ext+'.'+filename.split('.')[-1])
# print (non_numbers)
extension = filename.split('.')[-1]
num_frames = len(list(f for f in listdir(directory) if f.startswith(non_numbers)))
for x in range(count_numbers):
non_numbers += '#'
nodes_list = [node for node in nodes]
if nodes_list:
Anodes_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
node = nodes.new(node_type)
node.location.x = xloc
node.location.y = yloc + 110
node.label = non_numbers+'.'+extension
img = bpy.data.images.load(directory+(without_ext+'.'+extension))
img.source = 'SEQUENCE'
node.image = img
if context.space_data.node_tree.type == 'SHADER':
node.image_user.frame_duration = num_frames
else:
node.frame_duration = num_frames
return {'FINISHED'}
class NWAddMultipleImages(Operator, 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'})
@classmethod
def poll(cls, context):
snode = context.space_data
return (snode.type == 'NODE_EDITOR' and snode.node_tree is not None)
def execute(self, context):
nodes, links = get_nodes_links(context)
nodes_list = [node for node in nodes]
if nodes_list:
nodes_list.sort(key=lambda k: k.location.x)
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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
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 new_nodes:
node.select = True
node.location.y += (list_size/2)
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.separator()
col = layout.column(align=True)
col.operator(NWDetachOutputs.bl_idname, icon='UNLINKED')
col.operator(NWSwapLinks.bl_idname)
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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')
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')
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(NWDeleteUnused.bl_idname, icon='CANCEL')
col.separator()
class NodeWranglerPanel(Panel, NWBase):
bl_idname = "NODE_PT_nw_node_wrangler"
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = "Node Wrangler"
prepend = StringProperty(
name='prepend',
)
append = StringProperty()
remove = StringProperty()
def draw(self, context):
self.layout.label(text="(Quick access: Ctrl+Space)")
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):
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")
layout.menu(NWMergeMixMenu.bl_idname, text="Use Mix Nodes")
layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes")
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'
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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]
if n1.type == "R_LAYERS":
index=0
for o in n1.outputs:
if o.enabled: # Check which passes the render layer has enabled
layout.operator(NWCallInputsMenu.bl_idname, text=o.name, icon="RADIOBUT_OFF").from_socket=index
index+=1
else:
index=0
for o in n1.outputs:
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]
#print (self.from_socket)
index = 0
for i in n2.inputs:
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"