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  •                 # 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)
    
                    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
                    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
    
                            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
    
                            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_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
                    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]
    
                    # 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 marged are linked to one another.
                                # Create list of invalid indexes.
                                invalid_i = [n[0] for n in (selected_mix + selected_math + selected_shader + selected_z)]
                                # Link only if "to_node" index not in invalid indexes list.
                                if ss_link.to_node not in [nodes[i] for i in invalid_i]:
                                    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:
    
                        # Prevent cyclic dependencies when nodes to be marged are linked to one another.
                        # Create list of invalid indexes.
    
                        invalid_i = [n[0] for n in (selected_mix + selected_math + selected_shader + selected_z)]
    
                        # Link only if "to_node" index not in invalid indexes list.
                        if fs_link.to_node not in [nodes[i] for i in invalid_i]:
                            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
    
                    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):
    
            nodes, links = get_nodes_links(context)
            blend_type = self.blend_type
            operation = self.operation
            for node in context.selected_nodes:
                if node.type == 'MIX_RGB':
                    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':
                    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 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',
    
                    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'),
            )
        )
    
    
        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'}
    
        @classmethod
        def poll(cls, context):
            valid = False
    
            if nw_check(context):
                space = context.space_data
    
                if space.tree_type == 'ShaderNodeTree' and context.scene.render.engine == 'CYCLES':
    
                    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])
    
    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 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"
    
        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 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):
    
        '''Align the selected nodes neatly in a row/column'''
    
        bl_idname = "node.nw_align_nodes"
    
        bl_label = "Align Nodes"
    
        bl_options = {'REGISTER', 'UNDO'}
    
        def execute(self, context):
    
            # TODO prop: lock active (arrange everything without moving active node)
    
            nodes, links = get_nodes_links(context)
    
            margin = 80
            
            selection = []
            for node in nodes:
                if node.select and node.type != 'FRAME':
                    selection.append(node)
    
            # If no nodes are selected, align all nodes
            if not selection:
                selection = nodes
    
            # Check if nodes should be layed 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 / 2 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 / 2) + node.dimensions.y  # use half-margin for vertical alignment
                    node.location.x = mid_x - (node.dimensions.x / 2)
    
            # 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)
    
    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"
    
        bl_label = "Detach Outputs"
    
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        bl_options = {'REGISTER', 'UNDO'}
    
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        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')
    
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            return {'FINISHED'}
    
    
    class NWLinkToOutputNode(Operator, NWBase):
        """Link to Composite node or Material Output node"""
        bl_idname = "node.nw_link_out"
        bl_label = "Connect to Output"
    
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        bl_options = {'REGISTER', 'UNDO'}
    
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        @classmethod
        def poll(cls, context):
    
            valid = False
            if nw_check(context):
                if context.active_node is not None:
    
                    for out in context.active_node.outputs:
                        if not out.hide:
                            valid = True
                            break
    
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        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_blender_mat = ['OUTPUT']
            output_types_textures = ['OUTPUT']
            output_types = output_types_shaders + output_types_compo + output_types_blender_mat
    
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            for node in nodes:
    
                if node.type in output_types:
    
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                    output_node = node
                    break
            if not output_node:
                bpy.ops.node.select_all(action="DESELECT")
    
                if tree_type == 'ShaderNodeTree':
    
                    if context.scene.render.engine == 'CYCLES':
                        output_node = nodes.new('ShaderNodeOutputMaterial')
                    else:
                        output_node = nodes.new('ShaderNodeOutput')
    
                elif tree_type == 'CompositorNodeTree':
    
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                    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
    
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            if (output_node and active.outputs):
                for i, output in enumerate(active.outputs):
    
                    if not output.hide:
                        output_index = i
                        break
                for i, output in enumerate(active.outputs):
                    if output.type == output_node.inputs[0].type and not output.hide:
    
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                        output_index = i
                        break
    
                if tree_type == 'ShaderNodeTree' and context.scene.render.engine == 'CYCLES':
    
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                    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])
    
            hack_force_update(context, nodes)  # viewport render does not update
    
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            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])
    
            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()
    
        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, 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")
    
        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'}
    
            without_ext = '.'.join(filename.split('.')[:-1])
    
    
            # if last digit isn't a number, it's not a sequence
    
            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'}
    
    
    
            extension = filename.split('.')[-1]
    
            reverse = without_ext[::-1] # reverse string
    
            count_numbers = 0
            for char in reverse:
    
                if char.isdigit():
    
                    count_numbers += 1
                else:
    
            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
    
    
            node = nodes.new(node_type)
            node.location.x = xloc
            node.location.y = yloc + 110
    
            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
    
            node.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
    
            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'})
    
        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)
    
                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':