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return "Slope Map"
######################################## Texture nodes ###############################
class TextureOutputNode(Node, TextureNodeTree):
'''Output'''
bl_idname = 'TextureOutputNode'
bl_label = 'Color Map'
def init(self, context):
tex = bpy.context.object.active_material.active_texture
num_sockets = int(tex.pov.density_lines/32)
for i in range(num_sockets):
color = self.inputs.new('NodeSocketColor', "%s"%i)
color.hide_value = True
def draw_buttons(self, context, layout):
layout.label("Color Ramps:")
def draw_label(self):
return "Color Map"
##################################################################################
#################################Operators########################################
##################################################################################
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class NODE_OT_iso_add(bpy.types.Operator):
bl_idname = "pov.nodeisoadd"
bl_label = "Create iso props"
def execute(self, context):
ob = bpy.context.object
if bpy.context.scene.use_nodes == False:
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
for node in tree.nodes:
if node.bl_idname == "IsoPropsNode" and node.label == ob.name:
tree.nodes.remove(node)
isonode = tree.nodes.new('IsoPropsNode')
isonode.location = (0,0)
isonode.label = ob.name
return {'FINISHED'}
class NODE_OT_map_create(bpy.types.Operator):
bl_idname = "node.map_create"
bl_label = "Create map"
def execute(self, context):
x = y = 0
space = context.space_data
tree = space.edit_tree
for node in tree.nodes:
if node.select == True:
x,y = node.location
node.select=False
tmap = tree.nodes.new('ShaderTextureMapNode')
tmap.location = (x - 200,y)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def draw(self, context):
layout = self.layout
mat = context.object.active_material
layout.prop(mat.pov,"inputs_number")
class NODE_OT_povray_node_texture_map_add(bpy.types.Operator):
bl_idname = "pov.nodetexmapadd"
bl_label = "Texture map"
def execute(self, context):
tree=bpy.context.object.active_material.node_tree
tmap = tree.nodes.active
bpy.context.object.active_material.node_tree.nodes.active=tmap
el=tmap.color_ramp.elements.new(0.5)
for el in tmap.color_ramp.elements:
el.color=(0,0,0,1)
for inp in tmap.inputs:
tmap.inputs.remove(inp)
for outp in tmap.outputs:
tmap.outputs.remove(outp)
pattern=tmap.inputs.new('NodeSocketVector', "Pattern")
pattern.hide_value=True
for i in range(0,3):
tmap.inputs.new('NodeSocketColor', "Shader")
tmap.outputs.new('NodeSocketShader', "BSDF")
tmap.label="Texture Map"
return {'FINISHED'}
class NODE_OT_povray_node_output_add(bpy.types.Operator):
bl_idname = "pov.nodeoutputadd"
bl_label = "Output"
def execute(self, context):
tree=bpy.context.object.active_material.node_tree
tmap = tree.nodes.new('ShaderNodeOutputMaterial')
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bpy.context.object.active_material.node_tree.nodes.active=tmap
for inp in tmap.inputs:
tmap.inputs.remove(inp)
tmap.inputs.new('NodeSocketShader', "Surface")
tmap.label="Output"
return {'FINISHED'}
class NODE_OT_povray_node_layered_add(bpy.types.Operator):
bl_idname = "pov.nodelayeredadd"
bl_label = "Layered material"
def execute(self, context):
tree=bpy.context.object.active_material.node_tree
tmap = tree.nodes.new('ShaderNodeAddShader')
bpy.context.object.active_material.node_tree.nodes.active=tmap
tmap.label="Layered material"
return {'FINISHED'}
class NODE_OT_povray_input_add(bpy.types.Operator):
bl_idname = "pov.nodeinputadd"
bl_label = "Add entry"
def execute(self, context):
node=bpy.context.object.active_material.node_tree.nodes.active
if node.type in {'VALTORGB'}:
number=1
for inp in node.inputs:
if inp.type=='SHADER':
number+=1
node.inputs.new('NodeSocketShader', "%s"%number)
els=node.color_ramp.elements
pos1=els[len(els)-1].position
pos2=els[len(els)-2].position
pos=(pos1-pos2)/2+pos2
el=els.new(pos)
if node.bl_idname == 'PovraySlopeNode':
number=len(node.inputs)
node.inputs.new('PovraySocketSlope', "%s"%number)
return {'FINISHED'}
class NODE_OT_povray_input_remove(bpy.types.Operator):
bl_idname = "pov.nodeinputremove"
bl_label = "Remove input"
def execute(self, context):
node=bpy.context.object.active_material.node_tree.nodes.active
if node.type in {'VALTORGB','ADD_SHADER'}:
number=len(node.inputs)-1
if number > 5:
inp=node.inputs[number]
node.inputs.remove(inp)
if node.type in {'VALTORGB'}:
els=node.color_ramp.elements
number=len(els)-2
el=els[number]
els.remove(el)
return {'FINISHED'}
class NODE_OT_povray_image_open(bpy.types.Operator):
bl_idname = "pov.imageopen"
bl_label = "Open"
filepath = StringProperty(
name="File Path",
description="Open image",
maxlen=1024,
subtype='FILE_PATH',
)
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
im=bpy.data.images.load(self.filepath)
node=context.object.active_material.node_tree.nodes.active
node.image = im.name
return {'FINISHED'}
# class TEXTURE_OT_povray_open_image(bpy.types.Operator):
# bl_idname = "pov.openimage"
# bl_label = "Open Image"
# filepath = StringProperty(
# name="File Path",
# description="Open image",
# maxlen=1024,
# subtype='FILE_PATH',
# )
# def invoke(self, context, event):
# context.window_manager.fileselect_add(self)
# return {'RUNNING_MODAL'}
# def execute(self, context):
# im=bpy.data.images.load(self.filepath)
# tex = context.texture
# tex.pov.image = im.name
# scene = context.scene
# scene.update()
# return {'FINISHED'}
class PovrayPatternNode(bpy.types.Operator):
bl_idname = "pov.patternnode"
bl_label = "Pattern"
add=True
def execute(self, context):
space = context.space_data
tree = space.edit_tree
for node in tree.nodes:
node.select=False
if self.add==True:
tmap = tree.nodes.new('ShaderNodeValToRGB')
tmap.label="Pattern"
for inp in tmap.inputs:
tmap.inputs.remove(inp)
for outp in tmap.outputs:
tmap.outputs.remove(outp)
pattern = tmap.inputs.new('PovraySocketPattern', "Pattern")
pattern.hide_value = True
mapping=tmap.inputs.new('NodeSocketVector', "Mapping")
mapping.hide_value=True
transform=tmap.inputs.new('NodeSocketVector', "Transform")
transform.hide_value=True
modifier=tmap.inputs.new('NodeSocketVector', "Modifier")
modifier.hide_value=True
for i in range(0,2):
tmap.inputs.new('NodeSocketShader', "%s"%(i+1))
tmap.outputs.new('NodeSocketShader', "Material")
tmap.outputs.new('NodeSocketColor', "Color")
tree.nodes.active=tmap
self.add=False
aNode=tree.nodes.active
aNode.select=True
v2d = context.region.view2d
x, y = v2d.region_to_view(self.x, self.y)
aNode.location = (x, y)
def modal(self, context, event):
if event.type == 'MOUSEMOVE':
self.x = event.mouse_region_x
self.y = event.mouse_region_y
self.execute(context)
return {'RUNNING_MODAL'}
elif event.type == 'LEFTMOUSE':
return {'FINISHED'}
elif event.type in ('RIGHTMOUSE', 'ESC'):
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
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class UpdatePreviewMaterial(bpy.types.Operator):
'''Operator update preview material'''
bl_idname = "node.updatepreview"
bl_label = "Update preview"
def execute(self, context):
scene=context.scene
ob=context.object
for obj in scene.objects:
if obj != ob:
scene.objects.active=obj
break
scene.objects.active=ob
def modal(self, context, event):
if event.type == 'RIGHTMOUSE':
self.execute(context)
return {'FINISHED'}
return {'PASS_THROUGH'}
def invoke(self, context, event):
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
class UpdatePreviewKey(bpy.types.Operator):
'''Operator update preview keymap'''
bl_idname = "wm.updatepreviewkey"
bl_label = "Activate RMB"
@classmethod
def poll(cls, context):
conf = context.window_manager.keyconfigs.active
mapstr = "Node Editor"
map = conf.keymaps[mapstr]
try:
map.keymap_items["node.updatepreview"]
return False
except:
return True
def execute(self, context):
conf = context.window_manager.keyconfigs.active
mapstr = "Node Editor"
map = conf.keymaps[mapstr]
map.keymap_items.new("node.updatepreview",type='RIGHTMOUSE',value="PRESS")