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# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Operator
from bpy.props import (
FloatProperty,
EnumProperty,
BoolProperty,
IntProperty,
StringProperty,
FloatVectorProperty,
CollectionProperty,
)
from bpy_extras.io_utils import ImportHelper, ExportHelper
from bpy_extras.node_utils import connect_sockets
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from mathutils import Vector
from os import path
from glob import glob
from copy import copy
from itertools import chain
from .interface import NWConnectionListInputs, NWConnectionListOutputs
from .utils.constants import blend_types, geo_combine_operations, operations, navs, get_nodes_from_category, rl_outputs
from .utils.draw import draw_callback_nodeoutline
from .utils.paths import match_files_to_socket_names, split_into_components
from .utils.nodes import (node_mid_pt, autolink, node_at_pos, get_active_tree, get_nodes_links, is_viewer_socket,
is_viewer_link, get_group_output_node, get_output_location, force_update, get_internal_socket,
nw_check, NWBase, get_first_enabled_output, is_visible_socket, viewer_socket_name)
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')
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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:
node.select = False
original_sel.append(node)
else:
original_unsel.append(node)
node1.select = True
node2.select = True
# link_success = autolink(node1, node2, links)
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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:
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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:
connect_sockets(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:
connect_sockets(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 = []
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
connect_sockets(i1f, i2t)
connect_sockets(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])
i = -1
i += 1
while n1.inputs[i].is_linked:
i += 1
connect_sockets(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
connect_sockets(i1f, i2t)
connect_sockets(i2f, i1t)
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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 the Node Group output or the Material 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.
run_in_geometry_nodes: BoolProperty(default=True)
def __init__(self):
self.shader_output_type = ""
self.shader_output_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:
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
break
if not free_socket:
free_socket = i
if not index and free_socket:
index = free_socket
if not index:
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"
else:
self.shader_output_type = "OUTPUT_LIGHT"
self.shader_output_ident = "ShaderNodeOutputLight"
elif shader_type == 'WORLD':
self.shader_output_type = "OUTPUT_WORLD"
self.shader_output_ident = "ShaderNodeOutputWorld"
def get_shader_output_node(self, tree):
for node in tree.nodes:
if node.type == self.shader_output_type and node.is_active_output:
return node
@classmethod
def ensure_group_output(cls, tree):
# check if a group output node exists otherwise create
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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"):
if node.node_tree is None:
continue
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:
self.search_sockets(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
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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:
self.search_sockets(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)
mlocx = event.mouse_region_x
mlocy = event.mouse_region_y
select_node = bpy.ops.node.select(location=(mlocx, 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, links = active_tree.nodes, active_tree.links
base_node_tree = space.node_tree
active = nodes.active
# For geometry node trees we just connect to the group output
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
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:
connect_sockets(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)
connect_sockets(link_start, link_end)
# Iterate
link_end = self.ensure_group_output(node.node_tree).inputs[index]
tree = tree.nodes.active.node_tree
connect_sockets(active.outputs[out_i], link_end)
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# Delete sockets
for socket in delete_sockets:
tree = socket.id_data
tree.outputs.remove(socket)
nodes.active = active
active.select = True
force_update(context)
return {'FINISHED'}
# What follows is code for the shader editor
output_types = [x.nodetype for x in
get_nodes_from_category('Output', context)]
valid = False
if active:
if active.rna_type.identifier 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
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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
if active.outputs:
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:
connect_sockets(li_from, li_to)
# Create 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)
connect_sockets(link_start, link_end)
# Iterate
link_end = self.ensure_group_output(node.node_tree).inputs[index]
tree = tree.nodes.active.node_tree
connect_sockets(active.outputs[out_i], link_end)
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# Delete sockets
for socket in delete_sockets:
if not self.is_socket_used_other_mats(socket):
tree = socket.id_data
tree.outputs.remove(socket)
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=' '
)
use_custom_color_prop: BoolProperty(
name="Custom Color",
description="Use custom color for the frame node",
default=False
)
color_prop: FloatVectorProperty(
name="Color",
description="The color of the frame node",
default=(0.604, 0.604, 0.604),
min=0, max=1, step=1, precision=3,
subtype='COLOR_GAMMA', size=3
)
def draw(self, context):
layout = self.layout
layout.prop(self, 'label_prop')
layout.prop(self, 'use_custom_color_prop')
col = layout.column()
col.active = self.use_custom_color_prop
col.prop(self, 'color_prop', text="")
def execute(self, context):
nodes, links = get_nodes_links(context)
selected = []
for node in nodes:
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selected.append(node)
bpy.ops.node.add_node(type='NodeFrame')
frm = nodes.active
frm.label = self.label_prop
frm.use_custom_color = self.use_custom_color_prop
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: StringProperty(
name="Switch to type",
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)
def execute(self, context):
to_type = self.to_type
if len(to_type) == 0:
return {'CANCELLED'}
nodes, links = get_nodes_links(context)
# 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': []},
}