Newer
Older
original_unsel = []
for node in nodes:
if node.select == True:
node.select = False
original_sel.append(node)
else:
original_unsel.append(node)
node1.select = True
node2.select = True
#link_success = autolink(node1, node2, links)
if self.with_menu:
if len(node1.outputs) > 1 and node2.inputs:
bpy.ops.wm.call_menu("INVOKE_DEFAULT", name=NWConnectionListOutputs.bl_idname)
elif len(node1.outputs) == 1:
bpy.ops.node.nw_call_inputs_menu(from_socket=0)
else:
link_success = autolink(node1, node2, links)
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
for node in original_sel:
node.select = True
for node in original_unsel:
node.select = False
if link_success:
hack_force_update(context, nodes)
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)
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
# 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_mixnodes, 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'}
@classmethod
def poll(cls, context):
valid = False
if context.space_data:
if context.space_data.node_tree:
if context.space_data.node_tree.nodes:
valid = True
return valid
def execute(self, context):
nodes, links = get_nodes_links(context)
end_types = 'OUTPUT_MATERIAL', 'OUTPUT', 'VIEWER', 'COMPOSITE', \
'SPLITVIEWER', 'OUTPUT_FILE', 'LEVELS', 'OUTPUT_LAMP', \
'OUTPUT_WORLD', 'GROUP', 'GROUP_INPUT', 'GROUP_OUTPUT'
# Store selection
selection = []
for node in nodes:
if node.select == True:
selection.append(node.name)
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:
node.select = False
for node in nodes:
if is_end_node(node) and not node.type in end_types and node.type != 'FRAME':
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
# 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 NWSwapOutputs(Operator, NWBase):
"""Swap the output connections of the two selected nodes"""
bl_idname = 'node.nw_swap_outputs'
bl_label = 'Swap Outputs'
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
snode = context.space_data
if context.selected_nodes:
return len(context.selected_nodes) == 2
else:
return False
def execute(self, context):
nodes, links = get_nodes_links(context)
selected_nodes = context.selected_nodes
n1 = selected_nodes[0]
n2 = selected_nodes[1]
n1_outputs = []
n2_outputs = []
out_index = 0
for output in n1.outputs:
if output.links:
for link in output.links:
n1_outputs.append([out_index, link.to_socket])
links.remove(link)
out_index += 1
out_index = 0
for output in n2.outputs:
if output.links:
for link in output.links:
n2_outputs.append([out_index, link.to_socket])
links.remove(link)
out_index += 1
for connection in n1_outputs:
try:
links.new(n2.outputs[connection[0]], connection[1])
except:
self.report({'WARNING'}, "Some connections have been lost due to differing numbers of output sockets")
for connection in n2_outputs:
try:
links.new(n1.outputs[connection[0]], connection[1])
except:
self.report({'WARNING'}, "Some connections have been lost due to differing numbers of output sockets")
hack_force_update(context, nodes)
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):
snode = context.space_data
return snode.tree_type == 'CompositorNodeTree'
def execute(self, context):
context.space_data.backdrop_zoom = 1
context.space_data.backdrop_x = 0
context.space_data.backdrop_y = 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'
attr_name = StringProperty()
bl_options = {'REGISTER', 'UNDO'}
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 NWEmissionViewer(Operator, NWBase):
bl_idname = "node.nw_emission_viewer"
bl_label = "Emission Viewer"
bl_description = "Connect active node to Emission Shader for shadeless previews"
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 and (context.active_node.type != "OUTPUT_MATERIAL" or context.active_node.type != "OUTPUT_WORLD"):
valid = True
return valid
def invoke(self, context, event):
shader_type = context.space_data.shader_type
if shader_type == 'OBJECT':
shader_output_type = "OUTPUT_MATERIAL"
shader_output_ident = "ShaderNodeOutputMaterial"
shader_viewer_ident = "ShaderNodeEmission"
elif shader_type == 'WORLD':
shader_output_type = "OUTPUT_WORLD"
shader_output_ident = "ShaderNodeOutputWorld"
shader_viewer_ident = "ShaderNodeBackground"
shader_types = [x[1] for x in shaders_shader_nodes_props]
mlocx = event.mouse_region_x
mlocy = event.mouse_region_y
select_node = bpy.ops.node.select(mouse_x=mlocx, mouse_y=mlocy, extend=False)
if 'FINISHED' in select_node: # only run if mouse click is on a node
nodes, links = get_nodes_links(context)
in_group = context.active_node != context.space_data.node_tree.nodes.active
active = nodes.active
valid = False
output_types = [x[1] for x in shaders_output_nodes_props]
if active:
if (active.name != "Emission Viewer") and (active.type not in output_types) and not in_group:
if active.select:
if active.type not in shader_types:
valid = True
if valid:
# get material_output node
materialout_exists = False
materialout = None # placeholder node
for node in nodes:
if node.type == shader_output_type:
materialout_exists = True
materialout = node
if not materialout:
materialout = nodes.new(shader_output_ident)
sorted_by_xloc = (sorted(nodes, key=lambda x: x.location.x))
max_xloc_node = sorted_by_xloc[-1]
if max_xloc_node.name == 'Emission Viewer':
max_xloc_node = sorted_by_xloc[-2]
materialout.location.x = max_xloc_node.location.x + max_xloc_node.dimensions.x + 80
sum_yloc = 0
for node in nodes:
sum_yloc += node.location.y
materialout.location.y = sum_yloc / len(nodes) # put material output at average y location
materialout.select = False
# get Emission Viewer node
emission_exists = False
emission_placeholder = nodes[0]
for node in nodes:
if "Emission Viewer" in node.name:
emission_exists = True
emission_placeholder = node
position = 0
for link in links: # check if Emission Viewer is already connected to active node
if link.from_node.name == active.name and "Emission Viewer" in link.to_node.name and "Emission Viewer" in materialout.inputs[0].links[0].from_node.name:
num_outputs = len(link.from_node.outputs)
index = 0
for output in link.from_node.outputs:
if link.from_socket == output:
position = index
index = index + 1
position = position + 1
if position >= num_outputs:
position = 0
# Store selection
selection = []
for node in nodes:
if node.select == True:
selection.append(node.name)
locx = active.location.x
locy = active.location.y
dimx = active.dimensions.x
dimy = active.dimensions.y
if not emission_exists:
emission = nodes.new(shader_viewer_ident)
emission.hide = True
emission.location = [materialout.location.x, (materialout.location.y + 40)]
emission.label = "Viewer"
emission.name = "Emission Viewer"
emission.use_custom_color = True
emission.color = (0.6, 0.5, 0.4)
else:
emission = emission_placeholder
nodes.active = emission
links.new(active.outputs[position], emission.inputs[0])
bpy.ops.node.nw_link_out()
# Restore selection
emission.select = False
nodes.active = active
for node in nodes:
if node.name in selection:
node.select = True
else: # if active node is a shader, connect to output
if (active.name != "Emission Viewer") and (active.type not in output_types) and not in_group:
bpy.ops.node.nw_link_out()
# ----Delete Emission Viewer----
if [x for x in nodes if x.name == 'Emission Viewer']:
# Store selection
selection = []
for node in nodes:
if node.select == True:
selection.append(node.name)
node.select = False
# Delete it
nodes['Emission Viewer'].select = True
bpy.ops.node.delete()
# Restore selection
for node in nodes:
if node.name in selection:
node.select = True
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', default=' ', description='The visual name of the frame node')
color_prop = FloatVectorProperty(name="Color", description="The color of the frame node", default=(0.6, 0.6, 0.6),
min=0, max=1, step=1, precision=3, subtype='COLOR_GAMMA', size=3)
@classmethod
def poll(cls, context):
space = context.space_data
valid = False
if space.type == 'NODE_EDITOR':
if space.node_tree is not None:
valid = True
return valid
def execute(self, context):
nodes, links = get_nodes_links(context)
selected = []
for node in nodes:
if node.select == True:
selected.append(node)
bpy.ops.node.add_node(type='NodeFrame')
frm = nodes.active
frm.label = self.label_prop
frm.use_custom_color = True
frm.color = self.color_prop
for node in selected:
node.parent = frm
return {'FINISHED'}
class NWReloadImages(Operator, NWBase):
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):
space = context.space_data
valid = False
if space.type == 'NODE_EDITOR':
if space.node_tree is not None:
valid = True
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")
hack_force_update(context, nodes)
return {'FINISHED'}
else:
self.report({'WARNING'}, "No images found to reload in this node tree")
return {'CANCELLED'}
class NWSwitchNodeType(Operator, NWBase):
"""Switch type of selected nodes """
bl_idname = "node.nw_swtch_node_type"
bl_label = "Switch Node Type"
bl_options = {'REGISTER', 'UNDO'}
to_type = EnumProperty(
name="Switch to type",
items=list(shaders_input_nodes_props) +
list(shaders_output_nodes_props) +
list(shaders_shader_nodes_props) +
list(shaders_texture_nodes_props) +
list(shaders_color_nodes_props) +
list(shaders_vector_nodes_props) +
list(shaders_converter_nodes_props) +
list(shaders_layout_nodes_props) +
list(compo_input_nodes_props) +
list(compo_output_nodes_props) +
list(compo_color_nodes_props) +
list(compo_converter_nodes_props) +
list(compo_filter_nodes_props) +
list(compo_vector_nodes_props) +
list(compo_matte_nodes_props) +
list(compo_distort_nodes_props) +
list(compo_layout_nodes_props),
)
def execute(self, context):
nodes, links = get_nodes_links(context)
to_type = self.to_type
# Those types of nodes will not swap.
src_excludes = ('NodeFrame')
# Those attributes of nodes will be copied if possible
attrs_to_pass = ('color', 'hide', 'label', 'mute', 'parent',
'show_options', 'show_preview', 'show_texture',
'use_alpha', 'use_clamp', 'use_custom_color', 'location'
)
selected = [n for n in nodes if n.select]
reselect = []
for node in [n for n in selected if
n.rna_type.identifier not in src_excludes and
n.rna_type.identifier != to_type]:
new_node = nodes.new(to_type)
for attr in attrs_to_pass:
if hasattr(node, attr) and hasattr(new_node, attr):
setattr(new_node, attr, getattr(node, attr))
# set image datablock of dst to image of src
if hasattr(node, 'image') and hasattr(new_node, 'image'):
if node.image:
new_node.image = node.image
# Special cases
if new_node.type == 'SWITCH':
new_node.hide = True
# Dictionaries: src_sockets and dst_sockets:
# 'INPUTS': input sockets ordered by type (entry 'MAIN' main type of inputs).
# 'OUTPUTS': output sockets ordered by type (entry 'MAIN' main type of outputs).
# in 'INPUTS' and 'OUTPUTS':
# 'SHADER', 'RGBA', 'VECTOR', 'VALUE' - sockets of those types.
# socket entry:
# (index_in_type, socket_index, socket_name, socket_default_value, socket_links)
src_sockets = {
'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
}
dst_sockets = {
'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
}
types_order_one = 'SHADER', 'RGBA', 'VECTOR', 'VALUE'
types_order_two = 'SHADER', 'VECTOR', 'RGBA', 'VALUE'
# check src node to set src_sockets values and dst node to set dst_sockets dict values
for sockets, nd in ((src_sockets, node), (dst_sockets, new_node)):
# Check node's inputs and outputs and fill proper entries in "sockets" dict
for in_out, in_out_name in ((nd.inputs, 'INPUTS'), (nd.outputs, 'OUTPUTS')):
# enumerate in inputs, then in outputs
# find name, default value and links of socket
for i, socket in enumerate(in_out):
the_name = socket.name
dval = None
# Not every socket, especially in outputs has "default_value"
if hasattr(socket, 'default_value'):
dval = socket.default_value
socket_links = []
for lnk in socket.links:
socket_links.append(lnk)
# check type of socket to fill proper keys.
for the_type in types_order_one:
if socket.type == the_type:
# create values for sockets['INPUTS'][the_type] and sockets['OUTPUTS'][the_type]
# entry structure: (index_in_type, socket_index, socket_name, socket_default_value, socket_links)
sockets[in_out_name][the_type].append((len(sockets[in_out_name][the_type]), i, the_name, dval, socket_links))
# Check which of the types in inputs/outputs is considered to be "main".
# Set values of sockets['INPUTS']['MAIN'] and sockets['OUTPUTS']['MAIN']
for type_check in types_order_one:
if sockets[in_out_name][type_check]:
sockets[in_out_name]['MAIN'] = type_check
break
matches = {
'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE_NAME': [], 'VALUE': [], 'MAIN': []},
'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE_NAME': [], 'VALUE': [], 'MAIN': []},
}
for inout, soctype in (
('INPUTS', 'MAIN',),
('INPUTS', 'SHADER',),
('INPUTS', 'RGBA',),
('INPUTS', 'VECTOR',),
('INPUTS', 'VALUE',),
('OUTPUTS', 'MAIN',),
('OUTPUTS', 'SHADER',),
('OUTPUTS', 'RGBA',),
('OUTPUTS', 'VECTOR',),
('OUTPUTS', 'VALUE',),
):
if src_sockets[inout][soctype] and dst_sockets[inout][soctype]:
if soctype == 'MAIN':
sc = src_sockets[inout][src_sockets[inout]['MAIN']]
dt = dst_sockets[inout][dst_sockets[inout]['MAIN']]
else:
sc = src_sockets[inout][soctype]
dt = dst_sockets[inout][soctype]
# start with 'dt' to determine number of possibilities.
for i, soc in enumerate(dt):
# if src main has enough entries - match them with dst main sockets by indexes.
if len(sc) > i:
matches[inout][soctype].append(((sc[i][1], sc[i][3]), (soc[1], soc[3])))
# add 'VALUE_NAME' criterion to inputs.
if inout == 'INPUTS' and soctype == 'VALUE':
for s in sc:
if s[2] == soc[2]: # if names match
# append src (index, dval), dst (index, dval)
matches['INPUTS']['VALUE_NAME'].append(((s[1], s[3]), (soc[1], soc[3])))
# When src ['INPUTS']['MAIN'] is 'VECTOR' replace 'MAIN' with matches VECTOR if possible.
# This creates better links when relinking textures.
if src_sockets['INPUTS']['MAIN'] == 'VECTOR' and matches['INPUTS']['VECTOR']:
matches['INPUTS']['MAIN'] = matches['INPUTS']['VECTOR']
# Pass default values and RELINK:
for tp in ('MAIN', 'SHADER', 'RGBA', 'VECTOR', 'VALUE_NAME', 'VALUE'):
# INPUTS: Base on matches in proper order.
for (src_i, src_dval), (dst_i, dst_dval) in matches['INPUTS'][tp]:
# pass dvals
if src_dval and dst_dval and tp in {'RGBA', 'VALUE_NAME'}:
new_node.inputs[dst_i].default_value = src_dval
# Special case: switch to math
if node.type in {'MIX_RGB', 'ALPHAOVER', 'ZCOMBINE'} and\
new_node.type == 'MATH' and\
tp == 'MAIN':
new_dst_dval = max(src_dval[0], src_dval[1], src_dval[2])
new_node.inputs[dst_i].default_value = new_dst_dval
if node.type == 'MIX_RGB':
if node.blend_type in [o[0] for o in operations]:
new_node.operation = node.blend_type
# Special case: switch from math to some types
if node.type == 'MATH' and\
new_node.type in {'MIX_RGB', 'ALPHAOVER', 'ZCOMBINE'} and\
tp == 'MAIN':
for i in range(3):
new_node.inputs[dst_i].default_value[i] = src_dval
if new_node.type == 'MIX_RGB':
if node.operation in [t[0] for t in blend_types]:
new_node.blend_type = node.operation
# Set Fac of MIX_RGB to 1.0
new_node.inputs[0].default_value = 1.0
# make link only when dst matching input is not linked already.
if node.inputs[src_i].links and not new_node.inputs[dst_i].links:
in_src_link = node.inputs[src_i].links[0]
in_dst_socket = new_node.inputs[dst_i]
links.new(in_src_link.from_socket, in_dst_socket)
links.remove(in_src_link)
# OUTPUTS: Base on matches in proper order.
for (src_i, src_dval), (dst_i, dst_dval) in matches['OUTPUTS'][tp]:
for out_src_link in node.outputs[src_i].links:
out_dst_socket = new_node.outputs[dst_i]
links.new(out_dst_socket, out_src_link.to_socket)
# relink rest inputs if possible, no criteria
for src_inp in node.inputs:
for dst_inp in new_node.inputs:
if src_inp.links and not dst_inp.links:
src_link = src_inp.links[0]
links.new(src_link.from_socket, dst_inp)
links.remove(src_link)
# relink rest outputs if possible, base on node kind if any left.
for src_o in node.outputs:
for out_src_link in src_o.links:
for dst_o in new_node.outputs:
if src_o.type == dst_o.type:
links.new(dst_o, out_src_link.to_socket)
# relink rest outputs no criteria if any left. Link all from first output.
for src_o in node.outputs:
for out_src_link in src_o.links:
if new_node.outputs:
links.new(new_node.outputs[0], out_src_link.to_socket)
nodes.remove(node)
return {'FINISHED'}
class NWMergeNodes(Operator, NWBase):
bl_idname = "node.nw_merge_nodes"
bl_label = "Merge Nodes"
bl_description = "Merge Selected Nodes"
bl_options = {'REGISTER', 'UNDO'}
mode = EnumProperty(
name="mode",
description="All possible blend types and math operations",
items=blend_types + [op for op in operations if op not in blend_types],
)
merge_type = EnumProperty(
name="merge type",
description="Type of Merge to be used",
items=(
('AUTO', 'Auto', 'Automatic Output Type Detection'),
('SHADER', 'Shader', 'Merge using ADD or MIX Shader'),
('MIX', 'Mix Node', 'Merge using Mix Nodes'),
('MATH', 'Math Node', 'Merge using Math Nodes'),
),
)
def execute(self, context):
settings = context.user_preferences.addons[__name__].preferences
merge_hide = settings.merge_hide
merge_position = settings.merge_position # 'center' or 'bottom'
do_hide = False
do_hide_shader = False
if merge_hide == 'ALWAYS':
do_hide = True
do_hide_shader = True
elif merge_hide == 'NON_SHADER':
do_hide = True
tree_type = context.space_data.node_tree.type
if tree_type == 'COMPOSITING':
node_type = 'CompositorNode'
elif tree_type == 'SHADER':
node_type = 'ShaderNode'
nodes, links = get_nodes_links(context)
mode = self.mode
merge_type = self.merge_type
selected_mix = [] # entry = [index, loc]
selected_shader = [] # entry = [index, loc]
selected_math = [] # entry = [index, loc]
for i, node in enumerate(nodes):
if node.select and node.outputs:
if merge_type == 'AUTO':
for (type, types_list, dst) in (
('SHADER', ('MIX', 'ADD'), selected_shader),
('RGBA', [t[0] for t in blend_types], selected_mix),
('VALUE', [t[0] for t in operations], selected_math),
output_type = node.outputs[0].type
valid_mode = mode in types_list
# When mode is 'MIX' use mix node for both 'RGBA' and 'VALUE' output types.
# Cheat that output type is 'RGBA',
# and that 'MIX' exists in math operations list.
# This way when selected_mix list is analyzed:
# Node data will be appended even though it doesn't meet requirements.
if output_type != 'SHADER' and mode == 'MIX':
output_type = 'RGBA'
valid_mode = True
if output_type == type and valid_mode:
dst.append([i, node.location.x, node.location.y])
else:
for (type, types_list, dst) in (
('SHADER', ('MIX', 'ADD'), selected_shader),
('MIX', [t[0] for t in blend_types], selected_mix),
('MATH', [t[0] for t in operations], selected_math),
if merge_type == type and mode in types_list:
dst.append([i, node.location.x, node.location.y])
# When nodes with output kinds 'RGBA' and 'VALUE' are selected at the same time
# use only 'Mix' nodes for merging.
# For that we add selected_math list to selected_mix list and clear selected_math.
if selected_mix and selected_math and merge_type == 'AUTO':
selected_mix += selected_math
selected_math = []
for nodes_list in [selected_mix, selected_shader, selected_math]:
if nodes_list:
count_before = len(nodes)
# sort list by loc_x - reversed
nodes_list.sort(key=lambda k: k[1], reverse=True)
# get maximum loc_x
loc_x = nodes_list[0][1] + 250.0
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)
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
add.show_preview = False
add.hide = do_hide
if do_hide:
loc_y = loc_y - 50
first = 1
second = 2
add.width_hidden = 100.0
elif nodes_list == selected_math:
add_type = node_type + 'Math'
add = nodes.new(add_type)
add.operation = mode
add.hide = do_hide
if do_hide:
loc_y = loc_y - 50
first = 0
second = 1
add.width_hidden = 100.0
elif nodes_list == selected_shader:
if mode == 'MIX':
add_type = node_type + 'MixShader'
add = nodes.new(add_type)
add.hide = do_hide_shader
if do_hide_shader:
loc_y = loc_y - 50
first = 1
second = 2
add.width_hidden = 100.0
elif mode == 'ADD':
add_type = node_type + 'AddShader'
add = nodes.new(add_type)
add.hide = do_hide_shader
if do_hide_shader:
loc_y = loc_y - 50
first = 0
second = 1
add.width_hidden = 100.0
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
Bartek Skorupa
committed
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]
# 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:
Bartek Skorupa
committed
# 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)]
# 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
Bartek Skorupa
committed
links.new(first_selected.outputs[0], nodes[count_after - 1].inputs[first])
# add links between added ADD nodes and between selected and ADD nodes
for i in range(count_adds):
if i < count_adds - 1:
links.new(nodes[index - 1].inputs[first], nodes[index].outputs[0])
if len(nodes_list) > 1:
links.new(nodes[index].inputs[second], nodes[nodes_list[i + 1][0]].outputs[0])
index -= 1
# set "last" of added nodes as active
Bartek Skorupa
committed
nodes.active = last_add
for i, x, y 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,
)
name="Operation",
items=operations + navs,
)
def execute(self, context):
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
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"
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
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"
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
bl_label = "Copy Settings"
bl_description = "Copy Settings of Active Node to Selected Nodes"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
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',
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
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]