# SPDX-License-Identifier: GPL-2.0-or-later bl_info = { "name": "Node Wrangler", "author": "Bartek Skorupa, Greg Zaal, Sebastian Koenig, Christian Brinkmann, Florian Meyer", "version": (3, 40), "blender": (2, 93, 0), "location": "Node Editor Toolbar or Shift-W", "description": "Various tools to enhance and speed up node-based workflow", "warning": "", "doc_url": "{BLENDER_MANUAL_URL}/addons/node/node_wrangler.html", "category": "Node", } import bpy, blf, bgl import gpu from bpy.types import Operator, Panel, Menu from bpy.props import ( FloatProperty, EnumProperty, BoolProperty, IntProperty, StringProperty, FloatVectorProperty, CollectionProperty, ) from bpy_extras.io_utils import ImportHelper, ExportHelper from gpu_extras.batch import batch_for_shader from mathutils import Vector from nodeitems_utils import node_categories_iter, NodeItemCustom from math import cos, sin, pi, hypot from os import path from glob import glob from copy import copy from itertools import chain import re from collections import namedtuple ################# # rl_outputs: # list of outputs of Input Render Layer # with attributes determining if pass is used, # and MultiLayer EXR outputs names and corresponding render engines # # rl_outputs entry = (render_pass, rl_output_name, exr_output_name, in_eevee, in_cycles) RL_entry = namedtuple('RL_Entry', ['render_pass', 'output_name', 'exr_output_name', 'in_eevee', 'in_cycles']) rl_outputs = ( RL_entry('use_pass_ambient_occlusion', 'AO', 'AO', True, True), RL_entry('use_pass_combined', 'Image', 'Combined', True, True), RL_entry('use_pass_diffuse_color', 'Diffuse Color', 'DiffCol', False, True), RL_entry('use_pass_diffuse_direct', 'Diffuse Direct', 'DiffDir', False, True), RL_entry('use_pass_diffuse_indirect', 'Diffuse Indirect', 'DiffInd', False, True), RL_entry('use_pass_emit', 'Emit', 'Emit', False, True), RL_entry('use_pass_environment', 'Environment', 'Env', False, False), RL_entry('use_pass_glossy_color', 'Glossy Color', 'GlossCol', False, True), RL_entry('use_pass_glossy_direct', 'Glossy Direct', 'GlossDir', False, True), RL_entry('use_pass_glossy_indirect', 'Glossy Indirect', 'GlossInd', False, True), RL_entry('use_pass_indirect', 'Indirect', 'Indirect', False, False), RL_entry('use_pass_material_index', 'IndexMA', 'IndexMA', False, True), RL_entry('use_pass_mist', 'Mist', 'Mist', True, True), RL_entry('use_pass_normal', 'Normal', 'Normal', True, True), RL_entry('use_pass_object_index', 'IndexOB', 'IndexOB', False, True), RL_entry('use_pass_shadow', 'Shadow', 'Shadow', False, True), RL_entry('use_pass_subsurface_color', 'Subsurface Color', 'SubsurfaceCol', True, True), RL_entry('use_pass_subsurface_direct', 'Subsurface Direct', 'SubsurfaceDir', True, True), RL_entry('use_pass_subsurface_indirect', 'Subsurface Indirect', 'SubsurfaceInd', False, True), RL_entry('use_pass_transmission_color', 'Transmission Color', 'TransCol', False, True), RL_entry('use_pass_transmission_direct', 'Transmission Direct', 'TransDir', False, True), RL_entry('use_pass_transmission_indirect', 'Transmission Indirect', 'TransInd', False, True), RL_entry('use_pass_uv', 'UV', 'UV', True, True), RL_entry('use_pass_vector', 'Speed', 'Vector', False, True), RL_entry('use_pass_z', 'Z', 'Depth', True, True), ) # shader nodes # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. shaders_input_nodes_props = ( ('ShaderNodeAmbientOcclusion', 'AMBIENT_OCCLUSION', 'Ambient Occlusion'), ('ShaderNodeAttribute', 'ATTRIBUTE', 'Attribute'), ('ShaderNodeBevel', 'BEVEL', 'Bevel'), ('ShaderNodeCameraData', 'CAMERA', 'Camera Data'), ('ShaderNodeFresnel', 'FRESNEL', 'Fresnel'), ('ShaderNodeNewGeometry', 'NEW_GEOMETRY', 'Geometry'), ('ShaderNodeHairInfo', 'HAIR_INFO', 'Hair Info'), ('ShaderNodeLayerWeight', 'LAYER_WEIGHT', 'Layer Weight'), ('ShaderNodeLightPath', 'LIGHT_PATH', 'Light Path'), ('ShaderNodeObjectInfo', 'OBJECT_INFO', 'Object Info'), ('ShaderNodeParticleInfo', 'PARTICLE_INFO', 'Particle Info'), ('ShaderNodeRGB', 'RGB', 'RGB'), ('ShaderNodeTangent', 'TANGENT', 'Tangent'), ('ShaderNodeTexCoord', 'TEX_COORD', 'Texture Coordinate'), ('ShaderNodeUVMap', 'UVMAP', 'UV Map'), ('ShaderNodeValue', 'VALUE', 'Value'), ('ShaderNodeVertexColor', 'VERTEX_COLOR', 'Vertex Color'), ('ShaderNodeVolumeInfo', 'VOLUME_INFO', 'Volume Info'), ('ShaderNodeWireframe', 'WIREFRAME', 'Wireframe'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. shaders_output_nodes_props = ( ('ShaderNodeOutputAOV', 'OUTPUT_AOV', 'AOV Output'), ('ShaderNodeOutputLight', 'OUTPUT_LIGHT', 'Light Output'), ('ShaderNodeOutputMaterial', 'OUTPUT_MATERIAL', 'Material Output'), ('ShaderNodeOutputWorld', 'OUTPUT_WORLD', 'World Output'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. shaders_shader_nodes_props = ( ('ShaderNodeAddShader', 'ADD_SHADER', 'Add Shader'), ('ShaderNodeBsdfAnisotropic', 'BSDF_ANISOTROPIC', 'Anisotropic BSDF'), ('ShaderNodeBsdfDiffuse', 'BSDF_DIFFUSE', 'Diffuse BSDF'), ('ShaderNodeEmission', 'EMISSION', 'Emission'), ('ShaderNodeBsdfGlass', 'BSDF_GLASS', 'Glass BSDF'), ('ShaderNodeBsdfGlossy', 'BSDF_GLOSSY', 'Glossy BSDF'), ('ShaderNodeBsdfHair', 'BSDF_HAIR', 'Hair BSDF'), ('ShaderNodeHoldout', 'HOLDOUT', 'Holdout'), ('ShaderNodeMixShader', 'MIX_SHADER', 'Mix Shader'), ('ShaderNodeBsdfPrincipled', 'BSDF_PRINCIPLED', 'Principled BSDF'), ('ShaderNodeBsdfHairPrincipled', 'BSDF_HAIR_PRINCIPLED', 'Principled Hair BSDF'), ('ShaderNodeVolumePrincipled', 'PRINCIPLED_VOLUME', 'Principled Volume'), ('ShaderNodeBsdfRefraction', 'BSDF_REFRACTION', 'Refraction BSDF'), ('ShaderNodeSubsurfaceScattering', 'SUBSURFACE_SCATTERING', 'Subsurface Scattering'), ('ShaderNodeBsdfToon', 'BSDF_TOON', 'Toon BSDF'), ('ShaderNodeBsdfTranslucent', 'BSDF_TRANSLUCENT', 'Translucent BSDF'), ('ShaderNodeBsdfTransparent', 'BSDF_TRANSPARENT', 'Transparent BSDF'), ('ShaderNodeBsdfVelvet', 'BSDF_VELVET', 'Velvet BSDF'), ('ShaderNodeBackground', 'BACKGROUND', 'Background'), ('ShaderNodeVolumeAbsorption', 'VOLUME_ABSORPTION', 'Volume Absorption'), ('ShaderNodeVolumeScatter', 'VOLUME_SCATTER', 'Volume Scatter'), ) # (rna_type.identifier, type, rna_type.name) # Keeping things in alphabetical order so we don't need to sort later. # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. shaders_texture_nodes_props = ( ('ShaderNodeTexBrick', 'TEX_BRICK', 'Brick Texture'), ('ShaderNodeTexChecker', 'TEX_CHECKER', 'Checker Texture'), ('ShaderNodeTexEnvironment', 'TEX_ENVIRONMENT', 'Environment Texture'), ('ShaderNodeTexGradient', 'TEX_GRADIENT', 'Gradient Texture'), ('ShaderNodeTexIES', 'TEX_IES', 'IES Texture'), ('ShaderNodeTexImage', 'TEX_IMAGE', 'Image Texture'), ('ShaderNodeTexMagic', 'TEX_MAGIC', 'Magic Texture'), ('ShaderNodeTexMusgrave', 'TEX_MUSGRAVE', 'Musgrave Texture'), ('ShaderNodeTexNoise', 'TEX_NOISE', 'Noise Texture'), ('ShaderNodeTexPointDensity', 'TEX_POINTDENSITY', 'Point Density'), ('ShaderNodeTexSky', 'TEX_SKY', 'Sky Texture'), ('ShaderNodeTexVoronoi', 'TEX_VORONOI', 'Voronoi Texture'), ('ShaderNodeTexWave', 'TEX_WAVE', 'Wave Texture'), ('ShaderNodeTexWhiteNoise', 'TEX_WHITE_NOISE', 'White Noise'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. shaders_color_nodes_props = ( ('ShaderNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright Contrast'), ('ShaderNodeGamma', 'GAMMA', 'Gamma'), ('ShaderNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'), ('ShaderNodeInvert', 'INVERT', 'Invert'), ('ShaderNodeLightFalloff', 'LIGHT_FALLOFF', 'Light Falloff'), ('ShaderNodeMixRGB', 'MIX_RGB', 'MixRGB'), ('ShaderNodeRGBCurve', 'CURVE_RGB', 'RGB Curves'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. shaders_vector_nodes_props = ( ('ShaderNodeBump', 'BUMP', 'Bump'), ('ShaderNodeDisplacement', 'DISPLACEMENT', 'Displacement'), ('ShaderNodeMapping', 'MAPPING', 'Mapping'), ('ShaderNodeNormal', 'NORMAL', 'Normal'), ('ShaderNodeNormalMap', 'NORMAL_MAP', 'Normal Map'), ('ShaderNodeVectorCurve', 'CURVE_VEC', 'Vector Curves'), ('ShaderNodeVectorDisplacement', 'VECTOR_DISPLACEMENT', 'Vector Displacement'), ('ShaderNodeVectorTransform', 'VECT_TRANSFORM', 'Vector Transform'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. shaders_converter_nodes_props = ( ('ShaderNodeBlackbody', 'BLACKBODY', 'Blackbody'), ('ShaderNodeClamp', 'CLAMP', 'Clamp'), ('ShaderNodeValToRGB', 'VALTORGB', 'ColorRamp'), ('ShaderNodeCombineHSV', 'COMBHSV', 'Combine HSV'), ('ShaderNodeCombineRGB', 'COMBRGB', 'Combine RGB'), ('ShaderNodeCombineXYZ', 'COMBXYZ', 'Combine XYZ'), ('ShaderNodeMapRange', 'MAP_RANGE', 'Map Range'), ('ShaderNodeMath', 'MATH', 'Math'), ('ShaderNodeRGBToBW', 'RGBTOBW', 'RGB to BW'), ('ShaderNodeSeparateRGB', 'SEPRGB', 'Separate RGB'), ('ShaderNodeSeparateXYZ', 'SEPXYZ', 'Separate XYZ'), ('ShaderNodeSeparateHSV', 'SEPHSV', 'Separate HSV'), ('ShaderNodeVectorMath', 'VECT_MATH', 'Vector Math'), ('ShaderNodeWavelength', 'WAVELENGTH', 'Wavelength'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. shaders_layout_nodes_props = ( ('NodeFrame', 'FRAME', 'Frame'), ('NodeReroute', 'REROUTE', 'Reroute'), ) # compositing nodes # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. compo_input_nodes_props = ( ('CompositorNodeBokehImage', 'BOKEHIMAGE', 'Bokeh Image'), ('CompositorNodeImage', 'IMAGE', 'Image'), ('CompositorNodeMask', 'MASK', 'Mask'), ('CompositorNodeMovieClip', 'MOVIECLIP', 'Movie Clip'), ('CompositorNodeRLayers', 'R_LAYERS', 'Render Layers'), ('CompositorNodeRGB', 'RGB', 'RGB'), ('CompositorNodeTexture', 'TEXTURE', 'Texture'), ('CompositorNodeTime', 'TIME', 'Time'), ('CompositorNodeTrackPos', 'TRACKPOS', 'Track Position'), ('CompositorNodeValue', 'VALUE', 'Value'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. compo_output_nodes_props = ( ('CompositorNodeComposite', 'COMPOSITE', 'Composite'), ('CompositorNodeOutputFile', 'OUTPUT_FILE', 'File Output'), ('CompositorNodeLevels', 'LEVELS', 'Levels'), ('CompositorNodeSplitViewer', 'SPLITVIEWER', 'Split Viewer'), ('CompositorNodeViewer', 'VIEWER', 'Viewer'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. compo_color_nodes_props = ( ('CompositorNodeAlphaOver', 'ALPHAOVER', 'Alpha Over'), ('CompositorNodeBrightContrast', 'BRIGHTCONTRAST', 'Bright/Contrast'), ('CompositorNodeColorBalance', 'COLORBALANCE', 'Color Balance'), ('CompositorNodeColorCorrection', 'COLORCORRECTION', 'Color Correction'), ('CompositorNodeGamma', 'GAMMA', 'Gamma'), ('CompositorNodeHueCorrect', 'HUECORRECT', 'Hue Correct'), ('CompositorNodeHueSat', 'HUE_SAT', 'Hue Saturation Value'), ('CompositorNodeInvert', 'INVERT', 'Invert'), ('CompositorNodeMixRGB', 'MIX_RGB', 'Mix'), ('CompositorNodeCurveRGB', 'CURVE_RGB', 'RGB Curves'), ('CompositorNodeTonemap', 'TONEMAP', 'Tonemap'), ('CompositorNodeZcombine', 'ZCOMBINE', 'Z Combine'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. compo_converter_nodes_props = ( ('CompositorNodePremulKey', 'PREMULKEY', 'Alpha Convert'), ('CompositorNodeValToRGB', 'VALTORGB', 'ColorRamp'), ('CompositorNodeCombHSVA', 'COMBHSVA', 'Combine HSVA'), ('CompositorNodeCombRGBA', 'COMBRGBA', 'Combine RGBA'), ('CompositorNodeCombYCCA', 'COMBYCCA', 'Combine YCbCrA'), ('CompositorNodeCombYUVA', 'COMBYUVA', 'Combine YUVA'), ('CompositorNodeIDMask', 'ID_MASK', 'ID Mask'), ('CompositorNodeMath', 'MATH', 'Math'), ('CompositorNodeRGBToBW', 'RGBTOBW', 'RGB to BW'), ('CompositorNodeSepRGBA', 'SEPRGBA', 'Separate RGBA'), ('CompositorNodeSepHSVA', 'SEPHSVA', 'Separate HSVA'), ('CompositorNodeSepYUVA', 'SEPYUVA', 'Separate YUVA'), ('CompositorNodeSepYCCA', 'SEPYCCA', 'Separate YCbCrA'), ('CompositorNodeSetAlpha', 'SETALPHA', 'Set Alpha'), ('CompositorNodeSwitchView', 'VIEWSWITCH', 'View Switch'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. compo_filter_nodes_props = ( ('CompositorNodeBilateralblur', 'BILATERALBLUR', 'Bilateral Blur'), ('CompositorNodeBlur', 'BLUR', 'Blur'), ('CompositorNodeBokehBlur', 'BOKEHBLUR', 'Bokeh Blur'), ('CompositorNodeDefocus', 'DEFOCUS', 'Defocus'), ('CompositorNodeDenoise', 'DENOISE', 'Denoise'), ('CompositorNodeDespeckle', 'DESPECKLE', 'Despeckle'), ('CompositorNodeDilateErode', 'DILATEERODE', 'Dilate/Erode'), ('CompositorNodeDBlur', 'DBLUR', 'Directional Blur'), ('CompositorNodeFilter', 'FILTER', 'Filter'), ('CompositorNodeGlare', 'GLARE', 'Glare'), ('CompositorNodeInpaint', 'INPAINT', 'Inpaint'), ('CompositorNodePixelate', 'PIXELATE', 'Pixelate'), ('CompositorNodeSunBeams', 'SUNBEAMS', 'Sun Beams'), ('CompositorNodeVecBlur', 'VECBLUR', 'Vector Blur'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. compo_vector_nodes_props = ( ('CompositorNodeMapRange', 'MAP_RANGE', 'Map Range'), ('CompositorNodeMapValue', 'MAP_VALUE', 'Map Value'), ('CompositorNodeNormal', 'NORMAL', 'Normal'), ('CompositorNodeNormalize', 'NORMALIZE', 'Normalize'), ('CompositorNodeCurveVec', 'CURVE_VEC', 'Vector Curves'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. compo_matte_nodes_props = ( ('CompositorNodeBoxMask', 'BOXMASK', 'Box Mask'), ('CompositorNodeChannelMatte', 'CHANNEL_MATTE', 'Channel Key'), ('CompositorNodeChromaMatte', 'CHROMA_MATTE', 'Chroma Key'), ('CompositorNodeColorMatte', 'COLOR_MATTE', 'Color Key'), ('CompositorNodeColorSpill', 'COLOR_SPILL', 'Color Spill'), ('CompositorNodeCryptomatte', 'CRYPTOMATTE', 'Cryptomatte'), ('CompositorNodeDiffMatte', 'DIFF_MATTE', 'Difference Key'), ('CompositorNodeDistanceMatte', 'DISTANCE_MATTE', 'Distance Key'), ('CompositorNodeDoubleEdgeMask', 'DOUBLEEDGEMASK', 'Double Edge Mask'), ('CompositorNodeEllipseMask', 'ELLIPSEMASK', 'Ellipse Mask'), ('CompositorNodeKeying', 'KEYING', 'Keying'), ('CompositorNodeKeyingScreen', 'KEYINGSCREEN', 'Keying Screen'), ('CompositorNodeLumaMatte', 'LUMA_MATTE', 'Luminance Key'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. compo_distort_nodes_props = ( ('CompositorNodeCornerPin', 'CORNERPIN', 'Corner Pin'), ('CompositorNodeCrop', 'CROP', 'Crop'), ('CompositorNodeDisplace', 'DISPLACE', 'Displace'), ('CompositorNodeFlip', 'FLIP', 'Flip'), ('CompositorNodeLensdist', 'LENSDIST', 'Lens Distortion'), ('CompositorNodeMapUV', 'MAP_UV', 'Map UV'), ('CompositorNodeMovieDistortion', 'MOVIEDISTORTION', 'Movie Distortion'), ('CompositorNodePlaneTrackDeform', 'PLANETRACKDEFORM', 'Plane Track Deform'), ('CompositorNodeRotate', 'ROTATE', 'Rotate'), ('CompositorNodeScale', 'SCALE', 'Scale'), ('CompositorNodeStabilize', 'STABILIZE2D', 'Stabilize 2D'), ('CompositorNodeTransform', 'TRANSFORM', 'Transform'), ('CompositorNodeTranslate', 'TRANSLATE', 'Translate'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. # Keeping things in alphabetical order so we don't need to sort later. compo_layout_nodes_props = ( ('NodeFrame', 'FRAME', 'Frame'), ('NodeReroute', 'REROUTE', 'Reroute'), ('CompositorNodeSwitch', 'SWITCH', 'Switch'), ) # Blender Render material nodes # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. blender_mat_input_nodes_props = ( ('ShaderNodeMaterial', 'MATERIAL', 'Material'), ('ShaderNodeCameraData', 'CAMERA', 'Camera Data'), ('ShaderNodeLightData', 'LIGHT', 'Light Data'), ('ShaderNodeValue', 'VALUE', 'Value'), ('ShaderNodeRGB', 'RGB', 'RGB'), ('ShaderNodeTexture', 'TEXTURE', 'Texture'), ('ShaderNodeGeometry', 'GEOMETRY', 'Geometry'), ('ShaderNodeExtendedMaterial', 'MATERIAL_EXT', 'Extended Material'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. blender_mat_output_nodes_props = ( ('ShaderNodeOutput', 'OUTPUT', 'Output'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. blender_mat_color_nodes_props = ( ('ShaderNodeMixRGB', 'MIX_RGB', 'MixRGB'), ('ShaderNodeRGBCurve', 'CURVE_RGB', 'RGB Curves'), ('ShaderNodeInvert', 'INVERT', 'Invert'), ('ShaderNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. blender_mat_vector_nodes_props = ( ('ShaderNodeNormal', 'NORMAL', 'Normal'), ('ShaderNodeMapping', 'MAPPING', 'Mapping'), ('ShaderNodeVectorCurve', 'CURVE_VEC', 'Vector Curves'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. blender_mat_converter_nodes_props = ( ('ShaderNodeValToRGB', 'VALTORGB', 'ColorRamp'), ('ShaderNodeRGBToBW', 'RGBTOBW', 'RGB to BW'), ('ShaderNodeMath', 'MATH', 'Math'), ('ShaderNodeVectorMath', 'VECT_MATH', 'Vector Math'), ('ShaderNodeSqueeze', 'SQUEEZE', 'Squeeze Value'), ('ShaderNodeSeparateRGB', 'SEPRGB', 'Separate RGB'), ('ShaderNodeCombineRGB', 'COMBRGB', 'Combine RGB'), ('ShaderNodeSeparateHSV', 'SEPHSV', 'Separate HSV'), ('ShaderNodeCombineHSV', 'COMBHSV', 'Combine HSV'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. blender_mat_layout_nodes_props = ( ('NodeReroute', 'REROUTE', 'Reroute'), ) # Texture Nodes # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. texture_input_nodes_props = ( ('TextureNodeCurveTime', 'CURVE_TIME', 'Curve Time'), ('TextureNodeCoordinates', 'COORD', 'Coordinates'), ('TextureNodeTexture', 'TEXTURE', 'Texture'), ('TextureNodeImage', 'IMAGE', 'Image'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. texture_output_nodes_props = ( ('TextureNodeOutput', 'OUTPUT', 'Output'), ('TextureNodeViewer', 'VIEWER', 'Viewer'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. texture_color_nodes_props = ( ('TextureNodeMixRGB', 'MIX_RGB', 'Mix RGB'), ('TextureNodeCurveRGB', 'CURVE_RGB', 'RGB Curves'), ('TextureNodeInvert', 'INVERT', 'Invert'), ('TextureNodeHueSaturation', 'HUE_SAT', 'Hue/Saturation'), ('TextureNodeCompose', 'COMPOSE', 'Combine RGBA'), ('TextureNodeDecompose', 'DECOMPOSE', 'Separate RGBA'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. texture_pattern_nodes_props = ( ('TextureNodeChecker', 'CHECKER', 'Checker'), ('TextureNodeBricks', 'BRICKS', 'Bricks'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. texture_textures_nodes_props = ( ('TextureNodeTexNoise', 'TEX_NOISE', 'Noise'), ('TextureNodeTexDistNoise', 'TEX_DISTNOISE', 'Distorted Noise'), ('TextureNodeTexClouds', 'TEX_CLOUDS', 'Clouds'), ('TextureNodeTexBlend', 'TEX_BLEND', 'Blend'), ('TextureNodeTexVoronoi', 'TEX_VORONOI', 'Voronoi'), ('TextureNodeTexMagic', 'TEX_MAGIC', 'Magic'), ('TextureNodeTexMarble', 'TEX_MARBLE', 'Marble'), ('TextureNodeTexWood', 'TEX_WOOD', 'Wood'), ('TextureNodeTexMusgrave', 'TEX_MUSGRAVE', 'Musgrave'), ('TextureNodeTexStucci', 'TEX_STUCCI', 'Stucci'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. texture_converter_nodes_props = ( ('TextureNodeMath', 'MATH', 'Math'), ('TextureNodeValToRGB', 'VALTORGB', 'ColorRamp'), ('TextureNodeRGBToBW', 'RGBTOBW', 'RGB to BW'), ('TextureNodeValToNor', 'VALTONOR', 'Value to Normal'), ('TextureNodeDistance', 'DISTANCE', 'Distance'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. texture_distort_nodes_props = ( ('TextureNodeScale', 'SCALE', 'Scale'), ('TextureNodeTranslate', 'TRANSLATE', 'Translate'), ('TextureNodeRotate', 'ROTATE', 'Rotate'), ('TextureNodeAt', 'AT', 'At'), ) # (rna_type.identifier, type, rna_type.name) # Keeping mixed case to avoid having to translate entries when adding new nodes in operators. texture_layout_nodes_props = ( ('NodeReroute', 'REROUTE', 'Reroute'), ) # list of blend types of "Mix" nodes in a form that can be used as 'items' for EnumProperty. # used list, not tuple for easy merging with other lists. blend_types = [ ('MIX', 'Mix', 'Mix Mode'), ('ADD', 'Add', 'Add Mode'), ('MULTIPLY', 'Multiply', 'Multiply Mode'), ('SUBTRACT', 'Subtract', 'Subtract Mode'), ('SCREEN', 'Screen', 'Screen Mode'), ('DIVIDE', 'Divide', 'Divide Mode'), ('DIFFERENCE', 'Difference', 'Difference Mode'), ('DARKEN', 'Darken', 'Darken Mode'), ('LIGHTEN', 'Lighten', 'Lighten Mode'), ('OVERLAY', 'Overlay', 'Overlay Mode'), ('DODGE', 'Dodge', 'Dodge Mode'), ('BURN', 'Burn', 'Burn Mode'), ('HUE', 'Hue', 'Hue Mode'), ('SATURATION', 'Saturation', 'Saturation Mode'), ('VALUE', 'Value', 'Value Mode'), ('COLOR', 'Color', 'Color Mode'), ('SOFT_LIGHT', 'Soft Light', 'Soft Light Mode'), ('LINEAR_LIGHT', 'Linear Light', 'Linear Light Mode'), ] # list of operations of "Math" nodes in a form that can be used as 'items' for EnumProperty. # used list, not tuple for easy merging with other lists. operations = [ ('ADD', 'Add', 'Add Mode'), ('SUBTRACT', 'Subtract', 'Subtract Mode'), ('MULTIPLY', 'Multiply', 'Multiply Mode'), ('DIVIDE', 'Divide', 'Divide Mode'), ('MULTIPLY_ADD', 'Multiply Add', 'Multiply Add Mode'), ('SINE', 'Sine', 'Sine Mode'), ('COSINE', 'Cosine', 'Cosine Mode'), ('TANGENT', 'Tangent', 'Tangent Mode'), ('ARCSINE', 'Arcsine', 'Arcsine Mode'), ('ARCCOSINE', 'Arccosine', 'Arccosine Mode'), ('ARCTANGENT', 'Arctangent', 'Arctangent Mode'), ('ARCTAN2', 'Arctan2', 'Arctan2 Mode'), ('SINH', 'Hyperbolic Sine', 'Hyperbolic Sine Mode'), ('COSH', 'Hyperbolic Cosine', 'Hyperbolic Cosine Mode'), ('TANH', 'Hyperbolic Tangent', 'Hyperbolic Tangent Mode'), ('POWER', 'Power', 'Power Mode'), ('LOGARITHM', 'Logarithm', 'Logarithm Mode'), ('SQRT', 'Square Root', 'Square Root Mode'), ('INVERSE_SQRT', 'Inverse Square Root', 'Inverse Square Root Mode'), ('EXPONENT', 'Exponent', 'Exponent Mode'), ('MINIMUM', 'Minimum', 'Minimum Mode'), ('MAXIMUM', 'Maximum', 'Maximum Mode'), ('LESS_THAN', 'Less Than', 'Less Than Mode'), ('GREATER_THAN', 'Greater Than', 'Greater Than Mode'), ('SIGN', 'Sign', 'Sign Mode'), ('COMPARE', 'Compare', 'Compare Mode'), ('SMOOTH_MIN', 'Smooth Minimum', 'Smooth Minimum Mode'), ('SMOOTH_MAX', 'Smooth Maximum', 'Smooth Maximum Mode'), ('FRACT', 'Fraction', 'Fraction Mode'), ('MODULO', 'Modulo', 'Modulo Mode'), ('SNAP', 'Snap', 'Snap Mode'), ('WRAP', 'Wrap', 'Wrap Mode'), ('PINGPONG', 'Pingpong', 'Pingpong Mode'), ('ABSOLUTE', 'Absolute', 'Absolute Mode'), ('ROUND', 'Round', 'Round Mode'), ('FLOOR', 'Floor', 'Floor Mode'), ('CEIL', 'Ceil', 'Ceil Mode'), ('TRUNCATE', 'Truncate', 'Truncate Mode'), ('RADIANS', 'To Radians', 'To Radians Mode'), ('DEGREES', 'To Degrees', 'To Degrees Mode'), ] # Operations used by the geometry boolean node and join geometry node geo_combine_operations = [ ('JOIN', 'Join Geometry', 'Join Geometry Mode'), ('INTERSECT', 'Intersect', 'Intersect Mode'), ('UNION', 'Union', 'Union Mode'), ('DIFFERENCE', 'Difference', 'Difference Mode'), ] # in NWBatchChangeNodes additional types/operations. Can be used as 'items' for EnumProperty. # used list, not tuple for easy merging with other lists. navs = [ ('CURRENT', 'Current', 'Leave at current state'), ('NEXT', 'Next', 'Next blend type/operation'), ('PREV', 'Prev', 'Previous blend type/operation'), ] draw_color_sets = { "red_white": ( (1.0, 1.0, 1.0, 0.7), (1.0, 0.0, 0.0, 0.7), (0.8, 0.2, 0.2, 1.0) ), "green": ( (0.0, 0.0, 0.0, 1.0), (0.38, 0.77, 0.38, 1.0), (0.38, 0.77, 0.38, 1.0) ), "yellow": ( (0.0, 0.0, 0.0, 1.0), (0.77, 0.77, 0.16, 1.0), (0.77, 0.77, 0.16, 1.0) ), "purple": ( (0.0, 0.0, 0.0, 1.0), (0.38, 0.38, 0.77, 1.0), (0.38, 0.38, 0.77, 1.0) ), "grey": ( (0.0, 0.0, 0.0, 1.0), (0.63, 0.63, 0.63, 1.0), (0.63, 0.63, 0.63, 1.0) ), "black": ( (1.0, 1.0, 1.0, 0.7), (0.0, 0.0, 0.0, 0.7), (0.2, 0.2, 0.2, 1.0) ) } viewer_socket_name = "tmp_viewer" def get_nodes_from_category(category_name, context): for category in node_categories_iter(context): if category.name == category_name: return sorted(category.items(context), key=lambda node: node.label) def is_visible_socket(socket): return not socket.hide and socket.enabled and socket.type != 'CUSTOM' def nice_hotkey_name(punc): # convert the ugly string name into the actual character nice_name = { 'LEFTMOUSE': "LMB", 'MIDDLEMOUSE': "MMB", 'RIGHTMOUSE': "RMB", 'WHEELUPMOUSE': "Wheel Up", 'WHEELDOWNMOUSE': "Wheel Down", 'WHEELINMOUSE': "Wheel In", 'WHEELOUTMOUSE': "Wheel Out", 'ZERO': "0", 'ONE': "1", 'TWO': "2", 'THREE': "3", 'FOUR': "4", 'FIVE': "5", 'SIX': "6", 'SEVEN': "7", 'EIGHT': "8", 'NINE': "9", 'OSKEY': "Super", 'RET': "Enter", 'LINE_FEED': "Enter", 'SEMI_COLON': ";", 'PERIOD': ".", 'COMMA': ",", 'QUOTE': '"', 'MINUS': "-", 'SLASH': "/", 'BACK_SLASH': "\\", 'EQUAL': "=", 'NUMPAD_1': "Numpad 1", 'NUMPAD_2': "Numpad 2", 'NUMPAD_3': "Numpad 3", 'NUMPAD_4': "Numpad 4", 'NUMPAD_5': "Numpad 5", 'NUMPAD_6': "Numpad 6", 'NUMPAD_7': "Numpad 7", 'NUMPAD_8': "Numpad 8", 'NUMPAD_9': "Numpad 9", 'NUMPAD_0': "Numpad 0", 'NUMPAD_PERIOD': "Numpad .", 'NUMPAD_SLASH': "Numpad /", 'NUMPAD_ASTERIX': "Numpad *", 'NUMPAD_MINUS': "Numpad -", 'NUMPAD_ENTER': "Numpad Enter", 'NUMPAD_PLUS': "Numpad +", } try: return nice_name[punc] except KeyError: return punc.replace("_", " ").title() def force_update(context): context.space_data.node_tree.update_tag() def dpifac(): prefs = bpy.context.preferences.system return prefs.dpi * prefs.pixel_size / 72 def node_mid_pt(node, axis): if axis == 'x': d = node.location.x + (node.dimensions.x / 2) elif axis == 'y': d = node.location.y - (node.dimensions.y / 2) else: d = 0 return d def autolink(node1, node2, links): link_made = False available_inputs = [inp for inp in node2.inputs if inp.enabled] available_outputs = [outp for outp in node1.outputs if outp.enabled] for outp in available_outputs: for inp in available_inputs: if not inp.is_linked and inp.name == outp.name: link_made = True links.new(outp, inp) return True for outp in available_outputs: for inp in available_inputs: if not inp.is_linked and inp.type == outp.type: link_made = True links.new(outp, inp) return True # force some connection even if the type doesn't match if available_outputs: for inp in available_inputs: if not inp.is_linked: link_made = True links.new(available_outputs[0], inp) return True # even if no sockets are open, force one of matching type for outp in available_outputs: for inp in available_inputs: if inp.type == outp.type: link_made = True links.new(outp, inp) return True # do something! for outp in available_outputs: for inp in available_inputs: link_made = True links.new(outp, inp) return True print("Could not make a link from " + node1.name + " to " + node2.name) return link_made def abs_node_location(node): abs_location = node.location if node.parent is None: return abs_location return abs_location + abs_node_location(node.parent) def node_at_pos(nodes, context, event): nodes_under_mouse = [] target_node = None store_mouse_cursor(context, event) x, y = context.space_data.cursor_location # Make a list of each corner (and middle of border) for each node. # Will be sorted to find nearest point and thus nearest node node_points_with_dist = [] for node in nodes: skipnode = False if node.type != 'FRAME': # no point trying to link to a frame node dimx = node.dimensions.x/dpifac() dimy = node.dimensions.y/dpifac() locx, locy = abs_node_location(node) if not skipnode: node_points_with_dist.append([node, hypot(x - locx, y - locy)]) # Top Left node_points_with_dist.append([node, hypot(x - (locx + dimx), y - locy)]) # Top Right node_points_with_dist.append([node, hypot(x - locx, y - (locy - dimy))]) # Bottom Left node_points_with_dist.append([node, hypot(x - (locx + dimx), y - (locy - dimy))]) # Bottom Right node_points_with_dist.append([node, hypot(x - (locx + (dimx / 2)), y - locy)]) # Mid Top node_points_with_dist.append([node, hypot(x - (locx + (dimx / 2)), y - (locy - dimy))]) # Mid Bottom node_points_with_dist.append([node, hypot(x - locx, y - (locy - (dimy / 2)))]) # Mid Left node_points_with_dist.append([node, hypot(x - (locx + dimx), y - (locy - (dimy / 2)))]) # Mid Right nearest_node = sorted(node_points_with_dist, key=lambda k: k[1])[0][0] for node in nodes: if node.type != 'FRAME' and skipnode == False: locx, locy = abs_node_location(node) dimx = node.dimensions.x/dpifac() dimy = node.dimensions.y/dpifac() if (locx <= x <= locx + dimx) and \ (locy - dimy <= y <= locy): nodes_under_mouse.append(node) if len(nodes_under_mouse) == 1: if nodes_under_mouse[0] != nearest_node: target_node = nodes_under_mouse[0] # use the node under the mouse if there is one and only one else: target_node = nearest_node # else use the nearest node else: target_node = nearest_node return target_node def store_mouse_cursor(context, event): space = context.space_data v2d = context.region.view2d tree = space.edit_tree # convert mouse position to the View2D for later node placement if context.region.type == 'WINDOW': space.cursor_location_from_region(event.mouse_region_x, event.mouse_region_y) else: space.cursor_location = tree.view_center def draw_line(x1, y1, x2, y2, size, colour=(1.0, 1.0, 1.0, 0.7)): shader = gpu.shader.from_builtin('2D_SMOOTH_COLOR') vertices = ((x1, y1), (x2, y2)) vertex_colors = ((colour[0]+(1.0-colour[0])/4, colour[1]+(1.0-colour[1])/4, colour[2]+(1.0-colour[2])/4, colour[3]+(1.0-colour[3])/4), colour) batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices, "color": vertex_colors}) bgl.glLineWidth(size * dpifac()) shader.bind() batch.draw(shader) def draw_circle_2d_filled(shader, mx, my, radius, colour=(1.0, 1.0, 1.0, 0.7)): radius = radius * dpifac() sides = 12 vertices = [(radius * cos(i * 2 * pi / sides) + mx, radius * sin(i * 2 * pi / sides) + my) for i in range(sides + 1)] batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices}) shader.bind() shader.uniform_float("color", colour) batch.draw(shader) def draw_rounded_node_border(shader, node, radius=8, colour=(1.0, 1.0, 1.0, 0.7)): area_width = bpy.context.area.width - (16*dpifac()) - 1 bottom_bar = (16*dpifac()) + 1 sides = 16 radius = radius*dpifac() nlocx, nlocy = abs_node_location(node) nlocx = (nlocx+1)*dpifac() nlocy = (nlocy+1)*dpifac() ndimx = node.dimensions.x ndimy = node.dimensions.y if node.hide: nlocx += -1 nlocy += 5 if node.type == 'REROUTE': #nlocx += 1 nlocy -= 1 ndimx = 0 ndimy = 0 radius += 6 # Top left corner mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False) vertices = [(mx,my)] for i in range(sides+1): if (4<=i<=8): if my > bottom_bar and mx < area_width: cosine = radius * cos(i * 2 * pi / sides) + mx sine = radius * sin(i * 2 * pi / sides) + my vertices.append((cosine,sine)) batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices}) shader.bind() shader.uniform_float("color", colour) batch.draw(shader) # Top right corner mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False) vertices = [(mx,my)] for i in range(sides+1): if (0<=i<=4): if my > bottom_bar and mx < area_width: cosine = radius * cos(i * 2 * pi / sides) + mx sine = radius * sin(i * 2 * pi / sides) + my vertices.append((cosine,sine)) batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices}) shader.bind() shader.uniform_float("color", colour) batch.draw(shader) # Bottom left corner mx, my = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False) vertices = [(mx,my)] for i in range(sides+1): if (8<=i<=12): if my > bottom_bar and mx < area_width: cosine = radius * cos(i * 2 * pi / sides) + mx sine = radius * sin(i * 2 * pi / sides) + my vertices.append((cosine,sine)) batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices}) shader.bind() shader.uniform_float("color", colour) batch.draw(shader) # Bottom right corner mx, my = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False) vertices = [(mx,my)] for i in range(sides+1): if (12<=i<=16): if my > bottom_bar and mx < area_width: cosine = radius * cos(i * 2 * pi / sides) + mx sine = radius * sin(i * 2 * pi / sides) + my vertices.append((cosine,sine)) batch = batch_for_shader(shader, 'TRI_FAN', {"pos": vertices}) shader.bind() shader.uniform_float("color", colour) batch.draw(shader) # prepare drawing all edges in one batch vertices = [] indices = [] id_last = 0 # Left edge m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False) m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx, nlocy - ndimy, clip=False) if m1x < area_width and m2x < area_width: vertices.extend([(m2x-radius,m2y), (m2x,m2y), (m1x,m1y), (m1x-radius,m1y)]) indices.extend([(id_last, id_last+1, id_last+3), (id_last+3, id_last+1, id_last+2)]) id_last += 4 # Top edge m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy, clip=False) m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False) m1x = min(m1x, area_width) m2x = min(m2x, area_width) if m1y > bottom_bar and m2y > bottom_bar: vertices.extend([(m1x,m1y), (m2x,m1y), (m2x,m1y+radius), (m1x,m1y+radius)]) indices.extend([(id_last, id_last+1, id_last+3), (id_last+3, id_last+1, id_last+2)]) id_last += 4 # Right edge m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy, clip=False) m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy - ndimy, clip=False) m1y = max(m1y, bottom_bar) m2y = max(m2y, bottom_bar) if m1x < area_width and m2x < area_width: vertices.extend([(m1x,m2y), (m1x+radius,m2y), (m1x+radius,m1y), (m1x,m1y)]) indices.extend([(id_last, id_last+1, id_last+3), (id_last+3, id_last+1, id_last+2)]) id_last += 4 # Bottom edge m1x, m1y = bpy.context.region.view2d.view_to_region(nlocx, nlocy-ndimy, clip=False) m2x, m2y = bpy.context.region.view2d.view_to_region(nlocx + ndimx, nlocy-ndimy, clip=False) m1x = min(m1x, area_width) m2x = min(m2x, area_width) if m1y > bottom_bar and m2y > bottom_bar: vertices.extend([(m1x,m2y), (m2x,m2y), (m2x,m1y-radius), (m1x,m1y-radius)]) indices.extend([(id_last, id_last+1, id_last+3), (id_last+3, id_last+1, id_last+2)]) # now draw all edges in one batch if len(vertices) != 0: batch = batch_for_shader(shader, 'TRIS', {"pos": vertices}, indices=indices) shader.bind() shader.uniform_float("color", colour) batch.draw(shader) def draw_callback_nodeoutline(self, context, mode): if self.mouse_path: bgl.glLineWidth(1) bgl.glEnable(bgl.GL_BLEND) bgl.glEnable(bgl.GL_LINE_SMOOTH) bgl.glHint(bgl.GL_LINE_SMOOTH_HINT, bgl.GL_NICEST) nodes, links = get_nodes_links(context) shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR') if mode == "LINK": col_outer = (1.0, 0.2, 0.2, 0.4) col_inner = (0.0, 0.0, 0.0, 0.5) col_circle_inner = (0.3, 0.05, 0.05, 1.0) elif mode == "LINKMENU": col_outer = (0.4, 0.6, 1.0, 0.4) col_inner = (0.0, 0.0, 0.0, 0.5) col_circle_inner = (0.08, 0.15, .3, 1.0) elif mode == "MIX": col_outer = (0.2, 1.0, 0.2, 0.4) col_inner = (0.0, 0.0, 0.0, 0.5) col_circle_inner = (0.05, 0.3, 0.05, 1.0) m1x = self.mouse_path[0][0] m1y = self.mouse_path[0][1] m2x = self.mouse_path[-1][0] m2y = self.mouse_path[-1][1] n1 = nodes[context.scene.NWLazySource] n2 = nodes[context.scene.NWLazyTarget] if n1 == n2: col_outer = (0.4, 0.4, 0.4, 0.4) col_inner = (0.0, 0.0, 0.0, 0.5) col_circle_inner = (0.2, 0.2, 0.2, 1.0) draw_rounded_node_border(shader, n1, radius=6, colour=col_outer) # outline draw_rounded_node_border(shader, n1, radius=5, colour=col_inner) # inner draw_rounded_node_border(shader, n2, radius=6, colour=col_outer) # outline draw_rounded_node_border(shader, n2, radius=5, colour=col_inner) # inner draw_line(m1x, m1y, m2x, m2y, 5, col_outer) # line outline draw_line(m1x, m1y, m2x, m2y, 2, col_inner) # line inner # circle outline draw_circle_2d_filled(shader, m1x, m1y, 7, col_outer) draw_circle_2d_filled(shader, m2x, m2y, 7, col_outer) # circle inner draw_circle_2d_filled(shader, m1x, m1y, 5, col_circle_inner) draw_circle_2d_filled(shader, m2x, m2y, 5, col_circle_inner) bgl.glDisable(bgl.GL_BLEND) bgl.glDisable(bgl.GL_LINE_SMOOTH) def get_active_tree(context): tree = context.space_data.node_tree path = [] # Get nodes from currently edited tree. # If user is editing a group, space_data.node_tree is still the base level (outside group). # context.active_node is in the group though, so if space_data.node_tree.nodes.active is not # the same as context.active_node, the user is in a group. # Check recursively until we find the real active node_tree: if tree.nodes.active: while tree.nodes.active != context.active_node: tree = tree.nodes.active.node_tree path.append(tree) return tree, path def get_nodes_links(context): tree, path = get_active_tree(context) return tree.nodes, tree.links def is_viewer_socket(socket): # checks if a internal socket is a valid viewer socket return socket.name == viewer_socket_name and socket.NWViewerSocket def get_internal_socket(socket): #get the internal socket from a socket inside or outside the group node = socket.node if node.type == 'GROUP_OUTPUT': source_iterator = node.inputs iterator = node.id_data.outputs elif node.type == 'GROUP_INPUT': source_iterator = node.outputs iterator = node.id_data.inputs elif hasattr(node, "node_tree"): if socket.is_output: source_iterator = node.outputs iterator = node.node_tree.outputs else: source_iterator = node.inputs iterator = node.node_tree.inputs else: return None for i, s in enumerate(source_iterator): if s == socket: break return iterator[i] def is_viewer_link(link, output_node): if "Emission Viewer" in link.to_node.name or link.to_node == output_node and link.to_socket == output_node.inputs[0]: return True if link.to_node.type == 'GROUP_OUTPUT': socket = get_internal_socket(link.to_socket) if is_viewer_socket(socket): return True return False def get_group_output_node(tree): for node in tree.nodes: if node.type == 'GROUP_OUTPUT' and node.is_active_output == True: return node def get_output_location(tree): # get right-most location sorted_by_xloc = (sorted(tree.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] # get average y location sum_yloc = 0 for node in tree.nodes: sum_yloc += node.location.y loc_x = max_xloc_node.location.x + max_xloc_node.dimensions.x + 80 loc_y = sum_yloc / len(tree.nodes) return loc_x, loc_y # Principled prefs class NWPrincipledPreferences(bpy.types.PropertyGroup): base_color: StringProperty( name='Base Color', default='diffuse diff albedo base col color', description='Naming Components for Base Color maps') sss_color: StringProperty( name='Subsurface Color', default='sss subsurface', description='Naming Components for Subsurface Color maps') metallic: StringProperty( name='Metallic', default='metallic metalness metal mtl', description='Naming Components for metallness maps') specular: StringProperty( name='Specular', default='specularity specular spec spc', description='Naming Components for Specular maps') normal: StringProperty( name='Normal', default='normal nor nrm nrml norm', description='Naming Components for Normal maps') bump: StringProperty( name='Bump', default='bump bmp', description='Naming Components for bump maps') rough: StringProperty( name='Roughness', default='roughness rough rgh', description='Naming Components for roughness maps') gloss: StringProperty( name='Gloss', default='gloss glossy glossiness', description='Naming Components for glossy maps') displacement: StringProperty( name='Displacement', default='displacement displace disp dsp height heightmap', description='Naming Components for displacement maps') transmission: StringProperty( name='Transmission', default='transmission transparency', description='Naming Components for transmission maps') emission: StringProperty( name='Emission', default='emission emissive emit', description='Naming Components for emission maps') alpha: StringProperty( name='Alpha', default='alpha opacity', description='Naming Components for alpha maps') ambient_occlusion: StringProperty( name='Ambient Occlusion', default='ao ambient occlusion', description='Naming Components for AO maps') # Addon prefs class NWNodeWrangler(bpy.types.AddonPreferences): bl_idname = __name__ merge_hide: EnumProperty( name="Hide Mix nodes", items=( ("ALWAYS", "Always", "Always collapse the new merge nodes"), ("NON_SHADER", "Non-Shader", "Collapse in all cases except for shaders"), ("NEVER", "Never", "Never collapse the new merge nodes") ), default='NON_SHADER', description="When merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify whether to collapse them or show the full node with options expanded") merge_position: EnumProperty( name="Mix Node Position", items=( ("CENTER", "Center", "Place the Mix node between the two nodes"), ("BOTTOM", "Bottom", "Place the Mix node at the same height as the lowest node") ), default='CENTER', description="When merging nodes with the Ctrl+Numpad0 hotkey (and similar) specify the position of the new nodes") show_hotkey_list: BoolProperty( name="Show Hotkey List", default=False, description="Expand this box into a list of all the hotkeys for functions in this addon" ) hotkey_list_filter: StringProperty( name=" Filter by Name", default="", description="Show only hotkeys that have this text in their name" ) show_principled_lists: BoolProperty( name="Show Principled naming tags", default=False, description="Expand this box into a list of all naming tags for principled texture setup" ) principled_tags: bpy.props.PointerProperty(type=NWPrincipledPreferences) def draw(self, context): layout = self.layout col = layout.column() col.prop(self, "merge_position") col.prop(self, "merge_hide") box = layout.box() col = box.column(align=True) col.prop(self, "show_principled_lists", text='Edit tags for auto texture detection in Principled BSDF setup', toggle=True) if self.show_principled_lists: tags = self.principled_tags col.prop(tags, "base_color") col.prop(tags, "sss_color") col.prop(tags, "metallic") col.prop(tags, "specular") col.prop(tags, "rough") col.prop(tags, "gloss") col.prop(tags, "normal") col.prop(tags, "bump") col.prop(tags, "displacement") col.prop(tags, "transmission") col.prop(tags, "emission") col.prop(tags, "alpha") col.prop(tags, "ambient_occlusion") box = layout.box() col = box.column(align=True) hotkey_button_name = "Show Hotkey List" if self.show_hotkey_list: hotkey_button_name = "Hide Hotkey List" col.prop(self, "show_hotkey_list", text=hotkey_button_name, toggle=True) if self.show_hotkey_list: col.prop(self, "hotkey_list_filter", icon="VIEWZOOM") col.separator() for hotkey in kmi_defs: if hotkey[7]: hotkey_name = hotkey[7] if self.hotkey_list_filter.lower() in hotkey_name.lower(): row = col.row(align=True) row.label(text=hotkey_name) keystr = nice_hotkey_name(hotkey[1]) if hotkey[4]: keystr = "Shift " + keystr if hotkey[5]: keystr = "Alt " + keystr if hotkey[3]: keystr = "Ctrl " + keystr row.label(text=keystr) def nw_check(context): space = context.space_data valid_trees = ["ShaderNodeTree", "CompositorNodeTree", "TextureNodeTree", "GeometryNodeTree"] valid = False if space.type == 'NODE_EDITOR' and space.node_tree is not None and space.tree_type in valid_trees: valid = True return valid class NWBase: @classmethod def poll(cls, context): return nw_check(context) # OPERATORS 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') 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: 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) 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: if node.select == True: 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: 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") 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 = [] i=0 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 links.new(i1f, i2t) links.new(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]) if i+1 == len(n1.inputs): i = -1 i += 1 while n1.inputs[i].is_linked: i += 1 links.new(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 links.new(i1f, i2t) links.new(i2f, i1t) 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 Emission Shader for shadeless previews, or to the geometry node tree's 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. # Geometry Nodes support can be removed here once the viewer node is supported in the viewport. run_in_geometry_nodes: BoolProperty(default=True) def __init__(self): self.shader_output_type = "" self.shader_output_ident = "" self.shader_viewer_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: if connect_socket == None: 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 index=i break if not free_socket: free_socket = i if not index and free_socket: index = free_socket if not index: #create viewer socket 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" self.shader_viewer_ident = "ShaderNodeEmission" else: self.shader_output_type = "OUTPUT_LIGHT" self.shader_output_ident = "ShaderNodeOutputLight" self.shader_viewer_ident = "ShaderNodeEmission" elif shader_type == 'WORLD': self.shader_output_type = "OUTPUT_WORLD" self.shader_output_ident = "ShaderNodeOutputWorld" self.shader_viewer_ident = "ShaderNodeBackground" def get_shader_output_node(self, tree): for node in tree.nodes: if node.type == self.shader_output_type and node.is_active_output == True: return node @classmethod def ensure_group_output(cls, tree): #check if a group output node exists otherwise create 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"): 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: emission = self.get_viewer_node(materialout) self.search_sockets((emission if emission else 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 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: emission = self.get_viewer_node(materialout) self.search_sockets((emission if emission else materialout), self.used_viewer_sockets_other_mats) return socket in self.used_viewer_sockets_other_mats @staticmethod def get_viewer_node(materialout): input_socket = materialout.inputs[0] if len(input_socket.links) > 0: node = input_socket.links[0].from_node if node.type == 'EMISSION' and node.name == "Emission Viewer": return node 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) 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(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, # because there is no "viewer node" yet. 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 delete_nodes = [] # store unused nodes to delete in the end 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: base_node_tree.links.new(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) tree.links.new(link_start, link_end) # Iterate link_end = self.ensure_group_output(node.node_tree).inputs[index] tree = tree.nodes.active.node_tree tree.links.new(active.outputs[out_i], link_end) # Delete sockets for socket in delete_sockets: tree = socket.id_data tree.outputs.remove(socket) # Delete nodes for tree, node in delete_nodes: tree.nodes.remove(node) nodes.active = active active.select = True force_update(context) return {'FINISHED'} # What follows is code for the shader editor output_types = [x[1] for x in shaders_output_nodes_props] valid = False if active: if (active.name != "Emission Viewer") and (active.type 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 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, add "Emission Viewer" if needed, make links 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 delete_nodes = [] # store unused nodes to delete in the end if active.outputs: # If output type not 'SHADER' - "Emission Viewer" needed if active.outputs[out_i].type != 'SHADER': socket_type = 'NodeSocketColor' # get Emission Viewer node emission_exists = False emission_placeholder = base_node_tree.nodes[0] for node in base_node_tree.nodes: if "Emission Viewer" in node.name: emission_exists = True emission_placeholder = node if not emission_exists: emission = base_node_tree.nodes.new(self.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) emission.select = False else: emission = emission_placeholder output_socket = emission.inputs[0] # If Viewer is connected to output by user, don't change those connections (patch by gandalf3) if emission.outputs[0].links.__len__() > 0: if not emission.outputs[0].links[0].to_node == materialout: make_links.append((emission.outputs[0], materialout.inputs[0])) else: make_links.append((emission.outputs[0], materialout.inputs[0])) # Set brightness of viewer to compensate for Film and CM exposure if context.scene.render.engine == 'CYCLES' and hasattr(context.scene, 'cycles'): intensity = 1/context.scene.cycles.film_exposure # Film exposure is a multiplier else: intensity = 1 intensity /= pow(2, (context.scene.view_settings.exposure)) # CM exposure is measured in stops/EVs (2^x) emission.inputs[1].default_value = intensity else: # Output type is 'SHADER', no Viewer needed. Delete Viewer if exists. 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 node in base_node_tree.nodes: if node.name == 'Emission Viewer': delete_nodes.append((base_node_tree, node)) for li_from, li_to in make_links: base_node_tree.links.new(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) tree.links.new(link_start, link_end) # Iterate link_end = self.ensure_group_output(node.node_tree).inputs[index] tree = tree.nodes.active.node_tree tree.links.new(active.outputs[out_i], link_end) # Delete sockets for socket in delete_sockets: if not self.is_socket_used_other_mats(socket): tree = socket.id_data tree.outputs.remove(socket) # Delete nodes for tree, node in delete_nodes: tree.nodes.remove(node) 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=' ' ) 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 ) 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): 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: 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) + list(blender_mat_input_nodes_props) + list(blender_mat_output_nodes_props) + list(blender_mat_color_nodes_props) + list(blender_mat_vector_nodes_props) + list(blender_mat_converter_nodes_props) + list(blender_mat_layout_nodes_props) + list(texture_input_nodes_props) + list(texture_output_nodes_props) + list(texture_color_nodes_props) + list(texture_pattern_nodes_props) + list(texture_textures_nodes_props) + list(texture_converter_nodes_props) + list(texture_distort_nodes_props) + list(texture_layout_nodes_props) ) geo_to_type: StringProperty( name="Switch to type", default = '', ) def execute(self, context): nodes, links = get_nodes_links(context) to_type = self.to_type if self.geo_to_type != '': to_type = self.geo_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) force_update(context) 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, boolean operations and math operations", items= blend_types + [op for op in geo_combine_operations if op not in 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'), ('GEOMETRY', 'Geometry', 'Merge using Boolean or Join Geometry Node'), ('MIX', 'Mix Node', 'Merge using Mix Nodes'), ('MATH', 'Math Node', 'Merge using Math Nodes'), ('ZCOMBINE', 'Z-Combine Node', 'Merge using Z-Combine Nodes'), ('ALPHAOVER', 'Alpha Over Node', 'Merge using Alpha Over Nodes'), ), ) # Check if the link connects to a node that is in selected_nodes # If not, then check recursively for each link in the nodes outputs. # If yes, return True. If the recursion stops without finding a node # in selected_nodes, it returns False. The depth is used to prevent # getting stuck in a loop because of an already present cycle. @staticmethod def link_creates_cycle(link, selected_nodes, depth=0)->bool: if depth > 255: # We're stuck in a cycle, but that cycle was already present, # so we return False. # NOTE: The number 255 is arbitrary, but seems to work well. return False node = link.to_node if node in selected_nodes: return True if not node.outputs: return False for output in node.outputs: if output.is_linked: for olink in output.links: if NWMergeNodes.link_creates_cycle(olink, selected_nodes, depth+1): return True # None of the outputs found a node in selected_nodes, so there is no cycle. return False # Merge the nodes in `nodes_list` with a node of type `node_name` that has a multi_input socket. # The parameters `socket_indices` gives the indices of the node sockets in the order that they should # be connected. The last one is assumed to be a multi input socket. # For convenience the node is returned. @staticmethod def merge_with_multi_input(nodes_list, merge_position,do_hide, loc_x, links, nodes, node_name, socket_indices): # The y-location of the last node loc_y = nodes_list[-1][2] if merge_position == 'CENTER': # Average the y-location for i in range(len(nodes_list)-1): loc_y += nodes_list[i][2] loc_y = loc_y/len(nodes_list) new_node = nodes.new(node_name) new_node.hide = do_hide new_node.location.x = loc_x new_node.location.y = loc_y selected_nodes = [nodes[node_info[0]] for node_info in nodes_list] prev_links = [] outputs_for_multi_input = [] for i,node in enumerate(selected_nodes): node.select = False # Search for the first node which had output links that do not create # a cycle, which we can then reconnect afterwards. if prev_links == [] and node.outputs[0].is_linked: prev_links = [link for link in node.outputs[0].links if not NWMergeNodes.link_creates_cycle(link, selected_nodes)] # Get the index of the socket, the last one is a multi input, and is thus used repeatedly # To get the placement to look right we need to reverse the order in which we connect the # outputs to the multi input socket. if i < len(socket_indices) - 1: ind = socket_indices[i] links.new(node.outputs[0], new_node.inputs[ind]) else: outputs_for_multi_input.insert(0, node.outputs[0]) if outputs_for_multi_input != []: ind = socket_indices[-1] for output in outputs_for_multi_input: links.new(output, new_node.inputs[ind]) if prev_links != []: for link in prev_links: links.new(new_node.outputs[0], link.to_node.inputs[0]) return new_node def execute(self, context): settings = context.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 == 'GEOMETRY': node_type = 'GeometryNode' if tree_type == 'COMPOSITING': node_type = 'CompositorNode' elif tree_type == 'SHADER': node_type = 'ShaderNode' elif tree_type == 'TEXTURE': node_type = 'TextureNode' nodes, links = get_nodes_links(context) mode = self.mode merge_type = self.merge_type # Prevent trying to add Z-Combine in not 'COMPOSITING' node tree. # 'ZCOMBINE' works only if mode == 'MIX' # Setting mode to None prevents trying to add 'ZCOMBINE' node. if (merge_type == 'ZCOMBINE' or merge_type == 'ALPHAOVER') and tree_type != 'COMPOSITING': merge_type = 'MIX' mode = 'MIX' if (merge_type != 'MATH' and merge_type != 'GEOMETRY') and tree_type == 'GEOMETRY': merge_type = 'AUTO' # The math nodes used for geometry nodes are of type 'ShaderNode' if merge_type == 'MATH' and tree_type == 'GEOMETRY': node_type = 'ShaderNode' selected_mix = [] # entry = [index, loc] selected_shader = [] # entry = [index, loc] selected_geometry = [] # entry = [index, loc] selected_math = [] # entry = [index, loc] selected_vector = [] # entry = [index, loc] selected_z = [] # entry = [index, loc] selected_alphaover = [] # 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), ('GEOMETRY', [t[0] for t in geo_combine_operations], selected_geometry), ('RGBA', [t[0] for t in blend_types], selected_mix), ('VALUE', [t[0] for t in operations], selected_math), ('VECTOR', [], selected_vector), ): output_type = node.outputs[0].type valid_mode = mode in types_list # When mode is 'MIX' we have to cheat since the mix node is not used in # geometry nodes. if tree_type == 'GEOMETRY': if mode == 'MIX': if output_type == 'VALUE' and type == 'VALUE': valid_mode = True elif output_type == 'VECTOR' and type == 'VECTOR': valid_mode = True elif type == 'GEOMETRY': valid_mode = True # 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. elif 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, node.dimensions.x, node.hide]) else: for (type, types_list, dst) in ( ('SHADER', ('MIX', 'ADD'), selected_shader), ('GEOMETRY', [t[0] for t in geo_combine_operations], selected_geometry), ('MIX', [t[0] for t in blend_types], selected_mix), ('MATH', [t[0] for t in operations], selected_math), ('ZCOMBINE', ('MIX', ), selected_z), ('ALPHAOVER', ('MIX', ), selected_alphaover), ): if merge_type == type and mode in types_list: dst.append([i, node.location.x, node.location.y, node.dimensions.x, node.hide]) # 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_geometry, selected_math, selected_vector, selected_z, selected_alphaover]: if not nodes_list: continue 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] + nodes_list[0][3] + 70 nodes_list.sort(key=lambda k: k[2], reverse=True) # Change the node type for math nodes in a geometry node tree. if tree_type == 'GEOMETRY': if nodes_list is selected_math or nodes_list is selected_vector: node_type = 'ShaderNode' if mode == 'MIX': mode = 'ADD' else: node_type = 'GeometryNode' 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 was_multi = False 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 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 elif nodes_list == selected_geometry: if mode in ('JOIN', 'MIX'): add_type = node_type + 'JoinGeometry' add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,[0]) else: add_type = node_type + 'Boolean' indices = [0,1] if mode == 'DIFFERENCE' else [1] add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,indices) add.operation = mode was_multi = True break elif nodes_list == selected_vector: add_type = node_type + 'VectorMath' 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_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 # This has already been handled separately if was_multi: continue 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] # Create list of invalid indexes. invalid_nodes = [nodes[n[0]] for n in (selected_mix + selected_math + selected_shader + selected_z + selected_geometry)] # 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 merged are linked to one another. # Link only if "to_node" index not in invalid indexes list. if not self.link_creates_cycle(ss_link, invalid_nodes): 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: # Link only if "to_node" index not in invalid indexes list. if not self.link_creates_cycle(fs_link, invalid_nodes): 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 nodes.active = last_add 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): blend_type = self.blend_type operation = self.operation for node in context.selected_nodes: if node.type == 'MIX_RGB' or node.bl_idname == 'GeometryNodeAttributeMix': 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' or node.bl_idname == 'GeometryNodeAttributeMath': 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 != 'FRAME' ): valid = True return valid def execute(self, context): node_active = context.active_node node_selected = context.selected_nodes # Error handling if not (len(node_selected) > 1): self.report({'ERROR'}, "2 nodes must be selected at least") return {'CANCELLED'} # Check if active node is in the selection selected_node_names = [n.name for n in node_selected] if node_active.name not in selected_node_names: self.report({'ERROR'}, "No active node") return {'CANCELLED'} # Get nodes in selection by type valid_nodes = [n for n in node_selected if n.type == node_active.type] if not (len(valid_nodes) > 1) and node_active: self.report({'ERROR'}, "Selected nodes are not of the same type as {}".format(node_active.name)) return {'CANCELLED'} if len(valid_nodes) != len(node_selected): # Report nodes that are not valid valid_node_names = [n.name for n in valid_nodes] not_valid_names = list(set(selected_node_names) - set(valid_node_names)) self.report({'INFO'}, "Ignored {} (not of the same type as {})".format(", ".join(not_valid_names), node_active.name)) # Reference original orig = node_active #node_selected_names = [n.name for n in node_selected] # Output list success_names = [] # Deselect all nodes for i in node_selected: i.select = False # Code by zeffii from http://blender.stackexchange.com/a/42338/3710 # Run through all other nodes for node in valid_nodes[1:]: # Check for frame node parent = node.parent if node.parent else None node_loc = [node.location.x, node.location.y] # Select original to duplicate orig.select = True # Duplicate selected node bpy.ops.node.duplicate() new_node = context.selected_nodes[0] # Deselect copy new_node.select = False # Properties to copy node_tree = node.id_data props_to_copy = 'bl_idname name location height width'.split(' ') # Input and outputs reconnections = [] mappings = chain.from_iterable([node.inputs, node.outputs]) for i in (i for i in mappings if i.is_linked): for L in i.links: reconnections.append([L.from_socket.path_from_id(), L.to_socket.path_from_id()]) # Properties props = {j: getattr(node, j) for j in props_to_copy} props_to_copy.pop(0) for prop in props_to_copy: setattr(new_node, prop, props[prop]) # Get the node tree to remove the old node nodes = node_tree.nodes nodes.remove(node) new_node.name = props['name'] if parent: new_node.parent = parent new_node.location = node_loc for str_from, str_to in reconnections: node_tree.links.new(eval(str_from), eval(str_to)) success_names.append(new_node.name) orig.select = True node_tree.nodes.active = orig self.report({'INFO'}, "Successfully copied attributes from {} to: {}".format(orig.name, ", ".join(success_names))) 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'} add_mapping: BoolProperty(name="Add Mapping Nodes", description="Create coordinate and mapping nodes for the texture (ignored for selected texture nodes)", default=True) @classmethod def poll(cls, context): valid = False if nw_check(context): space = context.space_data if space.tree_type == 'ShaderNodeTree': valid = True return valid def execute(self, context): nodes, links = get_nodes_links(context) 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] selected_nodes = [n for n in nodes if n.select] for t_node in selected_nodes: valid = False input_index = 0 if t_node.inputs: for index, i in enumerate(t_node.inputs): if not i.is_linked: valid = True input_index = index break if valid: locx = t_node.location.x locy = t_node.location.y - t_node.dimensions.y/2 xoffset = [500, 700] is_texture = False if t_node.type in texture_types + ['MAPPING']: xoffset = [290, 500] is_texture = True coordout = 2 image_type = 'ShaderNodeTexImage' if (t_node.type in texture_types and t_node.type != 'TEX_IMAGE') or (t_node.type == 'BACKGROUND'): coordout = 0 # image texture uses UVs, procedural textures and Background shader use Generated if t_node.type == 'BACKGROUND': image_type = 'ShaderNodeTexEnvironment' if not is_texture: tex = nodes.new(image_type) tex.location = [locx - 200, locy + 112] nodes.active = tex links.new(tex.outputs[0], t_node.inputs[input_index]) t_node.select = False if self.add_mapping or is_texture: if t_node.type != 'MAPPING': m = nodes.new('ShaderNodeMapping') m.location = [locx - xoffset[0], locy + 141] m.width = 240 else: m = t_node coord = nodes.new('ShaderNodeTexCoord') coord.location = [locx - (200 if t_node.type == 'MAPPING' else xoffset[1]), locy + 124] if not is_texture: links.new(m.outputs[0], tex.inputs[0]) links.new(coord.outputs[coordout], m.inputs[0]) else: nodes.active = m links.new(m.outputs[0], t_node.inputs[input_index]) links.new(coord.outputs[coordout], m.inputs[0]) else: self.report({'WARNING'}, "No free inputs for node: "+t_node.name) return {'FINISHED'} class NWAddPrincipledSetup(Operator, NWBase, ImportHelper): bl_idname = "node.nw_add_textures_for_principled" bl_label = "Principled Texture Setup" bl_description = "Add Texture Node Setup for Principled BSDF" bl_options = {'REGISTER', 'UNDO'} directory: StringProperty( name='Directory', subtype='DIR_PATH', default='', description='Folder to search in for image files' ) files: CollectionProperty( type=bpy.types.OperatorFileListElement, options={'HIDDEN', 'SKIP_SAVE'} ) relative_path: BoolProperty( name='Relative Path', description='Set the file path relative to the blend file, when possible', default=True ) order = [ "filepath", "files", ] def draw(self, context): layout = self.layout layout.alignment = 'LEFT' layout.prop(self, 'relative_path') @classmethod def poll(cls, context): valid = False if nw_check(context): space = context.space_data if space.tree_type == 'ShaderNodeTree': valid = True return valid def execute(self, context): # Check if everything is ok if not self.directory: self.report({'INFO'}, 'No Folder Selected') return {'CANCELLED'} if not self.files[:]: self.report({'INFO'}, 'No Files Selected') return {'CANCELLED'} nodes, links = get_nodes_links(context) active_node = nodes.active if not (active_node and active_node.bl_idname == 'ShaderNodeBsdfPrincipled'): self.report({'INFO'}, 'Select Principled BSDF') return {'CANCELLED'} # Helper_functions def split_into__components(fname): # Split filename into components # 'WallTexture_diff_2k.002.jpg' -> ['Wall', 'Texture', 'diff', 'k'] # Remove extension fname = path.splitext(fname)[0] # Remove digits fname = ''.join(i for i in fname if not i.isdigit()) # Separate CamelCase by space fname = re.sub(r"([a-z])([A-Z])", r"\g<1> \g<2>",fname) # Replace common separators with SPACE separators = ['_', '.', '-', '__', '--', '#'] for sep in separators: fname = fname.replace(sep, ' ') components = fname.split(' ') components = [c.lower() for c in components] return components # Filter textures names for texturetypes in filenames # [Socket Name, [abbreviations and keyword list], Filename placeholder] tags = context.preferences.addons[__name__].preferences.principled_tags normal_abbr = tags.normal.split(' ') bump_abbr = tags.bump.split(' ') gloss_abbr = tags.gloss.split(' ') rough_abbr = tags.rough.split(' ') socketnames = [ ['Displacement', tags.displacement.split(' '), None], ['Base Color', tags.base_color.split(' '), None], ['Subsurface Color', tags.sss_color.split(' '), None], ['Metallic', tags.metallic.split(' '), None], ['Specular', tags.specular.split(' '), None], ['Roughness', rough_abbr + gloss_abbr, None], ['Normal', normal_abbr + bump_abbr, None], ['Transmission', tags.transmission.split(' '), None], ['Emission', tags.emission.split(' '), None], ['Alpha', tags.alpha.split(' '), None], ['Ambient Occlusion', tags.ambient_occlusion.split(' '), None], ] # Look through texture_types and set value as filename of first matched file def match_files_to_socket_names(): for sname in socketnames: for file in self.files: fname = file.name filenamecomponents = split_into__components(fname) matches = set(sname[1]).intersection(set(filenamecomponents)) # TODO: ignore basename (if texture is named "fancy_metal_nor", it will be detected as metallic map, not normal map) if matches: sname[2] = fname break match_files_to_socket_names() # Remove socketnames without found files socketnames = [s for s in socketnames if s[2] and path.exists(self.directory+s[2])] if not socketnames: self.report({'INFO'}, 'No matching images found') print('No matching images found') return {'CANCELLED'} # Don't override path earlier as os.path is used to check the absolute path import_path = self.directory if self.relative_path: if bpy.data.filepath: try: import_path = bpy.path.relpath(self.directory) except ValueError: pass # Add found images print('\nMatched Textures:') texture_nodes = [] disp_texture = None ao_texture = None normal_node = None roughness_node = None for i, sname in enumerate(socketnames): print(i, sname[0], sname[2]) # DISPLACEMENT NODES if sname[0] == 'Displacement': disp_texture = nodes.new(type='ShaderNodeTexImage') img = bpy.data.images.load(path.join(import_path, sname[2])) disp_texture.image = img disp_texture.label = 'Displacement' if disp_texture.image: disp_texture.image.colorspace_settings.is_data = True # Add displacement offset nodes disp_node = nodes.new(type='ShaderNodeDisplacement') # Align the Displacement node under the active Principled BSDF node disp_node.location = active_node.location + Vector((100, -700)) link = links.new(disp_node.inputs[0], disp_texture.outputs[0]) # TODO Turn on true displacement in the material # Too complicated for now # Find output node output_node = [n for n in nodes if n.bl_idname == 'ShaderNodeOutputMaterial'] if output_node: if not output_node[0].inputs[2].is_linked: link = links.new(output_node[0].inputs[2], disp_node.outputs[0]) continue # AMBIENT OCCLUSION TEXTURE if sname[0] == 'Ambient Occlusion': ao_texture = nodes.new(type='ShaderNodeTexImage') img = bpy.data.images.load(path.join(import_path, sname[2])) ao_texture.image = img ao_texture.label = sname[0] if ao_texture.image: ao_texture.image.colorspace_settings.is_data = True continue if not active_node.inputs[sname[0]].is_linked: # No texture node connected -> add texture node with new image texture_node = nodes.new(type='ShaderNodeTexImage') img = bpy.data.images.load(path.join(import_path, sname[2])) texture_node.image = img # NORMAL NODES if sname[0] == 'Normal': # Test if new texture node is normal or bump map fname_components = split_into__components(sname[2]) match_normal = set(normal_abbr).intersection(set(fname_components)) match_bump = set(bump_abbr).intersection(set(fname_components)) if match_normal: # If Normal add normal node in between normal_node = nodes.new(type='ShaderNodeNormalMap') link = links.new(normal_node.inputs[1], texture_node.outputs[0]) elif match_bump: # If Bump add bump node in between normal_node = nodes.new(type='ShaderNodeBump') link = links.new(normal_node.inputs[2], texture_node.outputs[0]) link = links.new(active_node.inputs[sname[0]], normal_node.outputs[0]) normal_node_texture = texture_node elif sname[0] == 'Roughness': # Test if glossy or roughness map fname_components = split_into__components(sname[2]) match_rough = set(rough_abbr).intersection(set(fname_components)) match_gloss = set(gloss_abbr).intersection(set(fname_components)) if match_rough: # If Roughness nothing to to link = links.new(active_node.inputs[sname[0]], texture_node.outputs[0]) elif match_gloss: # If Gloss Map add invert node invert_node = nodes.new(type='ShaderNodeInvert') link = links.new(invert_node.inputs[1], texture_node.outputs[0]) link = links.new(active_node.inputs[sname[0]], invert_node.outputs[0]) roughness_node = texture_node else: # This is a simple connection Texture --> Input slot link = links.new(active_node.inputs[sname[0]], texture_node.outputs[0]) # Use non-color for all but 'Base Color' Textures if not sname[0] in ['Base Color', 'Emission'] and texture_node.image: texture_node.image.colorspace_settings.is_data = True else: # If already texture connected. add to node list for alignment texture_node = active_node.inputs[sname[0]].links[0].from_node # This are all connected texture nodes texture_nodes.append(texture_node) texture_node.label = sname[0] if disp_texture: texture_nodes.append(disp_texture) if ao_texture: # We want the ambient occlusion texture to be the top most texture node texture_nodes.insert(0, ao_texture) # Alignment for i, texture_node in enumerate(texture_nodes): offset = Vector((-550, (i * -280) + 200)) texture_node.location = active_node.location + offset if normal_node: # Extra alignment if normal node was added normal_node.location = normal_node_texture.location + Vector((300, 0)) if roughness_node: # Alignment of invert node if glossy map invert_node.location = roughness_node.location + Vector((300, 0)) # Add texture input + mapping mapping = nodes.new(type='ShaderNodeMapping') mapping.location = active_node.location + Vector((-1050, 0)) if len(texture_nodes) > 1: # If more than one texture add reroute node in between reroute = nodes.new(type='NodeReroute') texture_nodes.append(reroute) tex_coords = Vector((texture_nodes[0].location.x, sum(n.location.y for n in texture_nodes)/len(texture_nodes))) reroute.location = tex_coords + Vector((-50, -120)) for texture_node in texture_nodes: link = links.new(texture_node.inputs[0], reroute.outputs[0]) link = links.new(reroute.inputs[0], mapping.outputs[0]) else: link = links.new(texture_nodes[0].inputs[0], mapping.outputs[0]) # Connect texture_coordiantes to mapping node texture_input = nodes.new(type='ShaderNodeTexCoord') texture_input.location = mapping.location + Vector((-200, 0)) link = links.new(mapping.inputs[0], texture_input.outputs[2]) # Create frame around tex coords and mapping frame = nodes.new(type='NodeFrame') frame.label = 'Mapping' mapping.parent = frame texture_input.parent = frame frame.update() # Create frame around texture nodes frame = nodes.new(type='NodeFrame') frame.label = 'Textures' for tnode in texture_nodes: tnode.parent = frame frame.update() # Just to be sure active_node.select = False nodes.update() links.update() force_update(context) return {'FINISHED'} class NWAddReroutes(Operator, NWBase): """Add Reroute Nodes and link them to outputs of selected nodes""" bl_idname = "node.nw_add_reroutes" bl_label = "Add Reroutes" bl_description = "Add Reroutes to Outputs" bl_options = {'REGISTER', 'UNDO'} option: EnumProperty( name="option", items=[ ('ALL', 'to all', 'Add to all outputs'), ('LOOSE', 'to loose', 'Add only to loose outputs'), ('LINKED', 'to linked', 'Add only to linked outputs'), ] ) 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 != '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 rlo in rl_outputs: if output.name in {rlo.output_name, rlo.exr_output_name}: pass_used = getattr(node_scene.view_layers[node_layer], rlo.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 rlo 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 in {rlo.output_name, rlo.exr_output_name}: # example 'render_pass' entry: 'use_pass_uv' Check if True in scene render layers pass_used = getattr(active.scene.view_layers[active.layer], rlo.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 assignment 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 rlo in rl_outputs: if out.name in {rlo.output_name, rlo.exr_output_name}: src_name = (rlo.output_name, rlo.exr_output_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'} margin: IntProperty(name='Margin', default=50, description='The amount of space between nodes') def execute(self, context): nodes, links = get_nodes_links(context) margin = self.margin selection = [] for node in nodes: if node.select and node.type != 'FRAME': selection.append(node) # If no nodes are selected, align all nodes active_loc = None if not selection: selection = nodes elif nodes.active in selection: active_loc = copy(nodes.active.location) # make a copy, not a reference # Check if nodes should be laid 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 * 0.5 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 * 0.3) + node.dimensions.y # use half-margin for vertical alignment node.location.x = mid_x - (node.dimensions.x / 2) # If active node is selected, center nodes around it if active_loc is not None: active_loc_diff = active_loc - nodes.active.location for node in selection: node.location += active_loc_diff else: # 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) return {'FINISHED'} class NWSelectParentChildren(Operator, NWBase): bl_idname = "node.nw_select_parent_child" bl_label = "Select Parent or Children" bl_options = {'REGISTER', 'UNDO'} option: EnumProperty( name="option", items=( ('PARENT', 'Select Parent', 'Select Parent Frame'), ('CHILD', 'Select Children', 'Select members of selected frame'), ) ) def execute(self, context): nodes, links = get_nodes_links(context) option = self.option selected = [node for node in nodes if node.select] if option == 'PARENT': for sel in selected: parent = sel.parent if parent: parent.select = True else: # option == 'CHILD' for sel in selected: children = [node for node in nodes if node.parent == sel] for kid in children: kid.select = True return {'FINISHED'} class NWDetachOutputs(Operator, NWBase): """Detach outputs of selected node leaving inputs linked""" bl_idname = "node.nw_detach_outputs" bl_label = "Detach Outputs" bl_options = {'REGISTER', 'UNDO'} 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') return {'FINISHED'} class NWLinkToOutputNode(Operator): """Link to Composite node or Material Output node""" bl_idname = "node.nw_link_out" bl_label = "Connect to Output" bl_options = {'REGISTER', 'UNDO'} @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) active = nodes.active output_node = None output_index = 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 for node in nodes: if node.type in output_types: output_node = node break if not output_node: bpy.ops.node.select_all(action="DESELECT") if tree_type == 'ShaderNodeTree': output_node = nodes.new('ShaderNodeOutputMaterial') elif tree_type == 'CompositorNodeTree': output_node = nodes.new('CompositorNodeComposite') 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 if (output_node and active.outputs): for i, output in enumerate(active.outputs): if is_visible_socket(output): output_index = i break for i, output in enumerate(active.outputs): if output.type == output_node.inputs[0].type and is_visible_socket(output): output_index = i break out_input_index = 0 if tree_type == 'ShaderNodeTree': 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]) force_update(context) # viewport render does not update 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]) force_update(context) 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, NWBase, 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" ) files: CollectionProperty( type=bpy.types.OperatorFileListElement, options={'HIDDEN', 'SKIP_SAVE'} ) def execute(self, context): nodes, links = get_nodes_links(context) directory = self.directory filename = self.filename files = self.files tree = context.space_data.node_tree # DEBUG # print ("\nDIR:", directory) # print ("FN:", filename) # print ("Fs:", list(f.name for f in files), '\n') if tree.type == 'SHADER': node_type = "ShaderNodeTexImage" elif tree.type == 'COMPOSITING': node_type = "CompositorNodeImage" else: self.report({'ERROR'}, "Unsupported Node Tree type!") return {'CANCELLED'} if not files[0].name and not filename: self.report({'ERROR'}, "No file chosen") return {'CANCELLED'} elif files[0].name and (not filename or not path.exists(directory+filename)): # User has selected multiple files without an active one, or the active one is non-existant filename = files[0].name if not path.exists(directory+filename): self.report({'ERROR'}, filename+" does not exist!") return {'CANCELLED'} without_ext = '.'.join(filename.split('.')[:-1]) # if last digit isn't a number, it's not a sequence if not without_ext[-1].isdigit(): 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: break 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 bpy.ops.node.add_node('INVOKE_DEFAULT', use_transform=True, type=node_type) node = nodes.active 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 image_user = node.image_user if tree.type == 'SHADER' else node image_user.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 image_user.frame_duration = num_frames return {'FINISHED'} class NWAddMultipleImages(Operator, NWBase, 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) xloc, yloc = context.region.view2d.region_to_view(context.area.width/2, context.area.height/2) if context.space_data.node_tree.type == 'SHADER': node_type = "ShaderNodeTexImage" elif context.space_data.node_tree.type == 'COMPOSITING': node_type = "CompositorNodeImage" else: self.report({'ERROR'}, "Unsupported Node Tree type!") return {'CANCELLED'} new_nodes = [] for f in self.files: fname = f.name node = nodes.new(node_type) new_nodes.append(node) node.label = fname node.hide = True node.width_hidden = 100 node.location.x = xloc node.location.y = yloc yloc -= 40 img = bpy.data.images.load(self.directory+fname) node.image = img # shift new nodes up to center of tree list_size = new_nodes[0].location.y - new_nodes[-1].location.y for node in nodes: if node in new_nodes: node.select = True node.location.y += (list_size/2) else: node.select = False return {'FINISHED'} class NWViewerFocus(bpy.types.Operator): """Set the viewer tile center to the mouse position""" bl_idname = "node.nw_viewer_focus" bl_label = "Viewer Focus" x: bpy.props.IntProperty() y: bpy.props.IntProperty() @classmethod def poll(cls, context): return nw_check(context) and context.space_data.tree_type == 'CompositorNodeTree' def execute(self, context): return {'FINISHED'} def invoke(self, context, event): render = context.scene.render space = context.space_data percent = render.resolution_percentage*0.01 nodes, links = get_nodes_links(context) viewers = [n for n in nodes if n.type == 'VIEWER'] if viewers: mlocx = event.mouse_region_x mlocy = event.mouse_region_y select_node = bpy.ops.node.select(location=(mlocx, mlocy), extend=False) if not 'FINISHED' in select_node: # only run if we're not clicking on a node region_x = context.region.width region_y = context.region.height region_center_x = context.region.width / 2 region_center_y = context.region.height / 2 bd_x = render.resolution_x * percent * space.backdrop_zoom bd_y = render.resolution_y * percent * space.backdrop_zoom backdrop_center_x = (bd_x / 2) - space.backdrop_offset[0] backdrop_center_y = (bd_y / 2) - space.backdrop_offset[1] margin_x = region_center_x - backdrop_center_x margin_y = region_center_y - backdrop_center_y abs_mouse_x = (mlocx - margin_x) / bd_x abs_mouse_y = (mlocy - margin_y) / bd_y for node in viewers: node.center_x = abs_mouse_x node.center_y = abs_mouse_y else: return {'PASS_THROUGH'} return self.execute(context) class NWSaveViewer(bpy.types.Operator, ExportHelper): """Save the current viewer node to an image file""" bl_idname = "node.nw_save_viewer" bl_label = "Save This Image" filepath: StringProperty(subtype="FILE_PATH") filename_ext: EnumProperty( name="Format", description="Choose the file format to save to", items=(('.bmp', "BMP", ""), ('.rgb', 'IRIS', ""), ('.png', 'PNG', ""), ('.jpg', 'JPEG', ""), ('.jp2', 'JPEG2000', ""), ('.tga', 'TARGA', ""), ('.cin', 'CINEON', ""), ('.dpx', 'DPX', ""), ('.exr', 'OPEN_EXR', ""), ('.hdr', 'HDR', ""), ('.tif', 'TIFF', "")), default='.png', ) @classmethod def poll(cls, context): valid = False if nw_check(context): if context.space_data.tree_type == 'CompositorNodeTree': if "Viewer Node" in [i.name for i in bpy.data.images]: if sum(bpy.data.images["Viewer Node"].size) > 0: # False if not connected or connected but no image valid = True return valid def execute(self, context): fp = self.filepath if fp: formats = { '.bmp': 'BMP', '.rgb': 'IRIS', '.png': 'PNG', '.jpg': 'JPEG', '.jpeg': 'JPEG', '.jp2': 'JPEG2000', '.tga': 'TARGA', '.cin': 'CINEON', '.dpx': 'DPX', '.exr': 'OPEN_EXR', '.hdr': 'HDR', '.tiff': 'TIFF', '.tif': 'TIFF'} basename, ext = path.splitext(fp) old_render_format = context.scene.render.image_settings.file_format context.scene.render.image_settings.file_format = formats[self.filename_ext] context.area.type = "IMAGE_EDITOR" context.area.spaces[0].image = bpy.data.images['Viewer Node'] context.area.spaces[0].image.save_render(fp) context.area.type = "NODE_EDITOR" context.scene.render.image_settings.file_format = old_render_format return {'FINISHED'} class NWResetNodes(bpy.types.Operator): """Reset Nodes in Selection""" bl_idname = "node.nw_reset_nodes" bl_label = "Reset Nodes" bl_options = {'REGISTER', 'UNDO'} @classmethod def poll(cls, context): space = context.space_data return space.type == 'NODE_EDITOR' def execute(self, context): node_active = context.active_node node_selected = context.selected_nodes node_ignore = ["FRAME","REROUTE", "GROUP"] # Check if one node is selected at least if not (len(node_selected) > 0): self.report({'ERROR'}, "1 node must be selected at least") return {'CANCELLED'} active_node_name = node_active.name if node_active.select else None valid_nodes = [n for n in node_selected if n.type not in node_ignore] # Create output lists selected_node_names = [n.name for n in node_selected] success_names = [] # Reset all valid children in a frame node_active_is_frame = False if len(node_selected) == 1 and node_active.type == "FRAME": node_tree = node_active.id_data children = [n for n in node_tree.nodes if n.parent == node_active] if children: valid_nodes = [n for n in children if n.type not in node_ignore] selected_node_names = [n.name for n in children if n.type not in node_ignore] node_active_is_frame = True # Check if valid nodes in selection if not (len(valid_nodes) > 0): # Check for frames only frames_selected = [n for n in node_selected if n.type == "FRAME"] if (len(frames_selected) > 1 and len(frames_selected) == len(node_selected)): self.report({'ERROR'}, "Please select only 1 frame to reset") else: self.report({'ERROR'}, "No valid node(s) in selection") return {'CANCELLED'} # Report nodes that are not valid if len(valid_nodes) != len(node_selected) and node_active_is_frame is False: valid_node_names = [n.name for n in valid_nodes] not_valid_names = list(set(selected_node_names) - set(valid_node_names)) self.report({'INFO'}, "Ignored {}".format(", ".join(not_valid_names))) # Deselect all nodes for i in node_selected: i.select = False # Run through all valid nodes for node in valid_nodes: parent = node.parent if node.parent else None node_loc = [node.location.x, node.location.y] node_tree = node.id_data props_to_copy = 'bl_idname name location height width'.split(' ') reconnections = [] mappings = chain.from_iterable([node.inputs, node.outputs]) for i in (i for i in mappings if i.is_linked): for L in i.links: reconnections.append([L.from_socket.path_from_id(), L.to_socket.path_from_id()]) props = {j: getattr(node, j) for j in props_to_copy} new_node = node_tree.nodes.new(props['bl_idname']) props_to_copy.pop(0) for prop in props_to_copy: setattr(new_node, prop, props[prop]) nodes = node_tree.nodes nodes.remove(node) new_node.name = props['name'] if parent: new_node.parent = parent new_node.location = node_loc for str_from, str_to in reconnections: node_tree.links.new(eval(str_from), eval(str_to)) new_node.select = False success_names.append(new_node.name) # Reselect all nodes if selected_node_names and node_active_is_frame is False: for i in selected_node_names: node_tree.nodes[i].select = True if active_node_name is not None: node_tree.nodes[active_node_name].select = True node_tree.nodes.active = node_tree.nodes[active_node_name] self.report({'INFO'}, "Successfully reset {}".format(", ".join(success_names))) return {'FINISHED'} # # P A N E L # def drawlayout(context, layout, mode='non-panel'): tree_type = context.space_data.tree_type col = layout.column(align=True) col.menu(NWMergeNodesMenu.bl_idname) col.separator() col = layout.column(align=True) col.menu(NWSwitchNodeTypeMenu.bl_idname, text="Switch Node Type") col.separator() if tree_type == 'ShaderNodeTree': col = layout.column(align=True) col.operator(NWAddTextureSetup.bl_idname, text="Add Texture Setup", icon='NODE_SEL') col.operator(NWAddPrincipledSetup.bl_idname, text="Add Principled Setup", icon='NODE_SEL') col.separator() col = layout.column(align=True) col.operator(NWDetachOutputs.bl_idname, icon='UNLINKED') col.operator(NWSwapLinks.bl_idname) col.menu(NWAddReroutesMenu.bl_idname, text="Add Reroutes", icon='LAYER_USED') col.separator() col = layout.column(align=True) col.menu(NWLinkActiveToSelectedMenu.bl_idname, text="Link Active To Selected", icon='LINKED') if tree_type != 'GeometryNodeTree': col.operator(NWLinkToOutputNode.bl_idname, icon='DRIVER') col.separator() col = layout.column(align=True) if mode == 'panel': row = col.row(align=True) row.operator(NWClearLabel.bl_idname).option = True row.operator(NWModifyLabels.bl_idname) else: col.operator(NWClearLabel.bl_idname).option = True col.operator(NWModifyLabels.bl_idname) col.menu(NWBatchChangeNodesMenu.bl_idname, text="Batch Change") col.separator() col.menu(NWCopyToSelectedMenu.bl_idname, text="Copy to Selected") col.separator() col = layout.column(align=True) if tree_type == 'CompositorNodeTree': col.operator(NWResetBG.bl_idname, icon='ZOOM_PREVIOUS') if tree_type != 'GeometryNodeTree': col.operator(NWReloadImages.bl_idname, icon='FILE_REFRESH') col.separator() col = layout.column(align=True) col.operator(NWFrameSelected.bl_idname, icon='STICKY_UVS_LOC') col.separator() col = layout.column(align=True) col.operator(NWAlignNodes.bl_idname, icon='CENTER_ONLY') col.separator() col = layout.column(align=True) col.operator(NWDeleteUnused.bl_idname, icon='CANCEL') col.separator() class NodeWranglerPanel(Panel, NWBase): bl_idname = "NODE_PT_nw_node_wrangler" bl_space_type = 'NODE_EDITOR' bl_label = "Node Wrangler" bl_region_type = "UI" bl_category = "Node Wrangler" prepend: StringProperty( name='prepend', ) append: StringProperty() remove: StringProperty() def draw(self, context): self.layout.label(text="(Quick access: Shift+W)") drawlayout(context, self.layout, mode='panel') # # M E N U S # class NodeWranglerMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_node_wrangler_menu" bl_label = "Node Wrangler" def draw(self, context): self.layout.operator_context = 'INVOKE_DEFAULT' drawlayout(context, self.layout) class NWMergeNodesMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_merge_nodes_menu" bl_label = "Merge Selected Nodes" def draw(self, context): type = context.space_data.tree_type layout = self.layout if type == 'ShaderNodeTree': layout.menu(NWMergeShadersMenu.bl_idname, text="Use Shaders") if type == 'GeometryNodeTree': layout.menu(NWMergeGeometryMenu.bl_idname, text="Use Geometry Nodes") layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes") else: layout.menu(NWMergeMixMenu.bl_idname, text="Use Mix Nodes") layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes") props = layout.operator(NWMergeNodes.bl_idname, text="Use Z-Combine Nodes") props.mode = 'MIX' props.merge_type = 'ZCOMBINE' props = layout.operator(NWMergeNodes.bl_idname, text="Use Alpha Over Nodes") props.mode = 'MIX' props.merge_type = 'ALPHAOVER' class NWMergeGeometryMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_merge_geometry_menu" bl_label = "Merge Selected Nodes using Geometry Nodes" def draw(self, context): layout = self.layout # The boolean node + Join Geometry node for type, name, description in geo_combine_operations: props = layout.operator(NWMergeNodes.bl_idname, text=name) props.mode = type props.merge_type = 'GEOMETRY' class NWMergeShadersMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_merge_shaders_menu" bl_label = "Merge Selected Nodes using Shaders" def draw(self, context): layout = self.layout for type in ('MIX', 'ADD'): props = layout.operator(NWMergeNodes.bl_idname, text=type) props.mode = type props.merge_type = 'SHADER' class NWMergeMixMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_merge_mix_menu" bl_label = "Merge Selected Nodes using Mix" def draw(self, context): layout = self.layout for type, name, description in blend_types: props = layout.operator(NWMergeNodes.bl_idname, text=name) props.mode = type props.merge_type = 'MIX' class NWConnectionListOutputs(Menu, NWBase): bl_idname = "NODE_MT_nw_connection_list_out" bl_label = "From:" def draw(self, context): layout = self.layout nodes, links = get_nodes_links(context) n1 = nodes[context.scene.NWLazySource] index=0 for o in n1.outputs: # Only show sockets that are exposed. if o.enabled: layout.operator(NWCallInputsMenu.bl_idname, text=o.name, icon="RADIOBUT_OFF").from_socket=index index+=1 class NWConnectionListInputs(Menu, NWBase): bl_idname = "NODE_MT_nw_connection_list_in" bl_label = "To:" def draw(self, context): layout = self.layout nodes, links = get_nodes_links(context) n2 = nodes[context.scene.NWLazyTarget] index = 0 for i in n2.inputs: # Only show sockets that are exposed. # This prevents, for example, the scale value socket # of the vector math node being added to the list when # the mode is not 'SCALE'. if i.enabled: op = layout.operator(NWMakeLink.bl_idname, text=i.name, icon="FORWARD") op.from_socket = context.scene.NWSourceSocket op.to_socket = index index+=1 class NWMergeMathMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_merge_math_menu" bl_label = "Merge Selected Nodes using Math" def draw(self, context): layout = self.layout for type, name, description in operations: props = layout.operator(NWMergeNodes.bl_idname, text=name) props.mode = type props.merge_type = 'MATH' class NWBatchChangeNodesMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_batch_change_nodes_menu" bl_label = "Batch Change Selected Nodes" def draw(self, context): layout = self.layout layout.menu(NWBatchChangeBlendTypeMenu.bl_idname) layout.menu(NWBatchChangeOperationMenu.bl_idname) class NWBatchChangeBlendTypeMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_batch_change_blend_type_menu" bl_label = "Batch Change Blend Type" def draw(self, context): layout = self.layout for type, name, description in blend_types: props = layout.operator(NWBatchChangeNodes.bl_idname, text=name) props.blend_type = type props.operation = 'CURRENT' class NWBatchChangeOperationMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_batch_change_operation_menu" bl_label = "Batch Change Math Operation" def draw(self, context): layout = self.layout for type, name, description in operations: props = layout.operator(NWBatchChangeNodes.bl_idname, text=name) props.blend_type = 'CURRENT' props.operation = type class NWCopyToSelectedMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_copy_node_properties_menu" bl_label = "Copy to Selected" def draw(self, context): layout = self.layout layout.operator(NWCopySettings.bl_idname, text="Settings from Active") layout.menu(NWCopyLabelMenu.bl_idname) class NWCopyLabelMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_copy_label_menu" bl_label = "Copy Label" def draw(self, context): layout = self.layout layout.operator(NWCopyLabel.bl_idname, text="from Active Node's Label").option = 'FROM_ACTIVE' layout.operator(NWCopyLabel.bl_idname, text="from Linked Node's Label").option = 'FROM_NODE' layout.operator(NWCopyLabel.bl_idname, text="from Linked Output's Name").option = 'FROM_SOCKET' class NWAddReroutesMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_add_reroutes_menu" bl_label = "Add Reroutes" bl_description = "Add Reroute Nodes to Selected Nodes' Outputs" def draw(self, context): layout = self.layout layout.operator(NWAddReroutes.bl_idname, text="to All Outputs").option = 'ALL' layout.operator(NWAddReroutes.bl_idname, text="to Loose Outputs").option = 'LOOSE' layout.operator(NWAddReroutes.bl_idname, text="to Linked Outputs").option = 'LINKED' class NWLinkActiveToSelectedMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_link_active_to_selected_menu" bl_label = "Link Active to Selected" def draw(self, context): layout = self.layout layout.menu(NWLinkStandardMenu.bl_idname) layout.menu(NWLinkUseNodeNameMenu.bl_idname) layout.menu(NWLinkUseOutputsNamesMenu.bl_idname) class NWLinkStandardMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_link_standard_menu" bl_label = "To All Selected" def draw(self, context): layout = self.layout props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Don't Replace Links") props.replace = False props.use_node_name = False props.use_outputs_names = False props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Replace Links") props.replace = True props.use_node_name = False props.use_outputs_names = False class NWLinkUseNodeNameMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_link_use_node_name_menu" bl_label = "Use Node Name/Label" def draw(self, context): layout = self.layout props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Don't Replace Links") props.replace = False props.use_node_name = True props.use_outputs_names = False props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Replace Links") props.replace = True props.use_node_name = True props.use_outputs_names = False class NWLinkUseOutputsNamesMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_link_use_outputs_names_menu" bl_label = "Use Outputs Names" def draw(self, context): layout = self.layout props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Don't Replace Links") props.replace = False props.use_node_name = False props.use_outputs_names = True props = layout.operator(NWLinkActiveToSelected.bl_idname, text="Replace Links") props.replace = True props.use_node_name = False props.use_outputs_names = True class NWAttributeMenu(bpy.types.Menu): bl_idname = "NODE_MT_nw_node_attribute_menu" bl_label = "Attributes" @classmethod def poll(cls, context): valid = False if nw_check(context): snode = context.space_data valid = snode.tree_type == 'ShaderNodeTree' return valid def draw(self, context): l = self.layout nodes, links = get_nodes_links(context) mat = context.object.active_material objs = [] for obj in bpy.data.objects: for slot in obj.material_slots: if slot.material == mat: objs.append(obj) attrs = [] for obj in objs: if obj.data.attributes: for attr in obj.data.attributes: attrs.append(attr.name) attrs = list(set(attrs)) # get a unique list if attrs: for attr in attrs: l.operator(NWAddAttrNode.bl_idname, text=attr).attr_name = attr else: l.label(text="No attributes on objects with this material") class NWSwitchNodeTypeMenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_node_type_menu" bl_label = "Switch Type to..." def draw(self, context): layout = self.layout tree = context.space_data.node_tree if tree.type == 'SHADER': layout.menu(NWSwitchShadersInputSubmenu.bl_idname) layout.menu(NWSwitchShadersOutputSubmenu.bl_idname) layout.menu(NWSwitchShadersShaderSubmenu.bl_idname) layout.menu(NWSwitchShadersTextureSubmenu.bl_idname) layout.menu(NWSwitchShadersColorSubmenu.bl_idname) layout.menu(NWSwitchShadersVectorSubmenu.bl_idname) layout.menu(NWSwitchShadersConverterSubmenu.bl_idname) layout.menu(NWSwitchShadersLayoutSubmenu.bl_idname) if tree.type == 'COMPOSITING': layout.menu(NWSwitchCompoInputSubmenu.bl_idname) layout.menu(NWSwitchCompoOutputSubmenu.bl_idname) layout.menu(NWSwitchCompoColorSubmenu.bl_idname) layout.menu(NWSwitchCompoConverterSubmenu.bl_idname) layout.menu(NWSwitchCompoFilterSubmenu.bl_idname) layout.menu(NWSwitchCompoVectorSubmenu.bl_idname) layout.menu(NWSwitchCompoMatteSubmenu.bl_idname) layout.menu(NWSwitchCompoDistortSubmenu.bl_idname) layout.menu(NWSwitchCompoLayoutSubmenu.bl_idname) if tree.type == 'TEXTURE': layout.menu(NWSwitchTexInputSubmenu.bl_idname) layout.menu(NWSwitchTexOutputSubmenu.bl_idname) layout.menu(NWSwitchTexColorSubmenu.bl_idname) layout.menu(NWSwitchTexPatternSubmenu.bl_idname) layout.menu(NWSwitchTexTexturesSubmenu.bl_idname) layout.menu(NWSwitchTexConverterSubmenu.bl_idname) layout.menu(NWSwitchTexDistortSubmenu.bl_idname) layout.menu(NWSwitchTexLayoutSubmenu.bl_idname) if tree.type == 'GEOMETRY': categories = [c for c in node_categories_iter(context) if c.name not in ['Group', 'Script']] for cat in categories: idname = f"NODE_MT_nw_switch_{cat.identifier}_submenu" if hasattr(bpy.types, idname): layout.menu(idname) else: layout.label(text="Unable to load altered node lists.") layout.label(text="Please re-enable Node Wrangler.") break class NWSwitchShadersInputSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_shaders_input_submenu" bl_label = "Input" def draw(self, context): layout = self.layout for ident, node_type, rna_name in shaders_input_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchShadersOutputSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_shaders_output_submenu" bl_label = "Output" def draw(self, context): layout = self.layout for ident, node_type, rna_name in shaders_output_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchShadersShaderSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_shaders_shader_submenu" bl_label = "Shader" def draw(self, context): layout = self.layout for ident, node_type, rna_name in shaders_shader_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchShadersTextureSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_shaders_texture_submenu" bl_label = "Texture" def draw(self, context): layout = self.layout for ident, node_type, rna_name in shaders_texture_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchShadersColorSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_shaders_color_submenu" bl_label = "Color" def draw(self, context): layout = self.layout for ident, node_type, rna_name in shaders_color_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchShadersVectorSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_shaders_vector_submenu" bl_label = "Vector" def draw(self, context): layout = self.layout for ident, node_type, rna_name in shaders_vector_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchShadersConverterSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_shaders_converter_submenu" bl_label = "Converter" def draw(self, context): layout = self.layout for ident, node_type, rna_name in shaders_converter_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchShadersLayoutSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_shaders_layout_submenu" bl_label = "Layout" def draw(self, context): layout = self.layout for ident, node_type, rna_name in shaders_layout_nodes_props: if node_type != 'FRAME': props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchCompoInputSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_compo_input_submenu" bl_label = "Input" def draw(self, context): layout = self.layout for ident, node_type, rna_name in compo_input_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchCompoOutputSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_compo_output_submenu" bl_label = "Output" def draw(self, context): layout = self.layout for ident, node_type, rna_name in compo_output_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchCompoColorSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_compo_color_submenu" bl_label = "Color" def draw(self, context): layout = self.layout for ident, node_type, rna_name in compo_color_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchCompoConverterSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_compo_converter_submenu" bl_label = "Converter" def draw(self, context): layout = self.layout for ident, node_type, rna_name in compo_converter_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchCompoFilterSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_compo_filter_submenu" bl_label = "Filter" def draw(self, context): layout = self.layout for ident, node_type, rna_name in compo_filter_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchCompoVectorSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_compo_vector_submenu" bl_label = "Vector" def draw(self, context): layout = self.layout for ident, node_type, rna_name in compo_vector_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchCompoMatteSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_compo_matte_submenu" bl_label = "Matte" def draw(self, context): layout = self.layout for ident, node_type, rna_name in compo_matte_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchCompoDistortSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_compo_distort_submenu" bl_label = "Distort" def draw(self, context): layout = self.layout for ident, node_type, rna_name in compo_distort_nodes_props: props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchCompoLayoutSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_compo_layout_submenu" bl_label = "Layout" def draw(self, context): layout = self.layout for ident, node_type, rna_name in compo_layout_nodes_props: if node_type != 'FRAME': props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchMatInputSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_mat_input_submenu" bl_label = "Input" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(blender_mat_input_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchMatOutputSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_mat_output_submenu" bl_label = "Output" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(blender_mat_output_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchMatColorSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_mat_color_submenu" bl_label = "Color" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(blender_mat_color_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchMatVectorSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_mat_vector_submenu" bl_label = "Vector" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(blender_mat_vector_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchMatConverterSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_mat_converter_submenu" bl_label = "Converter" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(blender_mat_converter_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchMatLayoutSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_mat_layout_submenu" bl_label = "Layout" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(blender_mat_layout_nodes_props, key=lambda k: k[2]): if node_type != 'FRAME': props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchTexInputSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_tex_input_submenu" bl_label = "Input" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(texture_input_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchTexOutputSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_tex_output_submenu" bl_label = "Output" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(texture_output_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchTexColorSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_tex_color_submenu" bl_label = "Color" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(texture_color_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchTexPatternSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_tex_pattern_submenu" bl_label = "Pattern" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(texture_pattern_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchTexTexturesSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_tex_textures_submenu" bl_label = "Textures" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(texture_textures_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchTexConverterSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_tex_converter_submenu" bl_label = "Converter" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(texture_converter_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchTexDistortSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_tex_distort_submenu" bl_label = "Distort" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(texture_distort_nodes_props, key=lambda k: k[2]): props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident class NWSwitchTexLayoutSubmenu(Menu, NWBase): bl_idname = "NODE_MT_nw_switch_tex_layout_submenu" bl_label = "Layout" def draw(self, context): layout = self.layout for ident, node_type, rna_name in sorted(texture_layout_nodes_props, key=lambda k: k[2]): if node_type != 'FRAME': props = layout.operator(NWSwitchNodeType.bl_idname, text=rna_name) props.to_type = ident def draw_switch_category_submenu(self, context): layout = self.layout if self.category.name == 'Layout': for node in self.category.items(context): if node.nodetype != 'NodeFrame': props = layout.operator(NWSwitchNodeType.bl_idname, text=node.label) props.to_type = node.nodetype else: for node in self.category.items(context): if isinstance(node, NodeItemCustom): node.draw(self, layout, context) continue props = layout.operator(NWSwitchNodeType.bl_idname, text=node.label) props.geo_to_type = node.nodetype # # APPENDAGES TO EXISTING UI # def select_parent_children_buttons(self, context): layout = self.layout layout.operator(NWSelectParentChildren.bl_idname, text="Select frame's members (children)").option = 'CHILD' layout.operator(NWSelectParentChildren.bl_idname, text="Select parent frame").option = 'PARENT' def attr_nodes_menu_func(self, context): col = self.layout.column(align=True) col.menu("NODE_MT_nw_node_attribute_menu") col.separator() def multipleimages_menu_func(self, context): col = self.layout.column(align=True) col.operator(NWAddMultipleImages.bl_idname, text="Multiple Images") col.operator(NWAddSequence.bl_idname, text="Image Sequence") col.separator() def bgreset_menu_func(self, context): self.layout.operator(NWResetBG.bl_idname) def save_viewer_menu_func(self, context): if nw_check(context): if context.space_data.tree_type == 'CompositorNodeTree': if context.scene.node_tree.nodes.active: if context.scene.node_tree.nodes.active.type == "VIEWER": self.layout.operator(NWSaveViewer.bl_idname, icon='FILE_IMAGE') def reset_nodes_button(self, context): node_active = context.active_node node_selected = context.selected_nodes node_ignore = ["FRAME","REROUTE", "GROUP"] # Check if active node is in the selection and respective type if (len(node_selected) == 1) and node_active.select and node_active.type not in node_ignore: row = self.layout.row() row.operator("node.nw_reset_nodes", text="Reset Node", icon="FILE_REFRESH") self.layout.separator() elif (len(node_selected) == 1) and node_active.select and node_active.type == "FRAME": row = self.layout.row() row.operator("node.nw_reset_nodes", text="Reset Nodes in Frame", icon="FILE_REFRESH") self.layout.separator() # # REGISTER/UNREGISTER CLASSES AND KEYMAP ITEMS # switch_category_menus = [] addon_keymaps = [] # kmi_defs entry: (identifier, key, action, CTRL, SHIFT, ALT, props, nice name) # props entry: (property name, property value) kmi_defs = ( # MERGE NODES # NWMergeNodes with Ctrl (AUTO). (NWMergeNodes.bl_idname, 'NUMPAD_0', 'PRESS', True, False, False, (('mode', 'MIX'), ('merge_type', 'AUTO'),), "Merge Nodes (Automatic)"), (NWMergeNodes.bl_idname, 'ZERO', 'PRESS', True, False, False, (('mode', 'MIX'), ('merge_type', 'AUTO'),), "Merge Nodes (Automatic)"), (NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, False, False, (('mode', 'ADD'), ('merge_type', 'AUTO'),), "Merge Nodes (Add)"), (NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, False, False, (('mode', 'ADD'), ('merge_type', 'AUTO'),), "Merge Nodes (Add)"), (NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, False, False, (('mode', 'MULTIPLY'), ('merge_type', 'AUTO'),), "Merge Nodes (Multiply)"), (NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, False, False, (('mode', 'MULTIPLY'), ('merge_type', 'AUTO'),), "Merge Nodes (Multiply)"), (NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, False, False, (('mode', 'SUBTRACT'), ('merge_type', 'AUTO'),), "Merge Nodes (Subtract)"), (NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, False, False, (('mode', 'SUBTRACT'), ('merge_type', 'AUTO'),), "Merge Nodes (Subtract)"), (NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, False, False, (('mode', 'DIVIDE'), ('merge_type', 'AUTO'),), "Merge Nodes (Divide)"), (NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, False, False, (('mode', 'DIVIDE'), ('merge_type', 'AUTO'),), "Merge Nodes (Divide)"), (NWMergeNodes.bl_idname, 'COMMA', 'PRESS', True, False, False, (('mode', 'LESS_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Less than)"), (NWMergeNodes.bl_idname, 'PERIOD', 'PRESS', True, False, False, (('mode', 'GREATER_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Greater than)"), (NWMergeNodes.bl_idname, 'NUMPAD_PERIOD', 'PRESS', True, False, False, (('mode', 'MIX'), ('merge_type', 'ZCOMBINE'),), "Merge Nodes (Z-Combine)"), # NWMergeNodes with Ctrl Alt (MIX or ALPHAOVER) (NWMergeNodes.bl_idname, 'NUMPAD_0', 'PRESS', True, False, True, (('mode', 'MIX'), ('merge_type', 'ALPHAOVER'),), "Merge Nodes (Alpha Over)"), (NWMergeNodes.bl_idname, 'ZERO', 'PRESS', True, False, True, (('mode', 'MIX'), ('merge_type', 'ALPHAOVER'),), "Merge Nodes (Alpha Over)"), (NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, False, True, (('mode', 'ADD'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Add)"), (NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, False, True, (('mode', 'ADD'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Add)"), (NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, False, True, (('mode', 'MULTIPLY'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Multiply)"), (NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, False, True, (('mode', 'MULTIPLY'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Multiply)"), (NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, False, True, (('mode', 'SUBTRACT'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Subtract)"), (NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, False, True, (('mode', 'SUBTRACT'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Subtract)"), (NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, False, True, (('mode', 'DIVIDE'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Divide)"), (NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, False, True, (('mode', 'DIVIDE'), ('merge_type', 'MIX'),), "Merge Nodes (Color, Divide)"), # NWMergeNodes with Ctrl Shift (MATH) (NWMergeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', True, True, False, (('mode', 'ADD'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Add)"), (NWMergeNodes.bl_idname, 'EQUAL', 'PRESS', True, True, False, (('mode', 'ADD'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Add)"), (NWMergeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', True, True, False, (('mode', 'MULTIPLY'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Multiply)"), (NWMergeNodes.bl_idname, 'EIGHT', 'PRESS', True, True, False, (('mode', 'MULTIPLY'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Multiply)"), (NWMergeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', True, True, False, (('mode', 'SUBTRACT'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Subtract)"), (NWMergeNodes.bl_idname, 'MINUS', 'PRESS', True, True, False, (('mode', 'SUBTRACT'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Subtract)"), (NWMergeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', True, True, False, (('mode', 'DIVIDE'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Divide)"), (NWMergeNodes.bl_idname, 'SLASH', 'PRESS', True, True, False, (('mode', 'DIVIDE'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Divide)"), (NWMergeNodes.bl_idname, 'COMMA', 'PRESS', True, True, False, (('mode', 'LESS_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Less than)"), (NWMergeNodes.bl_idname, 'PERIOD', 'PRESS', True, True, False, (('mode', 'GREATER_THAN'), ('merge_type', 'MATH'),), "Merge Nodes (Math, Greater than)"), # BATCH CHANGE NODES # NWBatchChangeNodes with Alt (NWBatchChangeNodes.bl_idname, 'NUMPAD_0', 'PRESS', False, False, True, (('blend_type', 'MIX'), ('operation', 'CURRENT'),), "Batch change blend type (Mix)"), (NWBatchChangeNodes.bl_idname, 'ZERO', 'PRESS', False, False, True, (('blend_type', 'MIX'), ('operation', 'CURRENT'),), "Batch change blend type (Mix)"), (NWBatchChangeNodes.bl_idname, 'NUMPAD_PLUS', 'PRESS', False, False, True, (('blend_type', 'ADD'), ('operation', 'ADD'),), "Batch change blend type (Add)"), (NWBatchChangeNodes.bl_idname, 'EQUAL', 'PRESS', False, False, True, (('blend_type', 'ADD'), ('operation', 'ADD'),), "Batch change blend type (Add)"), (NWBatchChangeNodes.bl_idname, 'NUMPAD_ASTERIX', 'PRESS', False, False, True, (('blend_type', 'MULTIPLY'), ('operation', 'MULTIPLY'),), "Batch change blend type (Multiply)"), (NWBatchChangeNodes.bl_idname, 'EIGHT', 'PRESS', False, False, True, (('blend_type', 'MULTIPLY'), ('operation', 'MULTIPLY'),), "Batch change blend type (Multiply)"), (NWBatchChangeNodes.bl_idname, 'NUMPAD_MINUS', 'PRESS', False, False, True, (('blend_type', 'SUBTRACT'), ('operation', 'SUBTRACT'),), "Batch change blend type (Subtract)"), (NWBatchChangeNodes.bl_idname, 'MINUS', 'PRESS', False, False, True, (('blend_type', 'SUBTRACT'), ('operation', 'SUBTRACT'),), "Batch change blend type (Subtract)"), (NWBatchChangeNodes.bl_idname, 'NUMPAD_SLASH', 'PRESS', False, False, True, (('blend_type', 'DIVIDE'), ('operation', 'DIVIDE'),), "Batch change blend type (Divide)"), (NWBatchChangeNodes.bl_idname, 'SLASH', 'PRESS', False, False, True, (('blend_type', 'DIVIDE'), ('operation', 'DIVIDE'),), "Batch change blend type (Divide)"), (NWBatchChangeNodes.bl_idname, 'COMMA', 'PRESS', False, False, True, (('blend_type', 'CURRENT'), ('operation', 'LESS_THAN'),), "Batch change blend type (Current)"), (NWBatchChangeNodes.bl_idname, 'PERIOD', 'PRESS', False, False, True, (('blend_type', 'CURRENT'), ('operation', 'GREATER_THAN'),), "Batch change blend type (Current)"), (NWBatchChangeNodes.bl_idname, 'DOWN_ARROW', 'PRESS', False, False, True, (('blend_type', 'NEXT'), ('operation', 'NEXT'),), "Batch change blend type (Next)"), (NWBatchChangeNodes.bl_idname, 'UP_ARROW', 'PRESS', False, False, True, (('blend_type', 'PREV'), ('operation', 'PREV'),), "Batch change blend type (Previous)"), # LINK ACTIVE TO SELECTED # Don't use names, don't replace links (K) (NWLinkActiveToSelected.bl_idname, 'K', 'PRESS', False, False, False, (('replace', False), ('use_node_name', False), ('use_outputs_names', False),), "Link active to selected (Don't replace links)"), # Don't use names, replace links (Shift K) (NWLinkActiveToSelected.bl_idname, 'K', 'PRESS', False, True, False, (('replace', True), ('use_node_name', False), ('use_outputs_names', False),), "Link active to selected (Replace links)"), # Use node name, don't replace links (') (NWLinkActiveToSelected.bl_idname, 'QUOTE', 'PRESS', False, False, False, (('replace', False), ('use_node_name', True), ('use_outputs_names', False),), "Link active to selected (Don't replace links, node names)"), # Use node name, replace links (Shift ') (NWLinkActiveToSelected.bl_idname, 'QUOTE', 'PRESS', False, True, False, (('replace', True), ('use_node_name', True), ('use_outputs_names', False),), "Link active to selected (Replace links, node names)"), # Don't use names, don't replace links (;) (NWLinkActiveToSelected.bl_idname, 'SEMI_COLON', 'PRESS', False, False, False, (('replace', False), ('use_node_name', False), ('use_outputs_names', True),), "Link active to selected (Don't replace links, output names)"), # Don't use names, replace links (') (NWLinkActiveToSelected.bl_idname, 'SEMI_COLON', 'PRESS', False, True, False, (('replace', True), ('use_node_name', False), ('use_outputs_names', True),), "Link active to selected (Replace links, output names)"), # CHANGE MIX FACTOR (NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', False, False, True, (('option', -0.1),), "Reduce Mix Factor by 0.1"), (NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', False, False, True, (('option', 0.1),), "Increase Mix Factor by 0.1"), (NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', False, True, True, (('option', -0.01),), "Reduce Mix Factor by 0.01"), (NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', False, True, True, (('option', 0.01),), "Increase Mix Factor by 0.01"), (NWChangeMixFactor.bl_idname, 'LEFT_ARROW', 'PRESS', True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"), (NWChangeMixFactor.bl_idname, 'RIGHT_ARROW', 'PRESS', True, True, True, (('option', 1.0),), "Set Mix Factor to 1.0"), (NWChangeMixFactor.bl_idname, 'NUMPAD_0', 'PRESS', True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"), (NWChangeMixFactor.bl_idname, 'ZERO', 'PRESS', True, True, True, (('option', 0.0),), "Set Mix Factor to 0.0"), (NWChangeMixFactor.bl_idname, 'NUMPAD_1', 'PRESS', True, True, True, (('option', 1.0),), "Mix Factor to 1.0"), (NWChangeMixFactor.bl_idname, 'ONE', 'PRESS', True, True, True, (('option', 1.0),), "Set Mix Factor to 1.0"), # CLEAR LABEL (Alt L) (NWClearLabel.bl_idname, 'L', 'PRESS', False, False, True, (('option', False),), "Clear node labels"), # MODIFY LABEL (Alt Shift L) (NWModifyLabels.bl_idname, 'L', 'PRESS', False, True, True, None, "Modify node labels"), # Copy Label from active to selected (NWCopyLabel.bl_idname, 'V', 'PRESS', False, True, False, (('option', 'FROM_ACTIVE'),), "Copy label from active to selected"), # DETACH OUTPUTS (Alt Shift D) (NWDetachOutputs.bl_idname, 'D', 'PRESS', False, True, True, None, "Detach outputs"), # LINK TO OUTPUT NODE (O) (NWLinkToOutputNode.bl_idname, 'O', 'PRESS', False, False, False, None, "Link to output node"), # SELECT PARENT/CHILDREN # Select Children (NWSelectParentChildren.bl_idname, 'RIGHT_BRACKET', 'PRESS', False, False, False, (('option', 'CHILD'),), "Select children"), # Select Parent (NWSelectParentChildren.bl_idname, 'LEFT_BRACKET', 'PRESS', False, False, False, (('option', 'PARENT'),), "Select Parent"), # Add Texture Setup (NWAddTextureSetup.bl_idname, 'T', 'PRESS', True, False, False, None, "Add texture setup"), # Add Principled BSDF Texture Setup (NWAddPrincipledSetup.bl_idname, 'T', 'PRESS', True, True, False, None, "Add Principled texture setup"), # Reset backdrop (NWResetBG.bl_idname, 'Z', 'PRESS', False, False, False, None, "Reset backdrop image zoom"), # Delete unused (NWDeleteUnused.bl_idname, 'X', 'PRESS', False, False, True, None, "Delete unused nodes"), # Frame Selected (NWFrameSelected.bl_idname, 'P', 'PRESS', False, True, False, None, "Frame selected nodes"), # Swap Outputs (NWSwapLinks.bl_idname, 'S', 'PRESS', False, False, True, None, "Swap Outputs"), # Preview Node (NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', True, True, False, (('run_in_geometry_nodes', False),), "Preview node output"), (NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', False, True, True, (('run_in_geometry_nodes', True),), "Preview node output"), # Reload Images (NWReloadImages.bl_idname, 'R', 'PRESS', False, False, True, None, "Reload images"), # Lazy Mix (NWLazyMix.bl_idname, 'RIGHTMOUSE', 'PRESS', True, True, False, None, "Lazy Mix"), # Lazy Connect (NWLazyConnect.bl_idname, 'RIGHTMOUSE', 'PRESS', False, False, True, (('with_menu', False),), "Lazy Connect"), # Lazy Connect with Menu (NWLazyConnect.bl_idname, 'RIGHTMOUSE', 'PRESS', False, True, True, (('with_menu', True),), "Lazy Connect with Socket Menu"), # Viewer Tile Center (NWViewerFocus.bl_idname, 'LEFTMOUSE', 'DOUBLE_CLICK', False, False, False, None, "Set Viewers Tile Center"), # Align Nodes (NWAlignNodes.bl_idname, 'EQUAL', 'PRESS', False, True, False, None, "Align selected nodes neatly in a row/column"), # Reset Nodes (Back Space) (NWResetNodes.bl_idname, 'BACK_SPACE', 'PRESS', False, False, False, None, "Revert node back to default state, but keep connections"), # MENUS ('wm.call_menu', 'W', 'PRESS', False, True, False, (('name', NodeWranglerMenu.bl_idname),), "Node Wrangler menu"), ('wm.call_menu', 'SLASH', 'PRESS', False, False, False, (('name', NWAddReroutesMenu.bl_idname),), "Add Reroutes menu"), ('wm.call_menu', 'NUMPAD_SLASH', 'PRESS', False, False, False, (('name', NWAddReroutesMenu.bl_idname),), "Add Reroutes menu"), ('wm.call_menu', 'BACK_SLASH', 'PRESS', False, False, False, (('name', NWLinkActiveToSelectedMenu.bl_idname),), "Link active to selected (menu)"), ('wm.call_menu', 'C', 'PRESS', False, True, False, (('name', NWCopyToSelectedMenu.bl_idname),), "Copy to selected (menu)"), ('wm.call_menu', 'S', 'PRESS', False, True, False, (('name', NWSwitchNodeTypeMenu.bl_idname),), "Switch node type menu"), ) classes = ( NWPrincipledPreferences, NWNodeWrangler, NWLazyMix, NWLazyConnect, NWDeleteUnused, NWSwapLinks, NWResetBG, NWAddAttrNode, NWPreviewNode, NWFrameSelected, NWReloadImages, NWSwitchNodeType, NWMergeNodes, NWBatchChangeNodes, NWChangeMixFactor, NWCopySettings, NWCopyLabel, NWClearLabel, NWModifyLabels, NWAddTextureSetup, NWAddPrincipledSetup, NWAddReroutes, NWLinkActiveToSelected, NWAlignNodes, NWSelectParentChildren, NWDetachOutputs, NWLinkToOutputNode, NWMakeLink, NWCallInputsMenu, NWAddSequence, NWAddMultipleImages, NWViewerFocus, NWSaveViewer, NWResetNodes, NodeWranglerPanel, NodeWranglerMenu, NWMergeNodesMenu, NWMergeShadersMenu, NWMergeGeometryMenu, NWMergeMixMenu, NWConnectionListOutputs, NWConnectionListInputs, NWMergeMathMenu, NWBatchChangeNodesMenu, NWBatchChangeBlendTypeMenu, NWBatchChangeOperationMenu, NWCopyToSelectedMenu, NWCopyLabelMenu, NWAddReroutesMenu, NWLinkActiveToSelectedMenu, NWLinkStandardMenu, NWLinkUseNodeNameMenu, NWLinkUseOutputsNamesMenu, NWAttributeMenu, NWSwitchNodeTypeMenu, NWSwitchShadersInputSubmenu, NWSwitchShadersOutputSubmenu, NWSwitchShadersShaderSubmenu, NWSwitchShadersTextureSubmenu, NWSwitchShadersColorSubmenu, NWSwitchShadersVectorSubmenu, NWSwitchShadersConverterSubmenu, NWSwitchShadersLayoutSubmenu, NWSwitchCompoInputSubmenu, NWSwitchCompoOutputSubmenu, NWSwitchCompoColorSubmenu, NWSwitchCompoConverterSubmenu, NWSwitchCompoFilterSubmenu, NWSwitchCompoVectorSubmenu, NWSwitchCompoMatteSubmenu, NWSwitchCompoDistortSubmenu, NWSwitchCompoLayoutSubmenu, NWSwitchMatInputSubmenu, NWSwitchMatOutputSubmenu, NWSwitchMatColorSubmenu, NWSwitchMatVectorSubmenu, NWSwitchMatConverterSubmenu, NWSwitchMatLayoutSubmenu, NWSwitchTexInputSubmenu, NWSwitchTexOutputSubmenu, NWSwitchTexColorSubmenu, NWSwitchTexPatternSubmenu, NWSwitchTexTexturesSubmenu, NWSwitchTexConverterSubmenu, NWSwitchTexDistortSubmenu, NWSwitchTexLayoutSubmenu, ) def register(): from bpy.utils import register_class # props bpy.types.Scene.NWBusyDrawing = StringProperty( name="Busy Drawing!", default="", description="An internal property used to store only the first mouse position") bpy.types.Scene.NWLazySource = StringProperty( name="Lazy Source!", default="x", description="An internal property used to store the first node in a Lazy Connect operation") bpy.types.Scene.NWLazyTarget = StringProperty( name="Lazy Target!", default="x", description="An internal property used to store the last node in a Lazy Connect operation") bpy.types.Scene.NWSourceSocket = IntProperty( name="Source Socket!", default=0, description="An internal property used to store the source socket in a Lazy Connect operation") bpy.types.NodeSocketInterface.NWViewerSocket = BoolProperty( name="NW Socket", default=False, description="An internal property used to determine if a socket is generated by the addon" ) for cls in classes: register_class(cls) # keymaps addon_keymaps.clear() kc = bpy.context.window_manager.keyconfigs.addon if kc: km = kc.keymaps.new(name='Node Editor', space_type="NODE_EDITOR") for (identifier, key, action, CTRL, SHIFT, ALT, props, nicename) in kmi_defs: kmi = km.keymap_items.new(identifier, key, action, ctrl=CTRL, shift=SHIFT, alt=ALT) if props: for prop, value in props: setattr(kmi.properties, prop, value) addon_keymaps.append((km, kmi)) # menu items bpy.types.NODE_MT_select.append(select_parent_children_buttons) bpy.types.NODE_MT_category_SH_NEW_INPUT.prepend(attr_nodes_menu_func) bpy.types.NODE_PT_backdrop.append(bgreset_menu_func) bpy.types.NODE_PT_active_node_generic.append(save_viewer_menu_func) bpy.types.NODE_MT_category_SH_NEW_TEXTURE.prepend(multipleimages_menu_func) bpy.types.NODE_MT_category_CMP_INPUT.prepend(multipleimages_menu_func) bpy.types.NODE_PT_active_node_generic.prepend(reset_nodes_button) bpy.types.NODE_MT_node.prepend(reset_nodes_button) # switch submenus switch_category_menus.clear() for cat in node_categories_iter(None): if cat.name not in ['Group', 'Script'] and cat.identifier.startswith('GEO'): idname = f"NODE_MT_nw_switch_{cat.identifier}_submenu" switch_category_type = type(idname, (bpy.types.Menu,), { "bl_space_type": 'NODE_EDITOR', "bl_label": cat.name, "category": cat, "poll": cat.poll, "draw": draw_switch_category_submenu, }) switch_category_menus.append(switch_category_type) bpy.utils.register_class(switch_category_type) def unregister(): from bpy.utils import unregister_class # props del bpy.types.Scene.NWBusyDrawing del bpy.types.Scene.NWLazySource del bpy.types.Scene.NWLazyTarget del bpy.types.Scene.NWSourceSocket del bpy.types.NodeSocketInterface.NWViewerSocket for cat_types in switch_category_menus: bpy.utils.unregister_class(cat_types) switch_category_menus.clear() # keymaps for km, kmi in addon_keymaps: km.keymap_items.remove(kmi) addon_keymaps.clear() # menuitems bpy.types.NODE_MT_select.remove(select_parent_children_buttons) bpy.types.NODE_MT_category_SH_NEW_INPUT.remove(attr_nodes_menu_func) bpy.types.NODE_PT_backdrop.remove(bgreset_menu_func) bpy.types.NODE_PT_active_node_generic.remove(save_viewer_menu_func) bpy.types.NODE_MT_category_SH_NEW_TEXTURE.remove(multipleimages_menu_func) bpy.types.NODE_MT_category_CMP_INPUT.remove(multipleimages_menu_func) bpy.types.NODE_PT_active_node_generic.remove(reset_nodes_button) bpy.types.NODE_MT_node.remove(reset_nodes_button) for cls in classes: unregister_class(cls) if __name__ == "__main__": register()