Welcome to mirror list, hosted at ThFree Co, Russian Federation.

node_arrange.py - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: fda2b43a74556e68673a88fb406564a0baba16bb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
# SPDX-License-Identifier: GPL-2.0-or-later

bl_info = {
    "name": "Node Arrange",
    "author": "JuhaW",
    "version": (0, 2, 2),
    "blender": (2, 80, 4),
    "location": "Node Editor > Properties > Trees",
    "description": "Node Tree Arrangement Tools",
    "warning": "",
    "doc_url": "{BLENDER_MANUAL_URL}/addons/node/node_arrange.html",
    "tracker_url": "https://github.com/JuhaW/NodeArrange/issues",
    "category": "Node"
}


import sys
import bpy
from collections import OrderedDict
from itertools import repeat
import pprint
import pdb
from bpy.types import Operator, Panel
from bpy.props import (
    IntProperty,
)
from copy import copy


#From Node Wrangler
def get_nodes_linked(context):
    tree = context.space_data.node_tree

    # 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

    return tree.nodes, tree.links

class NA_OT_AlignNodes(Operator):
    '''Align the selected nodes/Tidy loose nodes'''
    bl_idname = "node.na_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_linked(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 values():
    average_y = 0
    x_last = 0
    margin_x = 100
    mat_name = ""
    margin_y = 20


class NA_PT_NodePanel(Panel):
    bl_label = "Node Arrange"
    bl_space_type = "NODE_EDITOR"
    bl_region_type = "UI"
    bl_category = "Arrange"

    def draw(self, context):
        if context.active_node is not None:
            layout = self.layout
            row = layout.row()
            col = layout.column
            row.operator('node.button')

            row = layout.row()
            row.prop(bpy.context.scene, 'nodemargin_x', text="Margin x")
            row = layout.row()
            row.prop(bpy.context.scene, 'nodemargin_y', text="Margin y")
            row = layout.row()
            row.prop(context.scene, 'node_center', text="Center nodes")

            row = layout.row()
            row.operator('node.na_align_nodes', text="Align to Selected")

            row = layout.row()
            node = context.space_data.node_tree.nodes.active
            if node and node.select:
                row.prop(node, 'location', text = "Node X", index = 0)
                row.prop(node, 'location', text = "Node Y", index = 1)
                row = layout.row()
                row.prop(node, 'width', text = "Node width")

            row = layout.row()
            row.operator('node.button_odd')

class NA_OT_NodeButton(Operator):

    '''Arrange Connected Nodes/Arrange All Nodes'''
    bl_idname = 'node.button'
    bl_label = 'Arrange All Nodes'

    def execute(self, context):
        nodemargin(self, context)
        bpy.context.space_data.node_tree.nodes.update()
        bpy.ops.node.view_all()

        return {'FINISHED'}

    # not sure this is doing what you expect.
    # blender.org/api/blender_python_api_current/bpy.types.Operator.html#invoke
    def invoke(self, context, value):
        values.mat_name = bpy.context.space_data.node_tree
        nodemargin(self, context)
        return {'FINISHED'}


class NA_OT_NodeButtonOdd(Operator):

    'Show the nodes for this material'
    bl_idname = 'node.button_odd'
    bl_label = 'Select Unlinked'

    def execute(self, context):
        values.mat_name = bpy.context.space_data.node_tree
        #mat = bpy.context.object.active_material
        nodes_iterate(context.space_data.node_tree, False)
        return {'FINISHED'}


class NA_OT_NodeButtonCenter(Operator):

    'Show the nodes for this material'
    bl_idname = 'node.button_center'
    bl_label = 'Center nodes (0,0)'

    def execute(self, context):
        values.mat_name = ""  # reset
        mat = bpy.context.object.active_material
        nodes_center(mat)
        return {'FINISHED'}


def nodemargin(self, context):

    values.margin_x = context.scene.nodemargin_x
    values.margin_y = context.scene.nodemargin_y

    ntree = context.space_data.node_tree

    #first arrange nodegroups
    n_groups = []
    for i in ntree.nodes:
        if i.type == 'GROUP':
            n_groups.append(i)

    while n_groups:
        j = n_groups.pop(0)
        nodes_iterate(j.node_tree)
        for i in j.node_tree.nodes:
            if i.type == 'GROUP':
                n_groups.append(i)

    nodes_iterate(ntree)

    # arrange nodes + this center nodes together
    if context.scene.node_center:
        nodes_center(ntree)


class NA_OT_ArrangeNodesOp(bpy.types.Operator):
    bl_idname = 'node.arrange_nodetree'
    bl_label = 'Nodes Private Op'

    mat_name : bpy.props.StringProperty()
    margin_x : bpy.props.IntProperty(default=120)
    margin_y : bpy.props.IntProperty(default=120)

    def nodemargin2(self, context):
        mat = None
        mat_found = bpy.data.materials.get(self.mat_name)
        if self.mat_name and mat_found:
            mat = mat_found
            #print(mat)

        if not mat:
            return
        else:
            values.mat_name = self.mat_name
            scn = context.scene
            scn.nodemargin_x = self.margin_x
            scn.nodemargin_y = self.margin_y
            nodes_iterate(mat)
            if scn.node_center:
                nodes_center(mat)

    def execute(self, context):
        self.nodemargin2(context)
        return {'FINISHED'}


def outputnode_search(ntree):    # return node/None

    outputnodes = []
    for node in ntree.nodes:
        if not node.outputs:
            for input in node.inputs:
                if input.is_linked:
                    outputnodes.append(node)
                    break

    if not outputnodes:
        print("No output node found")
        return None
    return outputnodes


###############################################################
def nodes_iterate(ntree, arrange=True):

    nodeoutput = outputnode_search(ntree)
    if nodeoutput is None:
        #print ("nodeoutput is None")
        return None
    a = []
    a.append([])
    for i in nodeoutput:
        a[0].append(i)


    level = 0

    while a[level]:
        a.append([])

        for node in a[level]:
            inputlist = [i for i in node.inputs if i.is_linked]

            if inputlist:

                for input in inputlist:
                    for nlinks in input.links:
                        node1 = nlinks.from_node
                        a[level + 1].append(node1)

            else:
                pass

        level += 1

    del a[level]
    level -= 1

    #remove duplicate nodes at the same level, first wins
    for x, nodes in enumerate(a):
        a[x] = list(OrderedDict(zip(a[x], repeat(None))))

    #remove duplicate nodes in all levels, last wins
    top = level
    for row1 in range(top, 1, -1):
        for col1 in a[row1]:
            for row2 in range(row1-1, 0, -1):
                for col2 in a[row2]:
                    if col1 == col2:
                        a[row2].remove(col2)
                        break

    """
    for x, i in enumerate(a):
        print (x)
        for j in i:
            print (j)
        #print()
    """
    """
    #add node frames to nodelist
    frames = []
    print ("Frames:")
    print ("level:", level)
    print ("a:",a)
    for row in range(level, 0, -1):

        for i, node in enumerate(a[row]):
            if node.parent:
                print ("Frame found:", node.parent, node)
                #if frame already added to the list ?
                frame = node.parent
                #remove node
                del a[row][i]
                if frame not in frames:
                    frames.append(frame)
                    #add frame to the same place than node was
                    a[row].insert(i, frame)

    pprint.pprint(a)
    """
    #return None
    ########################################



    if not arrange:
        nodelist = [j for i in a for j in i]
        nodes_odd(ntree, nodelist=nodelist)
        return None

    ########################################

    levelmax = level + 1
    level = 0
    values.x_last = 0

    while level < levelmax:

        values.average_y = 0
        nodes = [x for x in a[level]]
        #print ("level, nodes:", level, nodes)
        nodes_arrange(nodes, level)

        level = level + 1

    return None


###############################################################
def nodes_odd(ntree, nodelist):

    nodes = ntree.nodes
    for i in nodes:
        i.select = False

    a = [x for x in nodes if x not in nodelist]
    # print ("odd nodes:",a)
    for i in a:
        i.select = True


def nodes_arrange(nodelist, level):

    parents = []
    for node in nodelist:
        parents.append(node.parent)
        node.parent = None
        bpy.context.space_data.node_tree.nodes.update()


    #print ("nodes arrange def")
    # node x positions

    widthmax = max([x.dimensions.x for x in nodelist])
    xpos = values.x_last - (widthmax + values.margin_x) if level != 0 else 0
    #print ("nodelist, xpos", nodelist,xpos)
    values.x_last = xpos

    # node y positions
    x = 0
    y = 0

    for node in nodelist:

        if node.hide:
            hidey = (node.dimensions.y / 2) - 8
            y = y - hidey
        else:
            hidey = 0

        node.location.y = y
        y = y - values.margin_y - node.dimensions.y + hidey

        node.location.x = xpos #if node.type != "FRAME" else xpos + 1200

    y = y + values.margin_y

    center = (0 + y) / 2
    values.average_y = center - values.average_y

    #for node in nodelist:

        #node.location.y -= values.average_y

    for i, node in enumerate(nodelist):
        node.parent =  parents[i]

def nodetree_get(mat):

    return mat.node_tree.nodes


def nodes_center(ntree):

    bboxminx = []
    bboxmaxx = []
    bboxmaxy = []
    bboxminy = []

    for node in ntree.nodes:
        if not node.parent:
            bboxminx.append(node.location.x)
            bboxmaxx.append(node.location.x + node.dimensions.x)
            bboxmaxy.append(node.location.y)
            bboxminy.append(node.location.y - node.dimensions.y)

    # print ("bboxminy:",bboxminy)
    bboxminx = min(bboxminx)
    bboxmaxx = max(bboxmaxx)
    bboxminy = min(bboxminy)
    bboxmaxy = max(bboxmaxy)
    center_x = (bboxminx + bboxmaxx) / 2
    center_y = (bboxminy + bboxmaxy) / 2
    '''
    print ("minx:",bboxminx)
    print ("maxx:",bboxmaxx)
    print ("miny:",bboxminy)
    print ("maxy:",bboxmaxy)

    print ("bboxes:", bboxminx, bboxmaxx, bboxmaxy, bboxminy)
    print ("center x:",center_x)
    print ("center y:",center_y)
    '''

    x = 0
    y = 0

    for node in ntree.nodes:

        if not node.parent:
            node.location.x -= center_x
            node.location.y += -center_y

classes = [
    NA_PT_NodePanel,
    NA_OT_NodeButton,
    NA_OT_NodeButtonOdd,
    NA_OT_NodeButtonCenter,
    NA_OT_ArrangeNodesOp,
    NA_OT_AlignNodes
]

def register():
    for c in classes:
        bpy.utils.register_class(c)

    bpy.types.Scene.nodemargin_x = bpy.props.IntProperty(default=100, update=nodemargin)
    bpy.types.Scene.nodemargin_y = bpy.props.IntProperty(default=20, update=nodemargin)
    bpy.types.Scene.node_center = bpy.props.BoolProperty(default=True, update=nodemargin)



def unregister():
    for c in classes:
        bpy.utils.unregister_class(c)

    del bpy.types.Scene.nodemargin_x
    del bpy.types.Scene.nodemargin_y
    del bpy.types.Scene.node_center

if __name__ == "__main__":
    register()