Adds an optional list of panels to node trees. Each socket can be assigned a panel. UI panels will be created in the future in the modifier for these grouped sockets. Panels are stored as a pointer array in node trees, next to socket declarations. Each panel has a name, but it does not have to be unique. In future a panel might also store whether it is visible by default and similar information. C API and RNA API are both added. Panels and their socket assignments are accessible to users through another list in the "Group" tab of the node editor sidebar. Sockets in the same panel will remain together even when adding, removing, or moving sockets or panels, renaming, etc. A socket can be moved up or down within a panel but each panel remains a contiguous block. Actual tree views may be created later. Pull Request: https://projects.blender.org/blender/blender/pulls/108649
337 lines
9.8 KiB
Python
337 lines
9.8 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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from __future__ import annotations
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import bpy
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from bpy.types import (
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Operator,
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PropertyGroup,
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)
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from bpy.props import (
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BoolProperty,
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CollectionProperty,
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EnumProperty,
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FloatVectorProperty,
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StringProperty,
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)
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from mathutils import (
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Vector,
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)
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from bpy.app.translations import pgettext_tip as tip_
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class NodeSetting(PropertyGroup):
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value: StringProperty(
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name="Value",
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description="Python expression to be evaluated "
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"as the initial node setting",
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default="",
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)
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# Base class for node "Add" operators.
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class NodeAddOperator:
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use_transform: BoolProperty(
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name="Use Transform",
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description="Start transform operator after inserting the node",
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default=False,
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)
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settings: CollectionProperty(
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name="Settings",
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description="Settings to be applied on the newly created node",
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type=NodeSetting,
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options={'SKIP_SAVE'},
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)
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@staticmethod
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def store_mouse_cursor(context, event):
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space = context.space_data
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tree = space.edit_tree
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# convert mouse position to the View2D for later node placement
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if context.region.type == 'WINDOW':
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# convert mouse position to the View2D for later node placement
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space.cursor_location_from_region(
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event.mouse_region_x, event.mouse_region_y)
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else:
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space.cursor_location = tree.view_center
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# Deselect all nodes in the tree.
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@staticmethod
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def deselect_nodes(context):
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space = context.space_data
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tree = space.edit_tree
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for n in tree.nodes:
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n.select = False
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def create_node(self, context, node_type):
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space = context.space_data
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tree = space.edit_tree
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try:
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node = tree.nodes.new(type=node_type)
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except RuntimeError as e:
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self.report({'ERROR'}, str(e))
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return None
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for setting in self.settings:
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# XXX catch exceptions here?
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value = eval(setting.value)
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node_data = node
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node_attr_name = setting.name
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# Support path to nested data.
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if '.' in node_attr_name:
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node_data_path, node_attr_name = node_attr_name.rsplit(".", 1)
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node_data = node.path_resolve(node_data_path)
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try:
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setattr(node_data, node_attr_name, value)
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except AttributeError as e:
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self.report(
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{'ERROR_INVALID_INPUT'},
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tip_("Node has no attribute %s") % setting.name)
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print(str(e))
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# Continue despite invalid attribute
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node.select = True
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tree.nodes.active = node
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node.location = space.cursor_location
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return node
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree to add nodes to
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return (space and (space.type == 'NODE_EDITOR') and
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space.edit_tree and not space.edit_tree.library)
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# Default invoke stores the mouse position to place the node correctly
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# and optionally invokes the transform operator
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def invoke(self, context, event):
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self.store_mouse_cursor(context, event)
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result = self.execute(context)
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if self.use_transform and ('FINISHED' in result):
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# removes the node again if transform is canceled
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bpy.ops.node.translate_attach_remove_on_cancel('INVOKE_DEFAULT')
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return result
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# Simple basic operator for adding a node.
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class NODE_OT_add_node(NodeAddOperator, Operator):
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"""Add a node to the active tree"""
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bl_idname = "node.add_node"
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bl_label = "Add Node"
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bl_options = {'REGISTER', 'UNDO'}
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type: StringProperty(
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name="Node Type",
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description="Node type",
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)
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# Default execute simply adds a node.
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def execute(self, context):
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if self.properties.is_property_set("type"):
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self.deselect_nodes(context)
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self.create_node(context, self.type)
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return {'FINISHED'}
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else:
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return {'CANCELLED'}
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@classmethod
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def description(cls, _context, properties):
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nodetype = properties["type"]
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bl_rna = bpy.types.Node.bl_rna_get_subclass(nodetype)
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if bl_rna is not None:
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return tip_(bl_rna.description)
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else:
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return ""
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class NODE_OT_add_simulation_zone(NodeAddOperator, Operator):
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"""Add simulation zone input and output nodes to the active tree"""
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bl_idname = "node.add_simulation_zone"
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bl_label = "Add Simulation Zone"
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bl_options = {'REGISTER', 'UNDO'}
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input_node_type = "GeometryNodeSimulationInput"
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output_node_type = "GeometryNodeSimulationOutput"
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offset: FloatVectorProperty(
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name="Offset",
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description="Offset of nodes from the cursor when added",
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size=2,
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default=(150, 0),
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)
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def execute(self, context):
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space = context.space_data
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tree = space.edit_tree
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props = self.properties
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self.deselect_nodes(context)
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input_node = self.create_node(context, self.input_node_type)
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output_node = self.create_node(context, self.output_node_type)
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if input_node is None or output_node is None:
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return {'CANCELLED'}
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# Simulation input must be paired with the output.
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input_node.pair_with_output(output_node)
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input_node.location -= Vector(self.offset)
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output_node.location += Vector(self.offset)
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# Connect geometry sockets by default.
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# Get the sockets by their types, because the name is not guaranteed due to i18n.
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from_socket = next(s for s in input_node.outputs if s.type == 'GEOMETRY')
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to_socket = next(s for s in output_node.inputs if s.type == 'GEOMETRY')
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tree.links.new(to_socket, from_socket)
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return {'FINISHED'}
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class NODE_OT_collapse_hide_unused_toggle(Operator):
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"""Toggle collapsed nodes and hide unused sockets"""
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bl_idname = "node.collapse_hide_unused_toggle"
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bl_label = "Collapse and Hide Unused Sockets"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space and (space.type == 'NODE_EDITOR') and
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(space.edit_tree and not space.edit_tree.library))
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def execute(self, context):
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space = context.space_data
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tree = space.edit_tree
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for node in tree.nodes:
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if node.select:
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hide = (not node.hide)
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node.hide = hide
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# Note: connected sockets are ignored internally
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for socket in node.inputs:
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socket.hide = hide
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for socket in node.outputs:
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socket.hide = hide
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return {'FINISHED'}
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class NODE_OT_tree_path_parent(Operator):
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"""Go to parent node tree"""
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bl_idname = "node.tree_path_parent"
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bl_label = "Parent Node Tree"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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space = context.space_data
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# needs active node editor and a tree
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return (space and (space.type == 'NODE_EDITOR') and len(space.path) > 1)
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def execute(self, context):
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space = context.space_data
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space.path.pop()
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return {'FINISHED'}
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class NodePanelOperator():
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@classmethod
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def poll(cls, context):
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snode = context.space_data
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if snode is None:
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return False
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tree = snode.edit_tree
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if tree is None:
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return False
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if tree.is_embedded_data:
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return False
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return True
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class NODE_OT_panel_add(NodePanelOperator, Operator):
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'''Add a new panel to the tree'''
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bl_idname = "node.panel_add"
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bl_label = "Add Panel"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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snode = context.space_data
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tree = snode.edit_tree
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panels = tree.panels
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# Remember index to move the item.
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dst_index = min(panels.active_index + 1, len(panels))
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panels.new("Panel")
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panels.move(len(panels) - 1, dst_index)
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panels.active_index = dst_index
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return {'FINISHED'}
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class NODE_OT_panel_remove(NodePanelOperator, Operator):
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'''Remove a panel from the tree'''
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bl_idname = "node.panel_remove"
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bl_label = "Remove Panel"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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snode = context.space_data
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tree = snode.edit_tree
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panels = tree.panels
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if panels.active:
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panels.remove(panels.active)
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panels.active_index = min(panels.active_index, len(panels) - 1)
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return {'FINISHED'}
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class NODE_OT_panel_move(NodePanelOperator, Operator):
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'''Move a panel to another position'''
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bl_idname = "node.panel_move"
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bl_label = "Move Panel"
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bl_options = {'REGISTER', 'UNDO'}
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direction: EnumProperty(
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name="Direction",
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items=[('UP', "Up", ""), ('DOWN', "Down", "")],
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default='UP',
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)
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def execute(self, context):
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snode = context.space_data
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tree = snode.edit_tree
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panels = tree.panels
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if self.direction == 'UP' and panels.active_index > 0:
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panels.move(panels.active_index, panels.active_index - 1)
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panels.active_index -= 1
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elif self.direction == 'DOWN' and panels.active_index < len(panels) - 1:
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panels.move(panels.active_index, panels.active_index + 1)
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panels.active_index += 1
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return {'FINISHED'}
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classes = (
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NodeSetting,
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NODE_OT_add_node,
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NODE_OT_add_simulation_zone,
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NODE_OT_collapse_hide_unused_toggle,
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NODE_OT_panel_add,
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NODE_OT_panel_remove,
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NODE_OT_panel_move,
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NODE_OT_tree_path_parent,
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)
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