Files
test/scripts/startup/bl_operators/node.py
Jacques Lucke 252b983c0c Geometry Nodes: change idnames of experimental bundle and closure nodes
This removes the "Geometry" part from their name because we want to use them in
other node tree types too (see #141936).

Usually, we don't change idnames because they are the primary identifier of
nodes and is expected to stay the same. Since they are generally not shown to
users (just Python developers), it's also not urgent to change them. However, in
this specific case we have the opportunity to update the idname before the node
becomes an official feature, so it's not as bad to change it.

This patch has full backward compatibility, but no forward compatibility (for
files that used the experimental feature).

Pull Request: https://projects.blender.org/blender/blender/pulls/143823
2025-08-02 10:17:39 +02:00

758 lines
25 KiB
Python

# SPDX-FileCopyrightText: 2012-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
from __future__ import annotations
import bpy
from bpy.types import (
FileHandler,
Operator,
PropertyGroup,
)
from bpy.props import (
BoolProperty,
CollectionProperty,
EnumProperty,
FloatVectorProperty,
StringProperty,
IntProperty,
)
from mathutils import (
Vector,
)
from bpy.app.translations import (
pgettext_tip as tip_,
pgettext_rpt as rpt_,
)
class NodeSetting(PropertyGroup):
__slots__ = ()
value: StringProperty(
name="Value",
description="Python expression to be evaluated "
"as the initial node setting",
default="",
)
# Base class for node "Add" operators.
class NodeAddOperator:
use_transform: BoolProperty(
name="Use Transform",
description="Start transform operator after inserting the node",
default=False,
)
settings: CollectionProperty(
name="Settings",
description="Settings to be applied on the newly created node",
type=NodeSetting,
options={'SKIP_SAVE'},
)
@staticmethod
def store_mouse_cursor(context, event):
space = context.space_data
tree = space.edit_tree
# convert mouse position to the View2D for later node placement
if context.region.type == 'WINDOW':
area = context.area
horizontal_pad = int(area.width / 10)
vertical_pad = int(area.height / 10)
inspace_x = min(max(horizontal_pad, event.mouse_region_x), area.width - horizontal_pad)
inspace_y = min(max(vertical_pad, event.mouse_region_y), area.height - vertical_pad)
# convert mouse position to the View2D for later node placement
space.cursor_location_from_region(inspace_x, inspace_y)
else:
space.cursor_location = tree.view_center
# Deselect all nodes in the tree.
@staticmethod
def deselect_nodes(context):
space = context.space_data
tree = space.edit_tree
for n in tree.nodes:
n.select = False
def create_node(self, context, node_type):
space = context.space_data
tree = space.edit_tree
try:
node = tree.nodes.new(type=node_type)
except RuntimeError as ex:
self.report({'ERROR'}, str(ex))
return None
for setting in self.settings:
# XXX catch exceptions here?
value = eval(setting.value)
node_data = node
node_attr_name = setting.name
# Support path to nested data.
if '.' in node_attr_name:
node_data_path, node_attr_name = node_attr_name.rsplit(".", 1)
node_data = node.path_resolve(node_data_path)
try:
setattr(node_data, node_attr_name, value)
except AttributeError as ex:
self.report(
{'ERROR_INVALID_INPUT'},
rpt_("Node has no attribute {:s}").format(setting.name))
print(str(ex))
# Continue despite invalid attribute
node.select = True
tree.nodes.active = node
node.location = space.cursor_location
return node
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree to add nodes to
return (space and (space.type == 'NODE_EDITOR') and
space.edit_tree and space.edit_tree.is_editable)
# Default invoke stores the mouse position to place the node correctly
# and optionally invokes the transform operator
def invoke(self, context, event):
self.store_mouse_cursor(context, event)
result = self.execute(context)
if self.use_transform and ('FINISHED' in result):
# removes the node again if transform is canceled
bpy.ops.node.translate_attach_remove_on_cancel('INVOKE_DEFAULT')
return result
# Simple basic operator for adding a node.
class NODE_OT_add_node(NodeAddOperator, Operator):
"""Add a node to the active tree"""
bl_idname = "node.add_node"
bl_label = "Add Node"
bl_options = {'REGISTER', 'UNDO'}
type: StringProperty(
name="Node Type",
description="Node type",
)
visible_output: StringProperty(
name="Output Name",
description="If provided, all outputs that are named differently will be hidden",
options={'SKIP_SAVE'},
)
# Default execute simply adds a node.
def execute(self, context):
if self.properties.is_property_set("type"):
self.deselect_nodes(context)
if node := self.create_node(context, self.type):
if self.visible_output:
for socket in node.outputs:
if socket.name != self.visible_output:
socket.hide = True
return {'FINISHED'}
else:
return {'CANCELLED'}
@classmethod
def description(cls, _context, properties):
from nodeitems_builtins import node_tree_group_type
nodetype = properties["type"]
if nodetype in node_tree_group_type.values():
for setting in properties.settings:
if setting.name == "node_tree":
node_group = eval(setting.value)
if node_group.description:
return node_group.description
bl_rna = bpy.types.Node.bl_rna_get_subclass(nodetype)
if bl_rna is not None:
return tip_(bl_rna.description)
else:
return ""
class NODE_OT_add_empty_group(NodeAddOperator, bpy.types.Operator):
bl_idname = "node.add_empty_group"
bl_label = "Add Empty Group"
bl_description = "Add a group node with an empty group"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
from nodeitems_builtins import node_tree_group_type
tree = context.space_data.edit_tree
group = self.create_empty_group(tree.bl_idname)
self.deselect_nodes(context)
node = self.create_node(context, node_tree_group_type[tree.bl_idname])
node.node_tree = group
return {"FINISHED"}
@staticmethod
def create_empty_group(idname):
group = bpy.data.node_groups.new(name="NodeGroup", type=idname)
input_node = group.nodes.new('NodeGroupInput')
input_node.select = False
input_node.location.x = -200 - input_node.width
output_node = group.nodes.new('NodeGroupOutput')
output_node.is_active_output = True
output_node.select = False
output_node.location.x = 200
return group
class NodeAddZoneOperator(NodeAddOperator):
offset: FloatVectorProperty(
name="Offset",
description="Offset of nodes from the cursor when added",
size=2,
default=(150, 0),
)
add_default_geometry_link = True
def execute(self, context):
space = context.space_data
tree = space.edit_tree
self.deselect_nodes(context)
input_node = self.create_node(context, self.input_node_type)
output_node = self.create_node(context, self.output_node_type)
if input_node is None or output_node is None:
return {'CANCELLED'}
# Simulation input must be paired with the output.
input_node.pair_with_output(output_node)
input_node.location -= Vector(self.offset)
output_node.location += Vector(self.offset)
if self.add_default_geometry_link:
# Connect geometry sockets by default if available.
# Get the sockets by their types, because the name is not guaranteed due to i18n.
from_socket = next(s for s in input_node.outputs if s.type == 'GEOMETRY')
to_socket = next(s for s in output_node.inputs if s.type == 'GEOMETRY')
tree.links.new(to_socket, from_socket)
return {'FINISHED'}
class NODE_OT_add_simulation_zone(NodeAddZoneOperator, Operator):
"""Add simulation zone input and output nodes to the active tree"""
bl_idname = "node.add_simulation_zone"
bl_label = "Add Simulation Zone"
bl_options = {'REGISTER', 'UNDO'}
input_node_type = "GeometryNodeSimulationInput"
output_node_type = "GeometryNodeSimulationOutput"
class NODE_OT_add_repeat_zone(NodeAddZoneOperator, Operator):
"""Add a repeat zone that allows executing nodes a dynamic number of times"""
bl_idname = "node.add_repeat_zone"
bl_label = "Add Repeat Zone"
bl_options = {'REGISTER', 'UNDO'}
input_node_type = "GeometryNodeRepeatInput"
output_node_type = "GeometryNodeRepeatOutput"
class NODE_OT_add_foreach_geometry_element_zone(NodeAddZoneOperator, Operator):
"""Add a For Each Geometry Element zone that allows executing nodes e.g. for each vertex separately"""
bl_idname = "node.add_foreach_geometry_element_zone"
bl_label = "Add For Each Geometry Element Zone"
bl_options = {'REGISTER', 'UNDO'}
input_node_type = "GeometryNodeForeachGeometryElementInput"
output_node_type = "GeometryNodeForeachGeometryElementOutput"
add_default_geometry_link = False
class NODE_OT_add_closure_zone(NodeAddZoneOperator, Operator):
"""Add a Closure zone"""
bl_idname = "node.add_closure_zone"
bl_label = "Add Closure Zone"
bl_options = {'REGISTER', 'UNDO'}
input_node_type = "NodeClosureInput"
output_node_type = "NodeClosureOutput"
add_default_geometry_link = False
class NODE_OT_collapse_hide_unused_toggle(Operator):
"""Toggle collapsed nodes and hide unused sockets"""
bl_idname = "node.collapse_hide_unused_toggle"
bl_label = "Collapse and Hide Unused Sockets"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree
return (space and (space.type == 'NODE_EDITOR') and
(space.edit_tree and space.edit_tree.is_editable))
def execute(self, context):
space = context.space_data
tree = space.edit_tree
for node in tree.nodes:
if node.select:
hide = (not node.hide)
node.hide = hide
# Note: connected sockets are ignored internally
for socket in node.inputs:
socket.hide = hide
for socket in node.outputs:
socket.hide = hide
return {'FINISHED'}
class NODE_OT_tree_path_parent(Operator):
"""Go to parent node tree"""
bl_idname = "node.tree_path_parent"
bl_label = "Parent Node Tree"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree
return (space and (space.type == 'NODE_EDITOR') and len(space.path) > 1)
def execute(self, context):
space = context.space_data
space.path.pop()
return {'FINISHED'}
class NodeInterfaceOperator():
@classmethod
def poll(cls, context):
space = context.space_data
if not space or space.type != 'NODE_EDITOR' or not space.edit_tree:
return False
if space.edit_tree.is_embedded_data:
return False
return True
class NODE_OT_interface_item_new(NodeInterfaceOperator, Operator):
"""Add a new item to the interface"""
bl_idname = "node.interface_item_new"
bl_label = "New Item"
bl_options = {'REGISTER', 'UNDO'}
def get_items(_self, context):
snode = context.space_data
tree = snode.edit_tree
interface = tree.interface
items = [
('INPUT', "Input", ""),
('OUTPUT', "Output", ""),
('PANEL', "Panel", ""),
]
active_item = interface.active
# Panels have the extra option to add a toggle.
if active_item and active_item.item_type == 'PANEL':
items.append(('PANEL_TOGGLE', "Panel Toggle", ""))
return items
item_type: EnumProperty(
name="Item Type",
description="Type of the item to create",
items=get_items,
default=0,
)
# Returns a valid socket type for the given tree or None.
@staticmethod
def find_valid_socket_type(tree):
socket_type = 'NodeSocketFloat'
# Socket type validation function is only available for custom
# node trees. Assume that 'NodeSocketFloat' is valid for
# built-in node tree types.
if not hasattr(tree, "valid_socket_type") or tree.valid_socket_type(socket_type):
return socket_type
# Custom nodes may not support float sockets, search all
# registered socket subclasses.
types_to_check = [bpy.types.NodeSocket]
while types_to_check:
t = types_to_check.pop()
idname = getattr(t, "bl_idname", "")
if tree.valid_socket_type(idname):
return idname
# Test all subclasses
types_to_check.extend(t.__subclasses__())
def execute(self, context):
snode = context.space_data
tree = snode.edit_tree
interface = tree.interface
# Remember active item and position to determine target position.
active_item = interface.active
active_pos = active_item.position if active_item else -1
if self.item_type == 'INPUT':
item = interface.new_socket("Socket", socket_type=self.find_valid_socket_type(tree), in_out='INPUT')
elif self.item_type == 'OUTPUT':
item = interface.new_socket("Socket", socket_type=self.find_valid_socket_type(tree), in_out='OUTPUT')
elif self.item_type == 'PANEL':
item = interface.new_panel("Panel")
elif self.item_type == 'PANEL_TOGGLE':
active_panel = active_item
if len(active_panel.interface_items) > 0:
first_item = active_panel.interface_items[0]
if type(first_item) is bpy.types.NodeTreeInterfaceSocketBool and first_item.is_panel_toggle:
self.report({'INFO'}, "Panel already has a toggle")
return {'CANCELLED'}
item = interface.new_socket(active_panel.name, socket_type='NodeSocketBool', in_out='INPUT')
item.is_panel_toggle = True
interface.move_to_parent(item, active_panel, 0)
# Return in this case because we don't want to move the item.
return {'FINISHED'}
else:
return {'CANCELLED'}
if active_item:
# Insert into active panel if possible, otherwise insert after active item.
if active_item.item_type == 'PANEL' and item.item_type != 'PANEL':
interface.move_to_parent(item, active_item, len(active_item.interface_items))
else:
interface.move_to_parent(item, active_item.parent, active_pos + 1)
interface.active = item
return {'FINISHED'}
class NODE_OT_interface_item_duplicate(NodeInterfaceOperator, Operator):
"""Add a copy of the active item to the interface"""
bl_idname = "node.interface_item_duplicate"
bl_label = "Duplicate Item"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
if not super().poll(context):
return False
snode = context.space_data
tree = snode.edit_tree
interface = tree.interface
return interface.active is not None
def execute(self, context):
snode = context.space_data
tree = snode.edit_tree
interface = tree.interface
item = interface.active
if item:
item_copy = interface.copy(item)
interface.active = item_copy
return {'FINISHED'}
class NODE_OT_interface_item_remove(NodeInterfaceOperator, Operator):
"""Remove active item from the interface"""
bl_idname = "node.interface_item_remove"
bl_label = "Remove Item"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
snode = context.space_data
tree = snode.edit_tree
interface = tree.interface
item = interface.active
if item:
if item.item_type == 'PANEL':
children = item.interface_items
if len(children) > 0:
first_child = children[0]
if isinstance(first_child, bpy.types.NodeTreeInterfaceSocket) and first_child.is_panel_toggle:
interface.remove(first_child)
interface.remove(item)
interface.active_index = min(interface.active_index, len(interface.items_tree) - 1)
# If the active selection lands on internal toggle socket, move selection to parent instead.
new_active = interface.active
if isinstance(new_active, bpy.types.NodeTreeInterfaceSocket) and new_active.is_panel_toggle:
interface.active_index = new_active.parent.index
return {'FINISHED'}
class NODE_OT_interface_item_make_panel_toggle(NodeInterfaceOperator, Operator):
"""Make the active boolean socket a toggle for its parent panel"""
bl_idname = "node.interface_item_make_panel_toggle"
bl_label = "Make Panel Toggle"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
if not super().poll(context):
return False
snode = context.space_data
tree = snode.edit_tree
interface = tree.interface
active_item = interface.active
if not active_item:
return False
if type(active_item) is not bpy.types.NodeTreeInterfaceSocketBool or active_item.in_out != 'INPUT':
cls.poll_message_set("Only boolean input sockets are supported")
return False
parent_panel = active_item.parent
if parent_panel.parent is None:
cls.poll_message_set("Socket must be in a panel")
return False
if len(parent_panel.interface_items) > 0:
first_item = parent_panel.interface_items[0]
if first_item.is_panel_toggle:
cls.poll_message_set("Panel already has a toggle")
return False
return True
def execute(self, context):
snode = context.space_data
tree = snode.edit_tree
interface = tree.interface
active_item = interface.active
parent_panel = active_item.parent
if not parent_panel:
return {'CANCELLED'}
if type(active_item) is not bpy.types.NodeTreeInterfaceSocketBool:
return {'CANCELLED'}
active_item.is_panel_toggle = True
# Use the same name as the panel in the UI for clarity.
active_item.name = parent_panel.name
# Move the socket to the first position.
interface.move_to_parent(active_item, parent_panel, 0)
# Make the panel active.
interface.active = parent_panel
return {'FINISHED'}
class NODE_OT_interface_item_unlink_panel_toggle(NodeInterfaceOperator, Operator):
"""Make the panel toggle a stand-alone socket"""
bl_idname = "node.interface_item_unlink_panel_toggle"
bl_label = "Unlink Panel Toggle"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
if not super().poll(context):
return False
snode = context.space_data
tree = snode.edit_tree
interface = tree.interface
active_item = interface.active
if not active_item or active_item.item_type != 'PANEL':
return False
if len(active_item.interface_items) == 0:
return False
first_item = active_item.interface_items[0]
return first_item.is_panel_toggle
def execute(self, context):
snode = context.space_data
tree = snode.edit_tree
interface = tree.interface
active_item = interface.active
if not active_item or active_item.item_type != 'PANEL':
return {'CANCELLED'}
if len(active_item.interface_items) == 0:
return {'CANCELLED'}
first_item = active_item.interface_items[0]
if type(first_item) is not bpy.types.NodeTreeInterfaceSocketBool or not first_item.is_panel_toggle:
return {'CANCELLED'}
first_item.is_panel_toggle = False
first_item.name = active_item.name
# Make the socket active.
interface.active = first_item
return {'FINISHED'}
class NODE_OT_viewer_shortcut_set(Operator):
"""Create a compositor viewer shortcut for the selected node by pressing ctrl+1,2,..9"""
bl_idname = "node.viewer_shortcut_set"
bl_label = "Fast Preview"
bl_options = {'REGISTER', 'UNDO'}
viewer_index: IntProperty(
name="Viewer Index",
description="Index corresponding to the shortcut, e.g. number key 1 corresponds to index 1 etc..")
def get_connected_viewer(self, node):
for out in node.outputs:
for link in out.links:
nv = link.to_node
if nv.type == 'VIEWER':
return nv
return None
@classmethod
def poll(cls, context):
del cls
space = context.space_data
return (
(space is not None) and
space.type == 'NODE_EDITOR' and
space.node_tree is not None and
space.tree_type in {'CompositorNodeTree', 'GeometryNodeTree'}
)
def execute(self, context):
selected_nodes = context.selected_nodes
if len(selected_nodes) == 0:
self.report({'ERROR'}, "Select a node to assign a shortcut")
return {'CANCELLED'}
fav_node = selected_nodes[0]
# Only viewer nodes can be set to favorites. However, the user can
# create a new favorite viewer by selecting any node and pressing ctrl+1.
if fav_node.type == 'VIEWER':
viewer_node = fav_node
else:
viewer_node = self.get_connected_viewer(fav_node)
if not viewer_node:
# Calling `link_viewer()` if a viewer node is connected
# will connect the next available socket to the viewer node.
# This behavior is not desired as we want to create a shortcut to the existing connected viewer node.
# Therefore `link_viewer()` is called only when no viewer node is connected.
bpy.ops.node.link_viewer()
viewer_node = self.get_connected_viewer(fav_node)
if not viewer_node:
self.report(
{'ERROR'},
"Unable to set shortcut, selected node is not a viewer node or does not support viewing",
)
return {'CANCELLED'}
with bpy.context.temp_override(node=viewer_node):
bpy.ops.node.activate_viewer()
viewer_node.ui_shortcut = self.viewer_index
self.report({'INFO'}, rpt_("Assigned shortcut {:d} to {:s}").format(self.viewer_index, viewer_node.name))
return {'FINISHED'}
class NODE_OT_viewer_shortcut_get(Operator):
"""Activate a specific compositor viewer node using 1,2,..,9 keys"""
bl_idname = "node.viewer_shortcut_get"
bl_label = "Fast Preview"
bl_options = {'REGISTER', 'UNDO'}
viewer_index: IntProperty(
name="Viewer Index",
description="Index corresponding to the shortcut, e.g. number key 1 corresponds to index 1 etc..")
@classmethod
def poll(cls, context):
del cls
space = context.space_data
return (
(space is not None) and
space.type == 'NODE_EDITOR' and
space.node_tree is not None and
space.tree_type in {'CompositorNodeTree', 'GeometryNodeTree'}
)
def execute(self, context):
nodes = context.space_data.edit_tree.nodes
# Get viewer node with existing shortcut.
viewer_node = None
for n in nodes:
if n.type == 'VIEWER' and n.ui_shortcut == self.viewer_index:
viewer_node = n
if not viewer_node:
self.report({'INFO'}, rpt_("Shortcut {:d} is not assigned to a Viewer node yet").format(self.viewer_index))
return {'CANCELLED'}
with bpy.context.temp_override(node=viewer_node):
bpy.ops.node.activate_viewer()
return {'FINISHED'}
class NODE_FH_image_node(FileHandler):
bl_idname = "NODE_FH_image_node"
bl_label = "Image node"
bl_import_operator = "node.add_image"
bl_file_extensions = ";".join((*bpy.path.extensions_image, *bpy.path.extensions_movie))
@classmethod
def poll_drop(cls, context):
return (
(context.area is not None) and
(context.area.type == 'NODE_EDITOR') and
(context.region is not None) and
(context.region.type == 'WINDOW')
)
classes = (
NodeSetting,
NODE_FH_image_node,
NODE_OT_add_empty_group,
NODE_OT_add_node,
NODE_OT_add_simulation_zone,
NODE_OT_add_repeat_zone,
NODE_OT_add_foreach_geometry_element_zone,
NODE_OT_add_closure_zone,
NODE_OT_collapse_hide_unused_toggle,
NODE_OT_interface_item_new,
NODE_OT_interface_item_duplicate,
NODE_OT_interface_item_remove,
NODE_OT_interface_item_make_panel_toggle,
NODE_OT_interface_item_unlink_panel_toggle,
NODE_OT_tree_path_parent,
NODE_OT_viewer_shortcut_get,
NODE_OT_viewer_shortcut_set,
)