Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
381 lines
11 KiB
Python
381 lines
11 KiB
Python
# SPDX-FileCopyrightText: 2012-2023 Blender Authors
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#
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# 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 ex:
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self.report({'ERROR'}, str(ex))
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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 ex:
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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(ex))
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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 NodeAddZoneOperator(NodeAddOperator):
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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_add_simulation_zone(NodeAddZoneOperator, 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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class NODE_OT_add_repeat_zone(NodeAddZoneOperator, Operator):
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"""Add a repeat zone that allows executing nodes a dynamic number of times"""
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bl_idname = "node.add_repeat_zone"
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bl_label = "Add Repeat Zone"
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bl_options = {'REGISTER', 'UNDO'}
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input_node_type = "GeometryNodeRepeatInput"
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output_node_type = "GeometryNodeRepeatOutput"
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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 NodeInterfaceOperator():
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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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if not space or space.type != 'NODE_EDITOR' or not space.edit_tree:
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return False
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if space.edit_tree.is_embedded_data:
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return False
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return True
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class NODE_OT_interface_item_new(NodeInterfaceOperator, Operator):
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'''Add a new item to the interface'''
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bl_idname = "node.interface_item_new"
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bl_label = "New Item"
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bl_options = {'REGISTER', 'UNDO'}
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item_type: EnumProperty(
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name="Item Type",
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description="Type of the item to create",
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items=[
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('INPUT', "Input", ""),
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('OUTPUT', "Output", ""),
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('PANEL', "Panel", "")],
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default='INPUT',
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)
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socket_type = 'NodeSocketFloat'
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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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interface = tree.interface
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# Remember active item and position to determine target position.
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active_item = interface.active
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active_pos = active_item.position if active_item else -1
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if self.item_type == 'INPUT':
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item = interface.new_socket("Socket", socket_type=self.socket_type, in_out={'INPUT'})
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elif self.item_type == 'OUTPUT':
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item = interface.new_socket("Socket", socket_type=self.socket_type, in_out={'OUTPUT'})
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elif self.item_type == 'PANEL':
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item = interface.new_panel("Panel")
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else:
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return {'CANCELLED'}
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if active_item:
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# Insert into active panel if possible, otherwise insert after active item.
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if active_item.item_type == 'PANEL' and item.item_type != 'PANEL':
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interface.move_to_parent(item, active_item, len(active_item.interface_items))
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else:
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interface.move_to_parent(item, active_item.parent, active_pos + 1)
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interface.active = item
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return {'FINISHED'}
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class NODE_OT_interface_item_duplicate(NodeInterfaceOperator, Operator):
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'''Add a copy of the active item to the interface'''
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bl_idname = "node.interface_item_duplicate"
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bl_label = "Duplicate Item"
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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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if not super().poll(context):
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return False
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snode = context.space_data
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tree = snode.edit_tree
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interface = tree.interface
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return interface.active is not None
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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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interface = tree.interface
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item = interface.active
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if item:
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item_copy = interface.copy(item)
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interface.active = item_copy
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return {'FINISHED'}
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class NODE_OT_interface_item_remove(NodeInterfaceOperator, Operator):
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'''Remove active item from the interface'''
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bl_idname = "node.interface_item_remove"
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bl_label = "Remove Item"
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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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interface = tree.interface
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item = interface.active
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if item:
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interface.remove(item)
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interface.active_index = min(interface.active_index, len(interface.ui_items) - 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_add_repeat_zone,
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NODE_OT_collapse_hide_unused_toggle,
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NODE_OT_interface_item_new,
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NODE_OT_interface_item_duplicate,
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NODE_OT_interface_item_remove,
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NODE_OT_tree_path_parent,
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)
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