Files
test/scripts/startup/bl_operators/node.py
Lukas Tönne e071288ab2 Nodes: Panels integration with blend files and UI
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
2023-08-30 12:37:21 +02:00

381 lines
11 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 (
Operator,
PropertyGroup,
)
from bpy.props import (
BoolProperty,
CollectionProperty,
EnumProperty,
FloatVectorProperty,
StringProperty,
)
from mathutils import (
Vector,
)
from bpy.app.translations import pgettext_tip as tip_
class NodeSetting(PropertyGroup):
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':
# convert mouse position to the View2D for later node placement
space.cursor_location_from_region(
event.mouse_region_x, event.mouse_region_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'},
tip_("Node has no attribute %s") % 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 not space.edit_tree.library)
# 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",
)
# Default execute simply adds a node.
def execute(self, context):
if self.properties.is_property_set("type"):
self.deselect_nodes(context)
self.create_node(context, self.type)
return {'FINISHED'}
else:
return {'CANCELLED'}
@classmethod
def description(cls, _context, properties):
nodetype = properties["type"]
bl_rna = bpy.types.Node.bl_rna_get_subclass(nodetype)
if bl_rna is not None:
return tip_(bl_rna.description)
else:
return ""
class NodeAddZoneOperator(NodeAddOperator):
offset: FloatVectorProperty(
name="Offset",
description="Offset of nodes from the cursor when added",
size=2,
default=(150, 0),
)
def execute(self, context):
space = context.space_data
tree = space.edit_tree
props = self.properties
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)
# Connect geometry sockets by default.
# 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_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 not space.edit_tree.library))
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'}
item_type: EnumProperty(
name="Item Type",
description="Type of the item to create",
items=[
('INPUT', "Input", ""),
('OUTPUT', "Output", ""),
('PANEL', "Panel", "")],
default='INPUT',
)
socket_type = 'NodeSocketFloat'
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.socket_type, in_out={'INPUT'})
elif self.item_type == 'OUTPUT':
item = interface.new_socket("Socket", socket_type=self.socket_type, in_out={'OUTPUT'})
elif self.item_type == 'PANEL':
item = interface.new_panel("Panel")
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:
interface.remove(item)
interface.active_index = min(interface.active_index, len(interface.ui_items) - 1)
return {'FINISHED'}
classes = (
NodeSetting,
NODE_OT_add_node,
NODE_OT_add_simulation_zone,
NODE_OT_add_repeat_zone,
NODE_OT_collapse_hide_unused_toggle,
NODE_OT_interface_item_new,
NODE_OT_interface_item_duplicate,
NODE_OT_interface_item_remove,
NODE_OT_tree_path_parent,
)