This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
351 lines
10 KiB
Python
351 lines
10 KiB
Python
# SPDX-FileCopyrightText: 2012-2023 Blender Foundation
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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 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 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 NodePanelOperator():
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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_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_add_repeat_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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