This patch adds support for _Menu Switch_ nodes and enum definitions in node trees more generally. The design is based on the outcome of the [2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch). The _Menu Switch_ node is an advanced version of the _Switch_ node which has a customizable **menu input socket** instead of a simple boolean. The _items_ of this menu are owned by the node itself. Each item has a name and description and unique identifier that is used internally. A menu _socket_ represents a concrete value out of the list of items. To enable selection of an enum value for unconnected sockets the menu is presented as a dropdown list like built-in enums. When the socket is connected a shared pointer to the enum definition is propagated along links and stored in socket default values. This allows node groups to expose a menu from an internal menu switch as a parameter. The enum definition is a runtime copy of the enum items in DNA that allows sharing. A menu socket can have multiple connections, which can lead to ambiguity. If two or more different menu source nodes are connected to a socket it gets marked as _undefined_. Any connection to an undefined menu socket is invalid as a hint to users that there is a problem. A warning/error is also shown on nodes with undefined menu sockets. At runtime the value of a menu socket is the simple integer identifier. This can also be a field in geometry nodes. The identifier is unique within each enum definition, and it is persistent even when items are added, removed, or changed. Changing the name of an item does not affect the internal identifier, so users can rename enum items without breaking existing input values. This also persists if, for example, a linked node group is temporarily unavailable. Pull Request: https://projects.blender.org/blender/blender/pulls/113445
459 lines
14 KiB
Python
459 lines
14 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 (
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pgettext_tip as tip_,
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pgettext_rpt as rpt_,
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)
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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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rpt_("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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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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),
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default='INPUT',
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)
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# Returns a valid socket type for the given tree or None.
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@staticmethod
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def find_valid_socket_type(tree):
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socket_type = 'NodeSocketFloat'
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# Socket type validation function is only available for custom
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# node trees. Assume that 'NodeSocketFloat' is valid for
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# built-in node tree types.
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if not hasattr(tree, "valid_socket_type") or tree.valid_socket_type(socket_type):
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return socket_type
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# Custom nodes may not support float sockets, search all
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# registered socket subclasses.
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types_to_check = [bpy.types.NodeSocket]
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while types_to_check:
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t = types_to_check.pop()
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idname = getattr(t, "bl_idname", "")
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if tree.valid_socket_type(idname):
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return idname
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# Test all subclasses
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types_to_check.extend(t.__subclasses__())
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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.find_valid_socket_type(tree), in_out='INPUT')
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elif self.item_type == 'OUTPUT':
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item = interface.new_socket("Socket", socket_type=self.find_valid_socket_type(tree), 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.items_tree) - 1)
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return {'FINISHED'}
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class NODE_OT_enum_definition_item_add(Operator):
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'''Add an enum item to the definition'''
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bl_idname = "node.enum_definition_item_add"
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bl_label = "Add Item"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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node = context.active_node
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enum_def = node.enum_definition
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item = enum_def.enum_items.new("Item")
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enum_def.active_index = enum_def.enum_items[:].index(item)
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return {'FINISHED'}
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class NODE_OT_enum_definition_item_remove(Operator):
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'''Remove the selected enum item from the definition'''
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bl_idname = "node.enum_definition_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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node = context.active_node
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enum_def = node.enum_definition
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item = enum_def.active_item
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if item:
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enum_def.enum_items.remove(item)
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enum_def.active_index = min(max(enum_def.active_index, 0), len(enum_def.enum_items) - 1)
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return {'FINISHED'}
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class NODE_OT_enum_definition_item_move(Operator):
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'''Remove the selected enum item from the definition'''
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bl_idname = "node.enum_definition_item_move"
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bl_label = "Move Item"
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bl_options = {'REGISTER', 'UNDO'}
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direction: EnumProperty(
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name="Direction",
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description="Move up or down",
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items=[("UP", "Up", ""), ("DOWN", "Down", "")]
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)
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def execute(self, context):
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node = context.active_node
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enum_def = node.enum_definition
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index = enum_def.active_index
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if self.direction == 'UP':
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enum_def.enum_items.move(index, index - 1)
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enum_def.active_index = min(max(index - 1, 0), len(enum_def.enum_items) - 1)
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else:
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enum_def.enum_items.move(index, index + 1)
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enum_def.active_index = min(max(index + 1, 0), len(enum_def.enum_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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NODE_OT_enum_definition_item_add,
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NODE_OT_enum_definition_item_remove,
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NODE_OT_enum_definition_item_move,
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)
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