- Wrap the closing parenthesis onto it's own line which makes assignments to the return value read better. - Reduce right-shift with multi-line function calls.
359 lines
15 KiB
Python
359 lines
15 KiB
Python
# SPDX-FileCopyrightText: 2013-2024 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Operator
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from bpy.props import BoolProperty
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from bpy.app.translations import pgettext_data as data_
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from .node_editor.node_functions import (
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NodeEditorBase,
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node_editor_poll,
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node_space_type_poll,
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get_group_output_node,
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get_output_location,
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get_internal_socket,
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is_visible_socket,
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is_viewer_link,
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force_update,
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)
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class NODE_OT_connect_to_output(Operator, NodeEditorBase):
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bl_idname = "node.connect_to_output"
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bl_label = "Connect to Output"
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bl_description = "Connect active node to the active output node of the node tree"
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bl_options = {'REGISTER', 'UNDO'}
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# If false, the operator is not executed if the current node group happens to be a geometry nodes group.
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# This is needed because geometry nodes has its own viewer node that uses the same shortcut as in the compositor.
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run_in_geometry_nodes: BoolProperty(
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name="Run in Geometry Nodes Editor",
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default=True,
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)
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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self.shader_output_idname = ""
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@classmethod
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def poll(cls, context):
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"""Already implemented natively for compositing nodes."""
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return (node_editor_poll(cls, context) and
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node_space_type_poll(cls, context, {'ShaderNodeTree', 'GeometryNodeTree'}))
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@staticmethod
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def get_output_sockets(node_tree):
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return [item for item in node_tree.interface.items_tree
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if item.item_type == 'SOCKET' and item.in_out == 'OUTPUT']
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def init_shader_variables(self, space, shader_type):
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"""Get correct output node in shader editor"""
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if shader_type == 'OBJECT':
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if space.id in bpy.data.lights.values():
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self.shader_output_idname = 'ShaderNodeOutputLight'
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else:
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self.shader_output_idname = 'ShaderNodeOutputMaterial'
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elif shader_type == 'WORLD':
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self.shader_output_idname = 'ShaderNodeOutputWorld'
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def ensure_viewer_socket(self, node_tree, socket_type, connect_socket=None):
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"""Check if a viewer output already exists in a node group, otherwise create it"""
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viewer_socket = None
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output_sockets = self.get_output_sockets(node_tree)
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if len(output_sockets):
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for i, socket in enumerate(output_sockets):
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if socket.is_inspect_output:
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# If viewer output is already used but leads to the same socket we can still use it.
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is_used = self.has_socket_other_users(socket)
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if is_used:
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if connect_socket is None:
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continue
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groupout = get_group_output_node(node_tree)
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groupout_input = groupout.inputs[i]
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links = groupout_input.links
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if connect_socket not in [link.from_socket for link in links]:
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continue
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viewer_socket = socket
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break
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if viewer_socket is None:
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# Create viewer socket.
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viewer_socket = node_tree.interface.new_socket(
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data_("(Viewer)"), in_out='OUTPUT', socket_type=socket_type)
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viewer_socket.is_inspect_output = True
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return viewer_socket
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@staticmethod
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def ensure_group_output(node_tree):
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"""Check if a group output node exists, otherwise create it"""
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groupout = get_group_output_node(node_tree)
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if groupout is None:
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groupout = node_tree.nodes.new('NodeGroupOutput')
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loc_x, loc_y = get_output_location(node_tree)
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groupout.location.x = loc_x
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groupout.location.y = loc_y
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groupout.select = False
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# So that we don't keep on adding new group outputs.
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groupout.is_active_output = True
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return groupout
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@classmethod
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def search_connected_viewer_sockets(cls, output_node, r_sockets, index=None):
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"""From an output node, recursively scan node tree for connected viewer sockets"""
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for i, input_socket in enumerate(output_node.inputs):
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if index and i != index:
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continue
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if len(input_socket.links):
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link = input_socket.links[0]
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next_node = link.from_node
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external_socket = link.from_socket
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if hasattr(next_node, "node_tree"):
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for socket_index, socket in enumerate(next_node.node_tree.interface.items_tree):
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# Find inside socket matching outside one.
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if socket.identifier == external_socket.identifier:
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break
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if socket.is_inspect_output and socket not in r_sockets:
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r_sockets.append(socket)
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# Continue search inside of node group but restrict socket to where we came from.
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groupout = get_group_output_node(next_node.node_tree)
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cls.search_connected_viewer_sockets(groupout, r_sockets, index=socket_index)
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@classmethod
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def search_viewer_sockets_in_tree(cls, tree, r_sockets):
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"""Recursively get all viewer sockets in a node tree"""
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for node in tree.nodes:
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if hasattr(node, "node_tree"):
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if node.node_tree is None:
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continue
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for socket in cls.get_output_sockets(node.node_tree):
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if socket.is_inspect_output and (socket not in r_sockets):
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r_sockets.append(socket)
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cls.search_viewer_sockets_in_tree(node.node_tree, r_sockets)
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@staticmethod
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def remove_socket(tree, socket):
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interface = tree.interface
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interface.remove(socket)
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interface.active_index = min(interface.active_index, len(interface.items_tree) - 1)
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def link_leads_to_used_socket(self, link):
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"""Return True if link leads to a socket that is already used in this node"""
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socket = get_internal_socket(link.to_socket)
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return socket and self.is_socket_used_active_tree(socket)
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def is_socket_used_active_tree(self, socket):
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"""Ensure used sockets in active node tree is calculated and check given socket"""
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if not hasattr(self, "used_viewer_sockets_active_mat"):
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self.used_viewer_sockets_active_mat = []
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node_tree = bpy.context.space_data.node_tree
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output_node = None
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if node_tree.type == 'GEOMETRY':
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output_node = get_group_output_node(node_tree)
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elif node_tree.type == 'SHADER':
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output_node = get_group_output_node(node_tree, output_node_idname=self.shader_output_idname)
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if output_node is not None:
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self.search_connected_viewer_sockets(output_node, self.used_viewer_sockets_active_mat)
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return socket in self.used_viewer_sockets_active_mat
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def has_socket_other_users(self, socket):
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"""List the other users for this socket (other materials or geometry nodes groups)"""
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if not hasattr(self, "other_viewer_sockets_users"):
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self.other_viewer_sockets_users = []
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if socket.socket_type == 'NodeSocketGeometry':
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# This operator can only preview Geometry sockets for geometry nodes,
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# so the rest of them are shader nodes.
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for obj in bpy.data.objects:
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for mod in obj.modifiers:
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if mod.type != 'NODES' or mod.node_group == bpy.context.space_data.node_tree:
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continue
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# Get viewer node.
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output_node = get_group_output_node(mod.node_group)
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if output_node is not None:
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self.search_connected_viewer_sockets(output_node, self.other_viewer_sockets_users)
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else:
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for mat in bpy.data.materials:
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if mat.node_tree == bpy.context.space_data.node_tree or not hasattr(mat.node_tree, "nodes"):
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continue
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# Get viewer node.
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output_node = get_group_output_node(
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mat.node_tree,
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output_node_idname=self.shader_output_idname,
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)
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if output_node is not None:
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self.search_connected_viewer_sockets(output_node, self.other_viewer_sockets_users)
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return socket in self.other_viewer_sockets_users
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def get_output_index(self, node, output_node, is_base_node_tree, socket_type, check_type=False):
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"""Get the next available output socket in the active node"""
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out_i = None
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valid_outputs = []
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for i, out in enumerate(node.outputs):
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if is_visible_socket(out) and (not check_type or out.type == socket_type):
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valid_outputs.append(i)
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if valid_outputs:
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out_i = valid_outputs[0] # Start index of node's outputs.
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for i, valid_i in enumerate(valid_outputs):
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for out_link in node.outputs[valid_i].links:
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if is_viewer_link(out_link, output_node):
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if is_base_node_tree or self.link_leads_to_used_socket(out_link):
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if i < len(valid_outputs) - 1:
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out_i = valid_outputs[i + 1]
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else:
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out_i = valid_outputs[0]
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return out_i
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def create_links(self, path, node, active_node_socket_id, socket_type):
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"""Create links at each step in the node group path."""
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from bpy_extras.node_utils import connect_sockets
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path = list(reversed(path))
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# Starting from the level of the active node.
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for path_index, path_element in enumerate(path[:-1]):
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# Ensure there is a viewer node and it has an input.
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tree = path_element.node_tree
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viewer_socket = self.ensure_viewer_socket(
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tree, socket_type,
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connect_socket=node.outputs[active_node_socket_id]
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if path_index == 0 else None,
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)
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if viewer_socket in self.delete_sockets:
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self.delete_sockets.remove(viewer_socket)
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# Connect the current to its viewer.
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link_start = node.outputs[active_node_socket_id]
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link_end = self.ensure_group_output(tree).inputs[viewer_socket.identifier]
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connect_sockets(link_start, link_end)
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# Go up in the node group hierarchy.
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next_tree = path[path_index + 1].node_tree
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node = next(
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n for n in next_tree.nodes
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if n.type == 'GROUP' and
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n.node_tree == tree
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)
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tree = next_tree
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active_node_socket_id = viewer_socket.identifier
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return node.outputs[active_node_socket_id]
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def cleanup(self):
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# Delete sockets.
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for socket in self.delete_sockets:
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if not self.has_socket_other_users(socket):
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tree = socket.id_data
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self.remove_socket(tree, socket)
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def invoke(self, context, event):
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from bpy_extras.node_utils import (
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find_base_socket_type,
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connect_sockets,
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)
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space = context.space_data
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# Ignore operator when running in wrong context.
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if self.run_in_geometry_nodes != (space.tree_type == 'GeometryNodeTree'):
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return {'PASS_THROUGH'}
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mlocx = event.mouse_region_x
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mlocy = event.mouse_region_y
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select_node = bpy.ops.node.select(location=(mlocx, mlocy), extend=False)
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if 'FINISHED' not in select_node: # only run if mouse click is on a node.
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return {'CANCELLED'}
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base_node_tree = space.node_tree
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active_tree = context.space_data.edit_tree
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path = context.space_data.path
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nodes = active_tree.nodes
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active = nodes.active
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if not active and not any(is_visible_socket(out) for out in active.outputs):
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return {'CANCELLED'}
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# Scan through all nodes in tree including nodes inside of groups to find viewer sockets.
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self.delete_sockets = []
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self.search_viewer_sockets_in_tree(base_node_tree, self.delete_sockets)
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if not active.outputs:
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self.cleanup()
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return {'CANCELLED'}
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# For geometry node trees, we just connect to the group output.
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if space.tree_type == 'GeometryNodeTree':
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# Find (or create if needed) the output of this node tree.
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output_node = self.ensure_group_output(base_node_tree)
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active_node_socket_index = self.get_output_index(
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active, output_node, base_node_tree == active_tree, 'GEOMETRY', check_type=True
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)
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# If there is no 'GEOMETRY' output type - We can't preview the node.
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if active_node_socket_index is None:
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return {'CANCELLED'}
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# Find an input socket of the output of type geometry.
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output_node_socket_index = None
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for i, inp in enumerate(output_node.inputs):
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if inp.type == 'GEOMETRY':
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output_node_socket_index = i
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break
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node_output = active.outputs[active_node_socket_index]
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socket_type = find_base_socket_type(node_output)
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if output_node_socket_index is None:
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output_node_socket_index = self.ensure_viewer_socket(
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base_node_tree, socket_type, connect_socket=None,
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)
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# For shader node trees, we connect to a material output.
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elif space.tree_type == 'ShaderNodeTree':
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self.init_shader_variables(space, space.shader_type)
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# Get or create material_output node.
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output_node = get_group_output_node(
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base_node_tree,
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output_node_idname=self.shader_output_idname,
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)
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if not output_node:
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output_node = base_node_tree.nodes.new(self.shader_output_idname)
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output_node.location = get_output_location(base_node_tree)
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output_node.select = False
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active_node_socket_index = self.get_output_index(
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active, output_node, base_node_tree == active_tree, 'SHADER'
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)
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# Cancel if no socket was found. This can happen for group input
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# nodes with only a virtual socket output.
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if active_node_socket_index is None:
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return {'CANCELLED'}
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node_output = active.outputs[active_node_socket_index]
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socket_type = find_base_socket_type(node_output)
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if node_output.name == "Volume":
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output_node_socket_index = 1
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else:
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output_node_socket_index = 0
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# If there are no nested node groups, the link starts at the active node.
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if len(path) > 1:
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# Recursively connect inside nested node groups and get the one from base level.
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node_output = self.create_links(path, active, active_node_socket_index, socket_type)
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output_node_input = output_node.inputs[output_node_socket_index]
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# Connect at base level.
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connect_sockets(node_output, output_node_input)
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self.cleanup()
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nodes.active = active
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active.select = True
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force_update(context)
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return {'FINISHED'}
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classes = (
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NODE_OT_connect_to_output,
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)
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