Files
test2/scripts/startup/bl_operators/connect_to_output.py
Campbell Barton be0c9174aa Cleanup: argument wrapping for Python scripts
- 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.
2025-01-14 12:53:32 +11:00

359 lines
15 KiB
Python

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