Files
test2/scripts/startup/bl_ui/space_node.py
Jacques Lucke 00eaddbd51 Geometry Nodes: new Bake node
This adds a new `Bake` node which allows saving and loading intermediate geometries.
Typical use cases we want address with this currently are:
* Bake some data for use with a render engine.
* Bake parts of the node tree explicitly for better performance.

For now, the format that is written to disk is not considered to be an import/export format.
It's not guaranteed that data written with one Blender version can be read by another
Blender version. For that it's better to use proper interchange formats. Better support for
those will be added eventually as well. We also plan an `Import Bake` node that allows
reading the blender-specific baked data independent of the Bake node and at different frames.

The baking works very similar to the baking in the simulation zone (UI and implementation
wise). Major differences are:
* The Bake node has a `Bake Still` and `Bake Animation` mode.
* The Bake node doesn't do automatic caching.

Implementation details:
* Refactored how we create the Python operators for moving socket items so that it also
  makes sense for non-zones.
* The `ModifierCache` stores an independent map of `SimulationNodeCache` and
  `BakeNodeCache`, but both share a common data structure for the actually baked data.
* For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make
  sure that the node is baked even if it's currently not connected to the output.
* Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used
  during baking. It's necessary because I want to evaluate the object again even though none
  of its inputs changed. The reevaluation is necessary to create the baked data. Using
  `DEG_id_tag_update` technically works as well, but has the problem that it also uses the
  `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches
  which shouldn't happen here.
* Slightly refactored the timeline drawing so that it can also show the baked ranges of
  Bake nodes. It does not show anything for baked nodes with a in Still mode though.
* The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the
  code easier to follow compared to the previous nested
  `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure.
* The bake operators are disabled when the .blend file is not yet saved. This is technically
  only necessary when the bake path depends on the .blend file path but seems ok to force
  the user anyway (otherwise the bake path may be lost as well if it's set explicitly).
* The same operators are used to bake and delete single bakes in `Bake` nodes and
  `Simulation Zones`. On top of that, there are separate operators of baking and deleting all
  simulation bakes (those ignore bake nodes).
* The `Bake` node remembers which inputs have been fields and thus may be baked as attributes.
  For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data
  may still contain attribute data, even if the inputs to the bake node are disconnected.
* Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes
  evaluation from the outside (from the modifier only currently). This is done by providing the
  new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes.

Next Steps (mostly because they also involve simulations):
* Visualize nodes that have not been evaluated in the last evaluation.
* Fix issue with seemingly loosing baked data after undo.
* Improve error handling when baked data is not found.
* Show bake node in link drag search.
* Higher level tools for managing bakes.

Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00

1320 lines
42 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Header, Menu, Panel
from bpy.app.translations import (
pgettext_iface as iface_,
contexts as i18n_contexts,
)
from bl_ui.utils import PresetPanel
from bl_ui.properties_grease_pencil_common import (
AnnotationDataPanel,
)
from bl_ui.space_toolsystem_common import (
ToolActivePanelHelper,
)
from bl_ui.properties_material import (
EEVEE_MATERIAL_PT_settings,
MATERIAL_PT_viewport,
)
from bl_ui.properties_world import (
WORLD_PT_viewport_display
)
from bl_ui.properties_data_light import (
DATA_PT_light,
DATA_PT_EEVEE_light,
)
class NODE_HT_header(Header):
bl_space_type = 'NODE_EDITOR'
def draw(self, context):
layout = self.layout
scene = context.scene
snode = context.space_data
overlay = snode.overlay
snode_id = snode.id
id_from = snode.id_from
tool_settings = context.tool_settings
is_compositor = snode.tree_type == 'CompositorNodeTree'
layout.template_header()
# Now expanded via the `ui_type`.
# layout.prop(snode, "tree_type", text="")
display_pin = True
if snode.tree_type == 'ShaderNodeTree':
layout.prop(snode, "shader_type", text="")
ob = context.object
if snode.shader_type == 'OBJECT' and ob:
ob_type = ob.type
NODE_MT_editor_menus.draw_collapsible(context, layout)
# No shader nodes for EEVEE lights.
if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob_type == 'LIGHT'):
row = layout.row()
row.prop(snode_id, "use_nodes")
layout.separator_spacer()
types_that_support_material = {
'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'GPENCIL', 'VOLUME', 'CURVES', 'POINTCLOUD',
}
# disable material slot buttons when pinned, cannot find correct slot within id_from (#36589)
# disable also when the selected object does not support materials
has_material_slots = not snode.pin and ob_type in types_that_support_material
if ob_type != 'LIGHT':
row = layout.row()
row.enabled = has_material_slots
row.ui_units_x = 4
row.popover(panel="NODE_PT_material_slots")
row = layout.row()
row.enabled = has_material_slots
# Show material.new when no active ID/slot exists
if not id_from and ob_type in types_that_support_material:
row.template_ID(ob, "active_material", new="material.new")
# Material ID, but not for Lights
if id_from and ob_type != 'LIGHT':
row.template_ID(id_from, "active_material", new="material.new")
if snode.shader_type == 'WORLD':
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
row = layout.row()
row.prop(snode_id, "use_nodes")
layout.separator_spacer()
row = layout.row()
row.enabled = not snode.pin
row.template_ID(scene, "world", new="world.new")
if snode.shader_type == 'LINESTYLE':
view_layer = context.view_layer
lineset = view_layer.freestyle_settings.linesets.active
if lineset is not None:
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
row = layout.row()
row.prop(snode_id, "use_nodes")
layout.separator_spacer()
row = layout.row()
row.enabled = not snode.pin
row.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
elif snode.tree_type == 'TextureNodeTree':
layout.prop(snode, "texture_type", text="")
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
layout.prop(snode_id, "use_nodes")
layout.separator_spacer()
if id_from:
if snode.texture_type == 'BRUSH':
layout.template_ID(id_from, "texture", new="texture.new")
else:
layout.template_ID(id_from, "active_texture", new="texture.new")
elif snode.tree_type == 'CompositorNodeTree':
NODE_MT_editor_menus.draw_collapsible(context, layout)
if snode_id:
layout.prop(snode_id, "use_nodes")
elif snode.tree_type == 'GeometryNodeTree':
layout.prop(snode, "geometry_nodes_type", text="")
NODE_MT_editor_menus.draw_collapsible(context, layout)
layout.separator_spacer()
if snode.geometry_nodes_type == 'MODIFIER':
ob = context.object
row = layout.row()
if snode.pin:
row.enabled = False
row.template_ID(snode, "node_tree", new="node.new_geometry_node_group_assign")
elif ob:
active_modifier = ob.modifiers.active
if active_modifier and active_modifier.type == 'NODES':
if active_modifier.node_group:
row.template_ID(active_modifier, "node_group", new="object.geometry_node_tree_copy_assign")
else:
row.template_ID(active_modifier, "node_group", new="node.new_geometry_node_group_assign")
else:
row.template_ID(snode, "node_tree", new="node.new_geometry_nodes_modifier")
else:
layout.template_ID(snode, "geometry_nodes_tool_tree", new="node.new_geometry_node_group_tool")
if snode.node_tree:
layout.popover(panel="NODE_PT_geometry_node_tool_object_types", text="Types")
layout.popover(panel="NODE_PT_geometry_node_tool_mode", text="Modes")
display_pin = False
else:
# Custom node tree is edited as independent ID block
NODE_MT_editor_menus.draw_collapsible(context, layout)
layout.separator_spacer()
layout.template_ID(snode, "node_tree", new="node.new_node_tree")
# Put pin next to ID block
if not is_compositor and display_pin:
layout.prop(snode, "pin", text="", emboss=False)
layout.separator_spacer()
# Put pin on the right for Compositing
if is_compositor:
layout.prop(snode, "pin", text="", emboss=False)
layout.operator("node.tree_path_parent", text="", icon='FILE_PARENT')
# Backdrop
if is_compositor:
row = layout.row(align=True)
row.prop(snode, "show_backdrop", toggle=True)
sub = row.row(align=True)
sub.active = snode.show_backdrop
sub.prop(snode, "backdrop_channels", icon_only=True, text="", expand=True)
# Snap
row = layout.row(align=True)
row.prop(tool_settings, "use_snap_node", text="")
row.prop(tool_settings, "snap_node_element", icon_only=True)
if tool_settings.snap_node_element != 'GRID':
row.prop(tool_settings, "snap_target", text="")
# Overlay toggle & popover
row = layout.row(align=True)
row.prop(overlay, "show_overlays", icon='OVERLAY', text="")
sub = row.row(align=True)
sub.active = overlay.show_overlays
sub.popover(panel="NODE_PT_overlay", text="")
class NODE_MT_editor_menus(Menu):
bl_idname = "NODE_MT_editor_menus"
bl_label = ""
def draw(self, _context):
layout = self.layout
layout.menu("NODE_MT_view")
layout.menu("NODE_MT_select")
layout.menu("NODE_MT_add")
layout.menu("NODE_MT_node")
class NODE_MT_add(bpy.types.Menu):
bl_space_type = 'NODE_EDITOR'
bl_label = "Add"
bl_translation_context = i18n_contexts.operator_default
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, context):
import nodeitems_utils
layout = self.layout
if layout.operator_context == 'EXEC_REGION_WIN':
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("WM_OT_search_single_menu", text="Search...", icon='VIEWZOOM').menu_idname = "NODE_MT_add"
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
snode = context.space_data
if snode.tree_type == 'GeometryNodeTree':
layout.menu_contents("NODE_MT_geometry_node_add_all")
elif snode.tree_type == 'CompositorNodeTree':
layout.menu_contents("NODE_MT_compositor_node_add_all")
elif snode.tree_type == 'ShaderNodeTree':
layout.menu_contents("NODE_MT_shader_node_add_all")
elif snode.tree_type == 'TextureNodeTree':
layout.menu_contents("NODE_MT_texture_node_add_all")
elif nodeitems_utils.has_node_categories(context):
# Actual node sub-menus are defined by draw functions from node categories.
nodeitems_utils.draw_node_categories_menu(self, context)
class NODE_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
snode = context.space_data
layout.prop(snode, "show_region_toolbar")
layout.prop(snode, "show_region_ui")
layout.separator()
sub = layout.column()
sub.operator_context = 'EXEC_REGION_WIN'
sub.operator("view2d.zoom_in")
sub.operator("view2d.zoom_out")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("node.view_selected")
layout.operator("node.view_all")
if context.space_data.show_backdrop:
layout.separator()
layout.operator("node.backimage_move", text="Backdrop Move")
layout.operator("node.backimage_zoom", text="Backdrop Zoom In").factor = 1.2
layout.operator("node.backimage_zoom", text="Backdrop Zoom Out").factor = 1.0 / 1.2
layout.operator("node.backimage_fit", text="Fit Backdrop to Available Space")
layout.separator()
layout.menu("INFO_MT_area")
class NODE_MT_select(Menu):
bl_label = "Select"
def draw(self, _context):
layout = self.layout
layout.operator("node.select_box").tweak = False
layout.operator("node.select_circle")
layout.operator_menu_enum("node.select_lasso", "mode")
layout.separator()
layout.operator("node.select_all").action = 'TOGGLE'
layout.operator("node.select_all", text="Invert").action = 'INVERT'
layout.operator("node.select_linked_from")
layout.operator("node.select_linked_to")
layout.separator()
layout.operator("node.select_grouped").extend = False
layout.operator("node.select_same_type_step", text="Activate Same Type Previous").prev = True
layout.operator("node.select_same_type_step", text="Activate Same Type Next").prev = False
layout.separator()
layout.operator("node.find_node")
class NODE_MT_node(Menu):
bl_label = "Node"
def draw(self, context):
layout = self.layout
snode = context.space_data
is_compositor = snode.tree_type == 'CompositorNodeTree'
layout.operator("transform.translate").view2d_edge_pan = True
layout.operator("transform.rotate")
layout.operator("transform.resize")
layout.separator()
layout.operator("node.clipboard_copy", text="Copy", icon='COPYDOWN')
layout.operator_context = 'EXEC_DEFAULT'
layout.operator("node.clipboard_paste", text="Paste", icon='PASTEDOWN')
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("node.duplicate_move", icon='DUPLICATE')
layout.operator("node.duplicate_move_linked")
layout.separator()
layout.operator("node.delete", icon='X')
layout.operator("node.delete_reconnect")
layout.separator()
layout.operator("node.join", text="Join in New Frame")
layout.operator("node.detach", text="Remove from Frame")
layout.separator()
props = layout.operator("wm.call_panel", text="Rename...")
props.name = "TOPBAR_PT_name"
props.keep_open = False
layout.separator()
layout.operator("node.link_make").replace = False
layout.operator("node.link_make", text="Make and Replace Links").replace = True
layout.operator("node.links_cut")
layout.operator("node.links_detach")
layout.operator("node.links_mute")
layout.separator()
layout.operator("node.group_make", icon='NODETREE')
layout.operator("node.group_insert", text="Insert Into Group")
layout.operator("node.group_edit").exit = False
layout.operator("node.group_ungroup")
layout.separator()
layout.menu("NODE_MT_context_menu_show_hide_menu")
if is_compositor:
layout.separator()
layout.operator("node.read_viewlayers", icon='RENDERLAYERS')
class NODE_MT_view_pie(Menu):
bl_label = "View"
def draw(self, _context):
layout = self.layout
pie = layout.menu_pie()
pie.operator("node.view_all")
pie.operator("node.view_selected", icon='ZOOM_SELECTED')
class NODE_PT_active_tool(ToolActivePanelHelper, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Tool"
class NODE_PT_material_slots(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'HEADER'
bl_label = "Slot"
bl_ui_units_x = 12
def draw_header(self, context):
ob = context.object
self.bl_label = (
iface_("Slot %d") % (ob.active_material_index + 1) if ob.material_slots else
iface_("Slot")
)
# Duplicate part of 'EEVEE_MATERIAL_PT_context_material'.
def draw(self, context):
layout = self.layout
row = layout.row()
col = row.column()
ob = context.object
col.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index")
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ADD', text="")
col.operator("object.material_slot_remove", icon='REMOVE', text="")
col.separator()
col.menu("MATERIAL_MT_context_menu", icon='DOWNARROW_HLT', text="")
if len(ob.material_slots) > 1:
col.separator()
col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if ob.mode == 'EDIT':
row = layout.row(align=True)
row.operator("object.material_slot_assign", text="Assign")
row.operator("object.material_slot_select", text="Select")
row.operator("object.material_slot_deselect", text="Deselect")
class NODE_PT_geometry_node_tool_object_types(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'HEADER'
bl_label = "Object Types"
bl_ui_units_x = 8
def draw(self, context):
layout = self.layout
snode = context.space_data
group = snode.node_tree
types = [
("is_type_mesh", "Mesh", 'MESH_DATA'),
("is_type_curve", "Hair Curves", 'CURVES_DATA'),
]
if context.preferences.experimental.use_new_point_cloud_type:
types.append(("is_type_point_cloud", "Point Cloud", 'POINTCLOUD_DATA'))
col = layout.column()
col.active = group.is_tool
for prop, name, icon in types:
row = col.row(align=True)
row.label(text=name, icon=icon)
row.prop(group, prop, text="")
class NODE_PT_geometry_node_tool_mode(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'HEADER'
bl_label = "Modes"
bl_ui_units_x = 8
def draw(self, context):
layout = self.layout
snode = context.space_data
group = snode.node_tree
modes = (
("is_mode_object", "Object Mode", 'OBJECT_DATAMODE'),
("is_mode_edit", "Edit Mode", 'EDITMODE_HLT'),
("is_mode_sculpt", "Sculpt Mode", 'SCULPTMODE_HLT'),
)
col = layout.column()
col.active = group.is_tool
for prop, name, icon in modes:
row = col.row(align=True)
row.label(text=name, icon=icon)
row.prop(group, prop, text="")
class NODE_PT_node_color_presets(PresetPanel, Panel):
"""Predefined node color"""
bl_label = "Color Presets"
preset_subdir = "node_color"
preset_operator = "script.execute_preset"
preset_add_operator = "node.node_color_preset_add"
class NODE_MT_node_color_context_menu(Menu):
bl_label = "Node Color Specials"
def draw(self, _context):
layout = self.layout
layout.operator("node.node_copy_color", icon='COPY_ID')
class NODE_MT_context_menu_show_hide_menu(Menu):
bl_label = "Show/Hide"
def draw(self, context):
snode = context.space_data
is_compositor = snode.tree_type == 'CompositorNodeTree'
layout = self.layout
layout.operator("node.mute_toggle", text="Mute")
# Node previews are only available in the Compositor.
if is_compositor:
layout.operator("node.preview_toggle", text="Node Preview")
layout.operator("node.options_toggle", text="Node Options")
layout.separator()
layout.operator("node.hide_socket_toggle", text="Unconnected Sockets")
layout.operator("node.hide_toggle", text="Collapse")
layout.operator("node.collapse_hide_unused_toggle")
class NODE_MT_context_menu_select_menu(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("node.select_grouped", text="Select Grouped...").extend = False
layout.separator()
layout.operator("node.select_linked_from")
layout.operator("node.select_linked_to")
layout.separator()
layout.operator("node.select_same_type_step", text="Activate Same Type Previous").prev = True
layout.operator("node.select_same_type_step", text="Activate Same Type Next").prev = False
class NODE_MT_context_menu(Menu):
bl_label = "Node"
def draw(self, context):
snode = context.space_data
is_nested = (len(snode.path) > 1)
is_geometrynodes = snode.tree_type == 'GeometryNodeTree'
selected_nodes_len = len(context.selected_nodes)
active_node = context.active_node
layout = self.layout
# If no nodes are selected.
if selected_nodes_len == 0:
layout.operator_context = 'INVOKE_DEFAULT'
layout.menu("NODE_MT_add", icon='ADD')
layout.operator("node.clipboard_paste", text="Paste", icon='PASTEDOWN')
layout.separator()
layout.operator("node.find_node", text="Find...", icon='VIEWZOOM')
layout.separator()
if is_geometrynodes:
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("node.select", text="Clear Viewer", icon='HIDE_ON').clear_viewer = True
layout.operator("node.links_cut")
layout.operator("node.links_mute")
if is_nested:
layout.separator()
layout.operator("node.tree_path_parent", text="Exit Group", icon='FILE_PARENT')
return
if is_geometrynodes:
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("node.link_viewer", text="Link to Viewer", icon='HIDE_OFF')
layout.separator()
layout.operator("node.clipboard_copy", text="Copy", icon='COPYDOWN')
layout.operator("node.clipboard_paste", text="Paste", icon='PASTEDOWN')
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("node.duplicate_move", icon='DUPLICATE')
layout.separator()
layout.operator("node.delete", icon='X')
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("node.delete_reconnect", text="Dissolve")
if selected_nodes_len > 1:
layout.separator()
layout.operator("node.link_make").replace = False
layout.operator("node.link_make", text="Make and Replace Links").replace = True
layout.operator("node.links_detach")
layout.separator()
layout.operator("node.group_make", text="Make Group", icon='NODETREE')
layout.operator("node.group_insert", text="Insert Into Group")
if active_node and active_node.type == 'GROUP':
layout.operator("node.group_edit").exit = False
layout.operator("node.group_ungroup", text="Ungroup")
if is_nested:
layout.operator("node.tree_path_parent", text="Exit Group", icon='FILE_PARENT')
layout.separator()
layout.operator("node.join", text="Join in New Frame")
layout.operator("node.detach", text="Remove from Frame")
layout.separator()
props = layout.operator("wm.call_panel", text="Rename...")
props.name = "TOPBAR_PT_name"
props.keep_open = False
layout.separator()
layout.menu("NODE_MT_context_menu_select_menu")
layout.menu("NODE_MT_context_menu_show_hide_menu")
if active_node:
layout.separator()
props = layout.operator("wm.doc_view_manual", text="Online Manual", icon='URL')
props.doc_id = active_node.bl_idname
class NODE_PT_active_node_generic(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Node"
@classmethod
def poll(cls, context):
return context.active_node is not None
def draw(self, context):
layout = self.layout
node = context.active_node
layout.prop(node, "name", icon='NODE')
layout.prop(node, "label", icon='NODE')
class NODE_PT_active_node_color(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Color"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "NODE_PT_active_node_generic"
@classmethod
def poll(cls, context):
return context.active_node is not None
def draw_header(self, context):
node = context.active_node
self.layout.prop(node, "use_custom_color", text="")
def draw_header_preset(self, _context):
NODE_PT_node_color_presets.draw_panel_header(self.layout)
def draw(self, context):
layout = self.layout
node = context.active_node
layout.enabled = node.use_custom_color
row = layout.row()
row.prop(node, "color", text="")
row.menu("NODE_MT_node_color_context_menu", text="", icon='DOWNARROW_HLT')
class NODE_PT_active_node_properties(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Properties"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.active_node is not None
def draw(self, context):
layout = self.layout
node = context.active_node
# set "node" context pointer for the panel layout
layout.context_pointer_set("node", node)
if hasattr(node, "draw_buttons_ext"):
node.draw_buttons_ext(context, layout)
elif hasattr(node, "draw_buttons"):
node.draw_buttons(context, layout)
# XXX this could be filtered further to exclude socket types
# which don't have meaningful input values (e.g. cycles shader)
value_inputs = [socket for socket in node.inputs if self.show_socket_input(socket)]
if value_inputs:
layout.separator()
layout.label(text="Inputs:")
for socket in value_inputs:
row = layout.row()
socket.draw(
context,
row,
node,
iface_(socket.label if socket.label else socket.name, socket.bl_rna.translation_context),
)
def show_socket_input(self, socket):
return hasattr(socket, "draw") and socket.enabled and not socket.is_linked
class NODE_PT_texture_mapping(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Texture Mapping"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
node = context.active_node
return node and hasattr(node, "texture_mapping") and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
node = context.active_node
mapping = node.texture_mapping
layout.prop(mapping, "vector_type")
layout.separator()
col = layout.column(align=True)
col.prop(mapping, "mapping_x", text="Projection X")
col.prop(mapping, "mapping_y", text="Y")
col.prop(mapping, "mapping_z", text="Z")
layout.separator()
layout.prop(mapping, "translation")
layout.prop(mapping, "rotation")
layout.prop(mapping, "scale")
# Node Backdrop options
class NODE_PT_backdrop(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "View"
bl_label = "Backdrop"
@classmethod
def poll(cls, context):
snode = context.space_data
return snode.tree_type == 'CompositorNodeTree'
def draw_header(self, context):
snode = context.space_data
self.layout.prop(snode, "show_backdrop", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
snode = context.space_data
layout.active = snode.show_backdrop
col = layout.column()
col.prop(snode, "backdrop_channels", text="Channels")
col.prop(snode, "backdrop_zoom", text="Zoom")
col.prop(snode, "backdrop_offset", text="Offset")
col.separator()
col.operator("node.backimage_move", text="Move")
col.operator("node.backimage_fit", text="Fit")
class NODE_PT_quality(bpy.types.Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Options"
bl_label = "Performance"
@classmethod
def poll(cls, context):
snode = context.space_data
return snode.tree_type == 'CompositorNodeTree' and snode.node_tree is not None
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
snode = context.space_data
tree = snode.node_tree
prefs = bpy.context.preferences
use_realtime = False
col = layout.column()
if prefs.experimental.use_experimental_compositors:
col.prop(tree, "execution_mode")
use_realtime = tree.execution_mode == 'REALTIME'
col.prop(tree, "precision")
col = layout.column()
col.active = not use_realtime
col.prop(tree, "render_quality", text="Render")
col.prop(tree, "edit_quality", text="Edit")
col.prop(tree, "chunk_size")
col = layout.column()
col.active = not use_realtime
col.prop(tree, "use_opencl")
col.prop(tree, "use_groupnode_buffer")
col.prop(tree, "use_two_pass")
col.prop(tree, "use_viewer_border")
col = layout.column()
col.prop(snode, "use_auto_render")
class NODE_PT_overlay(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'HEADER'
bl_label = "Overlays"
bl_ui_units_x = 7
def draw(self, context):
layout = self.layout
layout.label(text="Node Editor Overlays")
snode = context.space_data
overlay = snode.overlay
layout.active = overlay.show_overlays
col = layout.column()
col.prop(overlay, "show_wire_color", text="Wire Colors")
col.separator()
col.prop(overlay, "show_context_path", text="Context Path")
col.prop(snode, "show_annotation", text="Annotations")
if snode.supports_previews:
col.separator()
col.prop(overlay, "show_previews", text="Previews")
if snode.tree_type == 'ShaderNodeTree':
row = col.row()
row.prop(overlay, "preview_shape", expand=True)
row.active = overlay.show_previews
if snode.tree_type == 'GeometryNodeTree':
col.separator()
col.prop(overlay, "show_timing", text="Timings")
col.prop(overlay, "show_named_attributes", text="Named Attributes")
class NODE_MT_node_tree_interface_context_menu(Menu):
bl_label = "Node Tree Interface Specials"
def draw(self, _context):
layout = self.layout
layout.operator("node.interface_item_duplicate", icon='DUPLICATE')
class NODE_PT_node_tree_interface(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Group"
bl_label = "Interface"
@classmethod
def poll(cls, context):
snode = context.space_data
if snode is None:
return False
tree = snode.edit_tree
if tree is None:
return False
if tree.is_embedded_data:
return False
return True
def draw(self, context):
layout = self.layout
snode = context.space_data
tree = snode.edit_tree
split = layout.row()
split.template_node_tree_interface(tree.interface)
ops_col = split.column(align=True)
ops_col.operator_menu_enum("node.interface_item_new", "item_type", icon='ADD', text="")
ops_col.operator("node.interface_item_remove", icon='REMOVE', text="")
ops_col.separator()
ops_col.menu("NODE_MT_node_tree_interface_context_menu", icon='DOWNARROW_HLT', text="")
ops_col.separator()
active_item = tree.interface.active
if active_item is not None:
layout.use_property_split = True
layout.use_property_decorate = False
if active_item.item_type == 'SOCKET':
layout.prop(active_item, "socket_type", text="Type")
layout.prop(active_item, "description")
# Display descriptions only for Geometry Nodes, since it's only used in the modifier panel.
if tree.type == 'GEOMETRY':
field_socket_types = {
"NodeSocketInt",
"NodeSocketColor",
"NodeSocketVector",
"NodeSocketBool",
"NodeSocketFloat",
}
if active_item.socket_type in field_socket_types:
if 'OUTPUT' in active_item.in_out:
layout.prop(active_item, "attribute_domain")
layout.prop(active_item, "default_attribute_name")
active_item.draw(context, layout)
if active_item.item_type == 'PANEL':
layout.prop(active_item, "description")
layout.prop(active_item, "default_closed", text="Closed by Default")
layout.use_property_split = False
class NODE_PT_node_tree_properties(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Group"
bl_label = "Properties"
@classmethod
def poll(cls, context):
snode = context.space_data
if snode is None:
return False
group = snode.edit_tree
if group is None:
return False
if group.is_embedded_data:
return False
if group.bl_idname != "GeometryNodeTree":
return False
return True
def draw(self, context):
layout = self.layout
snode = context.space_data
group = snode.edit_tree
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column()
col.prop(group, "is_modifier")
col.prop(group, "is_tool")
def draw_socket_item_in_list(uilist, layout, item, icon):
if uilist.layout_type in {'DEFAULT', 'COMPACT'}:
row = layout.row(align=True)
row.template_node_socket(color=item.color)
row.prop(item, "name", text="", emboss=False, icon_value=icon)
elif uilist.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.template_node_socket(color=item.color)
class NODE_UL_simulation_zone_items(bpy.types.UIList):
def draw_item(self, context, layout, _data, item, icon, _active_data, _active_propname, _index):
draw_socket_item_in_list(self, layout, item, icon)
class NODE_PT_simulation_zone_items(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Simulation State"
input_node_type = 'GeometryNodeSimulationInput'
output_node_type = 'GeometryNodeSimulationOutput'
@classmethod
def get_output_node(cls, context):
node = context.active_node
if node.bl_idname == cls.input_node_type:
return node.paired_output
if node.bl_idname == cls.output_node_type:
return node
@classmethod
def poll(cls, context):
snode = context.space_data
if snode is None:
return False
node = context.active_node
if node is None or node.bl_idname not in [cls.input_node_type, cls.output_node_type]:
return False
if cls.get_output_node(context) is None:
return False
return True
def draw(self, context):
layout = self.layout
output_node = self.get_output_node(context)
split = layout.row()
split.template_list(
"NODE_UL_simulation_zone_items",
"",
output_node,
"state_items",
output_node,
"active_index")
ops_col = split.column()
add_remove_col = ops_col.column(align=True)
add_remove_col.operator("node.simulation_zone_item_add", icon='ADD', text="")
add_remove_col.operator("node.simulation_zone_item_remove", icon='REMOVE', text="")
ops_col.separator()
up_down_col = ops_col.column(align=True)
props = up_down_col.operator("node.simulation_zone_item_move", icon='TRIA_UP', text="")
props.direction = 'UP'
props = up_down_col.operator("node.simulation_zone_item_move", icon='TRIA_DOWN', text="")
props.direction = 'DOWN'
active_item = output_node.active_item
if active_item is not None:
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(active_item, "socket_type")
if active_item.socket_type in {'VECTOR', 'INT', 'BOOLEAN', 'FLOAT', 'RGBA', 'ROTATION'}:
layout.prop(active_item, "attribute_domain")
class NODE_UL_repeat_zone_items(bpy.types.UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
draw_socket_item_in_list(self, layout, item, icon)
class NODE_PT_repeat_zone_items(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Repeat"
input_node_type = 'GeometryNodeRepeatInput'
output_node_type = 'GeometryNodeRepeatOutput'
@classmethod
def get_output_node(cls, context):
node = context.active_node
if node.bl_idname == cls.input_node_type:
return node.paired_output
if node.bl_idname == cls.output_node_type:
return node
return None
@classmethod
def poll(cls, context):
snode = context.space_data
if snode is None:
return False
node = context.active_node
if node is None or node.bl_idname not in (cls.input_node_type, cls.output_node_type):
return False
if cls.get_output_node(context) is None:
return False
return True
def draw(self, context):
layout = self.layout
output_node = self.get_output_node(context)
split = layout.row()
split.template_list(
"NODE_UL_repeat_zone_items",
"",
output_node,
"repeat_items",
output_node,
"active_index")
ops_col = split.column()
add_remove_col = ops_col.column(align=True)
add_remove_col.operator("node.repeat_zone_item_add", icon='ADD', text="")
add_remove_col.operator("node.repeat_zone_item_remove", icon='REMOVE', text="")
ops_col.separator()
up_down_col = ops_col.column(align=True)
props = up_down_col.operator("node.repeat_zone_item_move", icon='TRIA_UP', text="")
props.direction = 'UP'
props = up_down_col.operator("node.repeat_zone_item_move", icon='TRIA_DOWN', text="")
props.direction = 'DOWN'
active_item = output_node.active_item
if active_item is not None:
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(active_item, "socket_type")
layout.prop(output_node, "inspection_index")
class NODE_UL_bake_node_items(bpy.types.UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
draw_socket_item_in_list(self, layout, item, icon)
class NODE_PT_bake_node_items(bpy.types.Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Bake Items"
@classmethod
def poll(cls, context):
snode = context.space_data
if snode is None:
return False
node = context.active_node
if node is None:
return False
if node.bl_idname != "GeometryNodeBake":
return False
return True
def draw(self, context):
layout = self.layout
node = context.active_node
split = layout.row()
split.template_list(
"NODE_UL_bake_node_items",
"",
node,
"bake_items",
node,
"active_index")
ops_col = split.column()
add_remove_col = ops_col.column(align=True)
add_remove_col.operator("node.bake_node_item_add", icon='ADD', text="")
add_remove_col.operator("node.bake_node_item_remove", icon='REMOVE', text="")
ops_col.separator()
up_down_col = ops_col.column(align=True)
props = up_down_col.operator("node.bake_node_item_move", icon='TRIA_UP', text="")
props.direction = 'UP'
props = up_down_col.operator("node.bake_node_item_move", icon='TRIA_DOWN', text="")
props.direction = 'DOWN'
active_item = node.active_item
if active_item is not None:
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(active_item, "socket_type")
if active_item.socket_type in {'VECTOR', 'INT', 'BOOLEAN', 'FLOAT', 'RGBA', 'ROTATION'}:
layout.prop(active_item, "attribute_domain")
layout.prop(active_item, "is_attribute")
class NODE_PT_index_switch_node_items(Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Node"
bl_label = "Index Switch"
@classmethod
def poll(cls, context):
snode = context.space_data
if snode is None:
return False
node = context.active_node
if node is None or node.bl_idname != 'GeometryNodeIndexSwitch':
return False
return True
def draw(self, context):
layout = self.layout
node = context.active_node
layout.operator("node.index_switch_item_add", icon='ADD', text="Add Item")
col = layout.column()
for i, item in enumerate(node.index_switch_items):
row = col.row()
row.label(text=node.inputs[i + 1].name)
row.operator("node.index_switch_item_remove", icon='REMOVE', text="").index = i
# Grease Pencil properties
class NODE_PT_annotation(AnnotationDataPanel, Panel):
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "View"
bl_options = {'DEFAULT_CLOSED'}
# NOTE: this is just a wrapper around the generic GP Panel
@classmethod
def poll(cls, context):
snode = context.space_data
return snode is not None and snode.node_tree is not None
def node_draw_tree_view(_layout, _context):
pass
# Adapt properties editor panel to display in node editor. We have to
# copy the class rather than inherit due to the way bpy registration works.
def node_panel(cls):
node_cls_dict = cls.__dict__.copy()
# Needed for re-registration.
node_cls_dict.pop("bl_rna", None)
node_cls = type('NODE_' + cls.__name__, cls.__bases__, node_cls_dict)
node_cls.bl_space_type = 'NODE_EDITOR'
node_cls.bl_region_type = 'UI'
node_cls.bl_category = "Options"
if hasattr(node_cls, "bl_parent_id"):
node_cls.bl_parent_id = "NODE_" + node_cls.bl_parent_id
return node_cls
classes = (
NODE_HT_header,
NODE_MT_editor_menus,
NODE_MT_add,
NODE_MT_view,
NODE_MT_select,
NODE_MT_node,
NODE_MT_node_color_context_menu,
NODE_MT_context_menu_show_hide_menu,
NODE_MT_context_menu_select_menu,
NODE_MT_context_menu,
NODE_MT_view_pie,
NODE_PT_material_slots,
NODE_PT_geometry_node_tool_object_types,
NODE_PT_geometry_node_tool_mode,
NODE_PT_node_color_presets,
NODE_MT_node_tree_interface_context_menu,
NODE_PT_node_tree_interface,
NODE_PT_node_tree_properties,
NODE_PT_active_node_generic,
NODE_PT_active_node_color,
NODE_PT_texture_mapping,
NODE_PT_active_tool,
NODE_PT_backdrop,
NODE_PT_quality,
NODE_PT_annotation,
NODE_PT_overlay,
NODE_UL_simulation_zone_items,
NODE_PT_simulation_zone_items,
NODE_UL_repeat_zone_items,
NODE_UL_bake_node_items,
NODE_PT_bake_node_items,
NODE_PT_index_switch_node_items,
NODE_PT_repeat_zone_items,
NODE_PT_active_node_properties,
node_panel(EEVEE_MATERIAL_PT_settings),
node_panel(MATERIAL_PT_viewport),
node_panel(WORLD_PT_viewport_display),
node_panel(DATA_PT_light),
node_panel(DATA_PT_EEVEE_light),
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)