Files
test2/scripts/startup/bl_operators/node.py
Campbell Barton 53e6803977 Cleanup: check for "BaseException" instead of "Exception"
Prefer the more generic exception type as it's possible exceptions
derive from this and not "Exception".

Also use the name 'ex' for exceptions instead of 'e'.
2023-07-30 16:14:13 +10:00

351 lines
10 KiB
Python

# SPDX-FileCopyrightText: 2012-2023 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
from __future__ import annotations
import bpy
from bpy.types import (
Operator,
PropertyGroup,
)
from bpy.props import (
BoolProperty,
CollectionProperty,
EnumProperty,
FloatVectorProperty,
StringProperty,
)
from mathutils import (
Vector,
)
from bpy.app.translations import pgettext_tip as tip_
class NodeSetting(PropertyGroup):
value: StringProperty(
name="Value",
description="Python expression to be evaluated "
"as the initial node setting",
default="",
)
# Base class for node "Add" operators.
class NodeAddOperator:
use_transform: BoolProperty(
name="Use Transform",
description="Start transform operator after inserting the node",
default=False,
)
settings: CollectionProperty(
name="Settings",
description="Settings to be applied on the newly created node",
type=NodeSetting,
options={'SKIP_SAVE'},
)
@staticmethod
def store_mouse_cursor(context, event):
space = context.space_data
tree = space.edit_tree
# convert mouse position to the View2D for later node placement
if context.region.type == 'WINDOW':
# convert mouse position to the View2D for later node placement
space.cursor_location_from_region(
event.mouse_region_x, event.mouse_region_y)
else:
space.cursor_location = tree.view_center
# Deselect all nodes in the tree.
@staticmethod
def deselect_nodes(context):
space = context.space_data
tree = space.edit_tree
for n in tree.nodes:
n.select = False
def create_node(self, context, node_type):
space = context.space_data
tree = space.edit_tree
try:
node = tree.nodes.new(type=node_type)
except RuntimeError as ex:
self.report({'ERROR'}, str(ex))
return None
for setting in self.settings:
# XXX catch exceptions here?
value = eval(setting.value)
node_data = node
node_attr_name = setting.name
# Support path to nested data.
if '.' in node_attr_name:
node_data_path, node_attr_name = node_attr_name.rsplit(".", 1)
node_data = node.path_resolve(node_data_path)
try:
setattr(node_data, node_attr_name, value)
except AttributeError as ex:
self.report(
{'ERROR_INVALID_INPUT'},
tip_("Node has no attribute %s") % setting.name)
print(str(ex))
# Continue despite invalid attribute
node.select = True
tree.nodes.active = node
node.location = space.cursor_location
return node
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree to add nodes to
return (space and (space.type == 'NODE_EDITOR') and
space.edit_tree and not space.edit_tree.library)
# Default invoke stores the mouse position to place the node correctly
# and optionally invokes the transform operator
def invoke(self, context, event):
self.store_mouse_cursor(context, event)
result = self.execute(context)
if self.use_transform and ('FINISHED' in result):
# removes the node again if transform is canceled
bpy.ops.node.translate_attach_remove_on_cancel('INVOKE_DEFAULT')
return result
# Simple basic operator for adding a node.
class NODE_OT_add_node(NodeAddOperator, Operator):
"""Add a node to the active tree"""
bl_idname = "node.add_node"
bl_label = "Add Node"
bl_options = {'REGISTER', 'UNDO'}
type: StringProperty(
name="Node Type",
description="Node type",
)
# Default execute simply adds a node.
def execute(self, context):
if self.properties.is_property_set("type"):
self.deselect_nodes(context)
self.create_node(context, self.type)
return {'FINISHED'}
else:
return {'CANCELLED'}
@classmethod
def description(cls, _context, properties):
nodetype = properties["type"]
bl_rna = bpy.types.Node.bl_rna_get_subclass(nodetype)
if bl_rna is not None:
return tip_(bl_rna.description)
else:
return ""
class NodeAddZoneOperator(NodeAddOperator):
offset: FloatVectorProperty(
name="Offset",
description="Offset of nodes from the cursor when added",
size=2,
default=(150, 0),
)
def execute(self, context):
space = context.space_data
tree = space.edit_tree
props = self.properties
self.deselect_nodes(context)
input_node = self.create_node(context, self.input_node_type)
output_node = self.create_node(context, self.output_node_type)
if input_node is None or output_node is None:
return {'CANCELLED'}
# Simulation input must be paired with the output.
input_node.pair_with_output(output_node)
input_node.location -= Vector(self.offset)
output_node.location += Vector(self.offset)
# Connect geometry sockets by default.
# Get the sockets by their types, because the name is not guaranteed due to i18n.
from_socket = next(s for s in input_node.outputs if s.type == 'GEOMETRY')
to_socket = next(s for s in output_node.inputs if s.type == 'GEOMETRY')
tree.links.new(to_socket, from_socket)
return {'FINISHED'}
class NODE_OT_add_simulation_zone(NodeAddZoneOperator, Operator):
"""Add simulation zone input and output nodes to the active tree"""
bl_idname = "node.add_simulation_zone"
bl_label = "Add Simulation Zone"
bl_options = {'REGISTER', 'UNDO'}
input_node_type = "GeometryNodeSimulationInput"
output_node_type = "GeometryNodeSimulationOutput"
class NODE_OT_add_repeat_zone(NodeAddZoneOperator, Operator):
"""Add a repeat zone that allows executing nodes a dynamic number of times"""
bl_idname = "node.add_repeat_zone"
bl_label = "Add Repeat Zone"
bl_options = {'REGISTER', 'UNDO'}
input_node_type = "GeometryNodeRepeatInput"
output_node_type = "GeometryNodeRepeatOutput"
class NODE_OT_collapse_hide_unused_toggle(Operator):
"""Toggle collapsed nodes and hide unused sockets"""
bl_idname = "node.collapse_hide_unused_toggle"
bl_label = "Collapse and Hide Unused Sockets"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree
return (space and (space.type == 'NODE_EDITOR') and
(space.edit_tree and not space.edit_tree.library))
def execute(self, context):
space = context.space_data
tree = space.edit_tree
for node in tree.nodes:
if node.select:
hide = (not node.hide)
node.hide = hide
# Note: connected sockets are ignored internally
for socket in node.inputs:
socket.hide = hide
for socket in node.outputs:
socket.hide = hide
return {'FINISHED'}
class NODE_OT_tree_path_parent(Operator):
"""Go to parent node tree"""
bl_idname = "node.tree_path_parent"
bl_label = "Parent Node Tree"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
# needs active node editor and a tree
return (space and (space.type == 'NODE_EDITOR') and len(space.path) > 1)
def execute(self, context):
space = context.space_data
space.path.pop()
return {'FINISHED'}
class NodePanelOperator():
@classmethod
def poll(cls, context):
space = context.space_data
if not space or space.type != 'NODE_EDITOR' or not space.edit_tree:
return False
if space.edit_tree.is_embedded_data:
return False
return True
class NODE_OT_panel_add(NodePanelOperator, Operator):
'''Add a new panel to the tree'''
bl_idname = "node.panel_add"
bl_label = "Add Panel"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
snode = context.space_data
tree = snode.edit_tree
panels = tree.panels
# Remember index to move the item.
dst_index = min(panels.active_index + 1, len(panels))
panels.new("Panel")
panels.move(len(panels) - 1, dst_index)
panels.active_index = dst_index
return {'FINISHED'}
class NODE_OT_panel_remove(NodePanelOperator, Operator):
'''Remove a panel from the tree'''
bl_idname = "node.panel_remove"
bl_label = "Remove Panel"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
snode = context.space_data
tree = snode.edit_tree
panels = tree.panels
if panels.active:
panels.remove(panels.active)
panels.active_index = min(panels.active_index, len(panels) - 1)
return {'FINISHED'}
class NODE_OT_panel_move(NodePanelOperator, Operator):
'''Move a panel to another position'''
bl_idname = "node.panel_move"
bl_label = "Move Panel"
bl_options = {'REGISTER', 'UNDO'}
direction: EnumProperty(
name="Direction",
items=[('UP', "Up", ""), ('DOWN', "Down", "")],
default='UP',
)
def execute(self, context):
snode = context.space_data
tree = snode.edit_tree
panels = tree.panels
if self.direction == 'UP' and panels.active_index > 0:
panels.move(panels.active_index, panels.active_index - 1)
panels.active_index -= 1
elif self.direction == 'DOWN' and panels.active_index < len(panels) - 1:
panels.move(panels.active_index, panels.active_index + 1)
panels.active_index += 1
return {'FINISHED'}
classes = (
NodeSetting,
NODE_OT_add_node,
NODE_OT_add_simulation_zone,
NODE_OT_add_repeat_zone,
NODE_OT_collapse_hide_unused_toggle,
NODE_OT_panel_add,
NODE_OT_panel_remove,
NODE_OT_panel_move,
NODE_OT_tree_path_parent,
)