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# SPDX-FileCopyrightText: 2023 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Panel, Menu
from bpy.props import StringProperty
from bpy.app.translations import contexts as i18n_contexts
from . import operators
from .utils.constants import blend_types, geo_combine_operations, operations
from .utils.nodes import get_nodes_links, NWBaseMenu
def drawlayout(context, layout, mode='non-panel'):
tree_type = context.space_data.tree_type
col = layout.column(align=True)
col.menu(NWMergeNodesMenu.bl_idname)
col.separator()
if tree_type == 'ShaderNodeTree':
col = layout.column(align=True)
col.operator(operators.NWAddTextureSetup.bl_idname, text="Add Texture Setup", icon='NODE_SEL')
col.operator(operators.NWAddPrincipledSetup.bl_idname, text="Add Principled Setup", icon='NODE_SEL')
col.separator()
col = layout.column(align=True)
col.operator(operators.NWDetachOutputs.bl_idname, icon='UNLINKED')
col.operator(operators.NWSwapLinks.bl_idname)
col.menu(NWAddReroutesMenu.bl_idname, icon='LAYER_USED')
col.separator()
col = layout.column(align=True)
col.menu(NWLinkActiveToSelectedMenu.bl_idname, icon='LINKED')
if tree_type != 'GeometryNodeTree':
col.operator(operators.NWLinkToOutputNode.bl_idname, icon='DRIVER')
col.separator()
col = layout.column(align=True)
if mode == 'panel':
row = col.row(align=True)
row.operator(operators.NWClearLabel.bl_idname).option = True
row.operator(operators.NWModifyLabels.bl_idname)
else:
col.operator(operators.NWClearLabel.bl_idname).option = True
col.operator(operators.NWModifyLabels.bl_idname)
col.menu(NWBatchChangeNodesMenu.bl_idname, text="Batch Change", text_ctxt=i18n_contexts.operator_default)
col.separator()
col.menu(NWCopyToSelectedMenu.bl_idname)
col.separator()
col = layout.column(align=True)
if tree_type == 'CompositorNodeTree':
col.operator(operators.NWResetBG.bl_idname, icon='ZOOM_PREVIOUS')
if tree_type != 'GeometryNodeTree':
col.operator(operators.NWReloadImages.bl_idname, icon='FILE_REFRESH')
col.separator()
col = layout.column(align=True)
col.operator(operators.NWFrameSelected.bl_idname, icon='STICKY_UVS_LOC')
col.separator()
col = layout.column(align=True)
col.operator(operators.NWAlignNodes.bl_idname, icon='CENTER_ONLY')
col.separator()
col = layout.column(align=True)
col.operator(operators.NWDeleteUnused.bl_idname, icon='CANCEL')
class NodeWranglerPanel(Panel, NWBaseMenu):
bl_idname = "NODE_PT_nw_node_wrangler"
bl_space_type = 'NODE_EDITOR'
bl_label = "Node Wrangler"
bl_region_type = "UI"
bl_category = "Node Wrangler"
prepend: StringProperty(
name='prepend',
)
append: StringProperty()
remove: StringProperty()
def draw(self, context):
self.layout.label(text="(Quick access: Shift+W)")
drawlayout(context, self.layout, mode='panel')
#
# M E N U S
#
class NodeWranglerMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_node_wrangler_menu"
bl_label = "Node Wrangler"
def draw(self, context):
self.layout.operator_context = 'INVOKE_DEFAULT'
drawlayout(context, self.layout)
class NWMergeNodesMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_merge_nodes_menu"
bl_label = "Merge Selected Nodes"
def draw(self, context):
type = context.space_data.tree_type
layout = self.layout
if type == 'ShaderNodeTree':
layout.menu(NWMergeShadersMenu.bl_idname, text="Use Shaders")
if type == 'GeometryNodeTree':
layout.menu(NWMergeGeometryMenu.bl_idname, text="Use Geometry Nodes")
layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes")
else:
layout.menu(NWMergeMixMenu.bl_idname, text="Use Mix Nodes")
layout.menu(NWMergeMathMenu.bl_idname, text="Use Math Nodes")
props = layout.operator(operators.NWMergeNodes.bl_idname, text="Use Z-Combine Nodes")
props.mode = 'MIX'
props.merge_type = 'ZCOMBINE'
props = layout.operator(operators.NWMergeNodes.bl_idname, text="Use Alpha Over Nodes")
props.mode = 'MIX'
props.merge_type = 'ALPHAOVER'
class NWMergeGeometryMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_merge_geometry_menu"
bl_label = "Merge Selected Nodes using Geometry Nodes"
def draw(self, context):
layout = self.layout
# The boolean node + Join Geometry node
for type, name, description in geo_combine_operations:
props = layout.operator(operators.NWMergeNodes.bl_idname, text=name, text_ctxt=i18n_contexts.default)
props.mode = type
props.merge_type = 'GEOMETRY'
class NWMergeShadersMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_merge_shaders_menu"
bl_label = "Merge Selected Nodes using Shaders"
def draw(self, context):
layout = self.layout
for type in ('MIX', 'ADD'):
name = f'{type.capitalize()} Shader'
props = layout.operator(operators.NWMergeNodes.bl_idname, text=name, text_ctxt=i18n_contexts.default)
props.mode = type
props.merge_type = 'SHADER'
class NWMergeMixMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_merge_mix_menu"
bl_label = "Merge Selected Nodes using Mix"
def draw(self, context):
layout = self.layout
for type, name, description in blend_types:
props = layout.operator(operators.NWMergeNodes.bl_idname, text=name, text_ctxt=i18n_contexts.default)
props.mode = type
props.merge_type = 'MIX'
class NWConnectionListOutputs(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_connection_list_out"
bl_label = "From Socket"
def draw(self, context):
layout = self.layout
nodes, links = get_nodes_links(context)
n1 = nodes[context.scene.NWLazySource]
for index, output in enumerate(n1.outputs):
# Only show sockets that are exposed.
if output.enabled:
layout.operator(
operators.NWCallInputsMenu.bl_idname,
text=output.name,
text_ctxt=i18n_contexts.default,
icon="RADIOBUT_OFF",
).from_socket = index
class NWConnectionListInputs(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_connection_list_in"
bl_label = "To Socket"
def draw(self, context):
layout = self.layout
nodes, links = get_nodes_links(context)
n2 = nodes[context.scene.NWLazyTarget]
for index, input in enumerate(n2.inputs):
# Only show sockets that are exposed.
# This prevents, for example, the scale value socket
# of the vector math node being added to the list when
# the mode is not 'SCALE'.
if input.enabled:
op = layout.operator(
operators.NWMakeLink.bl_idname, text=input.name,
text_ctxt=i18n_contexts.default,
icon="FORWARD",
)
op.from_socket = context.scene.NWSourceSocket
op.to_socket = index
class NWMergeMathMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_merge_math_menu"
bl_label = "Merge Selected Nodes using Math"
def draw(self, context):
layout = self.layout
for type, name, description in operations:
props = layout.operator(operators.NWMergeNodes.bl_idname, text=name, text_ctxt=i18n_contexts.default)
props.mode = type
props.merge_type = 'MATH'
class NWBatchChangeNodesMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_batch_change_nodes_menu"
bl_label = "Batch Change Selected Nodes"
def draw(self, context):
layout = self.layout
layout.menu(NWBatchChangeBlendTypeMenu.bl_idname)
layout.menu(NWBatchChangeOperationMenu.bl_idname)
class NWBatchChangeBlendTypeMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_batch_change_blend_type_menu"
bl_label = "Batch Change Blend Type"
def draw(self, context):
layout = self.layout
for type, name, description in blend_types:
props = layout.operator(
operators.NWBatchChangeNodes.bl_idname,
text=name,
text_ctxt=i18n_contexts.default
)
props.blend_type = type
props.operation = 'CURRENT'
class NWBatchChangeOperationMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_batch_change_operation_menu"
bl_label = "Batch Change Math Operation"
def draw(self, context):
layout = self.layout
for type, name, description in operations:
props = layout.operator(operators.NWBatchChangeNodes.bl_idname, text=name, text_ctxt=i18n_contexts.default)
props.blend_type = 'CURRENT'
props.operation = type
class NWCopyToSelectedMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_copy_node_properties_menu"
bl_label = "Copy to Selected"
def draw(self, context):
layout = self.layout
layout.operator(operators.NWCopySettings.bl_idname, text="Settings from Active")
layout.menu(NWCopyLabelMenu.bl_idname)
class NWCopyLabelMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_copy_label_menu"
bl_label = "Copy Label"
def draw(self, context):
layout = self.layout
layout.operator(operators.NWCopyLabel.bl_idname, text="From Active Node's Label").option = 'FROM_ACTIVE'
layout.operator(operators.NWCopyLabel.bl_idname, text="From Linked Node's Label").option = 'FROM_NODE'
layout.operator(operators.NWCopyLabel.bl_idname, text="From Linked Output's Name").option = 'FROM_SOCKET'
class NWAddReroutesMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_add_reroutes_menu"
bl_label = "Add Reroutes"
bl_description = "Add Reroute Nodes to Selected Nodes' Outputs"
def draw(self, context):
layout = self.layout
layout.operator(operators.NWAddReroutes.bl_idname, text="To All Outputs").option = 'ALL'
layout.operator(operators.NWAddReroutes.bl_idname, text="To Loose Outputs").option = 'LOOSE'
layout.operator(operators.NWAddReroutes.bl_idname, text="To Linked Outputs").option = 'LINKED'
class NWLinkActiveToSelectedMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_link_active_to_selected_menu"
bl_label = "Link Active to Selected"
def draw(self, context):
layout = self.layout
layout.menu(NWLinkStandardMenu.bl_idname)
layout.menu(NWLinkUseNodeNameMenu.bl_idname)
layout.menu(NWLinkUseOutputsNamesMenu.bl_idname)
class NWLinkStandardMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_link_standard_menu"
bl_label = "To All Selected"
def draw(self, context):
layout = self.layout
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Do Not Replace Links")
props.replace = False
props.use_node_name = False
props.use_outputs_names = False
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Replace Links")
props.replace = True
props.use_node_name = False
props.use_outputs_names = False
class NWLinkUseNodeNameMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_link_use_node_name_menu"
bl_label = "Use Node Name/Label"
def draw(self, context):
layout = self.layout
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Do Not Replace Links")
props.replace = False
props.use_node_name = True
props.use_outputs_names = False
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Replace Links")
props.replace = True
props.use_node_name = True
props.use_outputs_names = False
class NWLinkUseOutputsNamesMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_link_use_outputs_names_menu"
bl_label = "Use Outputs Names"
def draw(self, context):
layout = self.layout
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Do Not Replace Links")
props.replace = False
props.use_node_name = False
props.use_outputs_names = True
props = layout.operator(operators.NWLinkActiveToSelected.bl_idname, text="Replace Links")
props.replace = True
props.use_node_name = False
props.use_outputs_names = True
class NWAttributeMenu(bpy.types.Menu):
bl_idname = "NODE_MT_nw_node_attribute_menu"
bl_label = "Attributes"
@classmethod
def poll(cls, context):
space = context.space_data
return (space.type == 'NODE_EDITOR'
and space.node_tree is not None
and space.node_tree.library is None
and space.tree_type == 'ShaderNodeTree')
def draw(self, context):
l = self.layout
nodes, links = get_nodes_links(context)
mat = context.object.active_material
objs = []
for obj in bpy.data.objects:
for slot in obj.material_slots:
if slot.material == mat:
objs.append(obj)
attrs = []
for obj in objs:
if obj.data.attributes:
for attr in obj.data.attributes:
if not attr.is_internal:
attrs.append(attr.name)
attrs = list(set(attrs)) # get a unique list
if attrs:
for attr in attrs:
l.operator(
operators.NWAddAttrNode.bl_idname,
text=attr,
translate=False,
).attr_name = attr
else:
l.label(text="No attributes on objects with this material")
class NWSwitchNodeTypeMenu(Menu, NWBaseMenu):
bl_idname = "NODE_MT_nw_switch_node_type_menu"
bl_label = "Switch Type to..."
def draw(self, context):
layout = self.layout
layout.label(text="This operator is removed due to the changes of node menus.", icon='ERROR')
layout.label(text="A native implementation of the function is expected in the future.")
#
# APPENDAGES TO EXISTING UI
#
def select_parent_children_buttons(self, context):
layout = self.layout
layout.operator(operators.NWSelectParentChildren.bl_idname,
text="Select frame's members (children)").option = 'CHILD'
layout.operator(operators.NWSelectParentChildren.bl_idname, text="Select parent frame").option = 'PARENT'
def attr_nodes_menu_func(self, context):
col = self.layout.column(align=True)
col.menu("NODE_MT_nw_node_attribute_menu")
col.separator()
def multipleimages_menu_func(self, context):
col = self.layout.column(align=True)
col.operator(operators.NWAddMultipleImages.bl_idname, text="Multiple Images")
col.operator(operators.NWAddSequence.bl_idname, text="Image Sequence")
col.separator()
def bgreset_menu_func(self, context):
self.layout.operator(operators.NWResetBG.bl_idname)
def save_viewer_menu_func(self, context):
space = context.space_data
if (space.type == 'NODE_EDITOR'
and space.node_tree is not None
and space.node_tree.library is None
and space.tree_type == 'CompositorNodeTree'
and context.scene.node_tree.nodes.active
and context.scene.node_tree.nodes.active.type == "VIEWER"):
self.layout.operator(operators.NWSaveViewer.bl_idname, icon='FILE_IMAGE')
def reset_nodes_button(self, context):
node_active = context.active_node
node_selected = context.selected_nodes
# Check if active node is in the selection, ignore some node types
if (len(node_selected) != 1
or node_active is None
or not node_active.select
or node_active.type in {"REROUTE", "GROUP"}):
return
row = self.layout.row()
if node_active.type == "FRAME":
row.operator(operators.NWResetNodes.bl_idname, text="Reset Nodes in Frame", icon="FILE_REFRESH")
else:
row.operator(operators.NWResetNodes.bl_idname, text="Reset Node", icon="FILE_REFRESH")
self.layout.separator()
classes = (
NodeWranglerPanel,
NodeWranglerMenu,
NWMergeNodesMenu,
NWMergeGeometryMenu,
NWMergeShadersMenu,
NWMergeMixMenu,
NWConnectionListOutputs,
NWConnectionListInputs,
NWMergeMathMenu,
NWBatchChangeNodesMenu,
NWBatchChangeBlendTypeMenu,
NWBatchChangeOperationMenu,
NWCopyToSelectedMenu,
NWCopyLabelMenu,
NWAddReroutesMenu,
NWLinkActiveToSelectedMenu,
NWLinkStandardMenu,
NWLinkUseNodeNameMenu,
NWLinkUseOutputsNamesMenu,
NWAttributeMenu,
NWSwitchNodeTypeMenu,
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
# menu items
bpy.types.NODE_MT_select.append(select_parent_children_buttons)
bpy.types.NODE_MT_category_shader_input.prepend(attr_nodes_menu_func)
bpy.types.NODE_PT_backdrop.append(bgreset_menu_func)
bpy.types.NODE_PT_active_node_generic.append(save_viewer_menu_func)
bpy.types.NODE_MT_category_shader_texture.prepend(multipleimages_menu_func)
bpy.types.NODE_MT_category_compositor_input.prepend(multipleimages_menu_func)
bpy.types.NODE_PT_active_node_generic.prepend(reset_nodes_button)
bpy.types.NODE_MT_node.prepend(reset_nodes_button)
def unregister():
# menu items
bpy.types.NODE_MT_select.remove(select_parent_children_buttons)
bpy.types.NODE_MT_category_shader_input.remove(attr_nodes_menu_func)
bpy.types.NODE_PT_backdrop.remove(bgreset_menu_func)
bpy.types.NODE_PT_active_node_generic.remove(save_viewer_menu_func)
bpy.types.NODE_MT_category_shader_texture.remove(multipleimages_menu_func)
bpy.types.NODE_MT_category_compositor_input.remove(multipleimages_menu_func)
bpy.types.NODE_PT_active_node_generic.remove(reset_nodes_button)
bpy.types.NODE_MT_node.remove(reset_nodes_button)
from bpy.utils import unregister_class
for cls in classes:
unregister_class(cls)
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