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ntp_operator.py
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ntp_operator.py
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import bpy
from bpy.types import Context, Operator
from bpy.types import Node, NodeTree
from bpy_types import bpy_types
if bpy.app.version < (4, 0, 0):
from bpy.types import NodeSocketInterface
else:
from bpy.types import NodeTreeInterfacePanel, NodeTreeInterfaceSocket
from bpy.types import NodeTreeInterfaceItem
import os
from typing import TextIO
import shutil
from .ntp_node_tree import NTP_NodeTree
from .utils import *
INDEX = "i"
IMAGE_DIR_NAME = "imgs"
IMAGE_PATH = "image_path"
ITEM = "item"
BASE_DIR = "base_dir"
RESERVED_NAMES = {
INDEX,
IMAGE_DIR_NAME,
IMAGE_PATH,
ITEM,
BASE_DIR
}
#node input sockets that are messy to set default values for
DONT_SET_DEFAULTS = {'NodeSocketGeometry',
'NodeSocketShader',
'NodeSocketVirtual'}
class NTP_Operator(Operator):
"""
"Abstract" base class for all NTP operators. Blender types and abstraction
don't seem to mix well, but this should only be inherited from
"""
bl_idname = ""
bl_label = ""
mode: bpy.props.EnumProperty(
name="Mode",
items=[
('SCRIPT', "Script", "Copy just the node group to the Blender clipboard"),
('ADDON', "Addon", "Create a full addon")
]
)
# node tree input sockets that have default properties
if bpy.app.version < (4, 0, 0):
default_sockets_v3 = {'VALUE', 'INT', 'BOOLEAN', 'VECTOR', 'RGBA'}
else:
nondefault_sockets_v4 = {
bpy.types.NodeTreeInterfaceSocketCollection,
bpy.types.NodeTreeInterfaceSocketGeometry,
bpy.types.NodeTreeInterfaceSocketImage,
bpy.types.NodeTreeInterfaceSocketMaterial,
bpy.types.NodeTreeInterfaceSocketObject,
bpy.types.NodeTreeInterfaceSocketShader,
bpy.types.NodeTreeInterfaceSocketTexture
}
def __init__(self):
super().__init__()
# File (TextIO) or string (StringIO) the add-on/script is generated into
self._file: TextIO = None
# Path to the current directory
self._dir: str = None
# Path to the directory of the zip file
self._zip_dir: str = None
# Path to the directory for the generated addon
self._addon_dir: str = None
# Class named for the generated operator
self._class_name: str = None
# Indentation to use for the default write function
self._outer: str = ""
self._inner: str = "\t"
# Base node tree we're converting
self._base_node_tree: NodeTree = None
# Dictionary to keep track of node tree->variable name pairs
self._node_tree_vars: dict[NodeTree, str] = {}
# Dictionary to keep track of node->variable name pairs
self._node_vars: dict[Node, str] = {}
# Dictionary to keep track of variables->usage count pairs
self._used_vars: dict[str, int] = {}
# Dictionary used for setting node properties
self._settings: dict[str, list[(str, ST)]] = {}
for name in RESERVED_NAMES:
self._used_vars[name] = 0
def _write(self, string: str, indent: str = None):
if indent is None:
indent = self._inner
self._file.write(f"{indent}{string}\n")
def _setup_addon_directories(self, context: Context, nt_var: str) -> bool:
"""
Finds/creates directories to save add-on to
Parameters:
context (Context): the current scene context
nt_var (str): variable name of the ndoe tree
Returns:
(bool): success of addon directory setup
"""
# find base directory to save new addon
self._dir = bpy.path.abspath(context.scene.ntp_options.dir_path)
if not self._dir or self._dir == "":
self.report({'ERROR'},
("NodeToPython: No save location found. Please select "
"one in the NodeToPython Options panel"))
return False
self._zip_dir = os.path.join(self._dir, nt_var)
self._addon_dir = os.path.join(self._zip_dir, nt_var)
if not os.path.exists(self._addon_dir):
os.makedirs(self._addon_dir)
return True
def _create_header(self, name: str) -> None:
"""
Sets up the bl_info and imports the Blender API
Parameters:
file (TextIO): the file for the generated add-on
name (str): name of the add-on
"""
self._write("bl_info = {", "")
self._write(f"\t\"name\" : \"{name}\",", "")
self._write("\t\"author\" : \"Node To Python\",", "")
self._write("\t\"version\" : (1, 0, 0),", "")
self._write(f"\t\"blender\" : {bpy.app.version},", "")
self._write("\t\"location\" : \"Object\",", "") # TODO
self._write("\t\"category\" : \"Node\"", "")
self._write("}\n", "")
self._write("import bpy", "")
self._write("import mathutils", "")
self._write("import os\n", "")
def _init_operator(self, idname: str, label: str) -> None:
"""
Initializes the add-on's operator
Parameters:
file (TextIO): the file for the generated add-on
name (str): name for the class
idname (str): name for the operator
label (str): appearence inside Blender
"""
self._write(f"class {self._class_name}(bpy.types.Operator):", "")
self._write(f"\tbl_idname = \"object.{idname}\"", "")
self._write(f"\tbl_label = \"{label}\"", "")
self._write("\tbl_options = {\'REGISTER\', \'UNDO\'}", "")
self._write("")
def _topological_sort(self, node_tree: NodeTree) -> list[NodeTree]:
"""
Perform a topological sort on the node graph to determine dependencies
and which node groups need processed first
Parameters:
node_tree (NodeTree): the base node tree to convert
Returns:
(list[NodeTree]): the node trees in order of processing
"""
if isinstance(node_tree, bpy.types.CompositorNodeTree):
group_node_type = 'CompositorNodeGroup'
elif isinstance(node_tree, bpy.types.GeometryNodeTree):
group_node_type = 'GeometryNodeGroup'
elif isinstance(node_tree, bpy.types.ShaderNodeTree):
group_node_type = 'ShaderNodeGroup'
visited = set()
result: list[NodeTree] = []
def dfs(nt: NodeTree) -> None:
"""
Helper function to perform depth-first search on a NodeTree
Parameters:
nt (NodeTree): current node tree in the dependency graph
"""
if nt not in visited:
visited.add(nt)
for group_node in [node for node in nt.nodes
if node.bl_idname == group_node_type]:
if group_node.node_tree not in visited:
dfs(group_node.node_tree)
result.append(nt)
dfs(node_tree)
return result
def _create_var(self, name: str) -> str:
"""
Creates a unique variable name for a node tree
Parameters:
name (str): basic string we'd like to create the variable name out of
Returns:
clean_name (str): variable name for the node tree
"""
if name == "":
name = "unnamed"
clean_name = clean_string(name)
var = clean_name
if var in self._used_vars:
self._used_vars[var] += 1
return f"{clean_name}_{self._used_vars[var]}"
else:
self._used_vars[var] = 0
return clean_name
def _create_node(self, node: Node, node_tree_var: str) -> str:
"""
Initializes a new node with location, dimension, and label info
Parameters:
node (Node): node to be copied
node_tree_var (str): variable name for the node tree
Returns:
node_var (str): variable name for the node
"""
self._write(f"#node {node.name}")
node_var = self._create_var(node.name)
self._node_vars[node] = node_var
idname = str_to_py_str(node.bl_idname)
self._write(f"{node_var} = {node_tree_var}.nodes.new({idname})")
# label
if node.label:
self._write(f"{node_var}.label = {str_to_py_str(node.label)}")
# name
self._write(f"{node_var}.name = {str_to_py_str(node.name)}")
# color
if node.use_custom_color:
self._write(f"{node_var}.use_custom_color = True")
self._write(f"{node_var}.color = {vec3_to_py_str(node.color)}")
# mute
if node.mute:
self._write(f"{node_var}.mute = True")
# hide
if node.hide:
self._write(f"{node_var}.hide = True")
return node_var
def _set_settings_defaults(self, node: Node) -> None:
"""
Sets the defaults for any settings a node may have
Parameters:
node (Node): the node object we're copying settings from
node_var (str): name of the variable we're using for the node in our add-on
"""
if node.bl_idname not in self._settings:
self.report({'WARNING'},
(f"NodeToPython: couldn't find {node.bl_idname} in "
f"settings. Your Blender version may not be supported"))
return
node_var = self._node_vars[node]
for setting in self._settings[node.bl_idname]:
attr_name = setting.name
st = setting.st
is_version_valid = (bpy.app.version >= setting.min_version and
bpy.app.version < setting.max_version)
if not hasattr(node, attr_name):
if is_version_valid:
self.report({'WARNING'},
f"NodeToPython: Couldn't find attribute "
f"\"{attr_name}\" for node {node.name} of type "
f"{node.bl_idname}")
continue
elif not is_version_valid:
continue
attr = getattr(node, attr_name, None)
if attr is None:
continue
setting_str = f"{node_var}.{attr_name}"
"""
A switch statement would've been nice here,
but Blender 3.0 was on Python v3.9
"""
if st == ST.ENUM:
if attr != '':
self._write(f"{setting_str} = {enum_to_py_str(attr)}")
elif st == ST.ENUM_SET:
self._write(f"{setting_str} = {attr}")
elif st == ST.STRING:
self._write(f"{setting_str} = {str_to_py_str(attr)}")
elif st == ST.BOOL or st == ST.INT or st == ST.FLOAT:
self._write(f"{setting_str} = {attr}")
elif st == ST.VEC1:
self._write(f"{setting_str} = {vec1_to_py_str(attr)}")
elif st == ST.VEC2:
self._write(f"{setting_str} = {vec2_to_py_str(attr)}")
elif st == ST.VEC3:
self._write(f"{setting_str} = {vec3_to_py_str(attr)}")
elif st == ST.VEC4:
self._write(f"{setting_str} = {vec4_to_py_str(attr)}")
elif st == ST.COLOR:
self._write(f"{setting_str} = {color_to_py_str(attr)}")
elif st == ST.MATERIAL:
name = str_to_py_str(attr.name)
self._write((f"if {name} in bpy.data.materials:"))
self._write((f"\t{setting_str} = bpy.data.materials[{name}]"))
elif st == ST.OBJECT:
name = str_to_py_str(attr.name)
self._write((f"if {name} in bpy.data.objects:"))
self._write((f"\t{setting_str} = bpy.data.objects[{name}]"))
elif st == ST.COLOR_RAMP:
self._color_ramp_settings(node, attr_name)
elif st == ST.CURVE_MAPPING:
self._curve_mapping_settings(node, attr_name)
elif st == ST.NODE_TREE:
self._node_tree_settings(node, attr_name)
elif st == ST.IMAGE:
if self._addon_dir is not None and attr is not None:
if attr.source in {'FILE', 'GENERATED', 'TILED'}:
self._save_image(attr)
self._load_image(attr, f"{node_var}.{attr_name}")
elif st == ST.IMAGE_USER:
self._image_user_settings(attr, f"{node_var}.{attr_name}")
elif st == ST.SIM_OUTPUT_ITEMS:
self._output_zone_items(attr, f"{node_var}.{attr_name}", True)
elif st == ST.REPEAT_OUTPUT_ITEMS:
self._output_zone_items(attr, f"{node_var}.{attr_name}", False)
elif st == ST.INDEX_SWITCH_ITEMS:
self._index_switch_items(attr, f"{node_var}.{attr_name}")
elif st == ST.ENUM_DEFINITION:
self._enum_definition(attr, f"{node_var}.{attr_name}")
elif st == ST.BAKE_ITEMS:
self._bake_items(attr, f"{node_var}.{attr_name}")
if bpy.app.version < (4, 0, 0):
def _set_group_socket_defaults(self, socket_interface: NodeSocketInterface,
socket_var: str) -> None:
"""
Set a node group input/output's default properties if they exist
Helper function to _group_io_settings()
Parameters:
socket_interface (NodeSocketInterface): socket interface associated
with the input/output
socket_var (str): variable name for the socket
"""
if socket_interface.type not in self.default_sockets_v3:
return
if socket_interface.type == 'RGBA':
dv = vec4_to_py_str(socket_interface.default_value)
elif socket_interface.type == 'VECTOR':
dv = vec3_to_py_str(socket_interface.default_value)
else:
dv = socket_interface.default_value
self._write(f"{socket_var}.default_value = {dv}")
# min value
if hasattr(socket_interface, "min_value"):
min_val = socket_interface.min_value
self._write(f"{socket_var}.min_value = {min_val}")
# max value
if hasattr(socket_interface, "min_value"):
max_val = socket_interface.max_value
self._write(f"{socket_var}.max_value = {max_val}")
def _group_io_settings(self, node: Node,
io: str, # TODO: convert to enum
ntp_node_tree: NTP_NodeTree) -> None:
"""
Set the settings for group input and output sockets
Parameters:
node (Node) : group input/output node
io (str): whether we're generating the input or output settings
ntp_node_tree (NTP_NodeTree): node tree that we're generating
input and output settings for
"""
node_tree_var = ntp_node_tree.var
node_tree = ntp_node_tree.node_tree
if io == "input":
io_sockets = node.outputs
io_socket_interfaces = node_tree.inputs
else:
io_sockets = node.inputs
io_socket_interfaces = node_tree.outputs
self._write(f"#{node_tree_var} {io}s")
for i, inout in enumerate(io_sockets):
if inout.bl_idname == 'NodeSocketVirtual':
continue
self._write(f"#{io} {inout.name}")
idname = enum_to_py_str(inout.bl_idname)
name = str_to_py_str(inout.name)
self._write(f"{node_tree_var}.{io}s.new({idname}, {name})")
socket_interface = io_socket_interfaces[i]
socket_var = f"{node_tree_var}.{io}s[{i}]"
self._set_group_socket_defaults(socket_interface, socket_var)
# default attribute name
if hasattr(socket_interface, "default_attribute_name"):
if socket_interface.default_attribute_name != "":
dan = str_to_py_str(socket_interface.default_attribute_name)
self._write(f"{socket_var}.default_attribute_name = {dan}")
# attribute domain
if hasattr(socket_interface, "attribute_domain"):
ad = enum_to_py_str(socket_interface.attribute_domain)
self._write(f"{socket_var}.attribute_domain = {ad}")
# tooltip
if socket_interface.description != "":
description = str_to_py_str(socket_interface.description)
self._write(f"{socket_var}.description = {description}")
# hide_value
if socket_interface.hide_value is True:
self._write(f"{socket_var}.hide_value = True")
# hide in modifier
if hasattr(socket_interface, "hide_in_modifier"):
if socket_interface.hide_in_modifier is True:
self._write(f"{socket_var}.hide_in_modifier = True")
self._write("")
self._write("")
elif bpy.app.version >= (4, 0, 0):
def _set_tree_socket_defaults(self, socket_interface: NodeTreeInterfaceSocket,
socket_var: str) -> None:
"""
Set a node tree input/output's default properties if they exist
Helper function to _create_socket()
Parameters:
socket_interface (NodeTreeInterfaceSocket): socket interface associated
with the input/output
socket_var (str): variable name for the socket
"""
if type(socket_interface) in self.nondefault_sockets_v4:
return
dv = socket_interface.default_value
if type(socket_interface) == bpy.types.NodeTreeInterfaceSocketColor:
dv = vec4_to_py_str(dv)
elif type(dv) in {mathutils.Vector, mathutils.Euler}:
dv = vec3_to_py_str(dv)
elif type(dv) == bpy_types.bpy_prop_array:
dv = array_to_py_str(dv)
elif type(dv) == str:
dv = str_to_py_str(dv)
self._write(f"{socket_var}.default_value = {dv}")
# min value
if hasattr(socket_interface, "min_value"):
min_val = socket_interface.min_value
self._write(f"{socket_var}.min_value = {min_val}")
# max value
if hasattr(socket_interface, "min_value"):
max_val = socket_interface.max_value
self._write(f"{socket_var}.max_value = {max_val}")
def _create_socket(self, socket: NodeTreeInterfaceSocket,
parent: NodeTreeInterfacePanel,
panel_dict: dict[NodeTreeInterfacePanel, str],
ntp_nt: NTP_NodeTree) -> None:
"""
Initialize a new tree socket
Helper function to _process_items()
Parameters:
socket (NodeTreeInterfaceSocket): the socket to recreate
parent (NodeTreeInterfacePanel): parent panel of the socket
(possibly None)
panel_dict (dict[NodeTreeInterfacePanel, str]: panel -> variable
ntp_nt (NTP_NodeTree): owner of the socket
"""
self._write(f"#Socket {socket.name}")
# initialization
socket_var = self._create_var(socket.name + "_socket")
name = str_to_py_str(socket.name)
in_out_enum = enum_to_py_str(socket.in_out)
socket_type = enum_to_py_str(socket.bl_socket_idname)
"""
I might be missing something, but the Python API's set up a bit
weird here now. The new socket initialization only accepts types
from a list of basic ones, but there doesn't seem to be a way of
retrieving just this basic type without the subtype information.
"""
if 'Float' in socket_type:
socket_type = enum_to_py_str('NodeSocketFloat')
elif 'Int' in socket_type:
socket_type = enum_to_py_str('NodeSocketInt')
elif 'Vector' in socket_type:
socket_type = enum_to_py_str('NodeSocketVector')
if parent is None:
optional_parent_str = ""
else:
optional_parent_str = f", parent = {panel_dict[parent]}"
self._write(f"{socket_var} = "
f"{ntp_nt.var}.interface.new_socket("
f"name = {name}, in_out={in_out_enum}, "
f"socket_type = {socket_type}"
f"{optional_parent_str})")
# subtype
if hasattr(socket, "subtype"):
subtype = enum_to_py_str(socket.subtype)
self._write(f"{socket_var}.subtype = {subtype}")
self._set_tree_socket_defaults(socket, socket_var)
# default attribute name
if socket.default_attribute_name != "":
dan = str_to_py_str(
socket.default_attribute_name)
self._write(f"{socket_var}.default_attribute_name = {dan}")
# attribute domain
ad = enum_to_py_str(socket.attribute_domain)
self._write(f"{socket_var}.attribute_domain = {ad}")
# hide_value
if socket.hide_value is True:
self._write(f"{socket_var}.hide_value = True")
# hide in modifier
if socket.hide_in_modifier is True:
self._write(f"{socket_var}.hide_in_modifier = True")
# force non field
if socket.force_non_field is True:
self._write(f"{socket_var}.force_non_field = True")
# tooltip
if socket.description != "":
description = str_to_py_str(socket.description)
self._write(f"{socket_var}.description = {description}")
self._write("")
def _create_panel(self, panel: NodeTreeInterfacePanel,
panel_dict: dict[NodeTreeInterfacePanel],
items_processed: set[NodeTreeInterfacePanel],
parent: NodeTreeInterfacePanel, ntp_nt: NTP_NodeTree):
"""
Initialize a new tree panel and its subitems
Helper function to _process_items()
Parameters:
panel (NodeTreeInterfacePanel): the panel to recreate
panel_dict (dict[NodeTreeInterfacePanel, str]: panel -> variable
items_processed (set[NodeTreeInterfacePanel]): set of already
processed items, so none are done twice
parent (NodeTreeInterfacePanel): parent panel of the socket
(possibly None)
ntp_nt (NTP_NodeTree): owner of the socket
"""
self._write(f"#Panel {panel.name}")
panel_var = self._create_var(panel.name + "_panel")
panel_dict[panel] = panel_var
description_str = ""
if panel.description != "":
description_str = f", description = {str_to_py_str(panel.description)}"
closed_str = ""
if panel.default_closed is True:
closed_str = f", default_closed=True"
parent_str = ""
if parent is not None:
parent_str = f", parent = {panel_dict[parent]}"
self._write(f"{panel_var} = "
f"{ntp_nt.var}.interface.new_panel("
f"{str_to_py_str(panel.name)}{description_str}"
f"{closed_str}{parent_str})")
# tooltip
if panel.description != "":
description = str_to_py_str(panel.description)
self._write(f"{panel_var}.description = {description}")
panel_dict[panel] = panel_var
if len(panel.interface_items) > 0:
self._process_items(panel, panel_dict, items_processed, ntp_nt)
self._write("")
def _process_items(self, parent: NodeTreeInterfacePanel,
panel_dict: dict[NodeTreeInterfacePanel],
items_processed: set[NodeTreeInterfacePanel],
ntp_nt: NTP_NodeTree) -> None:
"""
Recursive function to process all node tree interface items in a
given layer
Helper function to _tree_interface_settings()
Parameters:
parent (NodeTreeInterfacePanel): parent panel of the layer
(possibly None to signify the base)
panel_dict (dict[NodeTreeInterfacePanel, str]: panel -> variable
items_processed (set[NodeTreeInterfacePanel]): set of already
processed items, so none are done twice
ntp_nt (NTP_NodeTree): owner of the socket
"""
if parent is None:
items = ntp_nt.node_tree.interface.items_tree
else:
items = parent.interface_items
for item in items:
if item.parent.index != -1 and item.parent not in panel_dict:
continue # child of panel not processed yet
if item in items_processed:
continue
items_processed.add(item)
if item.item_type == 'SOCKET':
self._create_socket(item, parent, panel_dict, ntp_nt)
elif item.item_type == 'PANEL':
self._create_panel(item, panel_dict, items_processed,
parent, ntp_nt)
def _tree_interface_settings(self, ntp_nt: NTP_NodeTree) -> None:
"""
Set the settings for group input and output sockets
Parameters:
ntp_nt (NTP_NodeTree): the node tree to set the interface for
"""
self._write(f"#{ntp_nt.var} interface")
panel_dict: dict[NodeTreeInterfacePanel, str] = {}
items_processed: set[NodeTreeInterfaceItem] = set()
self._process_items(None, panel_dict, items_processed, ntp_nt)
self._write("")
def _set_input_defaults(self, node: Node) -> None:
"""
Sets defaults for input sockets
Parameters:
node (Node): node we're setting inputs for
"""
if node.bl_idname == 'NodeReroute':
return
node_var = self._node_vars[node]
for i, input in enumerate(node.inputs):
if input.bl_idname not in DONT_SET_DEFAULTS and not input.is_linked:
# TODO: this could be cleaner
socket_var = f"{node_var}.inputs[{i}]"
# colors
if input.bl_idname == 'NodeSocketColor':
default_val = vec4_to_py_str(input.default_value)
# vector types
elif "Vector" in input.bl_idname:
default_val = vec3_to_py_str(input.default_value)
# rotation types
elif input.bl_idname == 'NodeSocketRotation':
default_val = vec3_to_py_str(input.default_value)
# strings
elif input.bl_idname == 'NodeSocketString':
default_val = str_to_py_str(input.default_value)
#menu
elif input.bl_idname == 'NodeSocketMenu':
default_val = enum_to_py_str(input.default_value)
# images
elif input.bl_idname == 'NodeSocketImage':
img = input.default_value
if img is not None and self._addon_dir != None: # write in a better way
self._save_image(img)
self._load_image(img, f"{socket_var}.default_value")
default_val = None
# materials
elif input.bl_idname == 'NodeSocketMaterial':
self._in_file_inputs(input, socket_var, "materials")
default_val = None
# collections
elif input.bl_idname == 'NodeSocketCollection':
self._in_file_inputs(input, socket_var, "collections")
default_val = None
# objects
elif input.bl_idname == 'NodeSocketObject':
self._in_file_inputs(input, socket_var, "objects")
default_val = None
# textures
elif input.bl_idname == 'NodeSocketTexture':
self._in_file_inputs(input, socket_var, "textures")
default_val = None
else:
default_val = input.default_value
if default_val is not None:
self._write(f"#{input.identifier}")
self._write(f"{socket_var}.default_value = {default_val}")
self._write("")
def _set_output_defaults(self, node: Node) -> None:
"""
Some output sockets need default values set. It's rather annoying
Parameters:
node (Node): node for the output we're setting
"""
# TODO: probably should define elsewhere
output_default_nodes = {'ShaderNodeValue',
'ShaderNodeRGB',
'ShaderNodeNormal',
'CompositorNodeValue',
'CompositorNodeRGB',
'CompositorNodeNormal'}
if node.bl_idname not in output_default_nodes:
return
node_var = self._node_vars[node]
dv = node.outputs[0].default_value
if node.bl_idname in {'ShaderNodeRGB', 'CompositorNodeRGB'}:
dv = vec4_to_py_str(list(dv))
if node.bl_idname in {'ShaderNodeNormal', 'CompositorNodeNormal'}:
dv = vec3_to_py_str(dv)
self._write(f"{node_var}.outputs[0].default_value = {dv}")
def _in_file_inputs(self, input: bpy.types.NodeSocket, socket_var: str,
type: str) -> None:
"""
Sets inputs for a node input if one already exists in the blend file
Parameters:
input (bpy.types.NodeSocket): input socket we're setting the value for
socket_var (str): variable name we're using for the socket
type (str): from what section of bpy.data to pull the default value from
"""
if input.default_value is None:
return
name = str_to_py_str(input.default_value.name)
self._write(f"if {name} in bpy.data.{type}:")
self._write(f"\t{socket_var}.default_value = bpy.data.{type}[{name}]")
def _set_socket_defaults(self, node: Node):
"""
Set input and output socket defaults
"""
self._set_input_defaults(node)
self._set_output_defaults(node)
def _color_ramp_settings(self, node: Node, color_ramp_name: str) -> None:
"""
Replicate a color ramp node
Parameters
node (Node): node object we're copying settings from
color_ramp_name (str): name of the color ramp to be copied
"""
color_ramp: bpy.types.ColorRamp = getattr(node, color_ramp_name)
if not color_ramp:
raise ValueError(f"No color ramp named \"{color_ramp_name}\" found")
node_var = self._node_vars[node]
# settings
ramp_str = f"{node_var}.{color_ramp_name}"
#color mode
color_mode = enum_to_py_str(color_ramp.color_mode)
self._write(f"{ramp_str}.color_mode = {color_mode}")
#hue interpolation
hue_interpolation = enum_to_py_str(color_ramp.hue_interpolation)
self._write(f"{ramp_str}.hue_interpolation = {hue_interpolation}")
#interpolation
interpolation = enum_to_py_str(color_ramp.interpolation)
self._write(f"{ramp_str}.interpolation = {interpolation}")
self._write("")
# key points
self._write(f"#initialize color ramp elements")
self._write((f"{ramp_str}.elements.remove"
f"({ramp_str}.elements[0])"))
for i, element in enumerate(color_ramp.elements):
element_var = self._create_var(f"{node_var}_cre_{i}")
if i == 0:
self._write(f"{element_var} = {ramp_str}.elements[{i}]")
self._write(f"{element_var}.position = {element.position}")
else:
self._write(f"{element_var} = {ramp_str}.elements"
f".new({element.position})")
self._write(f"{element_var}.alpha = {element.alpha}")
color_str = vec4_to_py_str(element.color)
self._write(f"{element_var}.color = {color_str}\n")
def _curve_mapping_settings(self, node: Node,
curve_mapping_name: str) -> None:
"""
Sets defaults for Float, Vector, and Color curves
Parameters:
node (Node): curve node we're copying settings from
curve_mapping_name (str): name of the curve mapping to be set
"""
mapping = getattr(node, curve_mapping_name)
if not mapping:
raise ValueError((f"Curve mapping \"{curve_mapping_name}\" not found "
f"in node \"{node.bl_idname}\""))
node_var = self._node_vars[node]
# mapping settings
self._write(f"#mapping settings")
mapping_var = f"{node_var}.{curve_mapping_name}"
# extend
extend = enum_to_py_str(mapping.extend)
self._write(f"{mapping_var}.extend = {extend}")
# tone
tone = enum_to_py_str(mapping.tone)
self._write(f"{mapping_var}.tone = {tone}")
# black level
b_lvl_str = vec3_to_py_str(mapping.black_level)
self._write(f"{mapping_var}.black_level = {b_lvl_str}")
# white level
w_lvl_str = vec3_to_py_str(mapping.white_level)
self._write(f"{mapping_var}.white_level = {w_lvl_str}")
# minima and maxima
min_x = mapping.clip_min_x
self._write(f"{mapping_var}.clip_min_x = {min_x}")
min_y = mapping.clip_min_y
self._write(f"{mapping_var}.clip_min_y = {min_y}")
max_x = mapping.clip_max_x
self._write(f"{mapping_var}.clip_max_x = {max_x}")
max_y = mapping.clip_max_y
self._write(f"{mapping_var}.clip_max_y = {max_y}")
# use_clip
use_clip = mapping.use_clip
self._write(f"{mapping_var}.use_clip = {use_clip}")
# create curves
for i, curve in enumerate(mapping.curves):
self._create_curve_map(node, i, curve, curve_mapping_name)
# update curve
self._write(f"#update curve after changes")
self._write(f"{mapping_var}.update()")
def _create_curve_map(self, node: Node, i: int, curve: bpy.types.CurveMap,
curve_mapping_name: str) -> None:
"""
Helper function to create the ith curve of a node's curve mapping
Parameters:
node (Node): the node with a curve mapping
i (int): index of the CurveMap within the mapping
curve (bpy.types.CurveMap): the curve map to recreate
curve_mapping_name (str): attribute name of the recreated curve mapping
"""
node_var = self._node_vars[node]
self._write(f"#curve {i}")
curve_i_var = self._create_var(f"{node_var}_curve_{i}")
self._write(f"{curve_i_var} = "
f"{node_var}.{curve_mapping_name}.curves[{i}]")
# Remove default points when CurveMap is initialized with more than
# two points (just CompositorNodeHueCorrect)
if (node.bl_idname == 'CompositorNodeHueCorrect'):
self._write(f"for {INDEX} in range"
f"(len({curve_i_var}.points.values()) - 1, 1, -1):")
self._write(f"\t{curve_i_var}.points.remove("
f"{curve_i_var}.points[{INDEX}])")
for j, point in enumerate(curve.points):
self._create_curve_map_point(j, point, curve_i_var)
def _create_curve_map_point(self, j: int, point: bpy.types.CurveMapPoint,
curve_i_var: str) -> None:
"""
Helper function to recreate a curve map point
Parameters:
j (int): index of the point within the curve map
point (CurveMapPoint): point to recreate
curve_i_var (str): variable name of the point's curve map
"""
point_j_var = self._create_var(f"{curve_i_var}_point_{j}")
loc = point.location
loc_str = f"{loc[0]}, {loc[1]}"
if j < 2:
self._write(f"{point_j_var} = {curve_i_var}.points[{j}]")
self._write(f"{point_j_var}.location = ({loc_str})")
else:
self._write(f"{point_j_var} = {curve_i_var}.points.new({loc_str})")
handle = enum_to_py_str(point.handle_type)
self._write(f"{point_j_var}.handle_type = {handle}")
def _node_tree_settings(self, node: Node, attr_name: str) -> None:
"""
Processes node tree of group node if one is present
Parameters:
node (Node): the group node
attr_name (str): name of the node tree attribute
"""
node_tree = getattr(node, attr_name)
if node_tree is None:
return
if node_tree in self._node_tree_vars:
nt_var = self._node_tree_vars[node_tree]
node_var = self._node_vars[node]
self._write(f"{node_var}.{attr_name} = {nt_var}")
else:
self.report({'WARNING'}, (f"NodeToPython: Node tree dependency graph "
f"wasn't properly initialized"))
def _save_image(self, img: bpy.types.Image) -> None:
"""
Saves an image to an image directory of the add-on
Parameters:
img (bpy.types.Image): image to be saved