armory/blender/arm/nodes_logic.py

478 lines
18 KiB
Python
Executable file

from typing import Callable
import os.path
import time
import webbrowser
import bpy
from bpy.props import BoolProperty, StringProperty
#from bpy.types import NodeTree, Node
import nodeitems_utils
from arm.logicnode import arm_nodes
from arm.logicnode.arm_nodes import ArmNodeCategory
from arm.logicnode import arm_sockets
# Do not remove this line as it runs all node modules for registering!
from arm.logicnode import *
registered_nodes = []
registered_categories = []
class ArmLogicTree(bpy.types.NodeTree):
"""Logic nodes"""
bl_idname = 'ArmLogicTreeType'
bl_label = 'Logic Node Editor'
bl_icon = 'DECORATE'
class ARM_MT_NodeAddOverride(bpy.types.Menu):
"""
Overrides the `Add node` menu. If called from the logic node
editor, the custom menu is drawn, otherwise the default one is drawn.
Todo: Find a better solution to custom menus, this will conflict
with other add-ons overriding this menu.
"""
bl_idname = "NODE_MT_add"
bl_label = "Add"
bl_translation_context = bpy.app.translations.contexts.operator_default
overridden_draw: Callable = None
def draw(self, context):
if context.space_data.tree_type == 'ArmLogicTreeType':
layout = self.layout
# Invoke the search
layout.operator_context = "INVOKE_DEFAULT"
layout.operator('arm.node_search', icon="VIEWZOOM")
for category_section in arm_nodes.category_items.values():
layout.separator()
for category in category_section:
layout.menu(f'ARM_MT_{category.name.lower()}_menu', text=category.name, icon=category.icon)
else:
ARM_MT_NodeAddOverride.overridden_draw(self, context)
class ARM_OT_AddNodeOverride(bpy.types.Operator):
bl_idname = "arm.add_node_override"
bl_label = "Add Node"
bl_property = "type"
type: StringProperty(name="NodeItem type")
use_transform: BoolProperty(name="Use Transform")
def invoke(self, context, event):
bpy.ops.node.add_node('INVOKE_DEFAULT', type=self.type, use_transform=self.use_transform)
return {"FINISHED"}
@classmethod
def description(cls, context, properties):
"""Show the node's bl_description attribute as a tooltip or, if
it doesn't exist, its docstring."""
# Type name to type
nodetype = bpy.types.bpy_struct.bl_rna_get_subclass_py(properties.type)
if hasattr(nodetype, 'bl_description'):
return nodetype.bl_description.split('.')[0]
if nodetype.__doc__ is None:
return ""
return nodetype.__doc__.split('.')[0]
@classmethod
def poll(cls, context):
return context.space_data.tree_type == 'ArmLogicTreeType' and context.space_data.edit_tree
def get_category_draw_func(category: ArmNodeCategory):
def draw_category_menu(self, context):
layout = self.layout
for index, node_section in enumerate(category.node_sections.values()):
if index != 0:
layout.separator()
for node_item in node_section:
op = layout.operator("arm.add_node_override", text=node_item.label)
op.type = node_item.nodetype
op.use_transform = True
return draw_category_menu
def register_nodes():
global registered_nodes
# Re-register all nodes for now..
if len(registered_nodes) > 0 or len(registered_categories) > 0:
unregister_nodes()
for node_type in arm_nodes.nodes:
# Don't register internal nodes, they are already registered
if not issubclass(node_type, bpy.types.NodeInternal):
registered_nodes.append(node_type)
bpy.utils.register_class(node_type)
# Also add Blender's layout nodes
arm_nodes.add_node(bpy.types.NodeReroute, 'Layout')
arm_nodes.add_node(bpy.types.NodeFrame, 'Layout')
# Generate and register category menus
for category_section in arm_nodes.category_items.values():
for category in category_section:
category.sort_nodes()
menu_class = type(f'ARM_MT_{category.name}Menu', (bpy.types.Menu, ), {
'bl_space_type': 'NODE_EDITOR',
'bl_idname': f'ARM_MT_{category.name.lower()}_menu',
'bl_label': category.name,
'bl_description': category.description,
'draw': get_category_draw_func(category)
})
registered_categories.append(menu_class)
bpy.utils.register_class(menu_class)
def unregister_nodes():
global registered_nodes, registered_categories
for n in registered_nodes:
bpy.utils.unregister_class(n)
for c in registered_categories:
bpy.utils.unregister_class(c)
registered_nodes = []
registered_categories = []
class ARM_PT_LogicNodePanel(bpy.types.Panel):
bl_label = 'Armory Logic Node'
bl_idname = 'ARM_PT_LogicNodePanel'
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = 'Node'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
if context.active_node != None and context.active_node.bl_idname.startswith('LN'):
layout.prop(context.active_node, 'arm_logic_id')
layout.prop(context.active_node, 'arm_watch')
layout.operator('arm.open_node_source')
class ArmOpenNodeSource(bpy.types.Operator):
"""Expose Haxe source"""
bl_idname = 'arm.open_node_source'
bl_label = 'Open Node Source'
def execute(self, context):
if context.active_node is not None and context.active_node.bl_idname.startswith('LN'):
name = context.active_node.bl_idname[2:]
webbrowser.open('https://github.com/armory3d/armory/tree/master/Sources/armory/logicnode/' + name + '.hx')
return{'FINISHED'}
#Node Variables Panel
class ARM_PT_Variables(bpy.types.Panel):
bl_label = 'Armory Node Variables'
bl_idname = 'ARM_PT_Variables'
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = 'Node'
def draw(self, context):
layout = self.layout
nodes = list(filter(lambda node: node.arm_logic_id != "", list(context.space_data.node_tree.nodes)))
IDs = []
for n in nodes:
if not n.arm_logic_id in IDs:
IDs.append(n.arm_logic_id)
for ID in IDs:
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.label(text = ID)
getN = row.operator(operator = 'arm.add_var_node')
getN.ntype = ID
setN = row.operator('arm.add_setvar_node')
setN.ntype = ID
class ARMAddVarNode(bpy.types.Operator):
'''Add a linked node of that Variable'''
bl_idname = 'arm.add_var_node'
bl_label = 'Add Get'
bl_options = {'GRAB_CURSOR', 'BLOCKING'}
ntype: bpy.props.StringProperty()
nodeRef = None
def invoke(self, context, event):
context.window_manager.modal_handler_add(self)
self.execute(context)
return {'RUNNING_MODAL'}
def modal(self, context, event):
if event.type == 'MOUSEMOVE':
self.nodeRef.location = context.space_data.cursor_location
elif event.type == 'LEFTMOUSE': # Confirm
return {'FINISHED'}
return {'RUNNING_MODAL'}
def execute(self, context):
nodes = context.space_data.node_tree.nodes
node = nodes.new("LNDynamicNode")
print(context.space_data.backdrop_offset[0])
node.location = context.space_data.cursor_location
node.arm_logic_id = self.ntype
node.label = "GET " + self.ntype
node.use_custom_color = True
node.color = (0.22, 0.89, 0.5)
#node.width = 5
global nodeRef
self.nodeRef = node
return({'FINISHED'})
class ARMAddSetVarNode(bpy.types.Operator):
'''Add a node to set this Variable'''
bl_idname = 'arm.add_setvar_node'
bl_label = 'Add Set'
bl_options = {'GRAB_CURSOR', 'BLOCKING'}
ntype: bpy.props.StringProperty()
nodeRef = None
setNodeRef = None
def invoke(self, context, event):
context.window_manager.modal_handler_add(self)
self.execute(context)
return {'RUNNING_MODAL'}
def modal(self, context, event):
if event.type == 'MOUSEMOVE':
self.setNodeRef.location = context.space_data.cursor_location
self.nodeRef.location[0] = context.space_data.cursor_location[0]+10
self.nodeRef.location[1] = context.space_data.cursor_location[1]-10
elif event.type == 'LEFTMOUSE': # Confirm
return {'FINISHED'}
return {'RUNNING_MODAL'}
def execute(self, context):
nodes = context.space_data.node_tree.nodes
node = nodes.new("LNDynamicNode")
print(context.space_data.backdrop_offset[0])
node.location = context.space_data.cursor_location
node.arm_logic_id = self.ntype
node.label = "GET " + self.ntype
node.use_custom_color = True
node.color = (0.32, 0.65, 0.89)
node.bl_width_min = 3
node.width = 5
node.bl_width_min = 100
setNode = nodes.new("LNSetVariableNode")
setNode.label = "SET " + self.ntype
setNode.location = context.space_data.cursor_location
setNode.use_custom_color = True
setNode.color = (0.49, 0.2, 1.0)
links = context.space_data.node_tree.links
links.new(node.outputs[0], setNode.inputs[1])
global nodeRef
self.nodeRef = node
global setNodeRef
self.setNodeRef = setNode
return({'FINISHED'})
def replace(tree: bpy.types.NodeTree, node: bpy.types.Node):
"""Replaces the given node with its replacement."""
# the node can either return a NodeReplacement object (for simple replacements)
# or a brand new node, for more complex stuff.
response = node.get_replacement_node(tree)
if isinstance(response, bpy.types.Node):
newnode = response
# some misc. properties
newnode.parent = node.parent
newnode.location = node.location
newnode.select = node.select
elif isinstance(response, list): # a list of nodes:
for newnode in response:
newnode.parent = node.parent
newnode.location = node.location
newnode.select = node.select
elif isinstance(response, arm_nodes.NodeReplacement):
replacement = response
# if the returned object is a NodeReplacement, check that it corresponds to the node (also, create the new node)
if node.bl_idname != replacement.from_node or node.arm_version != replacement.from_node_version:
raise LookupError("the provided NodeReplacement doesn't seem to correspond to the node needing replacement")
newnode = tree.nodes.new(response.to_node)
if newnode.arm_version != replacement.to_node_version:
raise LookupError("the provided NodeReplacement doesn't seem to correspond to the node needing replacement")
# some misc. properties
newnode.parent = node.parent
newnode.location = node.location
newnode.select = node.select
# now, use the `replacement` to hook up the new node correctly
# start by applying defaults
for prop_name, prop_value in replacement.property_defaults.items():
setattr(newnode, prop_name, prop_value)
for input_id, input_value in replacement.input_defaults.items():
input_socket = newnode.inputs[input_id]
if isinstance(input_socket, arm_sockets.ArmCustomSocket):
if input_socket.arm_socket_type != 'NONE':
input_socket.default_value_raw = input_value
elif input_socket.type != 'SHADER':
# note: shader-type sockets don't have a default value...
input_socket.default_value = input_value
# map properties
for src_prop_name, dest_prop_name in replacement.property_mapping.items():
setattr(newnode, dest_prop_name, getattr(node, src_prop_name))
# map inputs
for src_socket_id, dest_socket_id in replacement.in_socket_mapping.items():
src_socket = node.inputs[src_socket_id]
dest_socket = newnode.inputs[dest_socket_id]
if src_socket.is_linked:
# an input socket only has one link
datasource_socket = src_socket.links[0].from_socket
tree.links.new(datasource_socket, dest_socket)
else:
if isinstance(dest_socket, arm_sockets.ArmCustomSocket):
if dest_socket.arm_socket_type != 'NONE':
dest_socket.default_value_raw = src_socket.default_value_raw
elif dest_socket.type != 'SHADER':
# note: shader-type sockets don't have a default value...
dest_socket.default_value = src_socket.default_value
# map outputs
for src_socket_id, dest_socket_id in replacement.out_socket_mapping.items():
dest_socket = newnode.outputs[dest_socket_id]
for link in node.outputs[src_socket_id].links:
tree.links.new(dest_socket, link.to_socket)
else:
print(response)
tree.nodes.remove(node)
def replaceAll():
global replacement_errors
list_of_errors = set()
for tree in bpy.data.node_groups:
if tree.bl_idname == "ArmLogicTreeType":
for node in list(tree.nodes):
# add the list() to make a "static" copy
# (note: one can iterate it, because and nodes which get removed from the tree leave python objects in the list)
if isinstance(node, (bpy.types.NodeFrame, bpy.types.NodeReroute) ):
pass
elif node.type=='':
pass # that node has been removed from the tree without replace() being called on it somehow.
elif not node.is_registered_node_type():
# node type deleted. That's unusual. Or it has been replaced for a looong time.
list_of_errors.add( ('unregistered', None, tree.name) )
elif not isinstance(type(node).arm_version, int):
list_of_errors.add( ('bad version', node.bl_idname, tree.name) )
elif node.arm_version < type(node).arm_version:
try:
replace(tree, node)
except LookupError as err:
list_of_errors.add( ('update failed', node.bl_idname, tree.name) )
except Exception as err:
list_of_errors.add( ('misc.', node.bl_idname, tree.name) )
elif node.arm_version > type(node).arm_version:
list_of_errors.add( ('future version', node.bl_idname, tree.name) )
# if possible, make a popup about the errors.
# also write an error report.
if len(list_of_errors) > 0:
print('there were errors in node replacement')
basedir = os.path.dirname(bpy.data.filepath)
reportfile = os.path.join(
basedir, 'node_update_failure.{:s}.txt'.format(
time.strftime("%Y-%m-%dT%H-%M-%S%z")
)
)
reportf = open(reportfile, 'w')
for error_type, node_class, tree_name in list_of_errors:
if error_type == 'unregistered':
print(f"A node whose class doesn't exist was found in node tree \"{tree_name}\"", file=reportf)
elif error_type == 'update failed':
print(f"A node of type {node_class} in tree \"{tree_name}\" failed to be updated, "
f"because update isn't implemented (anymore?) for this version of the node", file=reportf)
elif error_type == 'future version':
print(f"A node of type {node_class} in tree \"{tree_name}\" seemingly comes from a future version of armory. "
f"Please check whether your version of armory is up to date", file=reportf)
elif error_type == 'bad version':
print(f"A node of type {node_class} in tree \"{tree_name}\" Doesn't have version information attached to it. "
f"If so, please check that the nodes in the file are compatible with the in-code node classes. "
f"If this nodes comes from an add-on, please check that it is compatible with this version of armory.", file=reportf)
elif error_type == 'misc.':
print(f"A node of type {node_class} in tree \"{tree_name}\" failed to be updated, "
f"because the node's update procedure itself failed.", file=reportf)
else:
print(f"Whoops, we don't know what this error type (\"{error_type}\") means. You might want to report a bug here. "
f"All we know is that it comes form a node of class {node_class} in the node tree called \"{tree_name}\".", file=reportf)
reportf.close()
replacement_errors = list_of_errors
bpy.ops.arm.show_node_update_errors()
replacement_errors = None
class ReplaceNodesOperator(bpy.types.Operator):
"""Automatically replaces deprecated nodes."""
bl_idname = "node.replace"
bl_label = "Replace Nodes"
bl_description = "Replace deprecated nodes"
def execute(self, context):
replaceAll()
return {'FINISHED'}
@classmethod
def poll(cls, context):
return context.space_data is not None and context.space_data.type == 'NODE_EDITOR'
def register():
arm_sockets.register()
bpy.utils.register_class(ArmLogicTree)
bpy.utils.register_class(ARM_PT_LogicNodePanel)
bpy.utils.register_class(ArmOpenNodeSource)
bpy.utils.register_class(ReplaceNodesOperator)
bpy.utils.register_class(ARM_PT_Variables)
bpy.utils.register_class(ARMAddVarNode)
bpy.utils.register_class(ARMAddSetVarNode)
ARM_MT_NodeAddOverride.overridden_draw = bpy.types.NODE_MT_add.draw
bpy.utils.register_class(ARM_MT_NodeAddOverride)
bpy.utils.register_class(ARM_OT_AddNodeOverride)
register_nodes()
def unregister():
unregister_nodes()
bpy.utils.unregister_class(ReplaceNodesOperator)
bpy.utils.unregister_class(ArmLogicTree)
bpy.utils.unregister_class(ARM_PT_LogicNodePanel)
bpy.utils.unregister_class(ArmOpenNodeSource)
bpy.utils.unregister_class(ARM_PT_Variables)
bpy.utils.unregister_class(ARMAddVarNode)
bpy.utils.unregister_class(ARMAddSetVarNode)
bpy.utils.unregister_class(ARM_OT_AddNodeOverride)
bpy.utils.unregister_class(ARM_MT_NodeAddOverride)
arm_sockets.unregister()