armory/blender/arm/nodes_logic.py
2020-09-08 17:03:56 +02:00

380 lines
13 KiB
Python
Executable file

from typing import Callable
import webbrowser
import bpy
from bpy.types import NodeTree
import nodeitems_utils
from arm.logicnode import *
from arm.logicnode import arm_nodes
from arm.logicnode.arm_nodes import ArmNodeCategory
from arm.logicnode import arm_sockets
registered_nodes = []
registered_categories = []
class ArmLogicTree(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)
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("node.add_node", 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'})
# node replacement code
replacements = {}
def add_replacement(item):
replacements[item.from_node] = item
def get_replaced_nodes():
return replacements.keys()
def get_replacement_for_node(node):
return replacements[node.bl_idname]
class Replacement:
# represents a single replacement rule, this can replace exactly one node with another
#
# from_node: the node type to be removed
# to_node: the node type which takes from_node's place
# *SocketMapping: a map which defines how the sockets of the old node shall be connected to the new node
# {1: 2} means that anything connected to the socket with index 1 on the original node will be connected to the socket with index 2 on the new node
def __init__(self, from_node, to_node, in_socket_mapping, out_socket_mapping, property_mapping):
self.from_node = from_node
self.to_node = to_node
self.in_socket_mapping = in_socket_mapping
self.out_socket_mapping = out_socket_mapping
self.property_mapping = property_mapping
# actual replacement code
def replace(tree, node):
replacement = get_replacement_for_node(node)
newnode = tree.nodes.new(replacement.to_node)
newnode.location = node.location
newnode.parent = node.parent
parent = node.parent
while parent is not None:
newnode.location[0] += parent.location[0]
newnode.location[1] += parent.location[1]
parent = parent.parent
# map properties
for prop in replacement.property_mapping.keys():
setattr(newnode, replacement.property_mapping.get(prop), getattr(node, prop))
# map unconnected inputs
for in_socket in replacement.in_socket_mapping.keys():
if not node.inputs[in_socket].is_linked:
newnode.inputs[replacement.in_socket_mapping.get(in_socket)].default_value = node.inputs[in_socket].default_value
# map connected inputs
for link in tree.links:
if link.from_node == node:
# this is an output link
for i in range(0, len(node.outputs)):
# check the outputs
# i represents the socket index
# do we want to remap it & is it the one referenced in the current link
if i in replacement.out_socket_mapping.keys() and node.outputs[i] == link.from_socket:
tree.links.new(newnode.outputs[replacement.out_socket_mapping.get(i)], link.to_socket)
if link.to_node == node:
# this is an input link
for i in range(0, len(node.inputs)):
# check the inputs
# i represents the socket index
# do we want to remap it & is it the one referenced socket in the current link
if i in replacement.in_socket_mapping.keys() and node.inputs[i] == link.to_socket:
tree.links.new(newnode.inputs[replacement.in_socket_mapping.get(i)], link.from_socket)
tree.nodes.remove(node)
def replaceAll():
for tree in bpy.data.node_groups:
if tree.bl_idname == "ArmLogicTreeType":
for node in tree.nodes:
if node.bl_idname in get_replaced_nodes():
print("Replacing "+ node.bl_idname+ " in Tree "+tree.name)
replace(tree, node)
class ReplaceNodesOperator(bpy.types.Operator):
'''Automatically replaces deprecated nodes.'''
bl_idname = "node.replace"
bl_label = "Replace Nodes"
def execute(self, context):
replaceAll()
return {'FINISHED'}
@classmethod
def poll(cls, context):
return context.space_data != None and context.space_data.type == 'NODE_EDITOR'
# TODO: deprecated
# Input Replacement Rules
# add_replacement(Replacement("LNOnGamepadNode", "LNMergedGamepadNode", {0: 0}, {0: 0}, {"property0": "property0", "property1": "property1"}))
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)
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_MT_NodeAddOverride)
arm_sockets.unregister()