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237 lines (187 loc) · 8.19 KB
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import bpy
from bpy.types import Node
from bpy.types import ShaderNodeTree
from io import StringIO
from ..utils import *
from ..ntp_operator import NTP_Operator
from ..ntp_node_tree import NTP_NodeTree
from ..node_settings import node_settings
MAT_VAR = "mat"
NODE = "node"
SHADER_OP_RESERVED_NAMES = {MAT_VAR, NODE}
class NTPShaderOperator(NTP_Operator):
bl_idname = "node.ntp_material"
bl_label = "Material to Python"
bl_options = {'REGISTER', 'UNDO'}
#TODO: add option for general shader node groups
material_name: bpy.props.StringProperty(name="Node Group")
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self._node_infos = node_settings
for name in SHADER_OP_RESERVED_NAMES:
self._used_vars[name] = 0
def _setup_addon_zip_name(self, name: str) -> str:
"""
Cleans the name for the zip file
"""
return name
def _create_material(self, indent_level: int):
self._write(f"{MAT_VAR} = bpy.data.materials.new("
f"name = {str_to_py_str(self.material_name)})", indent_level)
self._write(f"{MAT_VAR}.use_nodes = True", indent_level)
def _initialize_shader_node_tree(self, ntp_node_tree: NTP_NodeTree,
nt_name: str) -> None:
"""
Initialize the shader node group
Parameters:
ntp_node_tree (NTP_NodeTree): node tree to be generated and
variable to use
nt_name (str): name to use for the node tree
"""
self._write(f"#initialize {nt_name} node group", self._outer_indent_level)
self._write(f"def {ntp_node_tree.var}_node_group():\\n", self._outer_indent_level)
if ntp_node_tree.node_tree == self._base_node_tree:
self._write(f"{ntp_node_tree.var} = {MAT_VAR}.node_tree")
self._write(f"#start with a clean node tree")
self._write(f"for {NODE} in {ntp_node_tree.var}.nodes:")
self._write(f"{ntp_node_tree.var}.nodes.remove({NODE})", self._inner_indent_level + 1)
else:
self._write((f"{ntp_node_tree.var} = bpy.data.node_groups.new("
f"type = \'ShaderNodeTree\', "
f"name = {str_to_py_str(nt_name)})"))
self._write("", 0)
def _process_node(self, node: Node, ntp_nt: NTP_NodeTree) -> None:
"""
Create node and set settings, defaults, and cosmetics
Parameters:
node (Node): node to process
ntp_nt (NTP_NodeTree): the node tree that node belongs to
"""
node_var: str = self._create_node(node, ntp_nt.var)
self._set_settings_defaults(node)
if bpy.app.version < (4, 0, 0):
if node.bl_idname == 'NodeGroupInput' and not ntp_nt.inputs_set:
self._group_io_settings(node, "input", ntp_nt)
ntp_nt.inputs_set = True
elif node.bl_idname == 'NodeGroupOutput' and not ntp_nt.outputs_set:
self._group_io_settings(node, "output", ntp_nt)
ntp_nt.outputs_set = True
self._hide_hidden_sockets(node)
self._set_socket_defaults(node)
def _process_node_tree(self, node_tree: ShaderNodeTree) -> None:
"""
Generates a Python function to recreate a node tree
Parameters:
node_tree (NodeTree): node tree to be recreated
level (int): number of tabs to use for each line, used with
node groups within node groups and script/add-on differences
"""
if node_tree == self._base_node_tree:
nt_var = self._create_var(self.material_name)
nt_name = self.material_name #TODO: this is probably overcomplicating things if we move to a harder material vs shader node tree difference
else:
nt_var = self._create_var(node_tree.name)
nt_name = node_tree.name
self._node_tree_vars[node_tree] = nt_var
ntp_nt = NTP_NodeTree(node_tree, nt_var)
self._initialize_shader_node_tree(ntp_nt, nt_name)
self._set_node_tree_properties(node_tree)
if bpy.app.version >= (4, 0, 0):
self._tree_interface_settings(ntp_nt)
#initialize nodes
self._write(f"#initialize {nt_var} nodes")
for node in node_tree.nodes:
self._process_node(node, ntp_nt)
#set look of nodes
self._set_parents(node_tree)
self._set_locations(node_tree)
self._set_dimensions(node_tree)
#create connections
self._init_links(node_tree)
self._write(f"return {nt_var}\\n")
#create node group
self._write(f"{nt_var} = {nt_var}_node_group()\\n", self._outer_indent_level)
def execute(self, context):
if not self._setup_options(context.scene.ntp_options):
return {'CANCELLED'}
#find node group to replicate
self._base_node_tree = bpy.data.materials[self.material_name].node_tree
if self._base_node_tree is None:
self.report({'ERROR'}, ("NodeToPython: This doesn't seem to be a "
"valid material. Is Use Nodes selected?"))
return {'CANCELLED'}
#set up names to use in generated addon
mat_var = clean_string(self.material_name)
if self._mode == 'ADDON':
self._outer_indent_level = 2
self._inner_indent_level = 3
if not self._setup_addon_directories(context, mat_var):
return {'CANCELLED'}
self._file = open(f"{self._addon_dir}/__init__.py", "w")
self._create_header(mat_var)
self._class_name = clean_string(mat_var, lower=False)
self._init_operator(mat_var, mat_var)
self._write("def execute(self, context):", 1)
else:
self._file = StringIO("")
if self._include_imports:
self._file.write("import bpy, mathutils\\n\\n")
if self._mode == 'ADDON':
self._create_material(2)
elif self._mode == 'SCRIPT':
self._create_material(0)
node_trees_to_process = self._topological_sort(self._base_node_tree)
for node_tree in node_trees_to_process:
self._process_node_tree(node_tree)
if self._mode == 'ADDON':
self._write("return {'FINISHED'}", self._outer_indent_level)
self._create_menu_func()
self._create_register_func()
self._create_unregister_func()
self._create_main_func()
self._create_license()
if bpy.app.version >= (4, 2, 0):
self._create_manifest()
else:
context.window_manager.clipboard = self._file.getvalue()
self._file.close()
if self._mode == 'ADDON':
self._zip_addon()
self._report_finished("material")
return {'FINISHED'}
def _create_var(self, name: str) -> str:
"""
Creates a variable name
"""
if name in self._used_vars:
self._used_vars[name] += 1
var = f"{name}_{self._used_vars[name]}"
else:
self._used_vars[name] = 0
var = name
return var
def _create_header(self, name: str):
"""
Creates the header for the add-on
"""
self._write("bl_info = {", 0)
self._write(f' "name" : {str_to_py_str(name)},', 1)
self._write(f' "description" : {str_to_py_str(name)},', 1)
self._write(' "author" : "Rexami",', 1)
self._write(' "version" : (1, 0, 0),', 1)
self._write(' "blender" : (4, 4, 0),', 1)
self._write(' "location" : "Node",', 1)
self._write(' "category" : "Node",', 1)
self._write("}", 0)
self._write("", 0)
self._write("import bpy", 0)
self._write("import mathutils", 0)
self._write("import os", 0)
self._write("", 0)
def _write(self, string: str, indent_level: int = 0):
"""
Writes a string to the file with the correct indentation
"""
if not string.endswith("\\n"):
string += "\\n"
self._file.write(f"{' ' * indent_level}{string}")