Fix node_shader_utils problems with new mapping node

Since rBbaaa89a0bc54 we have to access the mapping node differently.
This doesnt take actual linkage of the new sockets into account (but
this wasnt done for most sockets on the Principled BSDF node either)

Also the min/max of the mapping node was removed entirely.
It was decided upon removing this from node_shader_utils as well (and
replace this by existing access to the Extension parameter of the
Texture node).

Part of solving T69526.

Differential Revision: https://developer.blender.org/D5693
This commit is contained in:
Philipp Oeser 2019-09-06 22:06:25 +02:00 committed by Brecht Van Lommel
parent bbcb4be04f
commit 87d0033ea9
1 changed files with 12 additions and 50 deletions

View File

@ -619,10 +619,6 @@ class ShaderImageTextureWrapper():
self.translation = tex.translation
self.rotation = tex.rotation
self.scale = tex.scale
self.use_min = tex.use_min
self.use_max = tex.use_max
self.min = tex.min
self.max = tex.max
tex.is_readonly = is_readonly_back
@ -750,70 +746,36 @@ class ShaderImageTextureWrapper():
def translation_get(self):
return self.node_mapping.translation if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
if self.node_mapping is None:
return Vector((0.0, 0.0, 0.0))
return self.node_mapping.inputs['Location'].default_value
@_set_check
def translation_set(self, translation):
self.node_mapping.translation = translation
self.node_mapping.inputs['Location'].default_value = translation
translation = property(translation_get, translation_set)
def rotation_get(self):
return self.node_mapping.rotation if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
if self.node_mapping is None:
return Vector((0.0, 0.0, 0.0))
return self.node_mapping.inputs['Rotation'].default_value
@_set_check
def rotation_set(self, rotation):
self.node_mapping.rotation = rotation
self.node_mapping.inputs['Rotation'].default_value = rotation
rotation = property(rotation_get, rotation_set)
def scale_get(self):
return self.node_mapping.scale if self.node_mapping is not None else Vector((1.0, 1.0, 1.0))
if self.node_mapping is None:
return Vector((0.0, 0.0, 0.0))
return self.node_mapping.inputs['Scale'].default_value
@_set_check
def scale_set(self, scale):
self.node_mapping.scale = scale
self.node_mapping.inputs['Scale'].default_value = scale
scale = property(scale_get, scale_set)
def use_min_get(self):
return self.node_mapping.use_min if self.node_mapping is not None else False
@_set_check
def use_min_set(self, use_min):
self.node_mapping.use_min = use_min
use_min = property(use_min_get, use_min_set)
def use_max_get(self):
return self.node_mapping.use_max if self.node_mapping is not None else False
@_set_check
def use_max_set(self, use_max):
self.node_mapping.use_max = use_max
use_max = property(use_max_get, use_max_set)
def min_get(self):
return self.node_mapping.min if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
@_set_check
def min_set(self, min):
self.node_mapping.min = min
min = property(min_get, min_set)
def max_get(self):
return self.node_mapping.max if self.node_mapping is not None else Vector((0.0, 0.0, 0.0))
@_set_check
def max_set(self, max):
self.node_mapping.max = max
max = property(max_get, max_set)