Node Wrangler: remove obsolete Geometry Nodes preview

As of the Geometry Nodes viewport preview added in c55d38f00b8c, this is now
built-in and the fature in Node Wrangler is obsolute.

Differential Revision: https://developer.blender.org/D16102
This commit is contained in:
Benni Merz 2023-02-03 19:14:38 +01:00 committed by Brecht Van Lommel
parent b3f0ffc587
commit 48320b2d9f
Notes: blender-bot 2023-02-20 11:04:39 +01:00
Referenced by pull request #104419, Revert "Node Wrangler: remove obsolete Geometry Nodes preview"
Referenced by commit 19e187753a, Revert "Node Wrangler: remove obsolete Geometry Nodes preview"
1 changed files with 3 additions and 96 deletions

View File

@ -1284,14 +1284,9 @@ class NWAddAttrNode(Operator, NWBase):
class NWPreviewNode(Operator, NWBase):
bl_idname = "node.nw_preview_node"
bl_label = "Preview Node"
bl_description = "Connect active node to the Node Group output or the Material Output"
bl_description = "Connect the chosen node to the output or the Viewer Node"
bl_options = {'REGISTER', 'UNDO'}
# If false, the operator is not executed if the current node group happens to be a geometry nodes group.
# This is needed because geometry nodes has its own viewer node that uses the same shortcut as in the compositor.
# Geometry Nodes support can be removed here once the viewer node is supported in the viewport.
run_in_geometry_nodes: BoolProperty(default=True)
def __init__(self):
self.shader_output_type = ""
self.shader_output_ident = ""
@ -1300,7 +1295,7 @@ class NWPreviewNode(Operator, NWBase):
def poll(cls, context):
if nw_check(context):
space = context.space_data
if space.tree_type == 'ShaderNodeTree' or space.tree_type == 'GeometryNodeTree':
if space.tree_type == 'ShaderNodeTree':
if context.active_node:
if context.active_node.type != "OUTPUT_MATERIAL" or context.active_node.type != "OUTPUT_WORLD":
return True
@ -1434,9 +1429,6 @@ class NWPreviewNode(Operator, NWBase):
def invoke(self, context, event):
space = context.space_data
# Ignore operator when running in wrong context.
if self.run_in_geometry_nodes != (space.tree_type == "GeometryNodeTree"):
return {'PASS_THROUGH'}
shader_type = space.shader_type
self.init_shader_variables(space, shader_type)
@ -1449,90 +1441,6 @@ class NWPreviewNode(Operator, NWBase):
base_node_tree = space.node_tree
active = nodes.active
# For geometry node trees we just connect to the group output
if space.tree_type == "GeometryNodeTree":
valid = False
if active:
for out in active.outputs:
if is_visible_socket(out):
valid = True
break
# Exit early
if not valid:
return {'FINISHED'}
delete_sockets = []
# Scan through all nodes in tree including nodes inside of groups to find viewer sockets
self.scan_nodes(base_node_tree, delete_sockets)
# Find (or create if needed) the output of this node tree
geometryoutput = self.ensure_group_output(base_node_tree)
# Analyze outputs, make links
out_i = None
valid_outputs = []
for i, out in enumerate(active.outputs):
if is_visible_socket(out) and out.type == 'GEOMETRY':
valid_outputs.append(i)
if valid_outputs:
out_i = valid_outputs[0] # Start index of node's outputs
for i, valid_i in enumerate(valid_outputs):
for out_link in active.outputs[valid_i].links:
if is_viewer_link(out_link, geometryoutput):
if nodes == base_node_tree.nodes or self.link_leads_to_used_socket(out_link):
if i < len(valid_outputs) - 1:
out_i = valid_outputs[i + 1]
else:
out_i = valid_outputs[0]
make_links = [] # store sockets for new links
if active.outputs:
# If there is no 'GEOMETRY' output type - We can't preview the node
if out_i is None:
return {'FINISHED'}
socket_type = 'GEOMETRY'
# Find an input socket of the output of type geometry
geometryoutindex = None
for i,inp in enumerate(geometryoutput.inputs):
if inp.type == socket_type:
geometryoutindex = i
break
if geometryoutindex is None:
# Create geometry socket
geometryoutput.inputs.new(socket_type, 'Geometry')
geometryoutindex = len(geometryoutput.inputs) - 1
make_links.append((active.outputs[out_i], geometryoutput.inputs[geometryoutindex]))
output_socket = geometryoutput.inputs[geometryoutindex]
for li_from, li_to in make_links:
base_node_tree.links.new(li_from, li_to)
tree = base_node_tree
link_end = output_socket
while tree.nodes.active != active:
node = tree.nodes.active
index = self.ensure_viewer_socket(node,'NodeSocketGeometry', connect_socket=active.outputs[out_i] if node.node_tree.nodes.active == active else None)
link_start = node.outputs[index]
node_socket = node.node_tree.outputs[index]
if node_socket in delete_sockets:
delete_sockets.remove(node_socket)
tree.links.new(link_start, link_end)
# Iterate
link_end = self.ensure_group_output(node.node_tree).inputs[index]
tree = tree.nodes.active.node_tree
tree.links.new(active.outputs[out_i], link_end)
# Delete sockets
for socket in delete_sockets:
tree = socket.id_data
tree.outputs.remove(socket)
nodes.active = active
active.select = True
force_update(context)
return {'FINISHED'}
# What follows is code for the shader editor
output_types = [x.nodetype for x in
get_nodes_from_category('Output', context)]
@ -4349,8 +4257,7 @@ kmi_defs = (
# Swap Links
(NWSwapLinks.bl_idname, 'S', 'PRESS', False, False, True, None, "Swap Links"),
# Preview Node
(NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', True, True, False, (('run_in_geometry_nodes', False),), "Preview node output"),
(NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', False, True, True, (('run_in_geometry_nodes', True),), "Preview node output"),
(NWPreviewNode.bl_idname, 'LEFTMOUSE', 'PRESS', True, True, False, None, "Preview node output"),
# Reload Images
(NWReloadImages.bl_idname, 'R', 'PRESS', False, False, True, None, "Reload images"),
# Lazy Mix