Fix T92871: Node Wrangler: connect to output shortcut in Geo Node

This implements the use of shortcut `O` to connect the first geometry
output of the active node, to the group output.

Right now, only geometry is concerned, and the operator is cancelled
if another output type is found, such as an `int`.
This commit is contained in:
Damien Picard 2022-06-02 11:43:03 +02:00
parent d0e2d121b7
commit 67273f17e8
Notes: blender-bot 2023-02-14 18:29:16 +01:00
Referenced by issue #92871, Node Wrangler: The Shortcut keys of connect to output not work in Geometry Node Editor
1 changed files with 14 additions and 6 deletions

View File

@ -3748,7 +3748,7 @@ class NWLinkToOutputNode(Operator):
@classmethod
def poll(cls, context):
valid = False
if nw_check(context) and context.space_data.tree_type != 'GeometryNodeTree':
if nw_check(context):
if context.active_node is not None:
for out in context.active_node.outputs:
if is_visible_socket(out):
@ -3762,11 +3762,14 @@ class NWLinkToOutputNode(Operator):
output_node = None
output_index = None
tree_type = context.space_data.tree_type
output_types_shaders = [x[1] for x in shaders_output_nodes_props]
output_types_compo = ['COMPOSITE']
output_types_blender_mat = ['OUTPUT']
output_types_textures = ['OUTPUT']
output_types = output_types_shaders + output_types_compo + output_types_blender_mat
if tree_type == 'ShaderNodeTree':
output_types = [x[1] for x in shaders_output_nodes_props] + ['OUTPUT']
elif tree_type == 'CompositorNodeTree':
output_types = ['COMPOSITE']
elif tree_type == 'TextureNodeTree':
output_types = ['OUTPUT']
elif tree_type == 'GeometryNodeTree':
output_types = ['GROUP_OUTPUT']
for node in nodes:
if node.type in output_types:
output_node = node
@ -3779,6 +3782,8 @@ class NWLinkToOutputNode(Operator):
output_node = nodes.new('CompositorNodeComposite')
elif tree_type == 'TextureNodeTree':
output_node = nodes.new('TextureNodeOutput')
elif tree_type == 'GeometryNodeTree':
output_node = nodes.new('NodeGroupOutput')
output_node.location.x = active.location.x + active.dimensions.x + 80
output_node.location.y = active.location.y
if (output_node and active.outputs):
@ -3797,6 +3802,9 @@ class NWLinkToOutputNode(Operator):
out_input_index = 1
elif active.outputs[output_index].type != 'SHADER': # connect to displacement if not a shader
out_input_index = 2
elif tree_type == 'GeometryNodeTree':
if active.outputs[output_index].type != 'GEOMETRY':
return {'CANCELLED'}
links.new(active.outputs[output_index], output_node.inputs[out_input_index])
force_update(context) # viewport render does not update