├── .gitignore
├── LICENSE
├── README.md
├── __init__.py
├── model
└── node_relax_props.py
├── operators
├── node_relax_arrange.py
├── node_relax_brush.py
└── utils.py
└── panels
├── node_relax_arrange.py
└── node_relax_brush.py
/.gitignore:
--------------------------------------------------------------------------------
1 | __pycache__
2 | .idea
3 |
--------------------------------------------------------------------------------
/LICENSE:
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623 | How to Apply These Terms to Your New Programs
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657 | This is free software, and you are welcome to redistribute it
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669 | The GNU General Public License does not permit incorporating your program
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674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # NodeRelax-Blender-Addon
2 |
3 | 
4 |
5 | Relax brush for nodes, helps to arrange nodes easier.
6 | Shortcut: Shift+R
7 |
8 | Watch the video for demo:
9 | https://youtu.be/QvNz3ON6e1I
10 |
11 | ## How to use the brush
12 | Controls:
13 | - Shift + R: invoke relax brush
14 | - Left click: smooth nodes
15 | - Hold Shift: move nodes individually
16 | - Right click or Escape key: finish
17 | - `[` to decrease brush size, `]` to increase it
18 |
19 |
20 |
21 | ### aknowledgements
22 | - Code refactored by [Spencer Magnusson](https://github.com/semagnum)
23 |
--------------------------------------------------------------------------------
/__init__.py:
--------------------------------------------------------------------------------
1 | # This program is free software; you can redistribute it and/or modify
2 | # it under the terms of the GNU General Public License as published by
3 | # the Free Software Foundation; either version 3 of the License, or
4 | # (at your option) any later version.
5 | #
6 | # This program is distributed in the hope that it will be useful, but
7 | # WITHOUT ANY WARRANTY; without even the implied warranty of
8 | # MERCHANTIBILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
9 | # General Public License for more details.
10 | #
11 | # You should have received a copy of the GNU General Public License
12 | # along with this program. If not, see .
13 | from .model.node_relax_props import NodeRelaxProps
14 | from .operators.node_relax_arrange import NodeRelaxArrange
15 | from .operators.node_relax_brush import NodeRelaxBrush
16 | from .panels.node_relax_arrange import NodeRelaxArrangePanel
17 | from .panels.node_relax_brush import NodeRelaxBrushPanel
18 |
19 | bl_info = {
20 | "name": "Node Relax",
21 | "author": "Shahzod Boyhonov (Specoolar)",
22 | "description": "Tool for arranging nodes easier",
23 | "blender": (2, 92, 0),
24 | "version": (1, 0, 0),
25 | "location": "Node Editor > Properties > Node Relax. Shortcut: Shift R",
26 | "category": "Node",
27 | }
28 |
29 | import bpy
30 |
31 | addon_keymaps = []
32 |
33 |
34 | def register():
35 | wm = bpy.context.window_manager
36 | kc = wm.keyconfigs.addon
37 | if kc:
38 | km = kc.keymaps.new(name='Node Editor', space_type='NODE_EDITOR')
39 | kmi = km.keymap_items.new("node_relax.brush", 'R', 'PRESS', shift=True)
40 |
41 | addon_keymaps.append((km, kmi))
42 |
43 | bpy.utils.register_class(NodeRelaxBrush)
44 | bpy.utils.register_class(NodeRelaxBrushPanel)
45 | bpy.utils.register_class(NodeRelaxArrange)
46 | bpy.utils.register_class(NodeRelaxArrangePanel)
47 | bpy.utils.register_class(NodeRelaxProps)
48 |
49 | bpy.types.Scene.NodeRelax_props = bpy.props.PointerProperty(type=NodeRelaxProps)
50 |
51 |
52 | def unregister():
53 | for km, kmi in addon_keymaps:
54 | km.keymap_items.remove(kmi)
55 | addon_keymaps.clear()
56 |
57 | bpy.utils.unregister_class(NodeRelaxBrush)
58 | bpy.utils.unregister_class(NodeRelaxBrushPanel)
59 | bpy.utils.unregister_class(NodeRelaxArrange)
60 | bpy.utils.unregister_class(NodeRelaxArrangePanel)
61 | bpy.utils.unregister_class(NodeRelaxProps)
62 | del bpy.types.Scene.NodeRelax_props
63 |
64 |
65 | if __name__ == "__main__":
66 | register()
67 |
--------------------------------------------------------------------------------
/model/node_relax_props.py:
--------------------------------------------------------------------------------
1 | import bpy
2 |
3 |
4 | class NodeRelaxProps(bpy.types.PropertyGroup):
5 | #### Brush settings
6 |
7 | IsRunning: bpy.props.BoolProperty(default=False)
8 | BrushSize: bpy.props.FloatProperty(default=150)
9 | Distance: bpy.props.FloatProperty(
10 | name="Distance",
11 | description="Target distance between nodes",
12 | default=80)
13 | RelaxPower: bpy.props.FloatProperty(
14 | name="Relax power",
15 | min=0,
16 | soft_max=0.2,
17 | max=1,
18 | default=0.1)
19 | SlidePower: bpy.props.FloatProperty(
20 | name="Slide power",
21 | min=0,
22 | max=1,
23 | default=0.6)
24 | CollisionPower: bpy.props.FloatProperty(
25 | name="Collision power",
26 | min=0,
27 | max=1,
28 | default=0.9)
29 |
30 | #### Arrange settings
31 |
32 | ArrangeOnlySelected: bpy.props.BoolProperty(
33 | name="Only Selected",
34 | default=False)
35 | Iterations_S1: bpy.props.IntProperty(
36 | name="Step 1",
37 | min=0,
38 | default=200)
39 | Iterations_S2: bpy.props.IntProperty(
40 | name="Step 2",
41 | min=0,
42 | default=200)
43 | Iterations_S3: bpy.props.IntProperty(
44 | name="Step 3",
45 | min=0,
46 | default=200)
47 | Iterations_S4: bpy.props.IntProperty(
48 | name="Step 4",
49 | min=0,
50 | default=200)
51 | AdaptiveIters: bpy.props.BoolProperty(
52 | name="Adaptive Iterations",
53 | default=True)
54 | BackgroundIterations: bpy.props.IntProperty(
55 | name="Background Iterations",
56 | min=0,
57 | max=10,
58 | default=2)
59 | ArrangeState: bpy.props.StringProperty(default="")
60 |
--------------------------------------------------------------------------------
/operators/node_relax_arrange.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import mathutils
3 |
4 | from .utils import arrange_relax, global_loc, calc_collision_y, calc_node
5 |
6 |
7 | def step(step_num, iter_num, nodes, props, root_center, iter_func):
8 | iter_cnt = 0
9 | for i in range(iter_num):
10 | new_center = mathutils.Vector((0, 0))
11 | node_cnt = 0
12 | changed = False
13 | for node in nodes:
14 | if node.type == 'FRAME':
15 | continue
16 | if props.ArrangeOnlySelected and not node.select:
17 | continue
18 | t = i / iter_num
19 | if iter_func(node, t):
20 | changed = True
21 | new_center += global_loc(node)
22 | node_cnt += 1
23 |
24 | if not changed and props.AdaptiveIters:
25 | break
26 | if not props.ArrangeOnlySelected:
27 | new_center /= node_cnt
28 | slide = root_center - new_center # Keep Center
29 | for node in nodes:
30 | if node.type == 'FRAME':
31 | continue
32 | node.location += slide
33 | iter_cnt += 1
34 | if iter_cnt > props.BackgroundIterations:
35 | iter_cnt = 0
36 | props.ArrangeState = str(i) + "/" + str(iter_num) + " " + str(step_num) + "/4"
37 | yield 1
38 |
39 |
40 | class NodeRelaxArrange(bpy.types.Operator):
41 | """Arrange Nodes"""
42 | bl_idname = "node_relax.arrange"
43 | bl_label = "Arrange Nodes"
44 |
45 | bl_options = {"UNDO", "REGISTER"}
46 |
47 | _timer = None
48 |
49 | @classmethod
50 | def poll(cls, context):
51 | space = context.space_data
52 | if space.type == 'NODE_EDITOR' and space.node_tree is not None:
53 | return True
54 | return False
55 |
56 | def main_routine(self, context):
57 | yield 1
58 | nodes = self.tree.nodes
59 | props = context.scene.NodeRelax_props
60 | root_center = mathutils.Vector((0, 0)) # Original Center
61 |
62 | if not props.ArrangeOnlySelected:
63 | node_cnt = 0
64 | for node in nodes:
65 | if node.type == 'FRAME':
66 | continue
67 | root_center += global_loc(node)
68 | node_cnt += 1
69 | root_center /= node_cnt
70 |
71 | yield from step(1, props.Iterations_S1, nodes, props, root_center,
72 | lambda curr_node, e: arrange_relax(curr_node, 1, 1, props.Distance, False))
73 |
74 | yield from step(2, props.Iterations_S2, nodes, props, root_center,
75 | lambda curr_node, e: arrange_relax(curr_node, 1, 1, props.Distance, True))
76 |
77 | dist = mathutils.Vector((0, props.Distance))
78 | yield from step(3, props.Iterations_S3, nodes, props, root_center,
79 | lambda curr_node, e: calc_collision_y(curr_node, nodes, e, dist))
80 |
81 | dist = mathutils.Vector((props.Distance, props.Distance))
82 | zero_vec = mathutils.Vector((0, 0))
83 | yield from step(4, props.Iterations_S4, nodes, props, root_center,
84 | lambda curr_node, e: calc_node(curr_node, nodes, min(1, e * 2), zero_vec, 0.2, 1, dist, True))
85 |
86 | yield 0
87 |
88 | def finish(self, context):
89 | wm = context.window_manager
90 | wm.event_timer_remove(self._timer)
91 | props = context.scene.NodeRelax_props
92 | props.ArrangeState = ""
93 |
94 | def modal(self, context, event):
95 | if event.type == 'TIMER':
96 | state = next(self.main_coroutine)
97 | if state == 0:
98 | self.finish(context)
99 | return {'FINISHED'}
100 |
101 | if event.type in {'ESC'}:
102 | self.finish(context)
103 | return {'FINISHED'}
104 |
105 | return {'RUNNING_MODAL'}
106 |
107 | def invoke(self, context, event):
108 | self.tree = context.space_data.edit_tree
109 |
110 | wm = context.window_manager
111 | self.main_coroutine = self.main_routine(context)
112 | self._timer = wm.event_timer_add(0.01, window=context.window)
113 | wm.modal_handler_add(self)
114 | return {'RUNNING_MODAL'}
115 |
--------------------------------------------------------------------------------
/operators/node_relax_brush.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | import mathutils
3 |
4 | from .utils import global_loc, calc_node
5 | import gpu
6 | from gpu_extras.presets import draw_circle_2d
7 | from gpu_extras.batch import batch_for_shader
8 |
9 | DRAW_COLOR = (1, 1, 1, 0.5)
10 | DRAW_RADIUS = 10
11 |
12 |
13 | def draw_callback(self):
14 | if self.drag_mode:
15 | if self.dragging_node:
16 | node = self.dragging_node
17 | loc = global_loc(node)
18 |
19 | x1, y1 = loc[0] - DRAW_RADIUS, loc[1] + DRAW_RADIUS
20 | x2, y2 = loc[0] + node.dimensions[0] + DRAW_RADIUS, loc[1] - node.dimensions[1] - DRAW_RADIUS
21 |
22 | shader = gpu.shader.from_builtin('2D_SMOOTH_COLOR')
23 |
24 | vertices = ((x1, y1), (x2, y1), (x2, y2), (x1, y2), (x1, y1))
25 | vertex_colors = (DRAW_COLOR, DRAW_COLOR, DRAW_COLOR, DRAW_COLOR, DRAW_COLOR)
26 |
27 | batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": vertices, "color": vertex_colors})
28 |
29 | shader.bind()
30 | batch.draw(shader)
31 | else:
32 | draw_circle_2d(self.cursor_pos, DRAW_COLOR, self.radius)
33 |
34 |
35 | class NodeRelaxBrush(bpy.types.Operator):
36 | """Relax Nodes"""
37 | bl_idname = "node_relax.brush"
38 | bl_label = "Relax Nodes"
39 |
40 | bl_options = {"UNDO", "REGISTER"}
41 |
42 | def __init__(self):
43 | self.radius = 100
44 | self.lmb = False
45 | self.delta = mathutils.Vector((0, 0))
46 | self.cursor_pos = mathutils.Vector((0, 0))
47 | self.cursor_prev_pos = mathutils.Vector((0, 0))
48 | self.slide_vec = mathutils.Vector((0, 0))
49 | self. drag_mode = False
50 | self.is_dragging = False
51 | self.dragging_node = None
52 |
53 | @classmethod
54 | def poll(cls, context):
55 | space = context.space_data
56 | return space.type == 'NODE_EDITOR' and space.node_tree is not None
57 |
58 | def update_cursor_pos(self, context, event):
59 | self.cursor_prev_pos = self.cursor_pos
60 | self.cursor_pos = mathutils.Vector(
61 | context.region.view2d.region_to_view(event.mouse_region_x, event.mouse_region_y))
62 |
63 | def update_radius(self, context, original_radius):
64 | radiusM = context.region.view2d.region_to_view(original_radius, 0)
65 | radius0 = context.region.view2d.region_to_view(0, 0)
66 | self.radius = radiusM[0] - radius0[0]
67 |
68 | def get_brush_influence(self, loc, size):
69 | self.delta.x = self.cursor_pos.x - min(max(self.cursor_pos.x, loc.x), loc.x + size.x)
70 | self.delta.y = self.cursor_pos.y - max(min(self.cursor_pos.y, loc.y), loc.y - size.y)
71 |
72 | dist_sqr = self.delta.x * self.delta.x + self.delta.y * self.delta.y
73 |
74 | return 1 - (dist_sqr / (self.radius * self.radius))
75 |
76 | def main_operation(self, context):
77 | nodes = self.tree.nodes
78 | props = context.scene.NodeRelax_props
79 |
80 | self.slide_vec = self.cursor_pos - self.cursor_prev_pos
81 | context.area.tag_redraw()
82 |
83 | if self.drag_mode:
84 | if self.is_dragging:
85 | if self.dragging_node:
86 | self.dragging_node.location += self.slide_vec
87 | else:
88 | self.update_dragging_node(nodes)
89 | else:
90 | if self.lmb:
91 | dist = mathutils.Vector((props.Distance, props.Distance))
92 | for node in nodes:
93 | if node.type == 'FRAME':
94 | continue
95 | # Brush
96 | loc = global_loc(node)
97 | size = node.dimensions
98 | infl = self.get_brush_influence(loc, size)
99 | if infl <= 0:
100 | continue
101 |
102 | # Calculate physics
103 | calc_node(node, nodes, infl, self.slide_vec * props.SlidePower, props.RelaxPower,
104 | props.CollisionPower, dist, False)
105 |
106 | def update_dragging_node(self, nodes):
107 | self.dragging_node = None
108 | nearest = 0
109 | for node in nodes:
110 | if node.type == 'FRAME':
111 | continue
112 | loc = global_loc(node)
113 | pos = mathutils.Vector((loc.x, loc.y))
114 | pos.x += node.dimensions.x / 2
115 | pos.y -= node.dimensions.y / 2
116 | pos -= self.cursor_pos
117 | dist = pos.x * pos.x + pos.y * pos.y # Squared length
118 | if self.dragging_node is None or dist < nearest:
119 | self.dragging_node = node
120 | nearest = dist
121 |
122 | def finish(self, context, props):
123 | st = bpy.types.SpaceNodeEditor
124 | st.draw_handler_remove(self.draw_handler, 'WINDOW')
125 | props.IsRunning = False
126 |
127 | def modal(self, context, event):
128 | props = context.scene.NodeRelax_props
129 |
130 | if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}: # allow navigation shortcuts
131 | return {'PASS_THROUGH'}
132 |
133 | if event.type == 'LEFT_SHIFT' or event.type == 'RIGHT_SHIFT': # drag individual node
134 | if event.value == 'PRESS':
135 | self.drag_mode = True
136 | if event.value == 'RELEASE':
137 | self.drag_mode = False
138 | self.is_dragging = False
139 | self.update_dragging_node(self.tree.nodes)
140 | context.area.tag_redraw()
141 |
142 | if event.type == 'MOUSEMOVE':
143 | self.update_cursor_pos(context, event)
144 | self.update_radius(context, props.BrushSize)
145 | self.main_operation(context)
146 |
147 | if event.type == 'WHEELUPMOUSE' or event.type == 'WHEELDOWNMOUSE':
148 | self.update_cursor_pos(context, event)
149 | self.update_radius(context, props.BrushSize)
150 | context.area.tag_redraw()
151 |
152 | elif event.type == 'LEFTMOUSE':
153 | if event.value == 'PRESS':
154 | self.lmb = True
155 | if self.drag_mode:
156 | self.is_dragging = True
157 | else:
158 | self.update_cursor_pos(context, event)
159 | self.cursor_prev_pos = self.cursor_pos # No sliding
160 | self.main_operation(context)
161 | if event.value == 'RELEASE':
162 | self.lmb = False
163 | if self.drag_mode:
164 | self.is_dragging = False
165 |
166 | elif event.type in {'RIGHTMOUSE', 'ESC'}:
167 | self.finish(context, props)
168 | context.area.tag_redraw()
169 | return {'FINISHED'}
170 |
171 | if event.type == "LEFT_BRACKET":
172 | props.BrushSize -= 10
173 | props.BrushSize = max(props.BrushSize, 10)
174 | self.update_radius(context, props.BrushSize)
175 | context.area.tag_redraw()
176 |
177 | elif event.type == "RIGHT_BRACKET":
178 | props.BrushSize += 10
179 | props.BrushSize = min(props.BrushSize, 1000)
180 | self.update_radius(context, props.BrushSize)
181 | context.area.tag_redraw()
182 |
183 | return {'RUNNING_MODAL'}
184 |
185 | def invoke(self, context, event):
186 | props = context.scene.NodeRelax_props
187 | if props.IsRunning:
188 | return {'CANCELLED'}
189 |
190 | self.tree = context.space_data.edit_tree
191 | context.window_manager.modal_handler_add(self)
192 | st = bpy.types.SpaceNodeEditor
193 | self.draw_handler = st.draw_handler_add(draw_callback, (self,), 'WINDOW', 'POST_VIEW')
194 |
195 | self.lmb = False
196 | props.IsRunning = True
197 | self.update_cursor_pos(context, event)
198 | self.update_radius(context, props.BrushSize)
199 |
200 | context.area.tag_redraw()
201 | return {'RUNNING_MODAL'}
202 |
--------------------------------------------------------------------------------
/operators/utils.py:
--------------------------------------------------------------------------------
1 | import mathutils
2 |
3 | MOVE_UNIT = 1
4 |
5 |
6 | def global_loc(node):
7 | if node.parent:
8 | return global_loc(node.parent) + node.location
9 | else:
10 | return node.location
11 |
12 |
13 | def calc_node(node, nodes, influence, slide_vec, relax_power, collide_power, collide_dist, pull_non_siblings):
14 | if node.type == 'FRAME':
15 | return False
16 |
17 | loc = global_loc(node)
18 | size = node.dimensions
19 |
20 | offset = mathutils.Vector(slide_vec)
21 |
22 | if relax_power > 0:
23 | # Relax
24 | tar_y = 0
25 | link_cnt = 0
26 | tar_x_in = loc.x
27 | has_input = False
28 | for socket in node.inputs: # Input links
29 | for link in socket.links:
30 | other = link.from_node
31 | if not pull_non_siblings and node.parent != other.parent:
32 | continue
33 | loc_other = global_loc(other)
34 | size_other = other.dimensions
35 |
36 | x = loc_other.x + size_other.x + collide_dist.x
37 | if has_input > 0:
38 | tar_x_in = max(tar_x_in, x)
39 | else:
40 | tar_x_in = x
41 | has_input = True
42 |
43 | tar_y += loc_other.y - size_other.y / 2
44 | link_cnt += 1
45 |
46 | tar_x_out = loc.x
47 | has_output = False
48 | for socket in node.outputs: # Output links
49 | for link in socket.links:
50 | other = link.to_node
51 | if not pull_non_siblings and node.parent != other.parent:
52 | continue
53 | loc_other = global_loc(other)
54 | size_other = other.dimensions
55 |
56 | x = loc_other.x - size.x - collide_dist.x
57 | if has_output > 0:
58 | tar_x_out = min(tar_x_out, x)
59 | else:
60 | tar_x_out = x
61 | has_output = True
62 |
63 | tar_y += loc_other.y - size_other.y / 2
64 | link_cnt += 1
65 |
66 | if link_cnt > 0:
67 | tar_x = tar_x_in * int(has_input) + tar_x_out * int(has_output)
68 | tar_x /= int(has_input) + int(has_output)
69 | tar_y /= link_cnt
70 | tar_y += size.y / 2
71 | offset.x += (tar_x - loc.x) * relax_power
72 | offset.y += (tar_y - loc.y) * relax_power
73 |
74 | if collide_power > 0:
75 | # Collision
76 | for other in nodes:
77 | if other == node:
78 | continue
79 | if other.type == 'FRAME':
80 | continue
81 | collide(loc, global_loc(other), size, other.dimensions,
82 | offset, collide_power, collide_dist)
83 |
84 | if abs(offset.x) > MOVE_UNIT or abs(offset.y) > MOVE_UNIT:
85 | node.location += offset * influence
86 | return True
87 | else:
88 | return False
89 |
90 |
91 | def socket_pos(socket, sockets, size):
92 | i = 0
93 | sockets_filtered = []
94 | for s in sockets:
95 | if len(s.links) > 0:
96 | sockets_filtered.append(s)
97 |
98 | for s in sockets_filtered:
99 | if s == socket:
100 | return (i / len(sockets_filtered)) * size
101 |
102 | i += 1
103 | return size / 2
104 |
105 |
106 | def calc_collision_y(node, nodes, collide_power, collide_dist):
107 | if node.type == 'FRAME':
108 | return False
109 |
110 | loc = global_loc(node)
111 | size = node.dimensions
112 |
113 | offset = mathutils.Vector((0, 0))
114 |
115 | # Collision
116 | for other in nodes:
117 | if other == node:
118 | continue
119 | if other.type == 'FRAME':
120 | continue
121 | collide(loc, global_loc(other), size, other.dimensions,
122 | offset, 1, collide_dist, True)
123 |
124 | if abs(offset.y) > MOVE_UNIT:
125 | node.location += offset * collide_power
126 | return True
127 | else:
128 | return False
129 |
130 |
131 | def arrange_relax(node, influence, relax_power, distance, clamped_pull):
132 | if node.type == 'FRAME':
133 | return False
134 |
135 | loc = global_loc(node)
136 | size = node.dimensions
137 |
138 | offset = mathutils.Vector((0, 0))
139 |
140 | # Relax
141 | tar_y = 0
142 | tar_x_in = loc.x if clamped_pull else 0
143 | link_cnt = 0
144 | has_input = False
145 | for socket in node.inputs: # Input links
146 | for link in socket.links:
147 | other = link.from_node
148 | # if node.parent != other.parent: continue
149 | loc_other = global_loc(other)
150 | size_other = other.dimensions
151 |
152 | x = loc_other.x + size_other.x + distance
153 | if clamped_pull:
154 | if has_input > 0:
155 | tar_x_in = max(tar_x_in, x)
156 | else:
157 | tar_x_in = x
158 | else:
159 | tar_x_in += x
160 | has_input = True
161 |
162 | tar_y += loc_other.y + socket_pos(socket, node.inputs, size.y) - socket_pos(link.from_socket, other.outputs,
163 | size_other.y)
164 | link_cnt += 1
165 |
166 | tar_x_out = loc.x if clamped_pull else 0
167 | has_output = False
168 | for socket in node.outputs: # Output links
169 | for link in socket.links:
170 | other = link.to_node
171 | # if node.parent != other.parent: continue
172 | loc_other = global_loc(other)
173 | size_other = other.dimensions
174 |
175 | x = loc_other.x - size.x - distance
176 | if clamped_pull:
177 | if has_output > 0:
178 | tar_x_out = min(tar_x_out, x)
179 | else:
180 | tar_x_out = x
181 | else:
182 | tar_x_out += x
183 | has_output = True
184 |
185 | tar_y += loc_other.y + socket_pos(socket, node.outputs, size.y) - socket_pos(link.to_socket, other.inputs,
186 | size_other.y)
187 | link_cnt += 1
188 |
189 | if link_cnt > 0:
190 | if clamped_pull:
191 | tar_x = tar_x_in * int(has_input) + tar_x_out * int(has_output)
192 | tar_x /= int(has_input) + int(has_output)
193 | else:
194 | tar_x = (tar_x_in + tar_x_out) / link_cnt
195 | tar_y /= link_cnt
196 | offset.x += (tar_x - loc.x) * relax_power
197 | offset.y += (tar_y - loc.y) * relax_power
198 |
199 | if abs(offset.x) > MOVE_UNIT or abs(offset.y) > MOVE_UNIT:
200 | node.location += offset * influence
201 | return True
202 | else:
203 | return False
204 |
205 |
206 | def collide(loc0, loc1, size0, size1, offset, power, dist, only_y=False):
207 | pos0 = loc0 + size0 / 2
208 | pos1 = loc1 + size1 / 2
209 | pos0.y -= size0.y
210 | pos1.y -= size1.y
211 |
212 | size = (size0 + size1) / 2 + dist
213 | delta = pos1 - pos0
214 | inters = size - mathutils.Vector((abs(delta.x), abs(delta.y)))
215 |
216 | if inters.x > 0 and inters.y > 0:
217 | if inters.y < inters.x or only_y:
218 | if delta.y > 0:
219 | inters.y *= -1
220 | offset.y += inters.y / 2 * power
221 | else:
222 | if delta.x > 0:
223 | inters.x *= -1
224 | offset.x += inters.x / 2 * power
--------------------------------------------------------------------------------
/panels/node_relax_arrange.py:
--------------------------------------------------------------------------------
1 | from bpy.types import Panel
2 |
3 |
4 | class NodeRelaxArrangePanel(Panel):
5 | """Node Arrange Panel"""
6 | bl_label = "Node Arrange"
7 | bl_idname = "NODE_RELAX_PT_arrange_menu"
8 | bl_space_type = 'NODE_EDITOR'
9 | bl_region_type = 'UI'
10 | bl_category = 'Node Relax'
11 |
12 | def draw(self, context):
13 | layout = self.layout
14 | props = context.scene.NodeRelax_props
15 | layout.operator("node_relax.arrange")
16 | if len(props.ArrangeState) > 0:
17 | layout.label(text=props.ArrangeState)
18 | layout.prop(props, "ArrangeOnlySelected")
19 | layout.separator()
20 | layout.label(text="Max Iterations:")
21 | box = layout.box()
22 | box.prop(props, "Iterations_S1")
23 | box.prop(props, "Iterations_S2")
24 | box.prop(props, "Iterations_S3")
25 | box.prop(props, "Iterations_S4")
26 | box.prop(props, "AdaptiveIters")
27 | # layout.separator()
28 | # layout.prop(props, "BackgroundIterations")
29 |
--------------------------------------------------------------------------------
/panels/node_relax_brush.py:
--------------------------------------------------------------------------------
1 | from bpy.types import Panel
2 |
3 |
4 | class NodeRelaxBrushPanel(Panel):
5 | """Node Relax Panel"""
6 | bl_label = "Node Relax Brush"
7 | bl_idname = "NODE_RELAX_PT_brush_menu"
8 | bl_space_type = 'NODE_EDITOR'
9 | bl_region_type = 'UI'
10 | bl_category = 'Node Relax'
11 |
12 | def draw(self, context):
13 | layout = self.layout
14 | props = context.scene.NodeRelax_props
15 | layout.operator("node_relax.brush", text="Relax Brush")
16 | layout.label(text = "Shortcut: Shift R")
17 | layout.separator()
18 | layout.prop(props, "BrushSize")
19 | layout.prop(props, "Distance")
20 | layout.separator()
21 | box = layout.box()
22 | box.prop(props, "RelaxPower")
23 | box.prop(props, "SlidePower")
24 | box.prop(props, "CollisionPower")
--------------------------------------------------------------------------------