import bpy from bpy.types import NodeSocket, NodeSocketStandard from .utilities import (prRed, prGreen, prPurple, prWhite, prOrange, wrapRed, wrapGreen, wrapPurple, wrapWhite, wrapOrange,) transform_spaces = (('WORLD', "World", "World Space"), ('LOCAL', "Local", "Local Space"), ('POSE', "Pose", "Pose Space"), # ('CUSTOM', "Custom", "Custom Space") ('LOCAL_WITH_PARENT', "Local (With Parent)", "Local Space"),) # ('TRANSFORM', "Pose", "Pose Space"),) transform_spaces_bone_object = (('WORLD', "World", "World Space"), ('LOCAL', "Local", "Local Space"), ('POSE', "Pose", "Pose Space"),) # ('CUSTOM', "Custom", "Custom Space") transform_spaces_object = (('WORLD', "World", "World Space"), ('LOCAL', "Local", "Local Space"),) # ('CUSTOM', "Custom", "Custom Space") enumRotationOrder =(('AUTO', 'Auto', 'Auto'), ('XYZ', "XYZ", "XYZ"), ('XZY', "XZY", "XZY"), ('ZXY', "ZXY", "ZXY"), ('ZYX', "ZYX", "ZYX"), ('YXZ', "YXZ", "YXZ"), ('YZX', "YZX", "YZX"), ('QUATERNION', "Quaternion", "Quaternion"), ('AXIS_ANGLE', "Axis Angle", "Axis Angle"),) # node socket colors: cFloat = (0.631373, 0.631373, 0.631373, 1.000000) cColor = (0.780392, 0.780392, 0.160784, 1.000000) cVector = (0.388235, 0.388235, 0.780392, 1.000000) cShader = (0.388235, 0.780392, 0.388235, 1.000000) cInt = (0.058824, 0.521569, 0.149020, 1.000000) cString = (0.388235, 0.388235, 0.388235, 1.000000) # cBool = (0.698039, 0.650980, 0.188235, 1.000000) cParameter = (0.48, 0.24, 0.24, 1.0) cDriver = (0.88, 0.11, 0.88, 1.0) cDriverVariable = (0.66, 0.33, 0.04, 1.0) cFCurve = (0.77, 0.77, 0.11, 1.0) cKeyframe = (0.06, 0.22, 0.88, 1.0) cEnable = (0.92, 0.92, 0.92, 1.0) cBoneCollection = (0.82, 0.82, 0.82, 1.0) cDeformer = (0.05, 0.08, 0.45, 1.0) # custom colors: cIK = (0.596078, 0.596078, 0.364706, 1.000000) #because it's yellow in Blender cRelationship = (0.352941, 0.584314, 0.431373, 1.000000) #constraint color cMatrix = (0.0, 1.0, 0.75, 1) cxForm = (0.843137, 0.592157, 0.388235, 1.000000) #could even fetch the theme colors... cTransformSpace = (1.0, 0.4, 0.216, 1.0) cBool = (0.1, 0.1, 0.1, 1.0) cBool3 = (0.35, 0.25, 0.18, 1.0) cRotationOrder = (0.0, 0.8, 0.0, 1.0) cQuaternion = (0.85, 0.25, 0.18, 1.0) # cGeometry = (0.000000, 0.672443, 0.366253, 1.000000) # think about making colors that are representative of the data's purpose: # location # rotation # scale # OR make all of it a reference to the type of data within? # Hybrid approach: Make same-data, similar purpose have similar colors. def TellClasses(): return [ #MantisSocket, #DefaultSocket, #InputSocket, MatrixSocket, xFormSocket, xFormMultiSocket, RelationshipSocket, DeformerSocket, GeometrySocket, GenericRotationSocket, EnableSocket, HideSocket, # InverseKinematicsSocket, DriverSocket, DriverVariableSocket, FCurveSocket, KeyframeSocket, # LayerMaskSocket, # LayerMaskInputSocket, BoneCollectionSocket, BoneCollectionInputSocket, xFormParameterSocket, ParameterBoolSocket, ParameterIntSocket, ParameterFloatSocket, ParameterVectorSocket, ParameterStringSocket, TransformSpaceSocket, BooleanSocket, BooleanThreeTupleSocket, RotationOrderSocket, QuaternionSocket, QuaternionSocketAA, IntSocket, StringSocket, EnumMetaRigSocket, EnumMetaBoneSocket, BoolUpdateParentNode, LabelSocket, IKChainLengthSocket, EnumInheritScale, EnumRotationMix, EnumRotationMixCopyTransforms, EnumMaintainVolumeStretchTo, EnumRotationStretchTo, EnumTrackAxis, EnumUpAxis, EnumLockAxis, EnumLimitMode, EnumYScaleMode, EnumXZScaleMode, EnumTransformationMap, EnumTransformationRotationMode, EnumTransformationRotationOrder, EnumTransformationTranslationMixMode, EnumTransformationRotationMixMode, EnumTransformationScaleMixMode, EnumTransformationAxes, # Deformers EnumSkinning, # FloatSocket, FloatPositiveSocket, FloatFactorSocket, FloatAngleSocket, VectorSocket, VectorEulerSocket, VectorTranslationSocket, VectorScaleSocket, # Drivers EnumDriverVariableType, EnumDriverVariableEvaluationSpace, EnumDriverRotationMode, EnumDriverType,] def Tell_bl_idnames(): return [cls.bl_idname for cls in TellClasses()] # Was setting color like this: # color : bpy.props.FloatVectorProperty(size = 4, default = cFCurve,) # but this didn't work when Blender automatically generated interface classes? # so changed it to color = cVariable # but for color-changing sockets, if I make them, this won' work? Maybe? # # I actually think I was wrong about all of that lol # TODO change it back, dingus ######################################################################## # Update Callbacks ######################################################################## def default_update(socket, context, do_execute=True): context = bpy.context if not context.space_data: return if not hasattr(context.space_data, "path"): return try: node_tree = context.space_data.path[0].node_tree except IndexError: # not in the UI, for example, in a script instead. node_tree = None return if node_tree.do_live_update: # I don't know how the tree can be valid at 0 nodes but doesn't hurt # to force it if this somehow happens. if ((node_tree.tree_valid == False or len(node_tree.parsed_tree) == 0) or socket.node.bl_idname in ["MantisNodeGroup"]): # prGreen("Forcing Update From Socket Change.") node_tree.update_tree(context) elif (node_tree.tree_valid == True): # prGreen("Partial Update From Socket Change.") # We don't have to update the whole thing, just the socket from .utilities import tree_from_nc for nc in node_tree.parsed_tree.values(): try: if (tree_from_nc(nc.signature, nc.base_tree) == socket.node.id_data): if socket.node.name in nc.signature: getstring = socket.name if (getstring not in nc.parameters.keys()): prRed("Socket update failed for %s" % socket.name) else: nc.parameters[getstring] = socket.default_value except AttributeError as e: prWhite(nc) prWhite(nc.inputs) raise e # Now update the tree display: node_tree.display_update(context) if node_tree.do_live_update: try: node_tree.execute_tree(context) except Exception as e: prRed("Automatic Tree Execution failed because of %s" % e) def update_socket(self, context,): default_update(self,context) def update_mute_socket(self, context): self.node.mute = not self.default_value default_update(self,context) def update_hide_socket(self, context): self.node.mute = self.default_value default_update(self,context) def update_parent_node(self, context): default_update(self,context) if hasattr(self.node, "display_update"): self.node.display_update(context) def ik_chain_length_update_socket(self, context): default_update(self,context) # self.node.update_chain_length(context) # Driver Variable: def driver_variable_socket_update(self, context): default_update(self,context) self.node.update_on_socket_change(context) def driver_socket_update(self, context): default_update(self,context) self.node.update_on_socket_change(context) def update_metarig_armature(self, context,): if self.search_prop: self.node.armature = self.search_prop.name self.node.inputs["Meta-Bone"].search_prop = self.search_prop default_update(self,context) def update_metarig_posebone(self, context,): self.node.pose_bone = self.default_value default_update(self,context) ######################################################################## # Sockets ######################################################################## def ChooseDraw(self, context, layout, node, text, icon = "NONE", use_enum=True, nice_bool=True, icon_only=False): # TEXT ONLY if ( (hasattr(self, "text_only")) and (getattr(self, "text_only") ) ): layout.label(text=text) # ENUM VALUES (this is a HACK, fix it later) elif ('Enum' in self.bl_idname) and (use_enum): layout.prop_tabs_enum(self, "default_value",) # for OUTPUT sockets that take INPUT (confusing name!) elif ((hasattr(self, "default_value")) and hasattr(self, "input") and getattr(self, "input")): # for simple input nodes layout.prop(self, "default_value", text=text, toggle=nice_bool, slider=True) # for INPUTS that are NOT CONNECTED elif (hasattr(self, "default_value")) and not (self.is_output or self.is_linked): # DO: expose these values as parameters for this function # and set them for each socket. if icon == 'NONE': icon_only = False elif icon_only == True : text = "" # "real" icon-only looks bad for strings, need to check other props types. layout.prop(self, "default_value", text=text, toggle=nice_bool, slider=True, icon=icon,) # CONNECTED sockets and outputs without input fields else: layout.label(text=text) class RelationshipSocket(NodeSocket): # Description string '''Relationship''' # Optional identifier string. If not explicitly defined, the python class name is used. bl_idname = 'RelationshipSocket' bl_label = "Relationship" color = cRelationship input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class DeformerSocket(NodeSocket): # Description string '''Deformer''' # Optional identifier string. If not explicitly defined, the python class name is used. bl_idname = 'DeformerSocket' bl_label = "Deformer" color = cDeformer input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class MatrixSocket(NodeSocket): '''Matrix Input Output''' bl_idname = 'MatrixSocket' bl_label = "Matrix" default_value : bpy.props.FloatVectorProperty( default = (1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0), size=16, update = update_socket,) color = cMatrix input : bpy.props.BoolProperty(default =False,) # Optional function for drawing the socket input value def draw(self, context, layout, node, text): layout.label(text=text) def draw_color(self, context, node): return self.color # Utility functions to make handling the 16 numbers more bearable def SetValue(self, mat): self.default_value = ( mat[0][0], mat[0][1], mat[0][2], mat[0][3], mat[1][0], mat[1][1], mat[1][2], mat[1][3], mat[2][0], mat[2][1], mat[2][2], mat[2][3], mat[3][0], mat[3][1], mat[3][2], mat[3][3], ) def TellValue(self): from mathutils import Matrix v = self.default_value return Matrix( ( ( v[ 0], v[ 1], v[ 2], v[ 3],), ( v[ 4], v[ 5], v[ 6], v[ 7],), ( v[ 8], v[ 9], v[10], v[11],), ( v[12], v[13], v[14], v[15]), ) ) #NOTE, we're not using the last row # so we're gonna use it to store data # unused, unused, unused, bone_length # but we're not going to make it # available except by accessor functions # would like to make this stuff easier to deal with tho def TellBoneLength(self): return self.default_value[15] class xFormSocket(NodeSocket): '''xFrom Input Output''' bl_idname = 'xFormSocket' bl_label = "xForm" color = cxForm input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class xFormMultiSocket(NodeSocket): '''xFrom Input Output''' bl_idname = 'xFormMultiSocket' bl_label = "xForm" color = cxForm input : bpy.props.BoolProperty(default =False,) def __init__(self): # self.is_multi_input=True self.link_limit=0 def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class GeometrySocket(NodeSocket): '''Geometry Input Output''' bl_idname = 'GeometrySocket' bl_label = "Geometry" color = cGeometry input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class GenericRotationSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'GenericRotationSocket' bl_label = "Rotation" color = (0.0,0.0,0.0,0.0) input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color #TODO reimplement the below # not high priority in the least # def draw(self, context, layout, node, text): # if ((self.is_linked) and (not ToMathutilsValue(QuerySocket(self)[0]))): # layout.label(text="Invalid Input") # else: # layout.label(text=text) # def draw_color(self, context, node): # from mathutils import Vector, Euler, Matrix, Quaternion # sock = QuerySocket(self)[0] # val = ToMathutilsValue(sock) # color = (1.0, 0.0, 0.0, 1.0,) # if (not self.is_linked): # color = (0.0, 0.0, 0.0, 0.0,) # if (val): # if ((isinstance(val, Vector)) or (isinstance(val, Euler))): # color = cVector # elif (isinstance(val, Quaternion)): # color = cQuaternion # elif (isinstance(val, Matrix)): # color = cMatrix # return (color) ############################### class EnableSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'EnableSocket' bl_label = "Enable" default_value: bpy.props.BoolProperty(default=True, update = update_mute_socket,) color = cEnable input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, nice_bool=False) def draw_color(self, context, node): return self.color class HideSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'HideSocket' bl_label = "Enable" default_value: bpy.props.BoolProperty(default=False, update = update_hide_socket,) color = cEnable input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, nice_bool=False) def draw_color(self, context, node): return self.color class FCurveSocket(NodeSocket): '''fCurve''' bl_idname = 'FCurveSocket' bl_label = "fCurve" color = cFCurve input : bpy.props.BoolProperty(default =False, update = update_socket) def __init__(self): self.display_shape = 'DIAMOND' def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class KeyframeSocket(NodeSocket): '''Keyframe''' bl_idname = 'KeyframeSocket' bl_label = "Keyframe" color = cKeyframe input : bpy.props.BoolProperty(default =False, update = update_socket) def __init__(self): self.display_shape = 'DIAMOND' def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class DriverSocket(NodeSocket): '''Driver''' bl_idname = 'DriverSocket' bl_label = "Driver" color = cDriver input : bpy.props.BoolProperty(default =False, update = update_socket) def __init__(self): self.display_shape = 'DIAMOND' def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class DriverVariableSocket(NodeSocket): '''Driver''' bl_idname = 'DriverVariableSocket' bl_label = "Driver" color = cDriverVariable input : bpy.props.BoolProperty(default =False, update = update_socket) def __init__(self): self.display_shape = 'DIAMOND' def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color # transform_spaces # transform_spaces_bone_object # transform_spaces_object # def get_transform_space_enum(self, context): # pass class TransformSpaceSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'TransformSpaceSocket' bl_label = "Transform Space" default_value: bpy.props.EnumProperty( name="Space Transform", description="Space Transform", items=transform_spaces, default='WORLD', update = update_socket,) color = cTransformSpace input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class BooleanSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'BooleanSocket' bl_label = "Boolean" default_value: bpy.props.BoolProperty(update = update_socket,) color = cBool input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class BooleanThreeTupleSocket(NodeSocket): # Description string '''Custom node socket type''' # Optional identifier string. If not explicitly defined, the python class name is used. bl_idname = 'BooleanThreeTupleSocket' bl_label = "Boolean Vector" default_value: bpy.props.BoolVectorProperty(subtype = "XYZ",update = update_socket,) color = cBool3 input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color def TellValue(self): return (self.default_value[0], self.default_value[1], self.default_value[2]) class RotationOrderSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'RotationOrderSocket' bl_label = "Rotation Order" default_value: bpy.props.EnumProperty( name="Rotation Order", description="Rotation Order", items=enumRotationOrder, default='AUTO', update = update_socket,) color = cRotationOrder input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class QuaternionSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'QuaternionSocket' bl_label = "Quaternion" default_value: bpy.props.FloatVectorProperty( subtype = "QUATERNION", size = 4, default = (1.0, 0.0, 0.0, 0.0,), update = update_socket,) color = cQuaternion input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class QuaternionSocketAA(NodeSocket): '''Custom node socket type''' bl_idname = 'QuaternionSocketAA' bl_label = "Axis Angle" color = cQuaternion input : bpy.props.BoolProperty(default =False,) default_value: bpy.props.FloatVectorProperty( subtype = "AXISANGLE", size = 4, default = (1.0, 0.0, 0.0, 0.0,), update = update_socket,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class IntSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'IntSocket' bl_label = "Boolean" default_value: bpy.props.IntProperty(default=0, update = update_socket,) color = cInt input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class StringSocket(bpy.types.NodeSocketString): """Float Input socket""" bl_idname = 'StringSocket' bl_label = "Float" default_value : bpy.props.StringProperty(default = "", update = update_socket,) # text_only : bpy.props.BoolProperty(default=False) color = cString icon : bpy.props.StringProperty(default = "NONE",) input : bpy.props.BoolProperty(default =False,) # def __init__(self): # if self.node.bl_idname == 'UtilityBoneProperties': # self.display_shape='DIAMOND' def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, icon=self.icon, icon_only=True) def draw_color(self, context, node): return self.color # class LayerMaskSocket(bpy.types.NodeSocket): # """Layer Mask Input socket""" # bl_idname = 'LayerMaskSocket' # bl_label = "Layer Mask" # default_value: bpy.props.BoolVectorProperty(subtype = "LAYER", update = update_socket, size=32) # color = cBoneCollection # input : bpy.props.BoolProperty(default =False,) # def draw(self, context, layout, node, text): # ChooseDraw(self, context, layout, node, text) # def draw_color(self, context, node): # return self.color # class LayerMaskInputSocket(bpy.types.NodeSocket): # I can probably use inheritance somehow lol # """Layer Mask Input socket""" # bl_idname = 'LayerMaskInputSocket' # bl_label = "Layer Mask" # default_value: bpy.props.BoolVectorProperty(subtype = "LAYER", update = update_socket, size=32) # color = cBoneCollection # input : bpy.props.BoolProperty(default =True,) # def draw(self, context, layout, node, text): # ChooseDraw(self, context, layout, node, text) # def draw_color(self, context, node): # return self.color class BoneCollectionSocket(bpy.types.NodeSocket): """Bone Collection socket""" bl_idname = 'BoneCollectionSocket' bl_label = "Bone Collection" default_value: bpy.props.StringProperty(default = "Collection", update = update_socket,) input : bpy.props.BoolProperty(default =False,) color = cBoneCollection def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class BoneCollectionInputSocket(bpy.types.NodeSocket): """Bone Collection Input Socket""" bl_idname = 'BoneCollectionInputSocket' bl_label = "Bone Collection" default_value: bpy.props.StringProperty(default = "Collection", update = update_socket,) input : bpy.props.BoolProperty(default =True,) color = cBoneCollection def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color ##################################################################################### # Parameters ##################################################################################### class xFormParameterSocket(NodeSocket): '''xFrom Parameter''' bl_idname = 'xFormParameterSocket' bl_label = "Parameter" color = cxForm input : bpy.props.BoolProperty(default =False,) def __init__(self): self.display_shape = 'DIAMOND' def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color # what is this one again? class ParameterBoolSocket(bpy.types.NodeSocket): """Boolean Parameter Socket""" bl_idname = 'ParameterBoolSocket' bl_label = "Bool" color = cBool input : bpy.props.BoolProperty(default =False,) #custom properties: min:bpy.props.FloatProperty(default = 0) max:bpy.props.FloatProperty(default = 1) soft_min:bpy.props.FloatProperty(default = 0) soft_max:bpy.props.FloatProperty(default = 1) description:bpy.props.StringProperty(default = "") default_value : bpy.props.BoolProperty(default = False, update = update_socket,) def __init__(self): self.display_shape = 'DIAMOND' # if True: # print (self.is_property_set("default_value")) # ui_data = self.id_properties_ui("default_value") # ui_data.update( # description=self.description, # default=0,) # for now # ui_data.update( # min = self.min, # max = self.max, # soft_min = self.soft_min, # soft_max = self.soft_max,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class ParameterIntSocket(bpy.types.NodeSocket): """Integer Parameter socket""" bl_idname = 'ParameterIntSocket' bl_label = "Int" default_value : bpy.props.IntProperty(default = 0, update = update_socket,) color = cInt input : bpy.props.BoolProperty(default =False,) #custom properties: min:bpy.props.FloatProperty(default = 0) max:bpy.props.FloatProperty(default = 1) soft_min:bpy.props.FloatProperty(default = 0) soft_max:bpy.props.FloatProperty(default = 1) description:bpy.props.StringProperty(default = "") def __init__(self): self.display_shape = 'DIAMOND' def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class ParameterFloatSocket(bpy.types.NodeSocket): """Float Parameter socket""" bl_idname = 'ParameterFloatSocket' bl_label = "Float" default_value : bpy.props.FloatProperty(default = 0.0, update = update_socket,) color = cFloat input : bpy.props.BoolProperty(default =False,) #custom properties: min:bpy.props.FloatProperty(default = 0) max:bpy.props.FloatProperty(default = 1) soft_min:bpy.props.FloatProperty(default = 0) soft_max:bpy.props.FloatProperty(default = 1) description:bpy.props.StringProperty(default = "") def __init__(self): self.display_shape = 'DIAMOND' def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class ParameterVectorSocket(bpy.types.NodeSocket): """Vector Parameter socket""" bl_idname = 'ParameterVectorSocket' bl_label = "Vector" default_value : bpy.props.FloatVectorProperty( default = (0.0, 0.0, 0.0), update = update_socket,) color = cVector input : bpy.props.BoolProperty(default =False,) #custom properties: description:bpy.props.StringProperty(default = "") def __init__(self): self.display_shape = 'DIAMOND' def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class ParameterStringSocket(bpy.types.NodeSocket): """String Parameter socket""" bl_idname = 'ParameterStringSocket' bl_label = "Float" default_value : bpy.props.StringProperty(default = "", update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) text_only : bpy.props.BoolProperty(default=False) #custom properties: description:bpy.props.StringProperty(default = "") def __init__(self): self.display_shape = 'DIAMOND' def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color ##################################################################################### # Additional socket types, for special cases ##################################################################################### from bpy.props import PointerProperty, StringProperty def poll_is_armature(self, obj): return obj.type == "ARMATURE" # def poll_is_armature(self, obj): # return obj.type == "ARMATURE" class EnumMetaRigSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumMetaRigSocket' bl_label = "Meta Rig" search_prop:PointerProperty(type=bpy.types.Object, poll=poll_is_armature, update=update_metarig_armature) def get_default_value(self): if self.search_prop: return self.search_prop.name return "" default_value : StringProperty(name = "", get=get_default_value) color = cString def draw(self, context, layout, node, text): if not (self.is_linked): layout.prop_search(data=self, property="search_prop", search_data=bpy.data, search_property="objects", text="", icon="OUTLINER_OB_ARMATURE", results_are_suggestions=True) else: layout.label(text=self.node.armature) def draw_color(self, context, node): return self.color def SearchPBDraw(self, context, layout, node, text, icon = "NONE", use_enum=True, nice_bool=True, icon_only=False): layout.prop_search(data=self, property="default_value", search_data=self.search_prop.data, search_property="bones", text=text, icon=icon, results_are_suggestions=True) class EnumMetaBoneSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumMetaBoneSocket' bl_label = "Meta Bone" search_prop:PointerProperty(type=bpy.types.Object) bone:StringProperty() def populate_bones_list(self, context): # just gonna hardcode the value if (meta_rig := self.search_prop): retList = [] armatures = [] i = -1 retList.append( ('NONE', '', '', 'NONE', i:=i+1 ) ) for b in meta_rig.data.bones: retList.append( (b.name, b.name, "Bone to copy matrix from", "BONE_DATA", i:=i+1 ) ) return(retList) return None # default_value : bpy.props.EnumProperty( # items = populate_bones_list, # name = "Meta Rig") def get_default_value(self): return self.search_prop.name default_value : StringProperty(name = "", update=update_metarig_posebone) color = cString def draw(self, context, layout, node, text): if not (self.is_linked): if self.search_prop is None: layout.prop(self, "default_value", text="", icon="BONE_DATA",) else: SearchPBDraw(self, context, layout, node, text="") else: layout.label(text=self.node.pose_bone) def draw_color(self, context, node): return self.color class BoolUpdateParentNode(NodeSocket): '''Custom node socket type''' bl_idname = 'BoolUpdateParentNode' bl_label = "Boolean" default_value: bpy.props.BoolProperty(default=False, update = update_parent_node) color = cBool input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class LabelSocket(bpy.types.NodeSocket): """Float Input socket""" bl_idname = 'LabelSocket' bl_label = "Label" color = (0.000, 0.000, 0.000, 0.000000) input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class IKChainLengthSocket(NodeSocket): '''Custom node socket type''' bl_idname = 'IKChainLengthSocket' bl_label = "Chain Length" default_value: bpy.props.IntProperty(default=0, update = ik_chain_length_update_socket, min = 0, max = 255) color = cInt input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color # Inherit eInheritScale = ( ('FULL', "Full", "Fully inherit scale", 1), ('AVERAGE', "Average", "todo", 2), ('ALIGNED', "Aligned", "todo", 3), ('FIX_SHEAR', "Fix Shear", "todo", 4), ('NONE', "None", "todo", 5), ) class EnumInheritScale(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumInheritScale' bl_label = "Inherit Scale" default_value: bpy.props.EnumProperty( items=eInheritScale, name="Inherit Scale", description="Inherit Scale", default = 'FULL', #options = set(), update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color # Copy Rotation eRotationMix =( ('REPLACE', "Replace", "Fully inherit scale", 0), ('BEFORE', "Before", "Fully inherit scale", 1), ('AFTER', "After", "Fully inherit scale", 2), ('ADD', "Add", "Fully inherit scale", 3), #todo, but i don't care much ) # TODO HACK # I am trying to figure out how to do enum_flag as # mutually exclusive options # but! I don't think it's possible # I just like the UI for it :P class EnumRotationMix(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumRotationMix' bl_label = "Rotation Mix" default_value: bpy.props.EnumProperty( items=eRotationMix, name="Rotation Mix", description="Rotation Mix", default = 'REPLACE',#{'REPLACE'}, options = set(), # this has to be a set lol update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color eRotationMix_copytransforms =( ('REPLACE', "Replace", "Fully inherit scale"), ('BEFORE', "Before", "Fully inherit scale"), ('AFTER', "After", "Fully inherit scale"),) class EnumRotationMixCopyTransforms(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumRotationMixCopyTransforms' bl_label = "Rotation Mix" default_value: bpy.props.EnumProperty( items=eRotationMix_copytransforms, name="Rotation Mix", description="Rotation Mix", default = 'REPLACE', #{'REPLACE'}, #options = {'ENUM_FLAG'}, # this sux update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color # STRETCH TO eMaintainVolumeStretchTo = (('VOLUME_XZX', "XZ", "XZ", 1), ('VOLUME_X', "X", "X", 2), ('VOLUME_Z', "Z", "Z", 4), ('NO_VOLUME', "None", "None", 8),) class EnumMaintainVolumeStretchTo(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumMaintainVolumeStretchToSocket' bl_label = "Maintain Volume" default_value: bpy.props.EnumProperty( items=eMaintainVolumeStretchTo, name="Maintain Volume", description="Maintain Volume", default = 'VOLUME_XZX', #options = {'ENUM_FLAG'}, update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color eRotationStretchTo = (('PLANE_X', "XZ", "XZ", 1), ('PLANE_Z', "ZX", "ZX", 2), ('SWING_Y', "Swing", "Swing", 4),) class EnumRotationStretchTo(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumRotationStretchTo' bl_label = "Rotation" default_value: bpy.props.EnumProperty( items=eRotationStretchTo, name="Rotation", description="Rotation", default = 'PLANE_X', #options = {'ENUM_FLAG'}, update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color # Track-To eTrackAxis = (('TRACK_X', "X", "X", 1), ('TRACK_Y', "Y", "Y", 2), ('TRACK_Z', "Z", "Z", 4), ('TRACK_NEGATIVE_X', "-X", "-X", 8), ('TRACK_NEGATIVE_Y', "-Y", "-Y", 16), ('TRACK_NEGATIVE_Z', "-Z", "-Z", 32,)) eUpAxis = (('UP_X', "X", "X", 1), ('UP_Y', "Y", "Y", 2), ('UP_Z', "Z", "Z", 4),) class EnumTrackAxis(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumTrackAxis' bl_label = "Track Axis" default_value: bpy.props.EnumProperty( items=eTrackAxis, name="Track Axis", description="Track Axis", default = 'TRACK_X', #options = {'ENUM_FLAG'}, update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class EnumUpAxis(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumUpAxis' bl_label = "Up Axis" default_value: bpy.props.EnumProperty( items=eUpAxis, name="Up Axis", description="Up Axis", default = 'UP_X', #options = {'ENUM_FLAG'}, update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color # Locked Track eLockAxis = (('LOCK_X', "X", "X", 1), ('LOCK_Y', "Y", "Y", 2), ('LOCK_Z', "Z", "Z", 4),) class EnumLockAxis(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumLockAxis' bl_label = "Lock Axis" default_value: bpy.props.EnumProperty( items=eLockAxis, name="Lock Axis", description="Lock Axis", default = 'LOCK_X', #options = {'ENUM_FLAG'}, update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color # Limit Distance: eLimitMode = (('LIMITDIST_INSIDE', "Inside", "Inside",), ('LIMITDIST_OUTSIDE', "Outside", "Outside",), ('LIMITDIST_ONSURFACE', "On Surface", "On Surface",),) class EnumLimitMode(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumLimitMode' bl_label = "Clamp Region" default_value: bpy.props.EnumProperty( items=eLimitMode, name="Clamp Region", description="Clamp Region", default = 'LIMITDIST_INSIDE', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color # Spline IK eYScaleMode = (('NONE', "None", "Don’t scale the X and Z axes.",), ('FIT_CURVE', "Fit Curve", "Scale the bones to fit the entire length of the curve.",), ('BONE_ORIGINAL', "Bone Original", "Use the original scaling of the bones.",),) eXZScaleMode = (('NONE', "None", "Don’t scale the X and Z axes.",), ('BONE_ORIGINAL', "Bone Original", "Use the original scaling of the bones.",), ('INVERSE_PRESERVE', "Inverse Scale", "Scale of the X and Z axes is the inverse of the Y-Scale.",), ('VOLUME_PRESERVE', "Volume Preservation", "Scale of the X and Z axes are adjusted to preserve the volume of the bones.",),) class EnumYScaleMode(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumYScaleMode' bl_label = "Y Scale Mode" default_value: bpy.props.EnumProperty( items=eYScaleMode, name="Y Scale Mode", description="Y Scale Mode", default = 'FIT_CURVE', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class EnumXZScaleMode(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumXZScaleMode' bl_label = "Y Scale Mode" default_value: bpy.props.EnumProperty( items=eXZScaleMode, name="XZ Scale Mode", description="XZ Scale Mode", default = 'NONE', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color eMapxForm = (('LOCATION', "Location", "Location",), ('ROTATION', "Rotation", "Rotation",), ('SCALE', "Scale", "Scale",),) eRotationMode = (('AUTO', 'Auto', 'Euler using the rotation order of the target.', 0), ('XYZ', "XYZ", "Euler using the XYZ rotation order", 1), ('XZY', "XZY", "Euler using the XZY rotation order", 2), ('ZXY', "ZXY", "Euler using the ZXY rotation order", 3), ('ZYX', "ZYX", "Euler using the ZYX rotation order", 4), ('YXZ', "YXZ", "Euler using the YXZ rotation order", 5), ('YZX', "YZX", "Euler using the YZX rotation order", 6), ('QUATERNION', "Quaternion", "Quaternion", 7), ('SWING_TWIST_X', 'Swing and X Twist.', 'Decompose into a swing rotation to aim the X axis, followed by twist around it.', 8), ('SWING_TWIST_Y', 'Swing and Y Twist.', 'Decompose into a swing rotation to aim the Y axis, followed by twist around it.', 9), ('SWING_TWIST_Z', 'Swing and Z Twist.', 'Decompose into a swing rotation to aim the Z axis, followed by twist around it.', 10),) enumTransformationRotationOrder = enumRotationOrder[:6] eTranslationMix =( ('ADD', "Add", "", 0), ('REPLACE', "Replace", "", 1), ) eScaleMix =( ('MULTIPLY', "Multiply", "", 0), ('REPLACE', "Replace", "", 1), ) class EnumTransformationMap(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumTransformationMap' bl_label = "Map" default_value: bpy.props.EnumProperty( items=eMapxForm, name="Map To/From", description="Map To/From", default = 'LOCATION', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class EnumTransformationRotationMode(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumTransformationRotationMode' bl_label = "Map" default_value: bpy.props.EnumProperty( items=eRotationMode, name="Rotation Mode", description="Rotation Mode", default = 'AUTO', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, use_enum=False) def draw_color(self, context, node): return self.color class EnumTransformationRotationOrder(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumTransformationRotationOrder' bl_label = "Map" default_value: bpy.props.EnumProperty( items=enumTransformationRotationOrder, name="Rotation Order", description="Rotation Order", default = 'AUTO', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, use_enum=False) def draw_color(self, context, node): return self.color class EnumTransformationTranslationMixMode(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumTransformationTranslationMixMode' bl_label = "Map" default_value: bpy.props.EnumProperty( items=eTranslationMix, name="Mix Translation", description="Mix Translation", default = 'ADD', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, use_enum=False) def draw_color(self, context, node): return self.color class EnumTransformationRotationMixMode(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumTransformationRotationMixMode' bl_label = "Map" default_value: bpy.props.EnumProperty( items=eRotationMix, name="Mix Rotation", description="Mix Rotation", default = 'ADD', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, use_enum=False) def draw_color(self, context, node): return self.color class EnumTransformationScaleMixMode(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumTransformationScaleMixMode' bl_label = "Map" default_value: bpy.props.EnumProperty( items=eScaleMix, name="Mix Scale", description="Mix Scale", default = 'REPLACE', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, use_enum=False) def draw_color(self, context, node): return self.color eAxes = ( ('X', "X", "X", 0), ('Y', "Y", "Y", 1), ('Z', "Z", "Z", 1), ) class EnumTransformationAxes(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumTransformationAxes' bl_label = "Map" default_value: bpy.props.EnumProperty( items=eAxes, # name="", # description="", default = 'X', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, use_enum=False) def draw_color(self, context, node): return self.color # eSkinningMethod = (('EXISTING_GROUPS', "Use Existing Groups", "Use the existing vertex groups, or create empty groups if not found.",), ('AUTOMATIC_HEAT', "Automatic (Heat)", "Use Blender's heatmap automatic skinning",),) class EnumSkinning(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumSkinning' bl_label = "Skinning Method" default_value: bpy.props.EnumProperty( items=eSkinningMethod, name="Skinning Method", description="Skinning Method", default = 'AUTOMATIC_HEAT', update = update_socket,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color eDriverVariableType = ( ( 'SINGLE_PROP', "Property", "Property", 1), ( 'LOC_DIFF', "Distance", "Distance", 2), ( 'ROTATION_DIFF', "Rotational Difference", "Rotational Difference", 3), # TRANSFORMS ) class EnumDriverVariableType(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumDriverVariableType' bl_label = "Variable Type" default_value: bpy.props.EnumProperty( items = eDriverVariableType, name = "Variable Type", description = "Variable Type", default = 'SINGLE_PROP', update = driver_variable_socket_update,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, use_enum=False) def draw_color(self, context, node): return self.color eDriverVariableEvaluationSpace = ( ( 'WORLD_SPACE', "World", "World", 1), ( 'TRANSFORM_SPACE', "Transform", "Transform", 2), ( 'LOCAL_SPACE', "Local", "Local", 3), ) class EnumDriverVariableEvaluationSpace(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumDriverVariableEvaluationSpace' bl_label = "Evaluation Space" default_value: bpy.props.EnumProperty( items = eDriverVariableEvaluationSpace, name = "Evaluation Space", description = "Evaluation Space", default = 'WORLD_SPACE', update = driver_variable_socket_update,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, use_enum=False) def draw_color(self, context, node): return self.color class EnumDriverRotationMode(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumDriverRotationMode' bl_label = "Rotaton Mode" default_value: bpy.props.EnumProperty( items = eRotationMode, name = "Rotation Mode", description = "Rotation Mode", default = 'AUTO', update = driver_variable_socket_update,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, use_enum=False) def draw_color(self, context, node): return self.color # eDriverType = (('AVERAGE', 'Average', 'Average', 0), ('SUM', "Sum", "Sum", 1), ('SCRIPTED', "Scripted", "Scripted Expression", 2), ('MIN', "Min", "Minimum", 3), ('MAX', "Max", "Maximum", 4),) class EnumDriverType(NodeSocket): '''Custom node socket type''' bl_idname = 'EnumDriverType' bl_label = "Driver Type" default_value: bpy.props.EnumProperty( items = eDriverType, name = "Driver Type", description = "Driver Type", default = 'AVERAGE', update = driver_socket_update,) color = cString input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text, use_enum=False) def draw_color(self, context, node): return self.color # Keyframe # Enum for kf handle type # enum for interpolation type # eventually gonna make it to the fancy stuff class FloatSocket(bpy.types.NodeSocketFloat): """Float Input socket""" bl_idname = 'FloatSocket' bl_label = "Float" default_value : bpy.props.FloatProperty(default = 0.0, update = update_socket,) color = cFloat input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class FloatPositiveSocket(bpy.types.NodeSocketFloat): """Float Input socket""" bl_idname = 'FloatPositiveSocket' bl_label = "Float" default_value : bpy.props.FloatProperty(default = 0.0, min=0, update = update_socket,) color = cFloat input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class FloatFactorSocket(bpy.types.NodeSocketFloatFactor): '''xFrom Input Output''' bl_idname = 'FloatFactorSocket' bl_label = "xForm" default_value : bpy.props.FloatProperty( default = 0.0, min = 0.0, max=1.0, update = update_socket, subtype='FACTOR',) color = cFloat input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class FloatAngleSocket(bpy.types.NodeSocketFloatAngle): '''xFrom Input Output''' bl_idname = 'FloatAngleSocket' bl_label = "xForm" default_value : bpy.props.FloatProperty( default = 0.0, min = -180, max=180, update = update_socket, subtype='ANGLE',) color = cFloat input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class VectorSocket(bpy.types.NodeSocketVectorEuler): """Vector Input socket""" bl_idname = 'VectorSocket' bl_label = "Float" default_value : bpy.props.FloatVectorProperty( default = (0.0, 0.0, 0.0), update = update_socket,) color = cVector input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class VectorEulerSocket(bpy.types.NodeSocketVectorEuler): """Vector Input socket""" bl_idname = 'VectorEulerSocket' bl_label = "Float" default_value : bpy.props.FloatVectorProperty( default = (0.0, 0.0, 0.0), update = update_socket, subtype='EULER',) color = cVector input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class VectorTranslationSocket(bpy.types.NodeSocketVectorTranslation): """Vector Input socket""" bl_idname = 'VectorTranslationSocket' bl_label = "Float" default_value : bpy.props.FloatVectorProperty( default = (0.0, 0.0, 0.0), update = update_socket, subtype='TRANSLATION',) color = cVector input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color class VectorScaleSocket(bpy.types.NodeSocketVectorXYZ): """Vector Input socket""" bl_idname = 'VectorScaleSocket' bl_label = "Float" default_value : bpy.props.FloatVectorProperty( default = (1.0, 1.0, 1.0), update = update_socket, subtype='XYZ',) color = cVector input : bpy.props.BoolProperty(default =False,) def draw(self, context, layout, node, text): ChooseDraw(self, context, layout, node, text) def draw_color(self, context, node): return self.color