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Diffstat (limited to 'release/scripts/templates_py/custom_nodes.py')
-rw-r--r--release/scripts/templates_py/custom_nodes.py159
1 files changed, 159 insertions, 0 deletions
diff --git a/release/scripts/templates_py/custom_nodes.py b/release/scripts/templates_py/custom_nodes.py
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+++ b/release/scripts/templates_py/custom_nodes.py
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+import bpy
+# XXX these don't work yet ...
+#from bpy_types import NodeTree, Node, NodeSocket
+
+# Implementation of custom nodes from Python
+
+
+# Shortcut for node type menu
+def add_nodetype(layout, type):
+ layout.operator("node.add_node", text=type.bl_label).type = type.bl_rna.identifier
+
+# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
+class MyCustomTree(bpy.types.NodeTree):
+ # Description string
+ '''A custom node tree type that will show up in the node editor header'''
+ # Optional identifier string. If not explicitly defined, the python class name is used.
+ bl_idname = 'CustomTreeType'
+ # Label for nice name display
+ bl_label = 'Custom Node Tree'
+ # Icon identifier
+ # NOTE: If no icon is defined, the node tree will not show up in the editor header!
+ # This can be used to make additional tree types for groups and similar nodes (see below)
+ # Only one base tree class is needed in the editor for selecting the general category
+ bl_icon = 'NODETREE'
+
+ def draw_add_menu(self, context, layout):
+ layout.label("Hello World!")
+ add_nodetype(layout, bpy.types.CustomNodeType)
+ add_nodetype(layout, bpy.types.MyCustomGroup)
+
+
+# Custom socket type
+class MyCustomSocket(bpy.types.NodeSocket):
+ # Description string
+ '''Custom node socket type'''
+ # Optional identifier string. If not explicitly defined, the python class name is used.
+ bl_idname = 'CustomSocketType'
+ # Label for nice name display
+ bl_label = 'Custom Node Socket'
+ # Socket color
+ bl_color = (1.0, 0.4, 0.216, 0.5)
+
+ # Enum items list
+ my_items = [
+ ("DOWN", "Down", "Where your feet are"),
+ ("UP", "Up", "Where your head should be"),
+ ("LEFT", "Left", "Not right"),
+ ("RIGHT", "Right", "Not left")
+ ]
+
+ myEnumProperty = bpy.props.EnumProperty(name="Direction", description="Just an example", items=my_items, default='UP')
+
+ # Optional function for drawing the socket input value
+ def draw(self, context, layout, node):
+ layout.prop(self, "myEnumProperty", text=self.name)
+
+
+# Base class for all custom nodes in this tree type.
+# Defines a poll function to enable instantiation.
+class MyCustomTreeNode :
+ @classmethod
+ def poll(cls, ntree):
+ return ntree.bl_idname == 'CustomTreeType'
+
+# Derived from the Node base type.
+class MyCustomNode(bpy.types.Node, MyCustomTreeNode):
+ # === Basics ===
+ # Description string
+ '''A custom node'''
+ # Optional identifier string. If not explicitly defined, the python class name is used.
+ bl_idname = 'CustomNodeType'
+ # Label for nice name display
+ bl_label = 'Custom Node'
+ # Icon identifier
+ bl_icon = 'SOUND'
+
+ # === Custom Properties ===
+ # These work just like custom properties in ID data blocks
+ # Extensive information can be found under
+ # http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties
+ myStringProperty = bpy.props.StringProperty()
+ myFloatProperty = bpy.props.FloatProperty(default=3.1415926)
+
+ # === Optional Functions ===
+ # Initialization function, called when a new node is created.
+ # This is the most common place to create the sockets for a node, as shown below.
+ # NOTE: this is not the same as the standard __init__ function in Python, which is
+ # a purely internal Python method and unknown to the node system!
+ def init(self, context):
+ self.inputs.new('CustomSocketType', "Hello")
+ self.inputs.new('NodeSocketFloat', "World")
+ self.inputs.new('NodeSocketVector', "!")
+
+ self.outputs.new('NodeSocketColor', "How")
+ self.outputs.new('NodeSocketColor', "are")
+ self.outputs.new('NodeSocketFloat', "you")
+
+ # Copy function to initialize a copied node from an existing one.
+ def copy(self, node):
+ print("Copying from node ", node)
+
+ # Free function to clean up on removal.
+ def free(self):
+ print("Removing node ", self, ", Goodbye!")
+
+ # Additional buttons displayed on the node.
+ def draw_buttons(self, context, layout):
+ layout.label("Node settings")
+ layout.prop(self, "myFloatProperty")
+
+ # Detail buttons in the sidebar.
+ # If this function is not defined, the draw_buttons function is used instead
+ def draw_buttons_ext(self, context, layout):
+ layout.prop(self, "myFloatProperty")
+ # myStringProperty button will only be visible in the sidebar
+ layout.prop(self, "myStringProperty")
+
+
+# A customized group-like node.
+class MyCustomGroup(bpy.types.NodeGroup, MyCustomTreeNode):
+ # === Basics ===
+ # Description string
+ '''A custom group node'''
+ # Label for nice name display
+ bl_label = 'Custom Group Node'
+ bl_group_tree_idname = 'CustomTreeType'
+
+ orks = bpy.props.IntProperty(default=3)
+ dwarfs = bpy.props.IntProperty(default=12)
+ wizards = bpy.props.IntProperty(default=1)
+
+ # Additional buttons displayed on the node.
+ def draw_buttons(self, context, layout):
+ col = layout.column(align=True)
+ col.prop(self, "orks")
+ col.prop(self, "dwarfs")
+ col.prop(self, "wizards")
+
+ layout.label("The Node Tree:")
+ layout.prop(self, "node_tree", text="")
+
+
+def register():
+ bpy.utils.register_class(MyCustomTree)
+ bpy.utils.register_class(MyCustomSocket)
+ bpy.utils.register_class(MyCustomNode)
+ bpy.utils.register_class(MyCustomGroup)
+
+
+def unregister():
+ bpy.utils.unregister_class(MyCustomTree)
+ bpy.utils.unregister_class(MyCustomSocket)
+ bpy.utils.unregister_class(MyCustomNode)
+ bpy.utils.unregister_class(MyCustomGroup)
+
+
+if __name__ == "__main__":
+ register()
+