Welcome to mirror list, hosted at ThFree Co, Russian Federation.

custom_nodes.py « templates_py « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 5f002f3716176dcb355dbe532d67d5884ec9769d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
import bpy
from bpy.types import NodeTree, Node, NodeSocket

# Implementation of custom nodes from Python


# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
class MyCustomTree(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'


# Custom socket type
class MyCustomSocket(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'

    # 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, text):
        if self.is_linked:
            layout.label(text)
        else:
            layout.prop(self, "myEnumProperty", text=text)

    # Socket color
    def draw_color(self, context, node):
        return (1.0, 0.4, 0.216, 0.5)

# Mix-in 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(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")


### Node Categories ###
# Node categories are a python system for automatically
# extending the Add menu, toolbar panels and search operator.
# For more examples see release/scripts/startup/nodeitems_builtins.py

import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem

# our own base class with an appropriate poll function,
# so the categories only show up in our own tree type
class MyNodeCategory(NodeCategory):
    @classmethod
    def poll(cls, context):
        return context.space_data.tree_type == 'CustomTreeType'

# all categories in a list
node_categories = [
    # identifier, label, items list
    MyNodeCategory("SOMENODES", "Some Nodes", items=[
        # our basic node
        NodeItem("CustomNodeType"),
        ]),
    MyNodeCategory("OTHERNODES", "Other Nodes", items=[
        # the node item can have additional settings,
        # which are applied to new nodes
        # NB: settings values are stored as string expressions,
        # for this reason they should be converted to strings using repr()
        NodeItem("CustomNodeType", label="Node A", settings={
            "myStringProperty" : repr("Lorem ipsum dolor sit amet"),
            "myFloatProperty" : repr(1.0),
            }),
        NodeItem("CustomNodeType", label="Node B", settings={
            "myStringProperty" : repr("consectetur adipisicing elit"),
            "myFloatProperty" : repr(2.0),
            }),
        ]),
    ]


def register():
    bpy.utils.register_class(MyCustomTree)
    bpy.utils.register_class(MyCustomSocket)
    bpy.utils.register_class(MyCustomNode)

    nodeitems_utils.register_node_categories("CUSTOM_NODES", node_categories)


def unregister():
    nodeitems_utils.unregister_node_categories("CUSTOM_NODES")

    bpy.utils.unregister_class(MyCustomTree)
    bpy.utils.unregister_class(MyCustomSocket)
    bpy.utils.unregister_class(MyCustomNode)


if __name__ == "__main__":
    register()