forked from bartvdbraak/blender
Removed the unused draw_add_menu function from pynodes template. This was previously used to extend the node Add menu, now the node categories system is used instead.
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6e55460a8d
commit
3fe01ecfd9
@ -4,10 +4,6 @@ from bpy_types import NodeTree, Node, NodeSocket
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# Implementation of custom nodes from Python
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# Shortcut for node type menu
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def add_nodetype(layout, type):
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layout.operator("node.add_node", text=type.bl_label).type = type.bl_rna.identifier
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# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
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class MyCustomTree(NodeTree):
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# Description string
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@ -22,11 +18,6 @@ class MyCustomTree(NodeTree):
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# Only one base tree class is needed in the editor for selecting the general category
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bl_icon = 'NODETREE'
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def draw_add_menu(self, context, layout):
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layout.label("Hello World!")
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add_nodetype(layout, bpy.types.CustomNodeType)
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add_nodetype(layout, bpy.types.MyCustomGroup)
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# Custom socket type
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class MyCustomSocket(NodeSocket):
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178
release/scripts/templates_py/custom_nodes_groups.py
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178
release/scripts/templates_py/custom_nodes_groups.py
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@ -0,0 +1,178 @@
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import bpy
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from bpy_types import NodeTree, Node, NodeSocket
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# Implementation of custom nodes from Python
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# Shortcut for node type menu
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def add_nodetype(layout, type):
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layout.operator("node.add_node", text=type.bl_label).type = type.bl_rna.identifier
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# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
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class MyCustomTree(NodeTree):
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# Description string
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'''A custom node tree type that will show up in the node editor header'''
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# Optional identifier string. If not explicitly defined, the python class name is used.
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bl_idname = 'CustomTreeType'
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# Label for nice name display
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bl_label = 'Custom Node Tree'
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# Icon identifier
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# NOTE: If no icon is defined, the node tree will not show up in the editor header!
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# This can be used to make additional tree types for groups and similar nodes (see below)
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# Only one base tree class is needed in the editor for selecting the general category
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bl_icon = 'NODETREE'
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def draw_add_menu(self, context, layout):
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layout.label("Hello World!")
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add_nodetype(layout, bpy.types.CustomNodeType)
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add_nodetype(layout, bpy.types.MyCustomGroup)
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# Custom socket type
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class MyCustomSocket(NodeSocket):
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# Description string
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'''Custom node socket type'''
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# Optional identifier string. If not explicitly defined, the python class name is used.
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bl_idname = 'CustomSocketType'
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# Label for nice name display
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bl_label = 'Custom Node Socket'
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# Enum items list
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my_items = [
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("DOWN", "Down", "Where your feet are"),
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("UP", "Up", "Where your head should be"),
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("LEFT", "Left", "Not right"),
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("RIGHT", "Right", "Not left")
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]
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myEnumProperty = bpy.props.EnumProperty(name="Direction", description="Just an example", items=my_items, default='UP')
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# Optional function for drawing the socket input value
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def draw(self, context, layout, node, text):
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if self.is_linked:
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layout.label(text)
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else:
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layout.prop(self, "myEnumProperty", text=text)
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# Socket color
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def draw_color(self, context, node):
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return (1.0, 0.4, 0.216, 0.5)
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# Mix-in class for all custom nodes in this tree type.
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# Defines a poll function to enable instantiation.
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class MyCustomTreeNode :
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@classmethod
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def poll(cls, ntree):
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return ntree.bl_idname == 'CustomTreeType'
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# Derived from the Node base type.
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class MyCustomNode(Node, MyCustomTreeNode):
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# === Basics ===
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# Description string
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'''A custom node'''
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# Optional identifier string. If not explicitly defined, the python class name is used.
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bl_idname = 'CustomNodeType'
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# Label for nice name display
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bl_label = 'Custom Node'
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# Icon identifier
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bl_icon = 'SOUND'
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# === Custom Properties ===
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# These work just like custom properties in ID data blocks
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# Extensive information can be found under
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# http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties
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myStringProperty = bpy.props.StringProperty()
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myFloatProperty = bpy.props.FloatProperty(default=3.1415926)
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# === Optional Functions ===
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# Initialization function, called when a new node is created.
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# This is the most common place to create the sockets for a node, as shown below.
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# NOTE: this is not the same as the standard __init__ function in Python, which is
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# a purely internal Python method and unknown to the node system!
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def init(self, context):
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self.inputs.new('CustomSocketType', "Hello")
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self.inputs.new('NodeSocketFloat', "World")
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self.inputs.new('NodeSocketVector', "!")
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self.outputs.new('NodeSocketColor', "How")
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self.outputs.new('NodeSocketColor', "are")
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self.outputs.new('NodeSocketFloat', "you")
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# Copy function to initialize a copied node from an existing one.
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def copy(self, node):
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print("Copying from node ", node)
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# Free function to clean up on removal.
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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# Additional buttons displayed on the node.
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def draw_buttons(self, context, layout):
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layout.label("Node settings")
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layout.prop(self, "myFloatProperty")
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# Detail buttons in the sidebar.
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# If this function is not defined, the draw_buttons function is used instead
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def draw_buttons_ext(self, context, layout):
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layout.prop(self, "myFloatProperty")
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# myStringProperty button will only be visible in the sidebar
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layout.prop(self, "myStringProperty")
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### Node Categories ###
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# Node categories are a python system for automatically
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# extending the Add menu, toolbar panels and search operator.
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# For more examples see release/scripts/startup/nodeitems_builtins.py
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import nodeitems_utils
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from nodeitems_utils import NodeCategory, NodeItem
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# our own base class with an appropriate poll function,
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# so the categories only show up in our own tree type
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class MyNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return context.space_data.tree_type == 'CustomTreeType'
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# all categories in a list
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node_categories = [
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# identifier, label, items list
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MyNodeCategory("SOMENODES", "Some Nodes", items=[
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# our basic node
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NodeItem("CustomNodeType"),
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]),
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MyNodeCategory("OTHERNODES", "Other Nodes", items=[
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# the node item can have additional settings,
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# which are applied to new nodes
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# NB: settings values are stored as string expressions,
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# for this reason they should be converted to strings using repr()
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NodeItem("CustomNodeType", label="Node A", settings={
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"myStringProperty" : repr("Lorem ipsum dolor sit amet"),
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"myFloatProperty" : repr(1.0),
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}),
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NodeItem("CustomNodeType", label="Node B", settings={
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"myStringProperty" : repr("consectetur adipisicing elit"),
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"myFloatProperty" : repr(2.0),
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}),
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]),
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]
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def register():
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bpy.utils.register_class(MyCustomTree)
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bpy.utils.register_class(MyCustomSocket)
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bpy.utils.register_class(MyCustomNode)
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nodeitems_utils.register_node_categories("CUSTOM_NODES", node_categories)
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def unregister():
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nodeitems_utils.unregister_node_categories("CUSTOM_NODES")
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bpy.utils.unregister_class(MyCustomTree)
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bpy.utils.unregister_class(MyCustomSocket)
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bpy.utils.unregister_class(MyCustomNode)
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if __name__ == "__main__":
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register()
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