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June 2, 2013 12:35
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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): | |
print(dir(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 = 'OOPS' | |
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' | |
# 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): | |
layout.prop(self, "myEnumProperty", text=text) | |
# Socket color | |
def draw_color(self, context, node): | |
return (1.0, 0.4, 0.216, 0.5) | |
# 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): | |
ob = bpy.data.objects.get("Cube") | |
sc = bpy.data.scenes[0] | |
ob.location[0] = sc.frame_current-10 | |
sc.update() | |
print("Removing node ", self, ", Goodbye!") | |
# Free function to clean up on removal. | |
def update(self): | |
print("Updating... ") | |
# 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() | |
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