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@zeffii
Forked from anonymous/argggfarkle.py
Created 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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