2023-08-16 00:20:26 +10:00
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# SPDX-FileCopyrightText: 2013-2023 Blender Authors
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2023-06-15 13:09:04 +10:00
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#
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2022-02-11 09:07:11 +11:00
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# SPDX-License-Identifier: GPL-2.0-or-later
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2023-06-15 13:09:04 +10:00
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2013-05-28 09:45:34 +00:00
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import bpy
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2017-03-25 11:07:05 +11:00
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from nodeitems_utils import (
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NodeCategory,
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)
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Replacing the node Add menu and making the toolbar useful
As some people have already noticed, the "Add" menu for nodes is a bit messy since pynodes merge. The reason for this is that the order of nodes in submenus (categories) was previously defined by the order in which all nodes are registered (at the bottom of blenkernel/intern/node.c). For the dynamic registration of node types now possible this system of defining node order along with registration is no longer viable: while it would still sort of work for C nodes, it is completely meaningless for dynamic (python) nodes, which are basically registered automatically in whatever order modules and addons are loaded, with the added complexity of unloading and reloading.
To fix this problem and add a bunch of desirable features this commit replaces the C menu with a python implementation. The new menu does not rely on any particular order of types in the node registry, but instead uses a simple explicit list of all the available nodes, grouped by categories (in scripts/nodeitems_builtins.py).
There are a number of additional features that become possible with this implementation:
1) Node Toolbar can be populated!
The list of nodes is used to create 2 UI items for each node: 1 entry in a submenu of "Add" menu and 1 item in a node toolbar panel with basically the same functionality. Clicking a button in the toolbar will add a new node of this type, just like selecting an item in the menu. The toolbar has the advantage of having collapsible panels for each category, so users can decide if they don't need certain nodes categories and have the rest more easily accessible.
2) Each node item is a true operator call.
The old Add menu is a pretty old piece of C code which doesn't even use proper operator buttons. Now there is a generic node_add operator which can be used very flexibly for adding any of the available nodes.
3) Node Items support additional settings.
Each "NodeItem" consists of the basic node type plus an optional list of initial settings that shall be applied to a new instance. This gives additional flexibility for creating variants of the same node or for defining preferred initial settings. E.g. it has been requested to disable previews for all nodes except inputs, this would be simple change in the py code and much less intrusive than in C.
4) Node items can be generated with a function.
A callback can be used in any category instead of the fixed list, which generates a set of items based on the context (much like dynamic enum items in bpy.props). Originally this was implemented for group nodes, because these nodes only make sense when linked to a node tree from the library data. This principle could come in handy for a number of other nodes, e.g. Image nodes could provide a similar list of node variants based on images in the library - no need to first add node, then select an image.
WARNING: pynodes scripters will have to rework their "draw_add_menu" callback in node tree types, this has been removed now! It was already pretty redundant, since one can add draw functions to the Add menu just like for any other menu. In the future i'd like to improve the categories system further so scripters can use it for custom node systems too, for now just make a draw callback and attach it to the Add menu.
2013-04-13 15:38:02 +00:00
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# Subclasses for standard node types
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2016-04-27 22:58:00 +02:00
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class SortedNodeCategory(NodeCategory):
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2016-04-27 00:58:25 +02:00
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def __init__(self, identifier, name, description="", items=None):
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2016-04-27 22:58:00 +02:00
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# for builtin nodes the convention is to sort by name
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if isinstance(items, list):
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items = sorted(items, key=lambda item: item.label.lower())
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PyAPI: use keyword only arguments
Use keyword only arguments for the following functions.
- addon_utils.module_bl_info 2nd arg `info_basis`.
- addon_utils.modules 1st `module_cache`, 2nd arg `refresh`.
- addon_utils.modules_refresh 1st arg `module_cache`.
- bl_app_template_utils.activate 1nd arg `template_id`.
- bl_app_template_utils.import_from_id 2nd arg `ignore_not_found`.
- bl_app_template_utils.import_from_path 2nd arg `ignore_not_found`.
- bl_keymap_utils.keymap_from_toolbar.generate 2nd & 3rd args `use_fallback_keys` & `use_reset`.
- bl_keymap_utils.platform_helpers.keyconfig_data_oskey_from_ctrl 2nd arg `filter_fn`.
- bl_ui_utils.bug_report_url.url_prefill_from_blender 1st arg `addon_info`.
- bmesh.types.BMFace.copy 1st & 2nd args `verts`, `edges`.
- bmesh.types.BMesh.calc_volume 1st arg `signed`.
- bmesh.types.BMesh.from_mesh 2nd..4th args `face_normals`, `use_shape_key`, `shape_key_index`.
- bmesh.types.BMesh.from_object 3rd & 4th args `cage`, `face_normals`.
- bmesh.types.BMesh.transform 2nd arg `filter`.
- bmesh.types.BMesh.update_edit_mesh 2nd & 3rd args `loop_triangles`, `destructive`.
- bmesh.types.{BMVertSeq,BMEdgeSeq,BMFaceSeq}.sort 1st & 2nd arg `key`, `reverse`.
- bmesh.utils.face_split 4th..6th args `coords`, `use_exist`, `example`.
- bpy.data.libraries.load 2nd..4th args `link`, `relative`, `assets_only`.
- bpy.data.user_map 1st..3rd args `subset`, `key_types, `value_types`.
- bpy.msgbus.subscribe_rna 5th arg `options`.
- bpy.path.abspath 2nd & 3rd args `start` & `library`.
- bpy.path.clean_name 2nd arg `replace`.
- bpy.path.ensure_ext 3rd arg `case_sensitive`.
- bpy.path.module_names 2nd arg `recursive`.
- bpy.path.relpath 2nd arg `start`.
- bpy.types.EditBone.transform 2nd & 3rd arg `scale`, `roll`.
- bpy.types.Operator.as_keywords 1st arg `ignore`.
- bpy.types.Struct.{keyframe_insert,keyframe_delete} 2nd..5th args `index`, `frame`, `group`, `options`.
- bpy.types.WindowManager.popup_menu 2nd & 3rd arg `title`, `icon`.
- bpy.types.WindowManager.popup_menu_pie 3rd & 4th arg `title`, `icon`.
- bpy.utils.app_template_paths 1st arg `subdir`.
- bpy.utils.app_template_paths 1st arg `subdir`.
- bpy.utils.blend_paths 1st..3rd args `absolute`, `packed`, `local`.
- bpy.utils.execfile 2nd arg `mod`.
- bpy.utils.keyconfig_set 2nd arg `report`.
- bpy.utils.load_scripts 1st & 2nd `reload_scripts` & `refresh_scripts`.
- bpy.utils.preset_find 3rd & 4th args `display_name`, `ext`.
- bpy.utils.resource_path 2nd & 3rd arg `major`, `minor`.
- bpy.utils.script_paths 1st..4th args `subdir`, `user_pref`, `check_all`, `use_user`.
- bpy.utils.smpte_from_frame 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.smpte_from_seconds 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.system_resource 2nd arg `subdir`.
- bpy.utils.time_from_frame 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.time_to_frame 2nd & 3rd args `fps`, `fps_base`.
- bpy.utils.units.to_string 4th..6th `precision`, `split_unit`, `compatible_unit`.
- bpy.utils.units.to_value 4th arg `str_ref_unit`.
- bpy.utils.user_resource 2nd & 3rd args `subdir`, `create`
- bpy_extras.view3d_utils.location_3d_to_region_2d 4th arg `default`.
- bpy_extras.view3d_utils.region_2d_to_origin_3d 4th arg `clamp`.
- gpu.offscreen.unbind 1st arg `restore`.
- gpu_extras.batch.batch_for_shader 4th arg `indices`.
- gpu_extras.batch.presets.draw_circle_2d 4th arg `segments`.
- gpu_extras.presets.draw_circle_2d 4th arg `segments`.
- imbuf.types.ImBuf.resize 2nd arg `resize`.
- imbuf.write 2nd arg `filepath`.
- mathutils.kdtree.KDTree.find 2nd arg `filter`.
- nodeitems_utils.NodeCategory 3rd & 4th arg `descriptions`, `items`.
- nodeitems_utils.NodeItem 2nd..4th args `label`, `settings`, `poll`.
- nodeitems_utils.NodeItemCustom 1st & 2nd arg `poll`, `draw`.
- rna_prop_ui.draw 5th arg `use_edit`.
- rna_prop_ui.rna_idprop_ui_get 2nd arg `create`.
- rna_prop_ui.rna_idprop_ui_prop_clear 3rd arg `remove`.
- rna_prop_ui.rna_idprop_ui_prop_get 3rd arg `create`.
- rna_xml.xml2rna 2nd arg `root_rna`.
- rna_xml.xml_file_write 4th arg `skip_typemap`.
2021-06-08 18:03:14 +10:00
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super().__init__(identifier, name, description=description, items=items)
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2016-04-27 00:58:25 +02:00
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2016-08-01 11:54:02 +10:00
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2016-04-27 22:58:00 +02:00
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class CompositorNodeCategory(SortedNodeCategory):
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Replacing the node Add menu and making the toolbar useful
As some people have already noticed, the "Add" menu for nodes is a bit messy since pynodes merge. The reason for this is that the order of nodes in submenus (categories) was previously defined by the order in which all nodes are registered (at the bottom of blenkernel/intern/node.c). For the dynamic registration of node types now possible this system of defining node order along with registration is no longer viable: while it would still sort of work for C nodes, it is completely meaningless for dynamic (python) nodes, which are basically registered automatically in whatever order modules and addons are loaded, with the added complexity of unloading and reloading.
To fix this problem and add a bunch of desirable features this commit replaces the C menu with a python implementation. The new menu does not rely on any particular order of types in the node registry, but instead uses a simple explicit list of all the available nodes, grouped by categories (in scripts/nodeitems_builtins.py).
There are a number of additional features that become possible with this implementation:
1) Node Toolbar can be populated!
The list of nodes is used to create 2 UI items for each node: 1 entry in a submenu of "Add" menu and 1 item in a node toolbar panel with basically the same functionality. Clicking a button in the toolbar will add a new node of this type, just like selecting an item in the menu. The toolbar has the advantage of having collapsible panels for each category, so users can decide if they don't need certain nodes categories and have the rest more easily accessible.
2) Each node item is a true operator call.
The old Add menu is a pretty old piece of C code which doesn't even use proper operator buttons. Now there is a generic node_add operator which can be used very flexibly for adding any of the available nodes.
3) Node Items support additional settings.
Each "NodeItem" consists of the basic node type plus an optional list of initial settings that shall be applied to a new instance. This gives additional flexibility for creating variants of the same node or for defining preferred initial settings. E.g. it has been requested to disable previews for all nodes except inputs, this would be simple change in the py code and much less intrusive than in C.
4) Node items can be generated with a function.
A callback can be used in any category instead of the fixed list, which generates a set of items based on the context (much like dynamic enum items in bpy.props). Originally this was implemented for group nodes, because these nodes only make sense when linked to a node tree from the library data. This principle could come in handy for a number of other nodes, e.g. Image nodes could provide a similar list of node variants based on images in the library - no need to first add node, then select an image.
WARNING: pynodes scripters will have to rework their "draw_add_menu" callback in node tree types, this has been removed now! It was already pretty redundant, since one can add draw functions to the Add menu just like for any other menu. In the future i'd like to improve the categories system further so scripters can use it for custom node systems too, for now just make a draw callback and attach it to the Add menu.
2013-04-13 15:38:02 +00:00
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@classmethod
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def poll(cls, context):
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2025-01-14 12:46:40 +11:00
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return (
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context.space_data.type == 'NODE_EDITOR' and
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context.space_data.tree_type == 'CompositorNodeTree'
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)
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2013-06-27 03:05:19 +00:00
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Replacing the node Add menu and making the toolbar useful
As some people have already noticed, the "Add" menu for nodes is a bit messy since pynodes merge. The reason for this is that the order of nodes in submenus (categories) was previously defined by the order in which all nodes are registered (at the bottom of blenkernel/intern/node.c). For the dynamic registration of node types now possible this system of defining node order along with registration is no longer viable: while it would still sort of work for C nodes, it is completely meaningless for dynamic (python) nodes, which are basically registered automatically in whatever order modules and addons are loaded, with the added complexity of unloading and reloading.
To fix this problem and add a bunch of desirable features this commit replaces the C menu with a python implementation. The new menu does not rely on any particular order of types in the node registry, but instead uses a simple explicit list of all the available nodes, grouped by categories (in scripts/nodeitems_builtins.py).
There are a number of additional features that become possible with this implementation:
1) Node Toolbar can be populated!
The list of nodes is used to create 2 UI items for each node: 1 entry in a submenu of "Add" menu and 1 item in a node toolbar panel with basically the same functionality. Clicking a button in the toolbar will add a new node of this type, just like selecting an item in the menu. The toolbar has the advantage of having collapsible panels for each category, so users can decide if they don't need certain nodes categories and have the rest more easily accessible.
2) Each node item is a true operator call.
The old Add menu is a pretty old piece of C code which doesn't even use proper operator buttons. Now there is a generic node_add operator which can be used very flexibly for adding any of the available nodes.
3) Node Items support additional settings.
Each "NodeItem" consists of the basic node type plus an optional list of initial settings that shall be applied to a new instance. This gives additional flexibility for creating variants of the same node or for defining preferred initial settings. E.g. it has been requested to disable previews for all nodes except inputs, this would be simple change in the py code and much less intrusive than in C.
4) Node items can be generated with a function.
A callback can be used in any category instead of the fixed list, which generates a set of items based on the context (much like dynamic enum items in bpy.props). Originally this was implemented for group nodes, because these nodes only make sense when linked to a node tree from the library data. This principle could come in handy for a number of other nodes, e.g. Image nodes could provide a similar list of node variants based on images in the library - no need to first add node, then select an image.
WARNING: pynodes scripters will have to rework their "draw_add_menu" callback in node tree types, this has been removed now! It was already pretty redundant, since one can add draw functions to the Add menu just like for any other menu. In the future i'd like to improve the categories system further so scripters can use it for custom node systems too, for now just make a draw callback and attach it to the Add menu.
2013-04-13 15:38:02 +00:00
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Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
2018-04-19 17:34:44 +02:00
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class ShaderNodeCategory(SortedNodeCategory):
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Replacing the node Add menu and making the toolbar useful
As some people have already noticed, the "Add" menu for nodes is a bit messy since pynodes merge. The reason for this is that the order of nodes in submenus (categories) was previously defined by the order in which all nodes are registered (at the bottom of blenkernel/intern/node.c). For the dynamic registration of node types now possible this system of defining node order along with registration is no longer viable: while it would still sort of work for C nodes, it is completely meaningless for dynamic (python) nodes, which are basically registered automatically in whatever order modules and addons are loaded, with the added complexity of unloading and reloading.
To fix this problem and add a bunch of desirable features this commit replaces the C menu with a python implementation. The new menu does not rely on any particular order of types in the node registry, but instead uses a simple explicit list of all the available nodes, grouped by categories (in scripts/nodeitems_builtins.py).
There are a number of additional features that become possible with this implementation:
1) Node Toolbar can be populated!
The list of nodes is used to create 2 UI items for each node: 1 entry in a submenu of "Add" menu and 1 item in a node toolbar panel with basically the same functionality. Clicking a button in the toolbar will add a new node of this type, just like selecting an item in the menu. The toolbar has the advantage of having collapsible panels for each category, so users can decide if they don't need certain nodes categories and have the rest more easily accessible.
2) Each node item is a true operator call.
The old Add menu is a pretty old piece of C code which doesn't even use proper operator buttons. Now there is a generic node_add operator which can be used very flexibly for adding any of the available nodes.
3) Node Items support additional settings.
Each "NodeItem" consists of the basic node type plus an optional list of initial settings that shall be applied to a new instance. This gives additional flexibility for creating variants of the same node or for defining preferred initial settings. E.g. it has been requested to disable previews for all nodes except inputs, this would be simple change in the py code and much less intrusive than in C.
4) Node items can be generated with a function.
A callback can be used in any category instead of the fixed list, which generates a set of items based on the context (much like dynamic enum items in bpy.props). Originally this was implemented for group nodes, because these nodes only make sense when linked to a node tree from the library data. This principle could come in handy for a number of other nodes, e.g. Image nodes could provide a similar list of node variants based on images in the library - no need to first add node, then select an image.
WARNING: pynodes scripters will have to rework their "draw_add_menu" callback in node tree types, this has been removed now! It was already pretty redundant, since one can add draw functions to the Add menu just like for any other menu. In the future i'd like to improve the categories system further so scripters can use it for custom node systems too, for now just make a draw callback and attach it to the Add menu.
2013-04-13 15:38:02 +00:00
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@classmethod
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def poll(cls, context):
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2025-01-14 12:46:40 +11:00
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return (
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context.space_data.type == 'NODE_EDITOR' and
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context.space_data.tree_type == 'ShaderNodeTree'
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)
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2013-06-27 03:05:19 +00:00
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Replacing the node Add menu and making the toolbar useful
As some people have already noticed, the "Add" menu for nodes is a bit messy since pynodes merge. The reason for this is that the order of nodes in submenus (categories) was previously defined by the order in which all nodes are registered (at the bottom of blenkernel/intern/node.c). For the dynamic registration of node types now possible this system of defining node order along with registration is no longer viable: while it would still sort of work for C nodes, it is completely meaningless for dynamic (python) nodes, which are basically registered automatically in whatever order modules and addons are loaded, with the added complexity of unloading and reloading.
To fix this problem and add a bunch of desirable features this commit replaces the C menu with a python implementation. The new menu does not rely on any particular order of types in the node registry, but instead uses a simple explicit list of all the available nodes, grouped by categories (in scripts/nodeitems_builtins.py).
There are a number of additional features that become possible with this implementation:
1) Node Toolbar can be populated!
The list of nodes is used to create 2 UI items for each node: 1 entry in a submenu of "Add" menu and 1 item in a node toolbar panel with basically the same functionality. Clicking a button in the toolbar will add a new node of this type, just like selecting an item in the menu. The toolbar has the advantage of having collapsible panels for each category, so users can decide if they don't need certain nodes categories and have the rest more easily accessible.
2) Each node item is a true operator call.
The old Add menu is a pretty old piece of C code which doesn't even use proper operator buttons. Now there is a generic node_add operator which can be used very flexibly for adding any of the available nodes.
3) Node Items support additional settings.
Each "NodeItem" consists of the basic node type plus an optional list of initial settings that shall be applied to a new instance. This gives additional flexibility for creating variants of the same node or for defining preferred initial settings. E.g. it has been requested to disable previews for all nodes except inputs, this would be simple change in the py code and much less intrusive than in C.
4) Node items can be generated with a function.
A callback can be used in any category instead of the fixed list, which generates a set of items based on the context (much like dynamic enum items in bpy.props). Originally this was implemented for group nodes, because these nodes only make sense when linked to a node tree from the library data. This principle could come in handy for a number of other nodes, e.g. Image nodes could provide a similar list of node variants based on images in the library - no need to first add node, then select an image.
WARNING: pynodes scripters will have to rework their "draw_add_menu" callback in node tree types, this has been removed now! It was already pretty redundant, since one can add draw functions to the Add menu just like for any other menu. In the future i'd like to improve the categories system further so scripters can use it for custom node systems too, for now just make a draw callback and attach it to the Add menu.
2013-04-13 15:38:02 +00:00
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2022-09-27 16:36:27 +10:00
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# Maps node tree type to group node type.
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2013-05-08 15:41:05 +00:00
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node_tree_group_type = {
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2013-06-27 03:05:19 +00:00
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'CompositorNodeTree': 'CompositorNodeGroup',
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'ShaderNodeTree': 'ShaderNodeGroup',
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'TextureNodeTree': 'TextureNodeGroup',
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2020-12-02 13:25:25 +01:00
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'GeometryNodeTree': 'GeometryNodeGroup',
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2018-07-03 06:27:53 +02:00
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}
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2024-12-19 00:51:45 +01:00
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def register():
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pass
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def unregister():
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pass
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