Particles: show which nodes are only mockups in the Add menu
More nodes will be implemented step by step. I don't remove/disable these nodes, so that it is still possible to add them.
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@ -475,49 +475,55 @@ texture_node_categories = [
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]),
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]
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def not_implemented_node(idname):
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NodeType = getattr(bpy.types, idname)
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name = NodeType.bl_rna.name
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label = f"{name} (mockup)"
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return NodeItem(idname, label=label)
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simulation_node_categories = [
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# Simulation Nodes
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SimulationNodeCategory("SIM_OUTPUT", "Output", items=[
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NodeItem("SimulationNodeParticleSimulation"),
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]),
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SimulationNodeCategory("SIM_INPUTS", "Input", items=[
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NodeItem("SimulationNodeTime"),
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NodeItem("SimulationNodeParticleAttribute"),
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not_implemented_node("SimulationNodeTime"),
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not_implemented_node("SimulationNodeParticleAttribute"),
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NodeItem("FunctionNodeGroupInstanceID"),
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NodeItem("ShaderNodeValue"),
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NodeItem("FunctionNodeObjectTransforms"),
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]),
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SimulationNodeCategory("SIM_EMITTERS", "Emitters", items=[
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NodeItem("SimulationNodeParticleMeshEmitter"),
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NodeItem("SimulationNodeEmitParticles"),
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not_implemented_node("SimulationNodeEmitParticles"),
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]),
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SimulationNodeCategory("SIM_EVENTS", "Events", items=[
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NodeItem("SimulationNodeParticleBirthEvent"),
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NodeItem("SimulationNodeParticleTimeStepEvent"),
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NodeItem("SimulationNodeParticleMeshCollisionEvent"),
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not_implemented_node("SimulationNodeParticleBirthEvent"),
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not_implemented_node("SimulationNodeParticleTimeStepEvent"),
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not_implemented_node("SimulationNodeParticleMeshCollisionEvent"),
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]),
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SimulationNodeCategory("SIM_FORCES", "Forces", items=[
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NodeItem("SimulationNodeForce"),
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]),
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SimulationNodeCategory("SIM_EXECUTE", "Execute", items=[
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NodeItem("SimulationNodeSetParticleAttribute"),
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NodeItem("SimulationNodeExecuteCondition"),
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NodeItem("SimulationNodeMultiExecute"),
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not_implemented_node("SimulationNodeSetParticleAttribute"),
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not_implemented_node("SimulationNodeExecuteCondition"),
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not_implemented_node("SimulationNodeMultiExecute"),
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]),
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SimulationNodeCategory("SIM_NOISE", "Noise", items=[
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NodeItem("ShaderNodeTexNoise"),
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NodeItem("ShaderNodeTexWhiteNoise"),
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not_implemented_node("ShaderNodeTexNoise"),
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not_implemented_node("ShaderNodeTexWhiteNoise"),
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]),
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SimulationNodeCategory("SIM_COLOR", "Color", items=[
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NodeItem("ShaderNodeMixRGB"),
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NodeItem("ShaderNodeInvert"),
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NodeItem("ShaderNodeHueSaturation"),
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NodeItem("ShaderNodeGamma"),
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NodeItem("ShaderNodeBrightContrast"),
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not_implemented_node("ShaderNodeMixRGB"),
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not_implemented_node("ShaderNodeInvert"),
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not_implemented_node("ShaderNodeHueSaturation"),
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not_implemented_node("ShaderNodeGamma"),
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not_implemented_node("ShaderNodeBrightContrast"),
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]),
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SimulationNodeCategory("SIM_CONVERTER", "Converter", items=[
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NodeItem("ShaderNodeMapRange"),
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NodeItem("ShaderNodeClamp"),
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not_implemented_node("ShaderNodeClamp"),
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NodeItem("ShaderNodeMath"),
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NodeItem("ShaderNodeValToRGB"),
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NodeItem("ShaderNodeVectorMath"),
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@ -525,11 +531,11 @@ simulation_node_categories = [
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NodeItem("ShaderNodeCombineRGB"),
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NodeItem("ShaderNodeSeparateXYZ"),
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NodeItem("ShaderNodeCombineXYZ"),
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NodeItem("ShaderNodeSeparateHSV"),
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NodeItem("ShaderNodeCombineHSV"),
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not_implemented_node("ShaderNodeSeparateHSV"),
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not_implemented_node("ShaderNodeCombineHSV"),
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NodeItem("FunctionNodeBooleanMath"),
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NodeItem("FunctionNodeFloatCompare"),
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NodeItem("FunctionNodeSwitch"),
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not_implemented_node("FunctionNodeSwitch"),
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NodeItem("FunctionNodeCombineStrings"),
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]),
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SimulationNodeCategory("SIM_GROUP", "Group", items=node_group_items),
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