blender/scripts/templates_py/custom_nodes.py
Jacques Lucke 16fa437006 Nodes: update menu integration in the custom nodes Python template
The `NodeCategory` system is not used by Blender anymore for a couple years
already. Instead of using an additional abstraction layer, we now just use a
normal menu. One benefit of the `NodeCategory` system was that it could be used
to populate the search. However, the search is now directly populated from the
menu anyway.

Fixes #115746.

Pull Request: https://projects.blender.org/blender/blender/pulls/132021
2024-12-17 15:59:06 +01:00

171 lines
5.5 KiB
Python

import bpy
from bpy.types import NodeTree, Node, NodeSocket, NodeTreeInterfaceSocket
from bl_ui import node_add_menu
# Implementation of custom nodes from Python
# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
class MyCustomTree(NodeTree):
# Description string
'''A custom node tree type that will show up in the editor type list'''
# 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
bl_icon = 'NODETREE'
# Custom socket type
class MyCustomSocket(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"
input_value: bpy.props.FloatProperty(
name="Value",
description="Value when the socket is not connected",
)
# Optional function for drawing the socket input value
def draw(self, context, layout, node, text):
if self.is_output or self.is_linked:
layout.label(text=text)
else:
layout.prop(self, "input_value", text=text)
# Socket color
@classmethod
def draw_color_simple(cls):
return (1.0, 0.4, 0.216, 0.5)
# Customizable interface properties to generate a socket from.
class MyCustomInterfaceSocket(NodeTreeInterfaceSocket):
# The type of socket that is generated.
bl_socket_idname = 'CustomSocketType'
default_value: bpy.props.FloatProperty(default=1.0, description="Default input value for new sockets",)
def draw(self, context, layout):
# Display properties of the interface.
layout.prop(self, "default_value")
# Set properties of newly created sockets
def init_socket(self, node, socket, data_path):
socket.input_value = self.default_value
# Use an existing socket to initialize the group interface
def from_socket(self, node, socket):
# Current value of the socket becomes the default
self.default_value = socket.input_value
# Mix-in 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(MyCustomTreeNode, Node):
# === 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
# https://docs.blender.org/api/current/bpy.props.html
my_string_prop: bpy.props.StringProperty()
my_float_prop: 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', "!", use_multi_input=True)
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):
print("Removing node ", self, ", Goodbye!")
# Additional buttons displayed on the node.
def draw_buttons(self, context, layout):
layout.label(text="Node settings")
layout.prop(self, "my_float_prop")
# 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, "my_float_prop")
# my_string_prop button will only be visible in the sidebar
layout.prop(self, "my_string_prop")
# Optional: custom label
# Explicit user label overrides this, but here we can define a label dynamically
def draw_label(self):
return "I am a custom node"
# Add custom nodes to the Add menu.
def draw_add_menu(self, context):
layout = self.layout
if context.space_data.tree_type != MyCustomTree.bl_idname:
# Avoid adding nodes to built-in node tree
return
# Add nodes to the layout. Can use submenus, separators, etc. as in any other menu.
node_add_menu.add_node_type(layout, "CustomNodeType")
classes = (
MyCustomTree,
MyCustomSocket,
MyCustomInterfaceSocket,
MyCustomNode,
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
bpy.types.NODE_MT_add.append(draw_add_menu)
def unregister():
bpy.types.NODE_MT_add.remove(draw_add_menu)
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
if __name__ == "__main__":
register()