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
171 lines
5.5 KiB
Python
171 lines
5.5 KiB
Python
import bpy
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from bpy.types import NodeTree, Node, NodeSocket, NodeTreeInterfaceSocket
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from bl_ui import node_add_menu
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# Implementation of custom nodes from Python
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# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
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class MyCustomTree(NodeTree):
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# Description string
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'''A custom node tree type that will show up in the editor type list'''
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# Optional identifier string. If not explicitly defined, the python class name is used.
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bl_idname = 'CustomTreeType'
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# Label for nice name display
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bl_label = "Custom Node Tree"
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# Icon identifier
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bl_icon = 'NODETREE'
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# Custom socket type
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class MyCustomSocket(NodeSocket):
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# Description string
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"""Custom node socket type"""
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# Optional identifier string. If not explicitly defined, the python class name is used.
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bl_idname = 'CustomSocketType'
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# Label for nice name display
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bl_label = "Custom Node Socket"
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input_value: bpy.props.FloatProperty(
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name="Value",
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description="Value when the socket is not connected",
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)
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# Optional function for drawing the socket input value
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def draw(self, context, layout, node, text):
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if self.is_output or self.is_linked:
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layout.label(text=text)
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else:
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layout.prop(self, "input_value", text=text)
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# Socket color
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@classmethod
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def draw_color_simple(cls):
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return (1.0, 0.4, 0.216, 0.5)
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# Customizable interface properties to generate a socket from.
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class MyCustomInterfaceSocket(NodeTreeInterfaceSocket):
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# The type of socket that is generated.
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bl_socket_idname = 'CustomSocketType'
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default_value: bpy.props.FloatProperty(default=1.0, description="Default input value for new sockets",)
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def draw(self, context, layout):
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# Display properties of the interface.
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layout.prop(self, "default_value")
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# Set properties of newly created sockets
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def init_socket(self, node, socket, data_path):
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socket.input_value = self.default_value
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# Use an existing socket to initialize the group interface
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def from_socket(self, node, socket):
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# Current value of the socket becomes the default
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self.default_value = socket.input_value
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# Mix-in class for all custom nodes in this tree type.
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# Defines a poll function to enable instantiation.
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class MyCustomTreeNode:
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@classmethod
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def poll(cls, ntree):
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return ntree.bl_idname == 'CustomTreeType'
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# Derived from the Node base type.
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class MyCustomNode(MyCustomTreeNode, Node):
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# === Basics ===
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# Description string
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'''A custom node'''
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# Optional identifier string. If not explicitly defined, the python class name is used.
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bl_idname = 'CustomNodeType'
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# Label for nice name display
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bl_label = "Custom Node"
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# Icon identifier
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bl_icon = 'SOUND'
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# === Custom Properties ===
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# These work just like custom properties in ID data blocks
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# Extensive information can be found under
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# https://docs.blender.org/api/current/bpy.props.html
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my_string_prop: bpy.props.StringProperty()
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my_float_prop: bpy.props.FloatProperty(default=3.1415926)
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# === Optional Functions ===
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# Initialization function, called when a new node is created.
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# This is the most common place to create the sockets for a node, as shown below.
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# NOTE: this is not the same as the standard __init__ function in Python, which is
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# a purely internal Python method and unknown to the node system!
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def init(self, context):
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self.inputs.new('CustomSocketType', "Hello")
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self.inputs.new('NodeSocketFloat', "World")
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self.inputs.new('NodeSocketVector', "!", use_multi_input=True)
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self.outputs.new('NodeSocketColor', "How")
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self.outputs.new('NodeSocketColor', "are")
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self.outputs.new('NodeSocketFloat', "you")
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# Copy function to initialize a copied node from an existing one.
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def copy(self, node):
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print("Copying from node ", node)
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# Free function to clean up on removal.
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def free(self):
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print("Removing node ", self, ", Goodbye!")
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# Additional buttons displayed on the node.
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def draw_buttons(self, context, layout):
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layout.label(text="Node settings")
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layout.prop(self, "my_float_prop")
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# Detail buttons in the sidebar.
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# If this function is not defined, the draw_buttons function is used instead
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def draw_buttons_ext(self, context, layout):
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layout.prop(self, "my_float_prop")
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# my_string_prop button will only be visible in the sidebar
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layout.prop(self, "my_string_prop")
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# Optional: custom label
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# Explicit user label overrides this, but here we can define a label dynamically
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def draw_label(self):
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return "I am a custom node"
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# Add custom nodes to the Add menu.
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def draw_add_menu(self, context):
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layout = self.layout
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if context.space_data.tree_type != MyCustomTree.bl_idname:
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# Avoid adding nodes to built-in node tree
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return
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# Add nodes to the layout. Can use submenus, separators, etc. as in any other menu.
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node_add_menu.add_node_type(layout, "CustomNodeType")
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classes = (
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MyCustomTree,
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MyCustomSocket,
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MyCustomInterfaceSocket,
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MyCustomNode,
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)
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def register():
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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bpy.types.NODE_MT_add.append(draw_add_menu)
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def unregister():
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bpy.types.NODE_MT_add.remove(draw_add_menu)
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from bpy.utils import unregister_class
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for cls in reversed(classes):
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unregister_class(cls)
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if __name__ == "__main__":
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register()
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