This commit implements described in the #104573. The goal is to fix the confusion of the submodule hashes change, which are not ideal for any of the supported git-module configuration (they are either always visible causing confusion, or silently staged and committed, also causing confusion). This commit replaces submodules with a checkout of addons and addons_contrib, covered by the .gitignore, and locale and developer tools are moved to the main repository. This also changes the paths: - /release/scripts are moved to the /scripts - /source/tools are moved to the /tools - /release/datafiles/locale is moved to /locale This is done to avoid conflicts when using bisect, and also allow buildbot to automatically "recover" wgen building older or newer branches/patches. Running `make update` will initialize the local checkout to the changed repository configuration. Another aspect of the change is that the make update will support Github style of remote organization (origin remote pointing to thy fork, upstream remote pointing to the upstream blender/blender.git). Pull Request #104755
188 lines
5.9 KiB
Python
188 lines
5.9 KiB
Python
import bpy
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from bpy.types import NodeTree, Node, NodeSocket
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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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# Enum items list
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my_items = (
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('DOWN', "Down", "Where your feet are"),
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('UP', "Up", "Where your head should be"),
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('LEFT', "Left", "Not right"),
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('RIGHT', "Right", "Not left"),
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)
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my_enum_prop: bpy.props.EnumProperty(
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name="Direction",
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description="Just an example",
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items=my_items,
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default='UP',
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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, "my_enum_prop", text=text)
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# Socket color
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def draw_color(self, context, node):
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return (1.0, 0.4, 0.216, 0.5)
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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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# http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties
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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', "!")
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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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### Node Categories ###
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# Node categories are a python system for automatically
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# extending the Add menu, toolbar panels and search operator.
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# For more examples see scripts/startup/nodeitems_builtins.py
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import nodeitems_utils
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from nodeitems_utils import NodeCategory, NodeItem
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# our own base class with an appropriate poll function,
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# so the categories only show up in our own tree type
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class MyNodeCategory(NodeCategory):
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@classmethod
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def poll(cls, context):
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return context.space_data.tree_type == 'CustomTreeType'
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# all categories in a list
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node_categories = [
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# identifier, label, items list
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MyNodeCategory('SOMENODES', "Some Nodes", items=[
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# our basic node
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NodeItem("CustomNodeType"),
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]),
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MyNodeCategory('OTHERNODES', "Other Nodes", items=[
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# the node item can have additional settings,
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# which are applied to new nodes
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# NOTE: settings values are stored as string expressions,
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# for this reason they should be converted to strings using repr()
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NodeItem("CustomNodeType", label="Node A", settings={
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"my_string_prop": repr("Lorem ipsum dolor sit amet"),
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"my_float_prop": repr(1.0),
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}),
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NodeItem("CustomNodeType", label="Node B", settings={
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"my_string_prop": repr("consectetur adipisicing elit"),
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"my_float_prop": repr(2.0),
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}),
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]),
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]
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classes = (
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MyCustomTree,
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MyCustomSocket,
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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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nodeitems_utils.register_node_categories('CUSTOM_NODES', node_categories)
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def unregister():
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nodeitems_utils.unregister_node_categories('CUSTOM_NODES')
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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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