Currently the multi-input sockets are not exposed to the custom nodes Python API. This makes some features cumbersome to implement if one wants a node to process an arbitrary number of inputs. One workaround is to make inputs duplicate themselves when a link is created, but a proper multi-input would be easier to use for both add-on developers and users. This commit exposes a new `use_multi_input` boolean parameter when creating a new node socket. This makes it possible to declare a multi-input, while still leaving the existing `is_multi_input` property read-only so that existing nodes cannot be made unstable. The parameter is optional so existing scripts stay compatible. It also raises an error when used on output sockets, since it makes no sense for those to be multi-input. The Custom Node Tree Python template was updated to reflect this change by making one of the inputs of the custom node multi-input. Pull Request: https://projects.blender.org/blender/blender/pulls/114474
201 lines
6.5 KiB
Python
201 lines
6.5 KiB
Python
import bpy
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from bpy.types import NodeTree, Node, NodeSocket, NodeTreeInterfaceSocket
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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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### 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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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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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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