This patch builds on the work from bdb5754147 to add node group
assets directly in the node editor add menu. Assets are added after
separators to distinguish them, but otherwise they look like any other
node. The catalog trees from all configured libraries are used to build
the menu hierarchy. Only catalogs with matching asset types are used
though.
There are a few limitations of this initial version. For now this only
supports geometry nodes. Support for other built-in node systems just
requires some refactoring of the corresponding add menu though. Lazy
loading will be added in a followup commit. For now there is a label
the first time the menu is opened.
Like the search menu integration, re-saving asset library files in 3.4
is required, if it hasn't been done already.
Implementation wise, there is a some ugly code here. A lot of that is
because the asset system isn't complete. The RNA API doesn't work well
yet, and the system isn't built to interact with multiple libraries at
once. It's also ugly because of the way we combine automatic menu
generation with builtin menus. As noted in a code comment, these two
systems could be merged completely so that the menus for builtin nodes
are also generated in the same way.
Differential Revision: https://developer.blender.org/D16135
75 lines
2.5 KiB
Python
75 lines
2.5 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Menu
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from bpy.app.translations import (
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pgettext_iface as iface_,
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contexts as i18n_contexts,
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)
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def add_node_type(layout, node_type, *, label=None):
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"""Add a node type to a menu."""
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bl_rna = bpy.types.Node.bl_rna_get_subclass(node_type)
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if not label:
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label = bl_rna.name if bl_rna else iface_("Unknown")
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translation_context = bl_rna.translation_context if bl_rna else i18n_contexts.default
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props = layout.operator("node.add_node", text=label, text_ctxt=translation_context)
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props.type = node_type
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props.use_transform = True
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return props
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def draw_node_group_add_menu(context, layout):
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"""Add items to the layout used for interacting with node groups."""
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space_node = context.space_data
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node_tree = space_node.edit_tree
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all_node_groups = context.blend_data.node_groups
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layout.operator("node.group_make")
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layout.operator("node.group_ungroup")
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if node_tree in all_node_groups.values():
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layout.separator()
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add_node_type(layout, "NodeGroupInput")
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add_node_type(layout, "NodeGroupOutput")
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if node_tree:
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from nodeitems_builtins import node_tree_group_type
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def contains_group(nodetree, group):
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if nodetree == group:
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return True
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for node in nodetree.nodes:
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if node.bl_idname in node_tree_group_type.values() and node.node_tree is not None:
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if contains_group(node.node_tree, group):
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return True
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return False
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groups = [
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group for group in context.blend_data.node_groups
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if (group.bl_idname == node_tree.bl_idname and
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not contains_group(group, node_tree) and
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not group.name.startswith('.'))
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]
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if groups:
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layout.separator()
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for group in groups:
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props = add_node_type(layout, node_tree_group_type[group.bl_idname], label=group.name)
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ops = props.settings.add()
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ops.name = "node_tree"
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ops.value = "bpy.data.node_groups[%r]" % group.name
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def draw_assets_for_catalog(layout, catalog_path):
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layout.template_node_asset_menu_items(catalog_path=catalog_path)
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def draw_root_assets(layout):
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layout.menu_contents("NODE_MT_node_add_root_catalogs")
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classes = (
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)
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if __name__ == "__main__": # only for live edit.
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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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