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Python nodeitems_utils.NodeItem方法代码示例

本文整理汇总了Python中nodeitems_utils.NodeItem方法的典型用法代码示例。如果您正苦于以下问题:Python nodeitems_utils.NodeItem方法的具体用法?Python nodeitems_utils.NodeItem怎么用?Python nodeitems_utils.NodeItem使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在nodeitems_utils的用法示例。


在下文中一共展示了nodeitems_utils.NodeItem方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: node_enum_items

# 需要导入模块: import nodeitems_utils [as 别名]
# 或者: from nodeitems_utils import NodeItem [as 别名]
def node_enum_items(self, context):
        enum_items = NODE_OT_add_search._enum_item_hack
        enum_items.clear()

        for index, item in enumerate(nodeitems_utils.node_items_iter(context)):
            if isinstance(item, nodeitems_utils.NodeItem):
                nodetype = getattr(bpy.types, item.nodetype, None)
                if nodetype:
                    enum_items.append(
                            (str(index),
                             item.label,
                             nodetype.bl_rna.description,
                             index,
                             ))
        return enum_items

    # Look up the item based on index 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:19,代码来源:node.py

示例2: node_group_items

# 需要导入模块: import nodeitems_utils [as 别名]
# 或者: from nodeitems_utils import NodeItem [as 别名]
def node_group_items(context):
    if context is None:
        return
    space = context.space_data
    if not space:
        return
    ntree = space.edit_tree
    if not ntree:
        return

    yield NodeItemCustom(draw=group_tools_draw)

    def contains_group(nodetree, group):
        if nodetree == group:
            return True
        else:
            for node in nodetree.nodes:
                if node.bl_idname in node_tree_group_type.values() and node.node_tree is not None:
                    if contains_group(node.node_tree, group):
                        return True
        return False

    for group in context.blend_data.node_groups:
        if group.bl_idname != ntree.bl_idname:
            continue
        # filter out recursive groups
        if contains_group(group, ntree):
            continue

        yield NodeItem(node_tree_group_type[group.bl_idname],
                       group.name,
                       {"node_tree": "bpy.data.node_groups[%r]" % group.name})


# only show input/output nodes inside node groups 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:37,代码来源:nodeitems_builtins.py

示例3: register_nodes

# 需要导入模块: import nodeitems_utils [as 别名]
# 或者: from nodeitems_utils import NodeItem [as 别名]
def register_nodes():
    global registered_nodes

    # Re-register all nodes for now..
    if len(registered_nodes) > 0:
        unregister_nodes()

    for n in arm_nodes.nodes:
        registered_nodes.append(n)
        bpy.utils.register_class(n)

    node_categories = []

    for category in sorted(arm_nodes.category_items):
        if category == 'Layout':
            # Handled separately
            continue

        sorted_items = sorted(arm_nodes.category_items[category], key=lambda item: item.nodetype)
        node_categories.append(
            LogicNodeCategory('Logic' + category + 'Nodes', category, items=sorted_items)
        )

    # Add special layout nodes known from Blender's node editors
    if 'Layout' in arm_nodes.category_items:
        # Clone with [:] to prevent double entries
        layout_items = arm_nodes.category_items['Layout'][:]
    else:
        layout_items = []

    layout_items += [NodeItem('NodeReroute'), NodeItem('NodeFrame')]
    layout_items = sorted(layout_items, key=lambda item: item.nodetype)

    node_categories.append(
        LogicNodeCategory('LogicLayoutNodes', 'Layout', description='Layout Nodes', items=layout_items)
    )

    nodeitems_utils.register_node_categories('ArmLogicNodes', node_categories) 
开发者ID:armory3d,项目名称:armory,代码行数:40,代码来源:nodes_logic.py

示例4: add_node

# 需要导入模块: import nodeitems_utils [as 别名]
# 或者: from nodeitems_utils import NodeItem [as 别名]
def add_node(node_class, category):
    global nodes
    nodes.append(node_class)
    if category_items.get(category) == None:
        category_items[category] = []
    category_items[category].append(NodeItem(node_class.bl_idname)) 
开发者ID:armory3d,项目名称:armory,代码行数:8,代码来源:arm_nodes.py

示例5: register

# 需要导入模块: import nodeitems_utils [as 别名]
# 或者: from nodeitems_utils import NodeItem [as 别名]
def register():
    print("-------------REGISTER SORCAR-------------")
    path = repr([i for i in addon_utils.modules() if i.bl_info['name'] == "Sorcar"][0]).split("from '")[1].split("__init__.py'>")[0]
    classes_ops = import_ops(path)
    classes_sockets = import_sockets(path)
    classes_ui = import_ui(path)
    classes_nodes = import_nodes(path)

    global all_classes, addon_keymaps
    all_classes = [ScNodeTree]
    all_classes.extend(classes_ops)
    all_classes.extend(classes_sockets)
    all_classes.extend(classes_ui)
    all_classes.append(SorcarPreferences)

    total_nodes = 0
    node_categories = []
    for cat in classes_nodes:
        total_nodes += len(classes_nodes[cat])
        node_categories.append(ScNodeCategory(identifier="sc_"+cat, name=bpy.path.display_name(cat), items=[NodeItem(i.bl_idname) for i in classes_nodes[cat]]))
        all_classes.extend(classes_nodes[cat])
    
    for i in all_classes:
        bpy.utils.register_class(i)
    nodeitems_utils.register_node_categories("sc_node_categories", node_categories)
    if not (update_each_frame in bpy.app.handlers.frame_change_post):
        bpy.app.handlers.frame_change_post.append(update_each_frame)
    
    if (not bpy.app.background):
        km, kmi = init_keymaps()
        for k in kmi:
            k.active = True
            addon_keymaps.append((km, k))
    
    addon_updater_ops.register(bl_info)
    
    print_log("REGISTERED", msg="{} operators, {} sockets, {} UI, {} keymaps & {} nodes ({} categories)".format(len(classes_ops), len(classes_sockets), len(classes_ui), len(addon_keymaps), total_nodes, len(classes_nodes))) 
开发者ID:aachman98,项目名称:Sorcar,代码行数:39,代码来源:__init__.py

示例6: node_categories

# 需要导入模块: import nodeitems_utils [as 别名]
# 或者: from nodeitems_utils import NodeItem [as 别名]
def node_categories(osl_nodes):
    osl_surface = []
    osl_shaders = []
    osl_2d_textures = []
    osl_3d_textures = []
    osl_color = []
    osl_utilities = []
    osl_other = []

    from ..translators.cycles_shaders import cycles_nodes
    
    cyc_nodes = [nodeitems_utils.NodeItem(key) for key in cycles_nodes.keys()]

    for node in osl_nodes:
        node_item = nodeitems_utils.NodeItem(node[0])
        node_category = node[1]
        if node_category == 'shader':
            osl_shaders.append(node_item)
        elif node_category == 'texture2d':
            osl_2d_textures.append(node_item)
        elif node_category == 'utility':
            osl_utilities.append(node_item)
        elif node_category == 'texture3d':
            osl_3d_textures.append(node_item)
        elif node_category == 'surface':
            osl_surface.append(node_item)
        elif node_category == 'color':
            osl_color.append(node_item)
        else:
            osl_other.append(node_item)

    appleseed_node_categories = [
        AppleseedOSLNodeCategory("OSL_Surfaces", "appleseed - Surface", items=osl_surface),
        AppleseedOSLNodeCategory("OSL_Shaders", "appleseed - Shader", items=osl_shaders),
        AppleseedOSLNodeCategory("OSL_3D_Textures", "appleseed - Texture3D", items=osl_3d_textures),
        AppleseedOSLNodeCategory("OSL_2D_Textures", "appleseed - Texture2D", items=osl_2d_textures),
        AppleseedOSLNodeCategory("OSL_Color", "appleseed - Color", items=osl_color),
        AppleseedOSLNodeCategory("OSL_Utilities", "appleseed - Utility", items=osl_utilities),
        AppleseedOSLNodeCategory("OSL_Script", "appleseed - Script", items=[nodeitems_utils.NodeItem("AppleseedOSLScriptBaseNode")]),
        AppleseedOSLNodeCategory("OSL_Other", "appleseed - No Category", items=osl_other),
        AppleseedOSLNodeCategory("OSL_Cycles", "Cycles - Utility", items=cyc_nodes)]

    return appleseed_node_categories 
开发者ID:appleseedhq,项目名称:blenderseed,代码行数:45,代码来源:nodes.py


注:本文中的nodeitems_utils.NodeItem方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。