On 22 Oct 2015, at 10:58, Alexander Romanov <[email protected]> wrote:
>
>>
>>>> As for issue, (1) Generalized nodetree editing, I think this could work:
>>>>
>>>> - Add a property to SpaceNodeEditor to hold the custom nodetree type.
>>>> - Add a function registered on NodeTreeType that returns a list of
>>>> accepted data sources.
>>> I think, it would looks like:
>>>
>>> class MyNodeTree(bpy.types.NodeTree):
>>> bl_idname ='MyNodeTree'
>>> bl_source_types = {"OBJECT", "WORLD", "MATERIAL”}
>> I was thinking on a function like the one accepted by EnumProperty that
>> returned items (sequence of string tuples or a function) – sequence of enum
>> items formatted: [(identifier, name, description, icon, number), …]
>> I think it would be more versatile for custom node trees.
> I think that the "parent" datablocks types should be defined in blender
> kernel likeit was doneforAnimData. Thus there is a countable set of
> types. Each type has general meaning for all custom nodetrees. So it
> seems that is no need to move this work into scripting.
But in the end, what is needed to fix the issue is a way to store in
SpaceNodeEditor an enum or a value that holds the selected ‘data source’ but
there is no real connection between this value and the nodetree returned by
NodeTree.get_from_context(), the scripted function that is in fact returning
the nodetree that is being edited in the node editor.
Your proposal of using a set of items known to Blender is just limiting the
amount of items available to NodeTree.get_from_context() to decide the
appropriate nodetree that is returned to the editor.
Being able to set the items along with NodeTree.get_from_context() is much more
versatile.
What would be the final proposed list of items available to build this enum?
>>>> - Add appropriate draw code on space_node.py to draw the data source icons
>>>> provided by the function and storing it on the SpaceNodeEditor property.
>>>> - NodeTreeType then uses the property to know the data source selected on
>>>> the Node Editor.
>>>>
>>>> I wanted to try to make a patch for this but haven’t had the time yet, I
>>>> think this issue is not as difficult as the other.
>>> if you start before melet me know, please. Iwill also informyou.
>>>> In the Mitsuba Addon I am reusing SpaceNodeEditor.shader_type to select
>>>> between world and object data source and works ok.
>>>>
>>>>
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>
> --
> Alexander Romanov (Blend4Web Team)
>
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