On 22.10.2015 13:39, Francesc Juhe wrote: > 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. You are right, here is the collision. Probably, your approach is more correct. > > What would be the final proposed list of items available to build this enum? Needed for Blend4Web: ID_OB, ID_SCE - are the most impotant ID_LA, ID_CA, ID_MA, ID_SPK - potentially useful This discussion aims to provide such list.
> >>>>> - 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. >>>>> >>>>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> http://lists.blender.org/mailman/listinfo/bf-committers >> -- >> Alexander Romanov (Blend4Web Team) >> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers -- Alexander Romanov (Blend4Web Team) _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
