本文整理汇总了Python中nodeitems_utils.register_node_categories函数的典型用法代码示例。如果您正苦于以下问题:Python register_node_categories函数的具体用法?Python register_node_categories怎么用?Python register_node_categories使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了register_node_categories函数的20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,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: register
def register():
bpy.utils.register_class(HookSocketType)
bpy.utils.register_class(MyCustomNode)
bpy.utils.register_class(HookNode)
bpy.utils.register_class(StrangeInput)
bpy.utils.register_class(StrangeOutput)
nodeitems_utils.register_node_categories("REIGHLEYNODES", node_categories)
开发者ID:reighley-christopher,项目名称:misc,代码行数:7,代码来源:texture_node.py
示例2: register
def register():
bpy.utils.register_class(MyCustomTree)
bpy.utils.register_class(MyCustomSocket)
bpy.utils.register_class(MyCustomNode)
bpy.utils.register_class(MyCustomGroup)
nodeitems_utils.register_node_categories("CUSTOM_NODES", node_categories)
开发者ID:jaredsmithketchup,项目名称:bge-tools,代码行数:7,代码来源:customnodes-test-01.py
示例3: register
def register():
bpy.utils.register_class(CrowdMasterTree)
bpy.utils.register_class(DefaultSocket)
bpy.utils.register_class(StateSocket)
bpy.utils.register_class(DependanceSocket)
bpy.utils.register_class(LogicNode)
bpy.utils.register_class(StateNode)
bpy.utils.register_class(InputNode)
bpy.utils.register_class(GraphNode)
bpy.utils.register_class(AndNode)
bpy.utils.register_class(OrNode)
bpy.utils.register_class(StrongNode)
bpy.utils.register_class(WeakNode)
bpy.utils.register_class(QueryTagNode)
bpy.utils.register_class(SetTagNode)
bpy.utils.register_class(VariableNode)
bpy.utils.register_class(FilterNode)
bpy.utils.register_class(MapNode)
bpy.utils.register_class(OutputNode)
bpy.utils.register_class(PriorityNode)
bpy.utils.register_class(EventNode)
bpy.utils.register_class(PythonNode)
bpy.utils.register_class(PrintNode)
bpy.utils.register_class(StartState)
bpy.utils.register_class(ActionState)
bpy.utils.register_class(NoteNode)
nodeitems_utils.register_node_categories("CrowdMaster_NODES", node_categories)
开发者ID:Italic-,项目名称:blenderpython,代码行数:31,代码来源:cm_bpyNodes.py
示例4: register
def register():
bpy.utils.register_class(CrowdMasterTree)
bpy.utils.register_class(DefaultSocket)
bpy.utils.register_class(StateSocket)
bpy.utils.register_class(DependanceSocket)
bpy.utils.register_class(LogicNode)
bpy.utils.register_class(StateNode)
bpy.utils.register_class(NewInputNode)
bpy.utils.register_class(GraphNode)
bpy.utils.register_class(MathNode)
bpy.utils.register_class(AndNode)
bpy.utils.register_class(OrNode)
bpy.utils.register_class(NotNode)
bpy.utils.register_class(StrongNode)
bpy.utils.register_class(WeakNode)
bpy.utils.register_class(SetTagNode)
bpy.utils.register_class(FilterNode)
bpy.utils.register_class(MapNode)
bpy.utils.register_class(OutputNode)
bpy.utils.register_class(PriorityNode)
bpy.utils.register_class(PrintNode)
bpy.utils.register_class(StartState)
bpy.utils.register_class(ActionState)
bpy.utils.register_class(NoteNode)
bpy.utils.register_class(SimNoteTextFromClipboard)
bpy.utils.register_class(SimNoteClear)
nodeitems_utils.register_node_categories(
"CrowdMaster_NODES", node_categories)
开发者ID:johnroper100,项目名称:CrowdMaster,代码行数:32,代码来源:cm_bpyNodes.py
示例5: register
def register():
bpy.utils.register_class(UwatelaNodeTree)
bpy.utils.register_class(UwatelaNodeSocket)
bpy.utils.register_class(UwatelaMeshMoveNode)
bpy.utils.register_class(UwatelaObjectInputNode)
nodeitems_utils.register_node_categories("UWATELA", node_categories)
开发者ID:Lohrran,项目名称:macouno,代码行数:7,代码来源:uwatela.py
示例6: reload_menu
def reload_menu():
menu, node_count, original_categories = make_categories()
if 'SVERCHOK' in nodeitems_utils._node_categories:
nodeitems_utils.unregister_node_categories("SVERCHOK")
nodeitems_utils.register_node_categories("SVERCHOK", menu)
build_help_remap(original_categories)
开发者ID:johnyc90,项目名称:sverchok,代码行数:7,代码来源:menu.py
示例7: register
def register():
menu, node_count = make_categories()
if 'SVERCHOK' in nodeitems_utils._node_categories:
nodeitems_utils.unregister_node_categories("SVERCHOK")
nodeitems_utils.register_node_categories("SVERCHOK", menu)
print("\n** Sverchok loaded with {i} nodes **".format(i=node_count))
开发者ID:drakedarky,项目名称:myblendercontrib,代码行数:7,代码来源:menu.py
示例8: register
def register():
from . import ui
from . import properties
preferences.register()
properties.register()
ui.register()
node_tree.register()
sockets.register()
export_avango.register()
starter.register()
nodes.register()
bpy.utils.register_module(__name__)
# Idee: root am SceneGraph
# 1.)
# alle objects haben CollectionProperty,
# sollte beim exportieren des scene graphs ein die CollectionProperty eines
# Hierarchieknotens leer sein, wird ein default FieldContainer des
# passenden typs erstellt
# 2.) wenn ein Node gelöscht wird, soll auf referenzierten blender objecten
# vorher die Referenz auf diesen Node entfernt werden
#bpy.types.Object.avango_nodes = bpy.props.CollectionProperty(
# type=bpy.types.PropertyGroup)
if 'AVANGO_NODES' in nu._node_categories:
nu.unregister_node_categories('AVANGO_NODES')
nu.register_node_categories('AVANGO_NODES', node_categories)
开发者ID:DreadNoize,项目名称:avango,代码行数:29,代码来源:__init__.py
示例9: register
def register():
bpy.utils.register_module(__name__)
try:
nodeitems_utils.register_node_categories("CG_PIPELINE_NODES", node_categories)
reload_blend_data()
except:
pass
开发者ID:mistajuliax,项目名称:cyclesgame,代码行数:7,代码来源:nodes_pipeline.py
示例10: register
def register():
registerIfPossible(__name__)
for moduleName in moduleNames:
registerIfPossible(moduleName)
categories = mn_node_register.getNodeCategories()
register_node_categories("ANIMATIONNODES", categories)
bpy.types.Scene.mn_settings = PointerProperty(type = AnimationNodesSettings, name = "Animation Node Settings")
开发者ID:wardrums,项目名称:animation-nodes,代码行数:8,代码来源:__init__.py
示例11: register
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Scene.splash = PointerProperty(type=SplashSettings)
import nodeitems_utils
nodeitems_utils.register_node_categories("SPLASH_NODES", nodes.node_categories)
开发者ID:jing-interactive,项目名称:splash,代码行数:8,代码来源:__init__.py
示例12: register
def register():
bpy.utils.register_class(NodeComment)
bpy.utils.register_class(CommentNode)
try:
nodeitems_utils.register_node_categories("COMMENT_NODES", comment_node_categories)
except:
pass
开发者ID:sntulix,项目名称:myblendercontrib,代码行数:8,代码来源:commentnode.py
示例13: register
def register():
bpy.utils.register_class(B4W_LogicEditorErrTextWrap)
bpy.utils.register_class(B4W_LogicEditorErrors)
bpy.utils.register_class(B4W_LogicNodeTree)
bpy.utils.register_class(B4W_LogicNode)
bpy.utils.register_class(B4W_LogicNodeJumpSocket)
bpy.utils.register_class(B4W_LogicNodeOrderSocket)
nodeitems_utils.register_node_categories("B4W_LOGIC_CUSTOM_NODES", node_categories)
register_hotkey()
开发者ID:dfelinto,项目名称:Blend4Web,代码行数:10,代码来源:logic_node_tree.py
示例14: register
def register():
bpy.utils.register_module(__name__)
nodeitems_utils.register_node_categories("POVRAYNODES", node_categories)
bpy.types.DATA_PT_metaball.append(menu_func_meta)
bpy.types.INFO_MT_add.append(menu_func_add)
bpy.types.INFO_MT_file_import.append(menu_func_import)
bpy.types.NODE_HT_header.append(menu_func_nodes)
bpy.types.PARTICLE_PT_cache.append(menu_func_particles_bake)
bpy.types.WORLD_PT_context_world.append(menu_func_world)
开发者ID:Lanuhum,项目名称:BlendPov-alternative,代码行数:10,代码来源:__init__.py
示例15: register
def register():
util.safe_register_class(AppleseedOSLNodeTree)
node_list = util.read_osl_shaders()
for node in node_list:
try:
node_name, node_category = oslnode.generate_node(node)
osl_node_names.append([node_name, node_category])
except:
pass
register_node_categories("APPLESEED", node_categories(osl_node_names))
开发者ID:appleseedhq,项目名称:blenderseed,代码行数:10,代码来源:__init__.py
示例16: register
def register():
bpy.utils.register_module(__name__)
#Only appends the header once during development
# if not bpy.context.scene.appended_header:
bpy.types.NODE_HT_header.append(SceneNodesHeader)
# bpy.context.scene.appended_header = True
if 'SCENE_NODES' in nodeitems_utils._node_categories:
nodeitems_utils.unregister_node_categories("SCENE_NODES")
nodeitems_utils.register_node_categories("SCENE_NODES", node_categories)
开发者ID:RayMairlot,项目名称:Scene-Nodes,代码行数:12,代码来源:sceneNodes.py
示例17: FLOW_nodecats
def FLOW_nodecats(perform):
import nodeitems_utils as nu
node_categories = nu._node_categories
if perform == 'unregister':
if FLOW in node_categories:
nu.unregister_node_categories(FLOW)
elif perform == 'register':
from FLOW.flow_nodes_index import make_categories
if not (FLOW in node_categories):
nu.register_node_categories(FLOW, make_categories())
开发者ID:Italic-,项目名称:blenderpython,代码行数:12,代码来源:__init__.py
示例18: register
def register():
# === Blender classes ===
bpy.utils.register_module(__name__)
nodeitems_utils.register_node_categories("CUSTOM_CATEGORIES", categories)
# === Model setup ===
# Scene global used by NodeTree & Nodes for communication with Adapter
# Workaround due to NodeTree/Node non-persistent classes
bpy.types.Scene.observable = Observable()
# Adapter observes nodetree scene global
bpy.types.Scene.adapter = Adapter(bpy.types.Scene.observable)
print("Nodearama registered successfully.")
开发者ID:echus,项目名称:nodearama,代码行数:12,代码来源:__init__.py
示例19: register
def register(self):
class PyNodesCategory(nodeitems_utils.NodeCategory):
@classmethod
def poll(cls, context):
space = context.space_data
if not (space.type == 'NODE_EDITOR' and space.tree_type == self.nodetree_cls.bl_idname):
return False
return True
node_category_items = lambda node_classes : [ nodeitems_utils.NodeItem(getattr(cls, "bl_idname", cls.__name__)) for cls in node_classes ]
node_categories = [ PyNodesCategory(name, name, items=node_category_items(node_classes)) for name, node_classes in self.node_items.items() ]
nodeitems_utils.register_node_categories(self.nodetree_cls.bl_idname, node_categories)
开发者ID:wardrums,项目名称:pynodes_framework,代码行数:12,代码来源:category.py
示例20: register
def register():
for cls in classes:
bpy.utils.register_class(cls)
user_preferences = bpy.context.user_preferences
prefs = user_preferences.addons[__package__].preferences
#Register pointer property if not already done
if not hasattr(bpy.types.Scene, "OSLProps"):
bpy.types.Scene.OSLProps = bpy.props.PointerProperty(type=OSLProps, name="Renderman OSL Settings")
#from bpy.app.handlers import persistent
#@persistent
#def load_handler(dummy):
categories = {}
for name, arg_file in args_files_in_path(prefs, None).items():
generate_node_type(prefs, name, ET.parse(arg_file).getroot())
pattern_nodeitems = []
bxdf_nodeitems = []
light_nodeitems = []
for name, node_type in RendermanPatternGraph.nodetypes.items():
node_item = NodeItem(name, label=node_type.bl_label)
if node_type.renderman_node_type == 'pattern':
pattern_nodeitems.append(node_item)
elif node_type.renderman_node_type == 'bxdf':
bxdf_nodeitems.append(node_item)
elif node_type.renderman_node_type == 'light':
light_nodeitems.append(node_item)
# all categories in a list
node_categories = [
# identifier, label, items list
RendermanPatternNodeCategory("PRMan_output_nodes", "PRMan outputs",
items = [RendermanOutputNode]),
RendermanPatternNodeCategory("PRMan_bxdf", "PRMan Bxdfs",
items=sorted(bxdf_nodeitems, key=attrgetter('_label')) ),
RendermanPatternNodeCategory("PRMan_patterns", "PRMan Patterns",
items=sorted(pattern_nodeitems, key=attrgetter('_label')) ),
RendermanPatternNodeCategory("PRMan_lights", "PRMan Lights",
items=sorted(light_nodeitems, key=attrgetter('_label')) )
]
nodeitems_utils.register_node_categories("RENDERMANSHADERNODES",
node_categories)
开发者ID:apiruq,项目名称:PRMan-for-Blender,代码行数:51,代码来源:nodes.py
注:本文中的nodeitems_utils.register_node_categories函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。 |
请发表评论