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node_ListShuffle.py
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node_ListShuffle.py
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import bpy
from node_s import *
from util import *
import random
class ListShuffleNode(Node, SverchCustomTreeNode):
''' List Shuffle Node '''
bl_idname = 'ListShuffleNode'
bl_label = 'List Shuffle'
bl_icon = 'OUTLINER_OB_EMPTY'
level = bpy.props.IntProperty(name = 'level_to_Shuffle', default=2, min=1, update=updateNode)
seed = bpy.props.IntProperty(name = 'Seed', default=0, update=updateNode)
typ = bpy.props.StringProperty(name='typ', default='')
newsock = bpy.props.BoolProperty(name='newsock', default=False)
def draw_buttons(self, context, layout):
layout.prop(self, 'level', text="level")
layout.prop(self, 'seed',text="Seed")
def init(self, context):
self.inputs.new('StringsSocket', "data", "data")
self.outputs.new('StringsSocket', 'data', 'data')
def update(self):
if 'data' in self.inputs and self.inputs['data'].links:
# адаптивный сокет
inputsocketname = 'data'
outputsocketname = ['data']
changable_sockets(self, inputsocketname, outputsocketname)
if 'data' in self.outputs and self.outputs['data'].links:
random.seed(self.seed)
data = SvGetSocketAnyType(self, self.inputs['data'])
output = self.shuffle(data, self.level)
SvSetSocketAnyType(self, 'data', output)
def shuffle(self, lst, level):
level -= 1
if level:
out = []
for l in lst:
out.append(self.shuffle(l, level))
return out
elif type(lst) in [type([])]:
l=lst.copy()
random.shuffle(l)
return l
elif type(lst) in [type(tuple())]:
lst = list(lst)
random.shuffle(lst)
return tuple(lst)
def register():
bpy.utils.register_class(ListShuffleNode)
def unregister():
bpy.utils.unregister_class(ListShuffleNode)
if __name__ == "__main__":
register()