Cleanup some stuff
This commit is contained in:
@@ -78,7 +78,7 @@ bone_names = {
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"left_ankle": ["leftankle", "anklel", "rankle", "leftfoot", "footl", "lfoot", "leftfoot", "leftfeet", "feetleft", "lfeet", "feetl", "valvebipedbip01lfoot"],
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"left_toe": ["lefttoe", "toeleft", "toel", "ltoe", "toesl", "ltoes", "valvebipedbip01ltoe0"],
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"hips": ["pelvis", "hips", "valvebipedbip01pelvis"],
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"hips": ["pelvis", "hips", "hip", "valvebipedbip01pelvis"],
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"spine": ["torso", "spine", "valvebipedbip01spine"],
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"chest": ["chest", "valvebipedbip01spine1"],
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"upper_chest": ["upperchest", "valvebipedbip01spine4"],
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+66
-54
@@ -1,103 +1,115 @@
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import bpy
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from ..functions.translations import t, get_languages_list, update_language
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from ..core.register import register_property
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from bpy.types import Scene, Object, Material, TextureNode, Context, SceneObjects, PropertyGroup
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from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
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from bpy.utils import register_class
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from ..core.register import register_wrap
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from bpy.types import Scene, Object, Material, Context
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from bpy.props import BoolProperty, EnumProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
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from ..core.addon_preferences import get_preference
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from ..core.common import SceneMatClass, material_list_bool, get_armatures, get_mesh_items
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def register() -> None:
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default_language = get_preference("language", 0)
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bpy.types.Scene.avatar_toolkit_language = bpy.props.EnumProperty(
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register_property((bpy.types.Scene, "avatar_toolkit_language", bpy.props.EnumProperty(
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name=t("Settings.language.label", "Language"),
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description=t("Settings.language.desc", "Select the language for the addon"),
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items=get_languages_list,
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default=default_language,
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update=update_language
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)
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)))
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bpy.types.Scene.selected_mesh = bpy.props.EnumProperty(
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register_property((bpy.types.Scene, "selected_mesh", bpy.props.EnumProperty(
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items=get_mesh_items,
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name="Selected Mesh",
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description="The currently selected mesh for viseme operations"
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)
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name=t("VisemePanel.selected_mesh.label"),
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description=t("VisemePanel.selected_mesh.desc")
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)))
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bpy.types.Scene.avatar_toolkit_language_changed = bpy.props.BoolProperty(default=False)
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register_property((bpy.types.Scene, "avatar_toolkit_language_changed", bpy.props.BoolProperty(default=False)))
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bpy.types.Scene.avatar_toolkit_progress_steps = bpy.props.IntProperty(default=0)
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bpy.types.Scene.avatar_toolkit_progress_current = bpy.props.IntProperty(default=0)
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register_property((bpy.types.Scene, "avatar_toolkit_progress_steps", bpy.props.IntProperty(default=0)))
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register_property((bpy.types.Scene, "avatar_toolkit_progress_current", bpy.props.IntProperty(default=0)))
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bpy.types.Scene.mouth_a = bpy.props.StringProperty(
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register_property((bpy.types.Scene, "avatar_toolkit_mouth_a", bpy.props.StringProperty(
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name=t("VisemePanel.mouth_a.label"),
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description=t("VisemePanel.mouth_a.desc")
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)
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bpy.types.Scene.mouth_o = bpy.props.StringProperty(
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)))
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register_property((bpy.types.Scene, "avatar_toolkit_mouth_o", bpy.props.StringProperty(
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name=t("VisemePanel.mouth_o.label"),
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description=t("VisemePanel.mouth_o.desc")
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)
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bpy.types.Scene.mouth_ch = bpy.props.StringProperty(
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)))
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register_property((bpy.types.Scene, "avatar_toolkit_mouth_ch", bpy.props.StringProperty(
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name=t("VisemePanel.mouth_ch.label"),
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description=t("VisemePanel.mouth_ch.desc")
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)
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bpy.types.Scene.shape_intensity = bpy.props.FloatProperty(
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)))
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register_property((bpy.types.Scene, "avatar_toolkit_shape_intensity", bpy.props.FloatProperty(
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name=t("VisemePanel.shape_intensity"),
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description=t("VisemePanel.shape_intensity_desc"),
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default=1.0,
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min=0.0,
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max=2.0
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)
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)))
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bpy.types.Scene.selected_armature = bpy.props.EnumProperty(
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register_property((bpy.types.Scene, "selected_armature", bpy.props.EnumProperty(
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items=get_armatures,
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name="Selected Armature",
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description="The currently selected armature for Avatar Toolkit operations"
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)
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)))
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#happy with how compressed this get_texture_node_list method is - @989onan
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def get_texture_node_list(self: Material, context: Context) -> list[set[3]]:
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if self.use_nodes:
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Object.Enum = [((i.image.name if i.image else i.name+"_image"),(i.image.name if i.image else "node with no image..."),(i.image.name if i.image else i.name),index+1) for index,i in enumerate(self.node_tree.nodes) if i.bl_idname == "ShaderNodeTexImage"]
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if not len(Object.Enum):
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Object.Enum = [("ERROR", "THIS MATERIAL HAS NO IMAGES!", "ERROR", 0)]
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Object.Enum = [(t("TextureAtlas.error.label"), t("TextureAtlas.no_images_error.desc") , t("TextureAtlas.error.label"), 0)]
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else:
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Object.Enum = [("ERROR", "THIS MATERIAL DOES NOT USE NODES!", "ERROR", 0)]
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Object.Enum.append(("None", "None", "None", 0))
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Object.Enum = [(t("TextureAtlas.error.label"), t("TextureAtlas.no_nodes_error.desc"), t("TextureAtlas.error.label"), 0)]
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Object.Enum.append((t("TextureAtlas.none.label"), t("TextureAtlas.none.label"), t("TextureAtlas.none.label"), 0))
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return Object.Enum
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register_property((Material, "texture_atlas_albedo", EnumProperty(name="Albedo", description="The texture that will be used for the albedo map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_normal", EnumProperty(name="Normal", description="The texture that will be used for the normal map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_emission", EnumProperty(name="Emission", description="The texture that will be used for the emission map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_ambient_occlusion", EnumProperty(name="Ambient Occlusion", description="The texture that will be used for the ambient occlusion map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_height", EnumProperty(name="Height", description="The texture that will be used for the height map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_roughness", EnumProperty(name="Roughness", description="The texture that will be used for the roughness map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_albedo", EnumProperty(
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name=t("TextureAtlas.albedo"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.albedo").lower()),
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default=0,
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items=get_texture_node_list)))
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register_property((Material, "texture_atlas_normal", EnumProperty(
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name=t("TextureAtlas.normal"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.normal").lower()),
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default=0,
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items=get_texture_node_list)))
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register_property((Material, "texture_atlas_emission", EnumProperty(
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name=t("TextureAtlas.emission"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.emission").lower()),
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default=0,
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items=get_texture_node_list)))
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register_property((Material, "texture_atlas_ambient_occlusion", EnumProperty(
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name=t("TextureAtlas.ambient_occlusion"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.ambient_occlusion").lower()),
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default=0,
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items=get_texture_node_list)))
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register_property((Material, "texture_atlas_height", EnumProperty(
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name=t("TextureAtlas.height"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.height_map").lower()),
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default=0,
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items=get_texture_node_list)))
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register_property((Material, "texture_atlas_roughness", EnumProperty(
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name=t("TextureAtlas.roughness"),
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description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.roughness").lower()),
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default=0,
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items=get_texture_node_list)))
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register_property((Scene, "texture_atlas_material_index", IntProperty(default=-1, get=(lambda self : -1), set=(lambda self,context : None))))
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register_property((Scene, "texture_atlas_material_index", IntProperty(
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default=-1,
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get=(lambda self : -1),
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set=(lambda self,context : None))))
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register_property((Scene, "materials", CollectionProperty(type=SceneMatClass)))
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register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool)))
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register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(
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default=False,
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get=material_list_bool.get_bool,
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set=material_list_bool.set_bool)))
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def unregister() -> None:
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if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
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del bpy.types.Scene.avatar_toolkit_language
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if hasattr(bpy.types.Scene, "avatar_toolkit_language_changed"):
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del bpy.types.Scene.avatar_toolkit_language_changed
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if hasattr(bpy.types.Scene, "mouth_a"):
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del bpy.types.Scene.mouth_a
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if hasattr(bpy.types.Scene, "mouth_o"):
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del bpy.types.Scene.mouth_o
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if hasattr(bpy.types.Scene, "mouth_ch"):
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del bpy.types.Scene.mouth_ch
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if hasattr(bpy.types.Scene, "shape_intensity"):
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del bpy.types.Scene.shape_intensity
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if hasattr(bpy.types.Scene, "selected_armature"):
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del bpy.types.Scene.selected_armature
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#if you register properties with register_property then you shouldn't need this function.
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pass
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@@ -94,22 +94,3 @@ def get_dependency_from_annotation(value):
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if value[0] in (bpy.props.PointerProperty, bpy.props.CollectionProperty):
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return value[1]["type"]
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return None
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# Find order to register to solve dependencies
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#################################################
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def toposort(deps_dict):
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sorted_list = []
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sorted_values = set()
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while len(deps_dict) > 0:
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unsorted = []
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for value, deps in deps_dict.items():
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if len(deps) == 0:
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sorted_list.append(value)
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sorted_values.add(value)
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else:
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unsorted.append(value)
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deps_dict = {value : deps_dict[value] - sorted_values for value in unsorted}
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return sorted_list
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