Cleanup some stuff

This commit is contained in:
989onan
2024-07-29 13:03:31 -04:00
parent d2db6e3f7a
commit 148797ece2
8 changed files with 91 additions and 84 deletions
+66 -54
View File
@@ -1,103 +1,115 @@
import bpy
from ..functions.translations import t, get_languages_list, update_language
from ..core.register import register_property
from bpy.types import Scene, Object, Material, TextureNode, Context, SceneObjects, PropertyGroup
from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
from bpy.utils import register_class
from ..core.register import register_wrap
from bpy.types import Scene, Object, Material, Context
from bpy.props import BoolProperty, EnumProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
from ..core.addon_preferences import get_preference
from ..core.common import SceneMatClass, material_list_bool, get_armatures, get_mesh_items
def register() -> None:
default_language = get_preference("language", 0)
bpy.types.Scene.avatar_toolkit_language = bpy.props.EnumProperty(
register_property((bpy.types.Scene, "avatar_toolkit_language", bpy.props.EnumProperty(
name=t("Settings.language.label", "Language"),
description=t("Settings.language.desc", "Select the language for the addon"),
items=get_languages_list,
default=default_language,
update=update_language
)
)))
bpy.types.Scene.selected_mesh = bpy.props.EnumProperty(
register_property((bpy.types.Scene, "selected_mesh", bpy.props.EnumProperty(
items=get_mesh_items,
name="Selected Mesh",
description="The currently selected mesh for viseme operations"
)
name=t("VisemePanel.selected_mesh.label"),
description=t("VisemePanel.selected_mesh.desc")
)))
bpy.types.Scene.avatar_toolkit_language_changed = bpy.props.BoolProperty(default=False)
register_property((bpy.types.Scene, "avatar_toolkit_language_changed", bpy.props.BoolProperty(default=False)))
bpy.types.Scene.avatar_toolkit_progress_steps = bpy.props.IntProperty(default=0)
bpy.types.Scene.avatar_toolkit_progress_current = bpy.props.IntProperty(default=0)
register_property((bpy.types.Scene, "avatar_toolkit_progress_steps", bpy.props.IntProperty(default=0)))
register_property((bpy.types.Scene, "avatar_toolkit_progress_current", bpy.props.IntProperty(default=0)))
bpy.types.Scene.mouth_a = bpy.props.StringProperty(
register_property((bpy.types.Scene, "avatar_toolkit_mouth_a", bpy.props.StringProperty(
name=t("VisemePanel.mouth_a.label"),
description=t("VisemePanel.mouth_a.desc")
)
bpy.types.Scene.mouth_o = bpy.props.StringProperty(
)))
register_property((bpy.types.Scene, "avatar_toolkit_mouth_o", bpy.props.StringProperty(
name=t("VisemePanel.mouth_o.label"),
description=t("VisemePanel.mouth_o.desc")
)
bpy.types.Scene.mouth_ch = bpy.props.StringProperty(
)))
register_property((bpy.types.Scene, "avatar_toolkit_mouth_ch", bpy.props.StringProperty(
name=t("VisemePanel.mouth_ch.label"),
description=t("VisemePanel.mouth_ch.desc")
)
bpy.types.Scene.shape_intensity = bpy.props.FloatProperty(
)))
register_property((bpy.types.Scene, "avatar_toolkit_shape_intensity", bpy.props.FloatProperty(
name=t("VisemePanel.shape_intensity"),
description=t("VisemePanel.shape_intensity_desc"),
default=1.0,
min=0.0,
max=2.0
)
)))
bpy.types.Scene.selected_armature = bpy.props.EnumProperty(
register_property((bpy.types.Scene, "selected_armature", bpy.props.EnumProperty(
items=get_armatures,
name="Selected Armature",
description="The currently selected armature for Avatar Toolkit operations"
)
)))
#happy with how compressed this get_texture_node_list method is - @989onan
def get_texture_node_list(self: Material, context: Context) -> list[set[3]]:
if self.use_nodes:
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"]
if not len(Object.Enum):
Object.Enum = [("ERROR", "THIS MATERIAL HAS NO IMAGES!", "ERROR", 0)]
Object.Enum = [(t("TextureAtlas.error.label"), t("TextureAtlas.no_images_error.desc") , t("TextureAtlas.error.label"), 0)]
else:
Object.Enum = [("ERROR", "THIS MATERIAL DOES NOT USE NODES!", "ERROR", 0)]
Object.Enum.append(("None", "None", "None", 0))
Object.Enum = [(t("TextureAtlas.error.label"), t("TextureAtlas.no_nodes_error.desc"), t("TextureAtlas.error.label"), 0)]
Object.Enum.append((t("TextureAtlas.none.label"), t("TextureAtlas.none.label"), t("TextureAtlas.none.label"), 0))
return Object.Enum
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)))
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)))
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)))
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)))
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)))
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)))
register_property((Material, "texture_atlas_albedo", EnumProperty(
name=t("TextureAtlas.albedo"),
description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.albedo").lower()),
default=0,
items=get_texture_node_list)))
register_property((Material, "texture_atlas_normal", EnumProperty(
name=t("TextureAtlas.normal"),
description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.normal").lower()),
default=0,
items=get_texture_node_list)))
register_property((Material, "texture_atlas_emission", EnumProperty(
name=t("TextureAtlas.emission"),
description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.emission").lower()),
default=0,
items=get_texture_node_list)))
register_property((Material, "texture_atlas_ambient_occlusion", EnumProperty(
name=t("TextureAtlas.ambient_occlusion"),
description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.ambient_occlusion").lower()),
default=0,
items=get_texture_node_list)))
register_property((Material, "texture_atlas_height", EnumProperty(
name=t("TextureAtlas.height"),
description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.height_map").lower()),
default=0,
items=get_texture_node_list)))
register_property((Material, "texture_atlas_roughness", EnumProperty(
name=t("TextureAtlas.roughness"),
description=t("TextureAtlas.texture_use_atlas.desc").format(name=t("TextureAtlas.roughness").lower()),
default=0,
items=get_texture_node_list)))
register_property((Scene, "texture_atlas_material_index", IntProperty(default=-1, get=(lambda self : -1), set=(lambda self,context : None))))
register_property((Scene, "texture_atlas_material_index", IntProperty(
default=-1,
get=(lambda self : -1),
set=(lambda self,context : None))))
register_property((Scene, "materials", CollectionProperty(type=SceneMatClass)))
register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool)))
register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(
default=False,
get=material_list_bool.get_bool,
set=material_list_bool.set_bool)))
def unregister() -> None:
if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
del bpy.types.Scene.avatar_toolkit_language
if hasattr(bpy.types.Scene, "avatar_toolkit_language_changed"):
del bpy.types.Scene.avatar_toolkit_language_changed
if hasattr(bpy.types.Scene, "mouth_a"):
del bpy.types.Scene.mouth_a
if hasattr(bpy.types.Scene, "mouth_o"):
del bpy.types.Scene.mouth_o
if hasattr(bpy.types.Scene, "mouth_ch"):
del bpy.types.Scene.mouth_ch
if hasattr(bpy.types.Scene, "shape_intensity"):
del bpy.types.Scene.shape_intensity
if hasattr(bpy.types.Scene, "selected_armature"):
del bpy.types.Scene.selected_armature
#if you register properties with register_property then you shouldn't need this function.
pass