Added part of Texture Atlas UI
-added dynamic list for texture atlas ui - ui isn't the most intuitive but it will do for now
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@@ -7,6 +7,7 @@ if "bpy" not in locals():
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from . import functions
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from .core import register
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from .core.register import __bl_ordered_classes
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from .core.properties import register_properties
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else:
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import importlib
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importlib.reload(ui)
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@@ -18,6 +19,7 @@ def register():
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print("Registering Avatar Toolkit")
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# Order the classes before registration
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core.register.order_classes()
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register_properties()
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# Register the UI classes
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# Iterate over the classes to register and register them
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+24
-12
@@ -1,25 +1,37 @@
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from bpy.types import Scene, PropertyGroup, Object, Material, TextureNode
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import bpy
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from bpy.types import Scene, PropertyGroup, Object, Material, TextureNode, Context
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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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def register_properties():
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class Material_Texture_Atlas_PropertyGroup(PropertyGroup):
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normal: PointerProperty(type=TextureNode)
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albedo: PointerProperty(type=TextureNode)
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emission: PointerProperty(type=TextureNode)
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ambient_occlusion: PointerProperty(type=TextureNode)
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height: PointerProperty(type=TextureNode)
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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.name+"_image",(i.image.name if i.image else "node with no image..."),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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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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return Object.Enum
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register_class(Material_Texture_Atlas_PropertyGroup)
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Material.texture_atlas = PointerProperty(type=Material_Texture_Atlas_PropertyGroup)
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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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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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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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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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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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class Texture_Atlas_PropertyGroup(PropertyGroup):
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materials: CollectionProperty(type=Material)
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Scene.texture_atlas_material_index = IntProperty()#default=-1, get=(lambda self : -1), set=(lambda self,context : None)
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Scene.texture_atlas_properties = PointerProperty(type=Texture_Atlas_PropertyGroup)
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#class Texture_Atlas_PropertyGroup(PropertyGroup):
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# materials: CollectionProperty(type=Material)
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#register_class(Texture_Atlas_PropertyGroup)
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#Scene.texture_atlas_properties = PointerProperty(type=Texture_Atlas_PropertyGroup)
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@@ -0,0 +1,71 @@
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from bpy.types import UIList, Panel, UILayout, Object,Context,MaterialSlot
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import bpy
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from ..core.register import register_wrap
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from .panel import AvatarToolkitPanel
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@register_wrap
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class MaterialTextureAtlasProperties(UIList):
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bl_label = "Texture Atlas Material List Material"
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bl_idname = "Material_UL_avatar_toolkit_texture_atlas_mat_list_mat"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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def draw_item(self, context: Context, layout: UILayout, data: bpy.types.Object, item:MaterialSlot, icon, active_data, active_propname, index):
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if item.material:
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box = layout.box()
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col = box.row()
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col.label(text="Material: \""+item.material.name+"\"")
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if data.active_material_index == index:
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col = box.row()
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col.prop(item.material, "texture_atlas_albedo")
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col = box.row()
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col.prop(item.material, "texture_atlas_normal")
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col = box.row()
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col.prop(item.material, "texture_atlas_emission")
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col = box.row()
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col.prop(item.material, "texture_atlas_ambient_occlusion")
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col = box.row()
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col.prop(item.material, "texture_atlas_height")
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else:
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box = layout.box()
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col = box.row()
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col.label(text="Empty Material Slot.")
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@register_wrap
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class MaterialListPanel(UIList):
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bl_label = "Texture Atlas Material List"
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bl_idname = "Material_UL_avatar_toolkit_texture_atlas_mat_list"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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def draw_item(self, context: Context, layout: UILayout, data, item:Object, icon, active_data, active_propname, index):
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custom_icon = "OBJECT_DATAMODE"
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box = layout.box()
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row = box.row()
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row.label(text=item.name, icon = custom_icon)
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if context.scene.texture_atlas_material_index == index:
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row = box.row()
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box = row.box()
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box.template_list("Material_UL_avatar_toolkit_texture_atlas_mat_list_mat", "The_Texture_Atlas_List_mat_"+item.name, item, "material_slots", item, "active_material_index")
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@register_wrap
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class TextureAtlasPanel(Panel):
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bl_label = "Texture Atlasing"
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bl_idname = "OBJECT_PT_avatar_toolkit_texture_atlas"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Avatar Toolkit"
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bl_parent_id = "OBJECT_PT_avatar_toolkit"
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def draw(self, context: Context):
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layout = self.layout
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row = layout.row()
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boxoutter = row.box()
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row = boxoutter.row()
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row.label(text=MaterialListPanel.bl_label)
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row = boxoutter.row()
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row.template_list("Material_UL_avatar_toolkit_texture_atlas_mat_list", "The_Texture_Atlas_List", context.scene, "objects", context.scene, "texture_atlas_material_index")
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