Merge branch 'main' into Texture-Atlasing
This commit is contained in:
+22
-17
@@ -1,10 +1,12 @@
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import bpy
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from ..functions.translations import t, get_languages_list, update_ui
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from ..core.register import register_property
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from typing import Tuple
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from bpy.types import Scene, PropertyGroup, Object, Material, TextureNode, Context, SceneObjects
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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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class material_list_bool:
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#For the love that is holy do not ever touch these. If this was java I would make these private
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#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
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@@ -47,9 +49,14 @@ class material_list_bool:
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class SceneMatClass(PropertyGroup):
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mat: PointerProperty(type=Material)
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def register_properties():
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def register() -> None:
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register_property((Scene, "language", bpy.props.EnumProperty(
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name=t("Settings.language.label"),
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description=t("Settings.language.desc"),
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items=get_languages_list,
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update=update_ui
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)))
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register_class(SceneMatClass)
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#happy with how compressed this get_texture_node_list method is - @989onan
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@@ -65,23 +72,21 @@ def register_properties():
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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_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_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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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(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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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(default=-1, get=(lambda self : -1), set=(lambda self,context : None)))
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Scene.materials = CollectionProperty(type=SceneMatClass)
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register_property(Scene, "materials", CollectionProperty(type=SceneMatClass))
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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(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool))
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#Scene.texture_atlas_properties = PointerProperty(type=Texture_Atlas_PropertyGroup)
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def unregister() -> None:
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pass
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