Merge pull request #40 from 989onan/cleanup

Cleanup some stuff
This commit is contained in:
Yusarina
2024-07-29 18:09:37 +01:00
committed by GitHub
8 changed files with 91 additions and 84 deletions
+1 -1
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@@ -78,7 +78,7 @@ bone_names = {
"left_ankle": ["leftankle", "anklel", "rankle", "leftfoot", "footl", "lfoot", "leftfoot", "leftfeet", "feetleft", "lfeet", "feetl", "valvebipedbip01lfoot"],
"left_toe": ["lefttoe", "toeleft", "toel", "ltoe", "toesl", "ltoes", "valvebipedbip01ltoe0"],
"hips": ["pelvis", "hips", "valvebipedbip01pelvis"],
"hips": ["pelvis", "hips", "hip", "valvebipedbip01pelvis"],
"spine": ["torso", "spine", "valvebipedbip01spine"],
"chest": ["chest", "valvebipedbip01spine1"],
"upper_chest": ["upperchest", "valvebipedbip01spine4"],
+66 -54
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@@ -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
-19
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@@ -94,22 +94,3 @@ def get_dependency_from_annotation(value):
if value[0] in (bpy.props.PointerProperty, bpy.props.CollectionProperty):
return value[1]["type"]
return None
# Find order to register to solve dependencies
#################################################
def toposort(deps_dict):
sorted_list = []
sorted_values = set()
while len(deps_dict) > 0:
unsorted = []
for value, deps in deps_dict.items():
if len(deps) == 0:
sorted_list.append(value)
sorted_values.add(value)
else:
unsorted.append(value)
deps_dict = {value : deps_dict[value] - sorted_values for value in unsorted}
return sorted_list
+2 -1
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@@ -95,13 +95,14 @@ class ConvertToResonite(Operator):
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode='OBJECT')
bone.name = re.compile(re.escape("<noik>"), re.IGNORECASE).sub("",bone.name) #remove "NOIK" from bones before translating again, in case an update was done that fixes a translation.
for bone in armature.data.bones:
if simplify_bonename(bone.name) in reverse_bone_lookup and reverse_bone_lookup[simplify_bonename(bone.name)] in resonite_translations:
bone.name = resonite_translations[reverse_bone_lookup[simplify_bonename(bone.name)]]
else:
untranslated_bones.add(bone.name)
bone.name = re.compile(re.escape("<noik>"), re.IGNORECASE).sub("",bone.name)+"<noik>"
bone.name = bone.name+"<noik>"
translate_bone_fails += 1
bpy.ops.object.mode_set(mode='OBJECT')
+4 -4
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@@ -36,9 +36,9 @@ class AutoVisemeButton(bpy.types.Operator):
update_progress(self, context, t("VisemePanel.removing_existing_visemes"))
self.remove_existing_vrc_shapekeys(mesh)
shape_a = context.scene.mouth_a
shape_o = context.scene.mouth_o
shape_ch = context.scene.mouth_ch
shape_a = context.scene.avatar_toolkit_mouth_a
shape_o = context.scene.avatar_toolkit_mouth_o
shape_ch = context.scene.avatar_toolkit_mouth_ch
if shape_a == "Basis" or shape_o == "Basis" or shape_ch == "Basis":
raise ValueError(t('AutoVisemeButton.error.selectShapekeys'))
@@ -63,7 +63,7 @@ class AutoVisemeButton(bpy.types.Operator):
]
for viseme_name, shape_mix in visemes:
self.create_viseme(mesh, viseme_name, shape_mix, context.scene.shape_intensity)
self.create_viseme(mesh, viseme_name, shape_mix, context.scene.avatar_toolkit_shape_intensity)
update_progress(self, context, t("VisemePanel.sorting_shapekeys"))
common.sort_shape_keys(mesh)
+13
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@@ -94,6 +94,17 @@
"TextureAtlas.loaded_list": "Loaded Texture Atlas Material List",
"TextureAtlas.material_list_label": "Texture Atlas Material List Material",
"TextureAtlas.reload_list": "Reload Texture Atlas Material List",
"TextureAtlas.error.label": "ERROR",
"TextureAtlas.none.label": "None",
"TextureAtlas.no_nodes_error.desc": "THIS MATERIAL DOES NOT USE NODES!",
"TextureAtlas.no_images_error.desc": "THIS MATERIAL HAS NO IMAGES!",
"TextureAtlas.texture_use_atlas.desc": "The texture that will be used for the {name} map atlas",
"TextureAtlas.albedo": "Albedo",
"TextureAtlas.normal": "Normal",
"TextureAtlas.emission": "Emission",
"TextureAtlas.ambient_occlusion": "Ambient Occlusion",
"TextureAtlas.height": "Height",
"TextureAtlas.roughness": "Roughness",
"Tools.bones_translated_success": "Successfully translated all bones to humanoid names",
"Tools.bones_translated_with_fails": "Failed to translate {translate_bone_fails} bones to humanoid names. Adding \"<noik>\" to their names.",
"Tools.convert_to_resonite.desc": "Converts bone names on a model to names compatible with Resonite",
@@ -139,6 +150,8 @@
"VisemePanel.removing_existing_viseme": "Removing existing viseme: {viseme_name}",
"VisemePanel.removing_existing_visemes": "Removing existing visemes...",
"VisemePanel.select_mesh": "Select Mesh",
"VisemePanel.selected_mesh.label": "Selected Mesh",
"VisemePanel.selected_mesh.desc": "The currently selected mesh for viseme operations",
"VisemePanel.selected_shapes": "Selected shapes: A={shape_a}, O={shape_o}, CH={shape_ch}",
"VisemePanel.shape_intensity": "Shape Intensity",
"VisemePanel.shape_intensity_desc": "The intensity of the viseme shapekeys",
+1 -1
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@@ -18,7 +18,7 @@
"Importer.export_vrchat.label": "VRChatにエクスポート",
"Importer.mmd_anim_importer.desc": "MMDアニメーション(.vmd)をインポート",
"Importer.mmd_anim_importer.label": "MMDアニメーション",
"Importing.importer_search_term": "https://search.brave.com/search?q=blender+{extension}+importer+addon&source=web",
"Importing.importer_search_term": "https://search.brave.com/search?q=Blender+{extension}+インポーターアドオン&source=web",
"Importing.need_importer": "{extension}タイプに必要なインポーターがありません!インポーター検索用のウェブブラウザを開きます...",
"Language.auto": "自動",
"Language.en_US": "English",
+4 -4
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@@ -24,11 +24,11 @@ class AvatarToolkitVisemePanel(bpy.types.Panel):
mesh = bpy.data.objects.get(context.scene.selected_mesh)
if mesh and mesh.type == 'MESH':
if mesh.data.shape_keys:
layout.prop_search(context.scene, "mouth_a", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_a.label'), icon='SHAPEKEY_DATA')
layout.prop_search(context.scene, "mouth_o", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_o.label'), icon='SHAPEKEY_DATA')
layout.prop_search(context.scene, "mouth_ch", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_ch.label'), icon='SHAPEKEY_DATA')
layout.prop_search(context.scene, "avatar_toolkit_mouth_a", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_a.label'), icon='SHAPEKEY_DATA')
layout.prop_search(context.scene, "avatar_toolkit_mouth_o", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_o.label'), icon='SHAPEKEY_DATA')
layout.prop_search(context.scene, "avatar_toolkit_mouth_ch", mesh.data.shape_keys, "key_blocks", text=t('VisemePanel.mouth_ch.label'), icon='SHAPEKEY_DATA')
layout.prop(context.scene, 'shape_intensity', text=t('VisemePanel.shape_intensity'), icon='FORCE_LENNARDJONES')
layout.prop(context.scene, 'avatar_toolkit_shape_intensity', text=t('VisemePanel.shape_intensity'), icon='FORCE_LENNARDJONES')
row = layout.row()
row.scale_y = 1.2