Merge branch 'main' into Digitigrade-legs-tool

This commit is contained in:
Onan Chew
2024-07-24 17:45:37 -04:00
committed by GitHub
18 changed files with 411 additions and 159 deletions
+14 -86
View File
@@ -1,92 +1,20 @@
import bpy
from ..functions.translations import t, get_languages_list, update_ui
from ..core.register import register_property
from typing import Tuple
from bpy.types import Scene, PropertyGroup, Object, Material, TextureNode, Context, SceneObjects
from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
from bpy.utils import register_class
class material_list_bool:
#For the love that is holy do not ever touch these. If this was java I would make these private
#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
def register():
default_language = get_preference("language", 0)
#The only exception to this is the ExpandSection_Materials operator which populates this with new data once the materials have changed and need reloading.
old_list: dict[str,list[Material]] = {}
bool_material_list_expand: dict[str,bool] = {}
def set_bool(self, value: bool) -> None:
material_list_bool.bool_material_list_expand[bpy.context.scene.name] = value
if value == False:
material_list_bool.old_list[bpy.context.scene.name] = []
def get_bool(self) -> bool:
newlist: list[Material] = []
for obj in bpy.context.scene.objects:
if len(obj.material_slots)>0:
for mat_slot in obj.material_slots:
if mat_slot.material:
if mat_slot.material not in newlist:
newlist.append(mat_slot.material)
still_the_same: bool = True
if bpy.context.scene.name in material_list_bool.old_list:
for item in newlist:
if item not in material_list_bool.old_list[bpy.context.scene.name]:
still_the_same = False
break
for item in material_list_bool.old_list[bpy.context.scene.name]:
if item not in newlist:
still_the_same = False
break
else:
still_the_same = False
material_list_bool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
return material_list_bool.bool_material_list_expand[bpy.context.scene.name]
class SceneMatClass(PropertyGroup):
mat: PointerProperty(type=Material)
def register() -> None:
register_property((Scene, "language", bpy.props.EnumProperty(
name=t("Settings.language.label"),
description=t("Settings.language.desc"),
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,
update=update_ui
)))
default=default_language,
update=update_language
)
register_class(SceneMatClass)
#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)]
else:
Object.Enum = [("ERROR", "THIS MATERIAL DOES NOT USE NODES!", "ERROR", 0)]
Object.Enum.append(("None", "None", "None", 0))
return Object.Enum
bpy.types.Scene.avatar_toolkit_language_changed = bpy.props.BoolProperty(default=False)
def unregister():
if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
del bpy.types.Scene.avatar_toolkit_language
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(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))
def unregister() -> None:
pass
if hasattr(bpy.types.Scene, "avatar_toolkit_language_changed"):
del bpy.types.Scene.avatar_toolkit_language_changed