Merge branch 'Digitigrade-legs-tool' of https://github.com/989onan/Avatar-Toolkit into Digitigrade-legs-tool

This commit is contained in:
989onan
2024-07-24 17:50:04 -04:00
18 changed files with 409 additions and 159 deletions
+43
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@@ -0,0 +1,43 @@
import bpy
import os
import json
from bpy.types import AddonPreferences
from typing import Any, Dict
# Get the directory of the current file
PREFERENCES_DIR = os.path.dirname(os.path.abspath(__file__))
PREFERENCES_FILE = os.path.join(PREFERENCES_DIR, "preferences.json")
def save_preference(key: str, value: Any) -> None:
"""Save a single preference to the JSON file."""
prefs = load_preferences()
prefs[key] = value
with open(PREFERENCES_FILE, 'w') as f:
json.dump(prefs, f, indent=4)
def load_preferences() -> Dict[str, Any]:
"""Load all preferences from the JSON file."""
if os.path.exists(PREFERENCES_FILE):
with open(PREFERENCES_FILE, 'r') as f:
return json.load(f)
return {}
def get_preference(key: str, default: Any = None) -> Any:
"""Get a single preference from the JSON file."""
prefs = load_preferences()
return prefs.get(key, default)
class AvatarToolkitPreferences(AddonPreferences):
bl_idname = __package__.rsplit('.', 1)[0]
def draw(self, context):
layout = self.layout
layout.label(text="Preferences are managed internally.")
# You can add more UI elements here if needed
def get_addon_preferences(context):
return context.preferences.addons[AvatarToolkitPreferences.bl_idname].preferences
# Initialize preferences if the file doesn't exist
if not os.path.exists(PREFERENCES_FILE):
save_preference("language", 0) # Set default language to 0 (auto)
+3 -2
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@@ -5,13 +5,14 @@ from .common import get_armature
from bpy.types import Object, ShapeKey, Mesh, Context, Operator
from functools import lru_cache
from ..core.register import register_wrap
from ..functions.translations import t
@register_wrap
class ExportResonite(Operator):
bl_idname = 'avatar_toolkit.export_resonite'
bl_label = "Export to Resonite"
bl_description = "Export a GLB with all animations and materials. For animation data see: "
bl_label = t("Export.resonite.label")
bl_description = t("Export.resonite.desc")
bl_options = {'REGISTER', 'UNDO'}
filepath: bpy.props.StringProperty()
+14 -88
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@@ -1,94 +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
from ..functions.translations import t, get_languages_list, update_language
from ..core.addon_preferences import get_preference
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
+6 -3
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@@ -1,5 +1,6 @@
import bpy
import typing
from typing import List, Type
# List to store the classes to register
__bl_classes = []
@@ -21,8 +22,11 @@ def register_property(prop):
def register_properties():
for prop in __bl_props:
setattr(prop[0], prop[1], prop[2])
if isinstance(prop[2], bpy.props._PropertyDeferred):
setattr(prop[0], prop[1], prop[2])
else:
prop()
def unregister_properties():
for prop in reversed(__bl_props):
delattr(prop[0], prop[1])
@@ -109,4 +113,3 @@ def toposort(deps_dict):
deps_dict = {value : deps_dict[value] - sorted_values for value in unsorted}
return sorted_list