Plugin Registration Changes

- Re-wrote how the plugin registers itself.
- No longer need @register_wrapper classes get auto detected and added.
- The new Auto loader is much better then the old way, no longer need "if "bpy" not in locals():" this was an old way of doing things and wasn't really efficient.

 using auto_load.py provides several advantages:

- It automatically discovers and loads all modules in the addon.
- It handles dependencies between classes correctly through topological sorting.
- It manages registration order automatically.
- It properly handles unregistration in the correct order.

This approach is much less error prone and I not had any issues so far. However it still needs testing fully.

I have also start to re-organise files into folders as well, this is going to be needed so we don't have a long list of files as Avatar Toolkit is getting larger then i originally planned.
This commit is contained in:
Yusarina
2024-12-02 01:52:11 +00:00
parent ac6e98c27e
commit fe8f5f69d5
40 changed files with 581 additions and 580 deletions
+153 -142
View File
@@ -1,169 +1,180 @@
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, Context
from bpy.props import BoolProperty, EnumProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
from ..core.addon_preferences import get_preference
from ..core.common import SceneMatClass, MaterialListBool, get_armatures, get_mesh_items, get_armatures_that_are_not_selected
from .translations import t, get_languages_list, update_language
from bpy.types import PropertyGroup, Material, Scene, Object, Context
from bpy.props import (StringProperty, BoolProperty, EnumProperty,
IntProperty, FloatProperty, CollectionProperty,
PointerProperty)
from .addon_preferences import get_preference
from .common import SceneMatClass, MaterialListBool, get_armatures, get_mesh_items, get_armatures_that_are_not_selected
from .updater import get_version_list
def register() -> None:
default_language = get_preference("language", 0)
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"),
class AvatarToolkitSceneProperties(PropertyGroup):
language: EnumProperty(
name="Language",
description="Select the language for the addon",
items=get_languages_list,
default=default_language,
update=update_language
)))
register_property((bpy.types.Scene, "selected_mesh", bpy.props.EnumProperty(
)
selected_mesh: EnumProperty(
items=get_mesh_items,
name=t("VisemePanel.selected_mesh.label"),
description=t("VisemePanel.selected_mesh.desc")
)))
name="Selected Mesh",
description="Select mesh to modify"
)
register_property((bpy.types.Object, "material_group_expanded", bpy.props.BoolProperty(
name="Expand Material Group",
description="Show/hide materials for this mesh",
default=False
)))
register_property((bpy.types.Material, "material_expanded", bpy.props.BoolProperty(
name="Expand Material",
description="Show/hide material properties",
default=False
)))
register_property((bpy.types.Scene, "material_search_filter", bpy.props.StringProperty(
material_search_filter: StringProperty(
name="Search Materials",
description="Filter materials by name",
default=""
)))
)
register_property((bpy.types.Material, "include_in_atlas", bpy.props.BoolProperty(
name=t("TextureAtlas.include_in_atlas"),
description=t("TextureAtlas.include_in_atlas_desc"),
default=True
)))
register_property((bpy.types.Scene, "merge_armature_apply_transforms", bpy.props.BoolProperty(
merge_armature_apply_transforms: BoolProperty(
default=False,
name=t("MergeArmature.merge_armatures.apply_transforms.label"),
description=t("MergeArmature.merge_armatures.apply_transforms.desc")
)))
register_property((bpy.types.Scene, "merge_armature_align_bones", bpy.props.BoolProperty(
name="Apply Transforms",
description="Apply transforms when merging armatures"
)
merge_armature_align_bones: BoolProperty(
default=False,
name=t("MergeArmature.merge_armatures.align_bones.label"),
description=t("MergeArmature.merge_armatures.align_bones.desc")
)))
register_property((bpy.types.Scene, "avatar_toolkit_language_changed", bpy.props.BoolProperty(default=False)))
name="Align Bones",
description="Align bones when merging armatures"
)
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)))
progress_steps: IntProperty(default=0)
progress_current: IntProperty(default=0)
language_changed: BoolProperty(default=False)
register_property((bpy.types.Scene, "avatar_toolkit_mouth_a", bpy.props.StringProperty(
name=t("VisemePanel.mouth_a.label"),
description=t("VisemePanel.mouth_a.desc")
)))
register_property((bpy.types.Scene, "avatar_toolkit_mouth_o", bpy.props.StringProperty(
name=t("VisemePanel.mouth_o.label"),
description=t("VisemePanel.mouth_o.desc")
)))
register_property((bpy.types.Scene, "avatar_toolkit_mouth_ch", bpy.props.StringProperty(
name=t("VisemePanel.mouth_ch.label"),
description=t("VisemePanel.mouth_ch.desc")
)))
register_property((bpy.types.Scene, "avatar_toolkit_shape_intensity", bpy.props.FloatProperty(
name=t("VisemePanel.shape_intensity"),
description=t("VisemePanel.shape_intensity_desc"),
mouth_a: StringProperty(
name="Mouth A",
description="Shape key for A sound"
)
mouth_o: StringProperty(
name="Mouth O",
description="Shape key for O sound"
)
mouth_ch: StringProperty(
name="Mouth CH",
description="Shape key for CH sound"
)
shape_intensity: FloatProperty(
name="Shape Intensity",
description="Intensity of shape key modifications",
default=1.0,
min=0.0,
max=2.0
)))
register_property((bpy.types.Scene, "merge_twist_bones", bpy.props.BoolProperty(
name=t("Tools.merge_twist_bones.label"),
description=t("Tools.merge_twist_bones.desc"),
)
merge_twist_bones: BoolProperty(
name="Merge Twist Bones",
description="Merge twist bones during processing",
default=True
)))
)
register_property((bpy.types.Scene, "selected_armature", bpy.props.EnumProperty(
selected_armature: EnumProperty(
items=get_armatures,
name=t("Quick_Access.selected_armature.label"),
description=t("Quick_Access.selected_armature.desc"),
default=0
)))
name="Selected Armature",
description="Select the armature to work with"
)
register_property((bpy.types.Scene, "merge_armature_source", bpy.props.EnumProperty(
merge_armature_source: EnumProperty(
items=get_armatures_that_are_not_selected,
name=t("MergeArmatures.selected_armature.label"),
description=t("MergeArmatures.selected_armature.label"),
default=0
)))
name="Source Armature",
description="Select the source armature for merging"
)
register_property((bpy.types.Scene, "avatar_toolkit_updater_version_list", bpy.props.EnumProperty(
name=t('Scene.avatar_toolkit_updater_version_list.name'),
description=t('Scene.avatar_toolkit_updater_version_list.description'),
items=get_version_list
)))
#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 = [(t("TextureAtlas.error.label"), t("TextureAtlas.no_images_error.desc") , t("TextureAtlas.error.label"), 0)]
else:
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=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").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))))
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(
materials: CollectionProperty(type=SceneMatClass)
texture_atlas_Has_Mat_List_Shown: BoolProperty(
default=False,
get=MaterialListBool.get_bool,
set=MaterialListBool.set_bool)))
get=MaterialListBool.get_bool,
set=MaterialListBool.set_bool
)
def unregister() -> None:
#if you register properties with register_property then you shouldn't need this function.
pass
class AvatarToolkitMaterialProperties(PropertyGroup):
material_expanded: BoolProperty(
name="Expand Material",
description="Show/hide material properties",
default=False
)
include_in_atlas: BoolProperty(
name="Include in Atlas",
description="Include this material in texture atlas",
default=True
)
def get_texture_node_list(self, context):
if self.use_nodes:
nodes = [(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 nodes:
nodes = [("Error", "No images found", "Error", 0)]
else:
nodes = [("Error", "No node tree found", "Error", 0)]
nodes.append(("None", "None", "None", 0))
return nodes
texture_atlas_albedo: EnumProperty(
name="Albedo",
description="Albedo texture for atlas",
items=get_texture_node_list
)
texture_atlas_normal: EnumProperty(
name="Normal",
description="Normal map for atlas",
items=get_texture_node_list
)
texture_atlas_emission: EnumProperty(
name="Emission",
description="Emission texture for atlas",
items=get_texture_node_list
)
texture_atlas_ambient_occlusion: EnumProperty(
name="Ambient Occlusion",
description="AO texture for atlas",
items=get_texture_node_list
)
texture_atlas_height: EnumProperty(
name="Height",
description="Height map for atlas",
items=get_texture_node_list
)
texture_atlas_roughness: EnumProperty(
name="Roughness",
description="Roughness map for atlas",
items=get_texture_node_list
)
class AvatarToolkitObjectProperties(PropertyGroup):
material_group_expanded: BoolProperty(
name="Expand Material Group",
description="Show/hide materials for this mesh",
default=False
)
def register():
bpy.types.Scene.avatar_toolkit = PointerProperty(type=AvatarToolkitSceneProperties)
bpy.types.Material.avatar_toolkit = PointerProperty(type=AvatarToolkitMaterialProperties)
bpy.types.Object.avatar_toolkit = PointerProperty(type=AvatarToolkitObjectProperties)
def unregister():
del bpy.types.Scene.avatar_toolkit
del bpy.types.Material.avatar_toolkit
del bpy.types.Object.avatar_toolkit