# -*- coding: utf-8 -*- # Copyright 2014 MMD Tools authors # This file was originally part of the MMD Tools add-on for Blender # You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools # Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements. # MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit. import bpy from typing import Optional, Set, Dict, Any, List, Tuple, Union, Type from .. import utils from ..core import material from ..core.material import FnMaterial from ..core.model import FnModel from . import patch_library_overridable from ....core.logging_setup import logger def _mmd_material_update_ambient_color(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_ambient_color() def _mmd_material_update_diffuse_color(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_diffuse_color() def _mmd_material_update_alpha(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_alpha() def _mmd_material_update_specular_color(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_specular_color() def _mmd_material_update_shininess(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_shininess() def _mmd_material_update_is_double_sided(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_is_double_sided() def _mmd_material_update_sphere_texture_type(prop: "MMDMaterial", context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_sphere_texture_type(context.active_object) def _mmd_material_update_toon_texture(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_toon_texture() def _mmd_material_update_enabled_drop_shadow(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_drop_shadow() def _mmd_material_update_enabled_self_shadow_map(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_self_shadow_map() def _mmd_material_update_enabled_self_shadow(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_self_shadow() def _mmd_material_update_enabled_toon_edge(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_enabled_toon_edge() def _mmd_material_update_edge_color(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_edge_color() def _mmd_material_update_edge_weight(prop: "MMDMaterial", _context: bpy.types.Context) -> None: FnMaterial(prop.id_data).update_edge_weight() def _mmd_material_get_name_j(prop: "MMDMaterial") -> str: return prop.get("name_j", "") def _mmd_material_set_name_j(prop: "MMDMaterial", value: str) -> None: prop_value = value if prop_value and prop_value != prop.get("name_j"): root = FnModel.find_root_object(bpy.context.active_object) if root is None: logger.debug(f"No root object found, using unique name for material: {value}") prop_value = utils.unique_name(value, {mat.mmd_material.name_j for mat in bpy.data.materials}) else: logger.debug(f"Root object found, using unique name for material within model: {value}") prop_value = utils.unique_name(value, {mat.mmd_material.name_j for mat in FnModel.iterate_materials(root)}) prop["name_j"] = prop_value # =========================================== # Property classes # =========================================== class MMDMaterial(bpy.types.PropertyGroup): """マテリアル""" name_j: bpy.props.StringProperty( name="Name", description="Japanese Name", default="", set=_mmd_material_set_name_j, get=_mmd_material_get_name_j, ) name_e: bpy.props.StringProperty( name="Name(Eng)", description="English Name", default="", ) material_id: bpy.props.IntProperty( name="Material ID", description="Unique ID for the reference of material morph", default=-1, min=-1, ) ambient_color: bpy.props.FloatVectorProperty( name="Ambient Color", description="Ambient color", subtype="COLOR", size=3, min=0, max=1, precision=3, step=0.1, default=[0.4, 0.4, 0.4], update=_mmd_material_update_ambient_color, ) diffuse_color: bpy.props.FloatVectorProperty( name="Diffuse Color", description="Diffuse color", subtype="COLOR", size=3, min=0, max=1, precision=3, step=0.1, default=[0.8, 0.8, 0.8], update=_mmd_material_update_diffuse_color, ) alpha: bpy.props.FloatProperty( name="Alpha", description="Alpha transparency", min=0, max=1, precision=3, step=0.1, default=1.0, update=_mmd_material_update_alpha, ) specular_color: bpy.props.FloatVectorProperty( name="Specular Color", description="Specular color", subtype="COLOR", size=3, min=0, max=1, precision=3, step=0.1, default=[0.625, 0.625, 0.625], update=_mmd_material_update_specular_color, ) shininess: bpy.props.FloatProperty( name="Reflect", description="Sharpness of reflected highlights", min=0, soft_max=512, step=100.0, default=50.0, update=_mmd_material_update_shininess, ) is_double_sided: bpy.props.BoolProperty( name="Double Sided", description="Both sides of mesh should be rendered", default=False, update=_mmd_material_update_is_double_sided, ) enabled_drop_shadow: bpy.props.BoolProperty( name="Ground Shadow", description="Display ground shadow", default=True, update=_mmd_material_update_enabled_drop_shadow, ) enabled_self_shadow_map: bpy.props.BoolProperty( name="Self Shadow Map", description="Object can become shadowed by other objects", default=True, update=_mmd_material_update_enabled_self_shadow_map, ) enabled_self_shadow: bpy.props.BoolProperty( name="Self Shadow", description="Object can cast shadows", default=True, update=_mmd_material_update_enabled_self_shadow, ) enabled_toon_edge: bpy.props.BoolProperty( name="Toon Edge", description="Use toon edge", default=False, update=_mmd_material_update_enabled_toon_edge, ) edge_color: bpy.props.FloatVectorProperty( name="Edge Color", description="Toon edge color", subtype="COLOR", size=4, min=0, max=1, precision=3, step=0.1, default=[0, 0, 0, 1], update=_mmd_material_update_edge_color, ) edge_weight: bpy.props.FloatProperty( name="Edge Weight", description="Toon edge size", min=0, max=100, soft_max=2, step=1.0, default=1.0, update=_mmd_material_update_edge_weight, ) sphere_texture_type: bpy.props.EnumProperty( name="Sphere Map Type", description="Choose sphere texture blend type", items=[ (str(material.SPHERE_MODE_OFF), "Off", "", 1), (str(material.SPHERE_MODE_MULT), "Multiply", "", 2), (str(material.SPHERE_MODE_ADD), "Add", "", 3), (str(material.SPHERE_MODE_SUBTEX), "SubTexture", "", 4), ], update=_mmd_material_update_sphere_texture_type, ) is_shared_toon_texture: bpy.props.BoolProperty( name="Use Shared Toon Texture", description="Use shared toon texture or custom toon texture", default=False, update=_mmd_material_update_toon_texture, ) toon_texture: bpy.props.StringProperty( name="Toon Texture", subtype="FILE_PATH", description="The file path of custom toon texture", default="", update=_mmd_material_update_toon_texture, ) shared_toon_texture: bpy.props.IntProperty( name="Shared Toon Texture", description="Shared toon texture id (toon01.bmp ~ toon10.bmp)", default=0, min=0, max=9, update=_mmd_material_update_toon_texture, ) comment: bpy.props.StringProperty( name="Comment", description="Comment", ) def is_id_unique(self) -> bool: return self.material_id < 0 or not next((m for m in bpy.data.materials if m.mmd_material != self and m.mmd_material.material_id == self.material_id), None) @staticmethod def register() -> None: logger.debug("Registering MMD material properties") bpy.types.Material.mmd_material = patch_library_overridable(bpy.props.PointerProperty(type=MMDMaterial)) @staticmethod def unregister() -> None: logger.debug("Unregistering MMD material properties") del bpy.types.Material.mmd_material