from bpy.types import UIList, Panel, UILayout, Object, Context, Material, Operator import bpy from math import sqrt from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME from ..core.common import SceneMatClass, MaterialListBool, get_selected_armature from ..functions.atlas_materials import AvatarToolKit_OT_AtlasMaterials from ..core.translations import t class AvatarToolKit_OT_SelectAllMaterials(Operator): bl_idname = 'avatar_toolkit.select_all_materials' bl_label = "Select All" bl_description = "Select all materials for atlas" def execute(self, context): for item in context.scene.avatar_toolkit.materials: item.mat.avatar_toolkit.include_in_atlas = True return {'FINISHED'} class AvatarToolKit_OT_SelectNoneMaterials(Operator): bl_idname = 'avatar_toolkit.select_none_materials' bl_label = "Select None" bl_description = "Deselect all materials" def execute(self, context): for item in context.scene.avatar_toolkit.materials: item.mat.avatar_toolkit.include_in_atlas = False return {'FINISHED'} class AvatarToolKit_OT_ExpandAllMaterials(Operator): bl_idname = 'avatar_toolkit.expand_all_materials' bl_label = "Expand All" bl_description = "Expand all material settings" def execute(self, context): for item in context.scene.avatar_toolkit.materials: item.mat.avatar_toolkit.material_expanded = True return {'FINISHED'} class AvatarToolKit_OT_CollapseAllMaterials(Operator): bl_idname = 'avatar_toolkit.collapse_all_materials' bl_label = "Collapse All" bl_description = "Collapse all material settings" def execute(self, context): for item in context.scene.avatar_toolkit.materials: item.mat.avatar_toolkit.material_expanded = False return {'FINISHED'} class AvatarToolKit_OT_ExpandSectionMaterials(Operator): bl_idname = 'avatar_toolkit.expand_section_materials' bl_label = "" bl_description = "" @classmethod def poll(cls, context: Context) -> bool: return True def execute(self, context: Context) -> set: if not context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown: context.scene.avatar_toolkit.materials.clear() newlist: list[Material] = [] for obj in 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) newitem: SceneMatClass = context.scene.avatar_toolkit.materials.add() newitem.mat = mat_slot.material MaterialListBool.old_list[context.scene.name] = newlist else: context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown = False return {'FINISHED'} class AvatarToolKit_UL_MaterialTextureAtlasProperties(UIList): bl_label = t("TextureAtlas.material_list_label") bl_idname = "Material_UL_avatar_toolkit_texture_atlas_mat_list_mat" bl_space_type = 'VIEW_3D' bl_region_type = 'UI' def draw_header(self, context): layout = self.layout row = layout.row(align=True) row.operator("avatar_toolkit.select_all_materials", text="", icon='CHECKBOX_HLT') row.operator("avatar_toolkit.select_none_materials", text="", icon='CHECKBOX_DEHLT') row.operator("avatar_toolkit.expand_all_materials", text="", icon='DISCLOSURE_TRI_DOWN') row.operator("avatar_toolkit.collapse_all_materials", text="", icon='DISCLOSURE_TRI_RIGHT') row.prop(context.scene.avatar_toolkit, "material_search_filter", text="", icon='VIEWZOOM') box = layout.box() row = box.row() row.label(text=f"Estimated Atlas Size: {self.calculate_atlas_size(context)}px") def draw_item(self, context: Context, layout: UILayout, data: Object, item: SceneMatClass, icon, active_data, active_propname, index): if context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown: if context.scene.avatar_toolkit.material_search_filter and context.scene.avatar_toolkit.material_search_filter.lower() not in item.mat.name.lower(): return row = layout.row() row.prop(item.mat.avatar_toolkit, "include_in_atlas", text="", icon='CHECKBOX_HLT' if item.mat.avatar_toolkit.include_in_atlas else 'CHECKBOX_DEHLT') row.prop(item.mat.avatar_toolkit, "material_expanded", text=item.mat.name, icon='DOWNARROW_HLT' if item.mat.avatar_toolkit.material_expanded else 'RIGHTARROW', emboss=False) if item.mat.avatar_toolkit.material_expanded and item.mat.avatar_toolkit.include_in_atlas: box = layout.box() col = box.column(align=True) self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_albedo", "IMAGE_RGB") self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_normal", "NORMALS_FACE") self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_emission", "LIGHT") self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_ambient_occlusion", "SHADING_SOLID") self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_height", "IMAGE_ZDEPTH") self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_roughness", "MATERIAL") col.separator(factor=0.5) def draw_texture_row(self, layout, material, prop_name, icon): row = layout.row() row.prop(material, prop_name, icon=icon) if getattr(material, prop_name): row.label(text="", icon='CHECKMARK') else: row.label(text="", icon='X') def calculate_atlas_size(self, context): total_size = 0 for mat in context.scene.avatar_toolkit.materials: if mat.mat.avatar_toolkit.include_in_atlas: if mat.mat.avatar_toolkit.texture_atlas_albedo: img = bpy.data.images[mat.mat.avatar_toolkit.texture_atlas_albedo] total_size += img.size[0] * img.size[1] return f"{int(sqrt(total_size))}x{int(sqrt(total_size))}" class AvatarToolKit_PT_TextureAtlasPanel(Panel): bl_label = t("TextureAtlas.label") bl_idname = "OBJECT_PT_avatar_toolkit_texture_atlas" bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_category = CATEGORY_NAME bl_parent_id = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname bl_order = 6 def draw(self, context: Context): layout = self.layout armature = get_selected_armature(context) if armature: layout.label(text=t("TextureAtlas.label"), icon='TEXTURE') layout.separator(factor=0.5) box = layout.box() row = box.row() direction_icon = 'RIGHTARROW' if not context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown else 'DOWNARROW_HLT' row.operator(AvatarToolKit_OT_ExpandSectionMaterials.bl_idname, text=(t("TextureAtlas.reload_list") if not context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown else t("TextureAtlas.loaded_list")), icon=direction_icon) if context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown: row = box.row() row.template_list(AvatarToolKit_UL_MaterialTextureAtlasProperties.bl_idname, 'material_list', context.scene.avatar_toolkit, 'materials', context.scene.avatar_toolkit, 'texture_atlas_material_index', rows=12, type='DEFAULT') layout.separator(factor=1.0) row = layout.row() row.scale_y = 1.5 row.operator(AvatarToolKit_OT_AtlasMaterials.bl_idname, text=t("TextureAtlas.atlas_materials"), icon='NODE_TEXTURE') else: layout.label(text=t("Tools.select_armature"), icon='ERROR')