import bpy 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. #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_properties(): 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 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) 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) 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) 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) 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) Scene.texture_atlas_material_index = IntProperty(default=-1, get=(lambda self : -1), set=(lambda self,context : None)) Scene.materials = CollectionProperty(type=SceneMatClass) Scene.texture_atlas_Has_Mat_List_Shown = BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool) #Scene.texture_atlas_properties = PointerProperty(type=Texture_Atlas_PropertyGroup)