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, TextureNode, Context, SceneObjects, PropertyGroup from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty from bpy.utils import register_class from ..core.register import register_wrap from ..core.addon_preferences import get_preference from ..core.common import SceneMatClass, material_list_bool, get_armatures, get_mesh_items def register() -> None: default_language = get_preference("language", 0) 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, default=default_language, update=update_language ) bpy.types.Scene.selected_mesh = bpy.props.EnumProperty( items=get_mesh_items, name="Selected Mesh", description="The currently selected mesh for viseme operations" ) bpy.types.Scene.avatar_toolkit_language_changed = bpy.props.BoolProperty(default=False) bpy.types.Scene.avatar_toolkit_progress_steps = bpy.props.IntProperty(default=0) bpy.types.Scene.avatar_toolkit_progress_current = bpy.props.IntProperty(default=0) bpy.types.Scene.mouth_a = bpy.props.StringProperty( name=t("VisemePanel.mouth_a.label"), description=t("VisemePanel.mouth_a.desc") ) bpy.types.Scene.mouth_o = bpy.props.StringProperty( name=t("VisemePanel.mouth_o.label"), description=t("VisemePanel.mouth_o.desc") ) bpy.types.Scene.mouth_ch = bpy.props.StringProperty( name=t("VisemePanel.mouth_ch.label"), description=t("VisemePanel.mouth_ch.desc") ) bpy.types.Scene.shape_intensity = bpy.props.FloatProperty( name=t("VisemePanel.shape_intensity"), description=t("VisemePanel.shape_intensity_desc"), default=1.0, min=0.0, max=2.0 ) bpy.types.Scene.selected_armature = bpy.props.EnumProperty( items=get_armatures, name="Selected Armature", description="The currently selected armature for Avatar Toolkit operations" ) #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 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: if hasattr(bpy.types.Scene, "avatar_toolkit_language"): del bpy.types.Scene.avatar_toolkit_language if hasattr(bpy.types.Scene, "avatar_toolkit_language_changed"): del bpy.types.Scene.avatar_toolkit_language_changed if hasattr(bpy.types.Scene, "mouth_a"): del bpy.types.Scene.mouth_a if hasattr(bpy.types.Scene, "mouth_o"): del bpy.types.Scene.mouth_o if hasattr(bpy.types.Scene, "mouth_ch"): del bpy.types.Scene.mouth_ch if hasattr(bpy.types.Scene, "shape_intensity"): del bpy.types.Scene.shape_intensity if hasattr(bpy.types.Scene, "selected_armature"): del bpy.types.Scene.selected_armature