6d4b115855
took changes from another branch, this should yeet
95 lines
5.2 KiB
Python
95 lines
5.2 KiB
Python
import bpy
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from ..functions.translations import t, get_languages_list, update_ui
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from ..core.register import register_property
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from typing import Tuple
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from bpy.types import Scene, PropertyGroup, Object, Material, TextureNode, Context, SceneObjects
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from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
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from bpy.utils import register_class
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from ..functions.translations import t, get_languages_list, update_language
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from ..core.addon_preferences import get_preference
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class material_list_bool:
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#For the love that is holy do not ever touch these. If this was java I would make these private
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#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
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#This is so we know if the materials are up to date. messing with these variables directly will make the thing blow up.
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#The only exception to this is the ExpandSection_Materials operator which populates this with new data once the materials have changed and need reloading.
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old_list: dict[str,list[Material]] = {}
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bool_material_list_expand: dict[str,bool] = {}
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def set_bool(self, value: bool) -> None:
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material_list_bool.bool_material_list_expand[bpy.context.scene.name] = value
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if value == False:
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material_list_bool.old_list[bpy.context.scene.name] = []
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def get_bool(self) -> bool:
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newlist: list[Material] = []
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for obj in bpy.context.scene.objects:
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if len(obj.material_slots)>0:
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for mat_slot in obj.material_slots:
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if mat_slot.material:
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if mat_slot.material not in newlist:
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newlist.append(mat_slot.material)
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still_the_same: bool = True
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if bpy.context.scene.name in material_list_bool.old_list:
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for item in newlist:
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if item not in material_list_bool.old_list[bpy.context.scene.name]:
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still_the_same = False
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break
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for item in material_list_bool.old_list[bpy.context.scene.name]:
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if item not in newlist:
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still_the_same = False
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break
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else:
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still_the_same = False
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material_list_bool.bool_material_list_expand[bpy.context.scene.name] = still_the_same
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return material_list_bool.bool_material_list_expand[bpy.context.scene.name]
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class SceneMatClass(PropertyGroup):
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mat: PointerProperty(type=Material)
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def register() -> None:
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register_property((Scene, "language", bpy.props.EnumProperty(
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name=t("Settings.language.label"),
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description=t("Settings.language.desc"),
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items=get_languages_list,
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update=update_ui
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)))
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register_class(SceneMatClass)
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#happy with how compressed this get_texture_node_list method is - @989onan
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def get_texture_node_list(self: Material, context: Context) -> list[set[3]]:
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if self.use_nodes:
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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"]
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if not len(Object.Enum):
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Object.Enum = [("ERROR", "THIS MATERIAL HAS NO IMAGES!", "ERROR", 0)]
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else:
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Object.Enum = [("ERROR", "THIS MATERIAL DOES NOT USE NODES!", "ERROR", 0)]
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Object.Enum.append(("None", "None", "None", 0))
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return Object.Enum
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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))
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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))
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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))
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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))
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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))
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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))
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register_property(Scene, "texture_atlas_material_index", IntProperty(default=-1, get=(lambda self : -1), set=(lambda self,context : None)))
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register_property(Scene, "materials", CollectionProperty(type=SceneMatClass))
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register_property(Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool))
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def unregister() -> None:
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pass
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