fe8f5f69d5
- Re-wrote how the plugin registers itself. - No longer need @register_wrapper classes get auto detected and added. - The new Auto loader is much better then the old way, no longer need "if "bpy" not in locals():" this was an old way of doing things and wasn't really efficient. using auto_load.py provides several advantages: - It automatically discovers and loads all modules in the addon. - It handles dependencies between classes correctly through topological sorting. - It manages registration order automatically. - It properly handles unregistration in the correct order. This approach is much less error prone and I not had any issues so far. However it still needs testing fully. I have also start to re-organise files into folders as well, this is going to be needed so we don't have a long list of files as Avatar Toolkit is getting larger then i originally planned.
90 lines
4.0 KiB
Python
90 lines
4.0 KiB
Python
import bpy
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from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
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from ..core.exporters.export_resonite import AvatarToolKit_OT_ExportResonite
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from bpy.types import Context, Mesh, Panel, Operator
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from ..core.translations import t
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from ..core.common import get_selected_armature
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from ..functions.import_anything import AvatarToolKit_OT_ImportAnyModel
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from ..functions.armature_modifying import (AvatarToolkit_OT_StartPoseMode,
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AvatarToolkit_OT_StopPoseMode,
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AvatarToolkit_OT_ApplyPoseAsRest,
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AvatarToolkit_OT_ApplyPoseAsShapekey)
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class AvatarToolkitQuickAccessPanel(Panel):
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bl_label = t("Quick_Access.label")
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bl_idname = "OBJECT_PT_avatar_toolkit_quick_access"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = CATEGORY_NAME
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bl_parent_id = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
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bl_order = 1
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def draw(self, context: Context):
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layout = self.layout
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layout.label(text=t("Quick_Access.options"), icon='TOOL_SETTINGS')
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layout.separator(factor=1.0)
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layout.label(text=t("Quick_Access.select_armature"), icon='ARMATURE_DATA')
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layout.prop(context.scene.avatar_toolkit, "selected_armature", text="")
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layout.separator(factor=1.0)
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layout.label(text=t("Quick_Access.import_export.label"), icon='IMPORT')
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row = layout.row(align=True)
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row.scale_y = 1.5
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row.operator(AvatarToolKit_OT_ImportAnyModel.bl_idname, text=t("Quick_Access.import"), icon='IMPORT')
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row.operator(AVATAR_TOOLKIT_OT_ExportMenu.bl_idname, text=t("Quick_Access.export"), icon='EXPORT')
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layout.separator(factor=1.0)
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if get_selected_armature(context) != None:
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if(context.mode == "POSE"):
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col = layout.column(align=True)
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col.scale_y = 1.2
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col.operator(AvatarToolkit_OT_StopPoseMode.bl_idname, text=t("Quick_Access.stop_pose_mode.label"), icon='POSE_HLT')
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layout.separator(factor=0.5)
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col = layout.column(align=True)
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col.scale_y = 1.2
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col.operator(AvatarToolkit_OT_ApplyPoseAsRest.bl_idname, text=t("Quick_Access.apply_pose_as_rest.label"), icon='MOD_ARMATURE')
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col.operator(AvatarToolkit_OT_ApplyPoseAsShapekey.bl_idname, text=t("Quick_Access.apply_pose_as_shapekey.label"), icon='MOD_ARMATURE')
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else:
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row = layout.row()
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row.scale_y = 1.2
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row.operator(AvatarToolkit_OT_StartPoseMode.bl_idname, text=t("Quick_Access.start_pose_mode.label"), icon='POSE_HLT')
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class AVATAR_TOOLKIT_OT_ExportMenu(bpy.types.Operator):
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bl_idname = "avatar_toolkit.export_menu"
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bl_label = t("Quick_Access.export_menu.label")
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bl_description = t("Quick_Access.export_menu.desc")
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@classmethod
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def poll(cls, context):
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return any(obj.type == 'MESH' for obj in context.scene.objects)
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def execute(self, context: Context) -> set[str]:
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return {'FINISHED'}
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def invoke(self, context: Context, event):
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wm = context.window_manager
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return wm.invoke_popup(self, width=200)
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def draw(self, context: Context):
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layout = self.layout
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layout.label(text=t("Quick_Access.select_export.label"), icon='EXPORT')
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layout.operator(AvatarToolKit_OT_ExportResonite.bl_idname, text=t("Quick_Access.select_export_resonite.label"), icon='SCENE_DATA')
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layout.operator(AVATAR_TOOLKIT_OT_ExportFbx.bl_idname, text=t("Quick_Access.export_fbx.label"), icon='OBJECT_DATA')
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class AVATAR_TOOLKIT_OT_ExportFbx(bpy.types.Operator):
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bl_idname = 'avatar_toolkit.export_fbx'
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bl_label = t("Quick_Access.export_fbx.label")
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bl_description = t("Quick_Access.export_fbx.desc")
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bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
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def execute(self, context) -> set[str]:
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bpy.ops.export_scene.fbx('INVOKE_DEFAULT')
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return {'FINISHED'}
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