e875f9192a
- ui for materials is now a list with no duplicates - auto detects that materials have changed and prompts the user to reload - due to context limitations in code, user is needed to reload the materials, but the ui is made so the user is forced to reload the materials to see them - later on, we should prevent user from atlasing if the material list is not up to date.
78 lines
3.6 KiB
Python
78 lines
3.6 KiB
Python
import bpy
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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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class material_list_bool:
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old_list: list[Material] = []
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bool_material_list_expand: bool = False
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def set_bool(self, value: bool) -> None:
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material_list_bool.bool_material_list_expand = value
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if value == False:
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material_list_bool.old_list = []
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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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for item in newlist:
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if item not in material_list_bool.old_list:
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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:
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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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material_list_bool.bool_material_list_expand = still_the_same
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return material_list_bool.bool_material_list_expand
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class SceneMatClass(PropertyGroup):
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mat: PointerProperty(type=Material)
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def register_properties():
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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.name+"_image",(i.image.name if i.image else "node with no image..."),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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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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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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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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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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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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Scene.texture_atlas_material_index = IntProperty(default=-1, get=(lambda self : -1), set=(lambda self,context : None))
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Scene.materials = CollectionProperty(type=SceneMatClass)
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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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#Scene.texture_atlas_properties = PointerProperty(type=Texture_Atlas_PropertyGroup)
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