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.
183 lines
8.4 KiB
Python
183 lines
8.4 KiB
Python
from bpy.types import UIList, Panel, UILayout, Object, Context, Material, Operator
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import bpy
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from math import sqrt
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from .main_panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
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from ..core.common import SceneMatClass, MaterialListBool, get_selected_armature
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from ..functions.atlas_materials import AvatarToolKit_OT_AtlasMaterials
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from ..core.translations import t
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class AvatarToolKit_OT_SelectAllMaterials(Operator):
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bl_idname = 'avatar_toolkit.select_all_materials'
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bl_label = "Select All"
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bl_description = "Select all materials for atlas"
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def execute(self, context):
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for item in context.scene.avatar_toolkit.materials:
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item.mat.avatar_toolkit.include_in_atlas = True
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return {'FINISHED'}
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class AvatarToolKit_OT_SelectNoneMaterials(Operator):
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bl_idname = 'avatar_toolkit.select_none_materials'
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bl_label = "Select None"
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bl_description = "Deselect all materials"
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def execute(self, context):
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for item in context.scene.avatar_toolkit.materials:
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item.mat.avatar_toolkit.include_in_atlas = False
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return {'FINISHED'}
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class AvatarToolKit_OT_ExpandAllMaterials(Operator):
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bl_idname = 'avatar_toolkit.expand_all_materials'
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bl_label = "Expand All"
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bl_description = "Expand all material settings"
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def execute(self, context):
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for item in context.scene.avatar_toolkit.materials:
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item.mat.avatar_toolkit.material_expanded = True
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return {'FINISHED'}
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class AvatarToolKit_OT_CollapseAllMaterials(Operator):
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bl_idname = 'avatar_toolkit.collapse_all_materials'
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bl_label = "Collapse All"
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bl_description = "Collapse all material settings"
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def execute(self, context):
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for item in context.scene.avatar_toolkit.materials:
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item.mat.avatar_toolkit.material_expanded = False
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return {'FINISHED'}
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class AvatarToolKit_OT_ExpandSectionMaterials(Operator):
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bl_idname = 'avatar_toolkit.expand_section_materials'
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bl_label = ""
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bl_description = ""
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@classmethod
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def poll(cls, context: Context) -> bool:
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return True
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def execute(self, context: Context) -> set:
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if not context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown:
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context.scene.avatar_toolkit.materials.clear()
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newlist: list[Material] = []
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for obj in 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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newitem: SceneMatClass = context.scene.avatar_toolkit.materials.add()
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newitem.mat = mat_slot.material
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MaterialListBool.old_list[context.scene.name] = newlist
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else:
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context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown = False
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return {'FINISHED'}
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class AvatarToolKit_UL_MaterialTextureAtlasProperties(UIList):
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bl_label = t("TextureAtlas.material_list_label")
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bl_idname = "Material_UL_avatar_toolkit_texture_atlas_mat_list_mat"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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def draw_header(self, context):
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layout = self.layout
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row = layout.row(align=True)
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row.operator("avatar_toolkit.select_all_materials", text="", icon='CHECKBOX_HLT')
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row.operator("avatar_toolkit.select_none_materials", text="", icon='CHECKBOX_DEHLT')
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row.operator("avatar_toolkit.expand_all_materials", text="", icon='DISCLOSURE_TRI_DOWN')
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row.operator("avatar_toolkit.collapse_all_materials", text="", icon='DISCLOSURE_TRI_RIGHT')
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row.prop(context.scene.avatar_toolkit, "material_search_filter", text="", icon='VIEWZOOM')
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box = layout.box()
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row = box.row()
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row.label(text=f"Estimated Atlas Size: {self.calculate_atlas_size(context)}px")
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def draw_item(self, context: Context, layout: UILayout, data: Object, item: SceneMatClass, icon, active_data, active_propname, index):
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if context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown:
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if context.scene.avatar_toolkit.material_search_filter and context.scene.avatar_toolkit.material_search_filter.lower() not in item.mat.name.lower():
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return
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row = layout.row()
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row.prop(item.mat.avatar_toolkit, "include_in_atlas", text="", icon='CHECKBOX_HLT' if item.mat.avatar_toolkit.include_in_atlas else 'CHECKBOX_DEHLT')
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row.prop(item.mat.avatar_toolkit, "material_expanded",
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text=item.mat.name,
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icon='DOWNARROW_HLT' if item.mat.avatar_toolkit.material_expanded else 'RIGHTARROW',
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emboss=False)
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if item.mat.avatar_toolkit.material_expanded and item.mat.avatar_toolkit.include_in_atlas:
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box = layout.box()
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col = box.column(align=True)
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self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_albedo", "IMAGE_RGB")
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self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_normal", "NORMALS_FACE")
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self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_emission", "LIGHT")
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self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_ambient_occlusion", "SHADING_SOLID")
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self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_height", "IMAGE_ZDEPTH")
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self.draw_texture_row(col, item.mat.avatar_toolkit, "texture_atlas_roughness", "MATERIAL")
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col.separator(factor=0.5)
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def draw_texture_row(self, layout, material, prop_name, icon):
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row = layout.row()
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row.prop(material, prop_name, icon=icon)
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if getattr(material, prop_name):
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row.label(text="", icon='CHECKMARK')
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else:
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row.label(text="", icon='X')
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def calculate_atlas_size(self, context):
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total_size = 0
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for mat in context.scene.avatar_toolkit.materials:
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if mat.mat.avatar_toolkit.include_in_atlas:
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if mat.mat.avatar_toolkit.texture_atlas_albedo:
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img = bpy.data.images[mat.mat.avatar_toolkit.texture_atlas_albedo]
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total_size += img.size[0] * img.size[1]
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return f"{int(sqrt(total_size))}x{int(sqrt(total_size))}"
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class AvatarToolKit_PT_TextureAtlasPanel(Panel):
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bl_label = t("TextureAtlas.label")
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bl_idname = "OBJECT_PT_avatar_toolkit_texture_atlas"
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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 = 6
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def draw(self, context: Context):
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layout = self.layout
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armature = get_selected_armature(context)
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if armature:
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layout.label(text=t("TextureAtlas.label"), icon='TEXTURE')
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layout.separator(factor=0.5)
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box = layout.box()
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row = box.row()
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direction_icon = 'RIGHTARROW' if not context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown else 'DOWNARROW_HLT'
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row.operator(AvatarToolKit_OT_ExpandSectionMaterials.bl_idname,
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text=(t("TextureAtlas.reload_list") if not context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown else t("TextureAtlas.loaded_list")),
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icon=direction_icon)
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if context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown:
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row = box.row()
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row.template_list(AvatarToolKit_UL_MaterialTextureAtlasProperties.bl_idname,
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'material_list',
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context.scene.avatar_toolkit,
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'materials',
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context.scene.avatar_toolkit,
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'texture_atlas_material_index',
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rows=12,
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type='DEFAULT')
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layout.separator(factor=1.0)
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row = layout.row()
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row.scale_y = 1.5
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row.operator(AvatarToolKit_OT_AtlasMaterials.bl_idname,
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text=t("TextureAtlas.atlas_materials"),
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icon='NODE_TEXTURE')
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else:
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layout.label(text=t("Tools.select_armature"), icon='ERROR')
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