-
Notifications
You must be signed in to change notification settings - Fork 26
/
__init__.py
537 lines (504 loc) · 20.4 KB
/
__init__.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
bl_info = {
'name': "gret",
'author': "greisane",
'description': "Collection of Blender tools",
'version': (1, 4, 0),
'blender': (4, 0, 1),
'location': "3D View > Tools",
'category': "Object",
'doc_url': "https://github.com/greisane/gret#readme",
'tracker_url': "https://github.com/greisane/gret/issues",
}
from bpy.app.handlers import persistent
from collections import defaultdict
import bpy
import importlib
import sys
from .log import log, logd, logger
# Names here will be accessible as imports from other modules
class AddonPreferencesWrapper:
def __getattr__(self, attr):
return getattr(bpy.context.preferences.addons[__package__].preferences, attr)
prefs = AddonPreferencesWrapper()
def import_or_reload_modules(module_names, package_name):
ensure_starts_with = lambda s, prefix: s if s.startswith(prefix) else prefix + s
module_names = [ensure_starts_with(name, f'{package_name}.') for name in module_names]
modules = []
for module_name in module_names:
logd(f"Importing module {module_name}")
module = sys.modules.get(module_name)
if module:
module = importlib.reload(module)
else:
module = globals()[module_name] = importlib.import_module(module_name)
modules.append(module)
return modules
def register_submodules(modules, settings, draw_funcs=[]):
registered_modules = []
for module in modules:
if hasattr(module, 'register'):
logd(f"Registering module {module.__name__}")
# Explicitly check for False to avoid having to return True every time
if module.register(settings, prefs) != False:
registered_modules.append(module)
if hasattr(module, 'draw_panel'):
draw_funcs.append(module.draw_panel)
return registered_modules
def unregister_submodules(modules, draw_funcs=[]):
for module in reversed(modules):
if hasattr(module, 'unregister'):
logd(f"Unregistering module {module.__name__}")
module.unregister()
draw_funcs.clear()
modules.clear()
module_names = [
'helpers',
'math',
'drawing',
'operator',
'patcher',
'rbf',
# Submodules
'material',
'mesh',
'rig',
'file', # Depends on mesh
'uv', # Depends on material
'anim', # Depends on rig
'jobs', # Depends on mesh, rig
]
modules = import_or_reload_modules(module_names, __name__)
registered_modules = []
def prefs_updated(self, context):
for module in registered_modules:
for submodule in getattr(module, "registered_modules", []):
if hasattr(submodule, "on_prefs_updated"):
submodule.on_prefs_updated()
needs_restart = False
def registered_updated(self, context):
global needs_restart
needs_restart = True
def debug_updated(self, context):
if prefs.debug:
logger.categories.add("DEBUG")
logger.categories.add("SAVE")
else:
logger.categories.discard("DEBUG")
logger.categories.discard("SAVE")
class GretAddonPreferences(bpy.types.AddonPreferences):
# This must match the addon name, use '__package__'
# when defining this in a submodule of a python package.
bl_idname = __name__
animation__register_pose_blender: bpy.props.BoolProperty(
name="Enable \"Pose Blender\"",
description="Allows blending poses together, similar to the UE4 AnimGraph node",
default=False,
update=registered_updated,
)
animation__enable_channels_auto_group: bpy.props.BoolProperty(
name="Enable \"Auto-Group Channels\"",
description="Group animation channels by their bone name",
default=True,
update=registered_updated,
)
animation__enable_channels_delete_unavailable: bpy.props.BoolProperty(
name="Enable \"Delete Unavailable Channels\"",
description="Delete location/rotation/scale channels that are locked in the transform panel",
default=True,
update=registered_updated,
)
animation__enable_channels_delete_redundant: bpy.props.BoolProperty(
name="Enable \"Delete Redundant Channels\"",
description="Delete empty channels and non-contributing channels where all keys are default",
default=True,
update=registered_updated,
)
animation__show_action_frame_range: bpy.props.BoolProperty(
name="Show Action Frame Range",
description="Show custom frame range controls in the action panel",
default=True,
)
animation__sync_action_frame_range: bpy.props.BoolProperty(
name="Sync Action Frame Range",
description="Keep preview range in sync with the action's custom frame range",
default=True,
update=prefs_updated,
)
file__enable_copybuffer_flatten: bpy.props.BoolProperty(
name="Enable \"Copy Alone\"",
description="Selected objects alone are copied to the clipboard, "
"even if they reference other objects",
default=True,
update=registered_updated,
)
file__enable_deduplicate_materials: bpy.props.BoolProperty(
name="Enable \"Deduplicate Materials\"",
description="Squashes duplicate materials (.001, .002) into the original material",
default=True,
update=registered_updated,
)
jobs__enable: bpy.props.BoolProperty(
name="Enable",
description="Jobs automate the export process for multiple objects or complex setups",
default=False,
update=registered_updated,
)
jobs__beep_on_finish: bpy.props.BoolProperty(
name="Beep On Finish",
description="Play a beep sound after an export job finishes",
default=False,
)
jobs__limit_vertex_weights: bpy.props.IntProperty(
name="Vertex Weight Limit",
description="Limit number of bone influences per vertex. No limit if 0",
default=8,
min=0,
max=32,
)
jobs__rig_export_name: bpy.props.StringProperty(
name="Rig Name",
description="Name of the exported skeleton",
default="root",
)
jobs__export_preset: bpy.props.EnumProperty(
items=[
('UE4', "UE4", """Bone axes: Y (primary), X (secondary).
Mesh smoothing: Edge.
ARP humanoids require 4 spine bones"""),
('UE5', "UE5", """Bone axes: Y (primary), X (secondary).
Mesh smoothing: Edge.
ARP humanoids require 6 spine bones and 2 neck bones"""),
('UNITY', "Unity", """Bone axes: X (primary), Z (secondary).
Mesh smoothing: Normals only"""),
],
name="Export Preset",
description="Settings applied on export",
default='UE4',
)
jobs__use_tspace: bpy.props.BoolProperty(
name="Tangent Space",
description="Add binormal and tangent vectors. Will only work correctly with tris/quads meshes",
default=False,
)
jobs__use_triangles: bpy.props.BoolProperty(
name="Triangulate Faces",
description="Convert all faces to triangles",
default=False,
)
texture_bake__enable: bpy.props.BoolProperty(
name="Enable",
description="One-click bake and export of curvature and AO masks",
default=False,
update=registered_updated,
)
texture_bake__explode_objects: bpy.props.BoolProperty(
name="Explode Objects",
description="Spread out objects in every direction. Should not be necessary",
default=False,
)
texture_bake__uv_layer_name: bpy.props.StringProperty(
name="UV Layer",
description="Name of the default UV layer for texture bakes",
default="UVMap",
)
texture_bake__beep_on_finish: bpy.props.BoolProperty(
name="Beep On Finish",
description="Play a beep sound after a texture bake finishes",
default=False,
)
mesh__enable_make_collision: bpy.props.BoolProperty(
name="Enable \"Make Collision\"",
description="Generate collision for selected geometry",
default=True,
update=registered_updated,
)
mesh__enable_add_rope: bpy.props.BoolProperty(
name="Enable \"Add Rope\"",
description="Construct a rope mesh following the selected curve",
default=True,
update=registered_updated,
)
mesh__enable_graft: bpy.props.BoolProperty(
name="Enable \"Graft\"",
description="Connect boundaries of selected objects to the active object",
default=True,
update=registered_updated,
)
mesh__enable_merge: bpy.props.BoolProperty(
name="Enable \"Merge\"",
description="Boolean merge one or more objects and smooth normals",
default=True,
update=registered_updated,
)
mesh__enable_sculpt_selection: bpy.props.BoolProperty(
name="Enable \"Sculpt Selection\"",
description="Set the sculpt mask from the current edit-mode vertex selection",
default=True,
update=registered_updated,
)
mesh__enable_attribute_selection: bpy.props.BoolProperty(
name="Enable \"Attribute Selection\"",
description="Boolean attribute selection operators as a stand-in for Face Maps",
default=True,
update=registered_updated,
)
mesh__enable_shape_key_normalize: bpy.props.BoolProperty(
name="Enable \"Normalize Shape Key\"",
description="Resets Min and Max of shape keys while keeping the range of motion",
default=True,
update=registered_updated,
)
mesh__enable_shape_key_presets: bpy.props.BoolProperty(
name="Shape Key Presets",
description="Adds buttons to load and save shape key values",
default=True,
update=registered_updated,
)
mesh__enable_vertex_color_mapping: bpy.props.BoolProperty(
name="Enable \"Vertex Color Mapping\"",
description="Procedurally generates vertex colors from various sources",
default=True,
update=registered_updated,
)
mesh__enable_vertex_group_bleed: bpy.props.BoolProperty(
name="Enable \"Vertex Group Bleed\"",
description="Expand vertex weights via flood fill",
default=True,
update=registered_updated,
)
mesh__enable_vertex_group_create_mirrored: bpy.props.BoolProperty(
name="Enable \"Create Mirrored Vertex Groups\"",
description="Create any missing mirror vertex groups. New vertex groups will be empty",
default=True,
update=registered_updated,
)
mesh__enable_vertex_group_remove_unused: bpy.props.BoolProperty(
name="Enable \"Remove Unused Vertex Groups\"",
description="Delete vertex groups with no assigned weights",
default=True,
update=registered_updated,
)
mesh__enable_vertex_group_smooth_loops: bpy.props.BoolProperty(
name="Enable Vertex Group \"Smooth Loops\"",
description="Smooth weights for selected vertex loops",
default=True,
update=registered_updated,
)
mesh__enable_cut_faces_smooth: bpy.props.BoolProperty(
name="Enable \"Cut Faces (Subdivide)\"",
description="Subdivide selected faces and join the result with the surrounding geometry",
default=True,
update=registered_updated,
)
mesh__enable_shape_key_select: bpy.props.BoolProperty(
name="Enable \"Select Shape Key\"",
description="Select vertices affected by the current shape key",
default=True,
update=registered_updated,
)
retarget__enable: bpy.props.BoolProperty(
name="Enable",
description="Retarget meshes or armatures to fit a modified version of the source mesh",
default=True,
update=registered_updated,
)
retarget__max_vertices_low: bpy.props.IntProperty(
name="Max Vertices (Default)",
description="Maximum vertices sampled when retargeting",
default=2000,
min=1,
)
retarget__max_vertices_high: bpy.props.IntProperty(
name="Max Vertices (High Quality)",
description="Maximum vertices sampled when retargeting with 'High Quality' enabled",
default=4000,
min=1,
)
retarget__overwrite_shape_key: bpy.props.BoolProperty(
name="Overwrite Shape Keys",
description="When retargeting to a shape key, overwrite it if it already exists",
default=False,
)
mesh__shape_key_presets_num_slots: bpy.props.IntProperty(
name="Shape Key Presets Slots",
description="Number of shape key preset buttons to add if Shape Key Presets are enabled",
default=5,
min=1,
max=10,
update=registered_updated,
)
mesh__shape_key_presets_load_minmax: bpy.props.BoolProperty(
name="Shape Key Presets Store Range",
description="Load shape key min/max from shape key presets",
default=False,
)
rig__enable_properties: bpy.props.BoolProperty(
name="Enable \"Rig Properties\"",
description="""Panel for frequently used rig or bone properties""",
default=True,
update=registered_updated,
)
rig__enable_selection_sets: bpy.props.BoolProperty(
name="Enable \"Selection Sets\"",
description="""Panel for quick bone selection""",
default=True,
update=registered_updated,
)
rig__enable_constraints_stretchto_reset: bpy.props.BoolProperty(
name="Enable \"Reset Stretch To Constraints\"",
description="""Reset rest length of "Stretch To" constraints""",
default=True,
update=registered_updated,
)
uv__enable_relax_loops: bpy.props.BoolProperty(
name="Enable \"Relax Loops\"",
description="Relax selected edge loops to their respective mesh length",
default=True,
update=registered_updated,
)
uv__texture_sync: bpy.props.BoolProperty(
name="Enable \"Reorder UV Maps\"",
description="Adds a few buttons that allow reordering UV maps",
default=True,
update=registered_updated,
)
uv_paint__enable: bpy.props.BoolProperty(
name="Enable",
description="Assign UVs from a previously configured tileset or trim sheet",
default=True,
update=registered_updated,
)
uv_paint__layer_name: bpy.props.StringProperty(
name="UV Layer",
description="Default UV layer to paint to. Leave empty to use the active UV layer",
default="",
)
uv_paint__picker_show_info: bpy.props.BoolProperty(
name="Show UV Picker Info",
description="Display information when hovering the UV picker",
default=True,
)
uv_paint__picker_copy_color: bpy.props.BoolProperty(
name="Clicking UV Picker Copies Color",
description="Copy image color from the UV picker to the clipboard on click",
default=False,
)
uv_paint__picker_copy_color_format: bpy.props.StringProperty(
name="Clipboard Color Format",
description="""Specifies the color format when copying to clipboard.
Use `rgb` for floats and `RGB` for bytes. Color space is sRGB, prefix `l` or `L` for linear.
Examples:
Hex -- "#{R:02X}{G:02X}{B:02X}{A:02X}" (use "x" for lowercase)
RGB -- "{R},{G},{B}"
UE4 -- "(R={lr:f},G={lg:f},B={lb:f},A={a:f})\"""",
default="#{R:02X}{G:02X}{B:02X}{A:02X}",
)
debug: bpy.props.BoolProperty(
name="Debug Mode",
description="Enables verbose output",
default=False,
update=debug_updated,
)
use_panel_patcher: bpy.props.BoolProperty(
name="Modify Native Layout",
description="Allow modifying panels for better layouts or to replace existing buttons",
default=True,
update=registered_updated,
)
categories = None
def draw(self, context):
layout = self.layout
layout.use_property_split = True
if self.categories is None:
# Cache grouped props by category (the part left of the double underscore)
from .helpers import titlecase
d = defaultdict(list)
unnamed_category_name = "Miscellaneous"
for prop_name in self.__annotations__:
cpos = prop_name.find('__')
category_name = titlecase(prop_name[:cpos]) if cpos > 0 else unnamed_category_name
d[category_name].append(prop_name)
def get_prop_title(prop_name):
try:
return self.__annotations__[prop_name].keywords['name']
except:
return prop_name
prop_sort_key = lambda s: "" if s.endswith('__enable') else get_prop_title(s) # Toggles first
category_sort_key = lambda s: "ZZ" if s == unnamed_category_name else s # Unnamed last
category_icons = {
"Animation": 'CAMERA_DATA',
"File": 'FILE',
"Jobs": 'SCRIPT',
"Mesh": 'MESH_DATA',
"Retarget": 'MOD_MESHDEFORM',
"Rig": 'ARMATURE_DATA',
"Texture Bake": 'MATERIAL',
"UV Paint": 'BRUSH_DATA',
"UV": 'UV',
}
self.categories = [(k, category_icons.get(k, 'BLANK1'), sorted(d[k], key=prop_sort_key))
for k in sorted(d.keys(), key=category_sort_key)]
if needs_restart:
alert_row = layout.row()
alert_row.alert = True
alert_row.operator('gret.save_userpref_and_quit_blender', icon='ERROR',
text="Save preferences and quit Blender")
row0 = layout.row(align=False)
row0.alignment = 'CENTER' # For padding
col0 = row0.column()
col0.ui_units_x = 20 # Otherwise it becomes tiny with no textboxes
for category_name, icon, prop_names in self.categories:
box = col0.box()
col = box.column(align=True)
# Header
sub = col.split(factor=0.35)
sub.ui_units_y = 0.8
box0 = sub.box()
box0.label(text=category_name, icon=icon)
# Sorted properties
for prop_name in prop_names:
row = col.row(align=True)
row.prop(self, prop_name, expand=True)
if prop_name.endswith('__enable') and not getattr(self, prop_name):
# Category main toggle is off, don't show the other propeties
break
col.separator()
col0.separator()
class GRET_PG_settings(bpy.types.PropertyGroup):
@classmethod
def add_property(cls, name, annotation):
if not hasattr(cls, '__annotations__'):
cls.__annotations__ = {}
cls.__annotations__[name] = annotation
class GRET_OT_save_userpref_and_quit_blender(bpy.types.Operator):
"""Make the current preferences default then quit blender"""
bl_idname = 'gret.save_userpref_and_quit_blender'
bl_label = "Save Preferences and Quit"
bl_options = {'INTERNAL'}
def execute(self, context):
bpy.ops.wm.save_userpref()
bpy.ops.wm.quit_blender()
return {'FINISHED'}
@persistent
def load_post(_):
prefs_updated(bpy.context.preferences.addons[__package__].preferences, bpy.context)
def register():
# Register prefs first so that modules can access them through gret.prefs
bpy.utils.register_class(GretAddonPreferences)
debug_updated(None, None)
# Each module adds its own settings to the main group via add_property()
global registered_modules
registered_modules = register_submodules(modules, GRET_PG_settings)
bpy.utils.register_class(GRET_PG_settings)
bpy.utils.register_class(GRET_OT_save_userpref_and_quit_blender)
bpy.types.Scene.gret = bpy.props.PointerProperty(type=GRET_PG_settings)
bpy.app.handlers.load_post.append(load_post)
def unregister():
bpy.app.handlers.load_post.remove(load_post)
del bpy.types.Scene.gret
bpy.utils.unregister_class(GRET_OT_save_userpref_and_quit_blender)
bpy.utils.unregister_class(GRET_PG_settings)
unregister_submodules(registered_modules)
bpy.utils.unregister_class(GretAddonPreferences)
if __name__ == '__main__':
register()