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Vilém Duha authored
This issue was caused by wrong use of importlib, turns out this was wrong from the very beginning and that I never studied how reimporting of libs woks. Now the speed of script reload seems not to be influenced by BlenderKit anymore.
Vilém Duha authoredThis issue was caused by wrong use of importlib, turns out this was wrong from the very beginning and that I never studied how reimporting of libs woks. Now the speed of script reload seems not to be influenced by BlenderKit anymore.
overrides.py 9.73 KiB
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
from blenderkit import utils
import bpy, mathutils
from bpy.types import (
Operator)
def getNodes(nt, node_type='OUTPUT_MATERIAL'):
chnodes = nt.nodes[:]
nodes = []
while len(chnodes) > 0:
n = chnodes.pop()
if n.type == node_type:
nodes.append(n)
if n.type == 'GROUP':
chnodes.extend(n.node_tree.nodes)
return nodes
def getShadersCrawl(nt, chnodes):
shaders = []
done_nodes = chnodes[:]
while len(chnodes) > 0:
check_node = chnodes.pop()
is_shader = False
for o in check_node.outputs:
if o.type == 'SHADER':
is_shader = True
for i in check_node.inputs:
if i.type == 'SHADER':
is_shader = False # this is for mix nodes and group inputs..
if len(i.links) > 0:
for l in i.links:
fn = l.from_node
if fn not in done_nodes:
done_nodes.append(fn)
chnodes.append(fn)
if fn.type == 'GROUP':
group_outputs = getNodes(fn.node_tree, node_type='GROUP_OUTPUT')
shaders.extend(getShadersCrawl(fn.node_tree, group_outputs))
if check_node.type == 'GROUP':
is_shader = False
if is_shader:
shaders.append((check_node, nt))
return (shaders)
def addColorCorrectors(material):
nt = material.node_tree
output = getNodes(nt, 'OUTPUT_MATERIAL')[0]
shaders = getShadersCrawl(nt, [output])
correctors = []
for shader, nt in shaders:
if shader.type != 'BSDF_TRANSPARENT': # exclude transparent for color tweaks
for i in shader.inputs:
if i.type == 'RGBA':
if len(i.links) > 0:
l = i.links[0]
if not (l.from_node.type == 'GROUP' and l.from_node.node_tree.name == 'bkit_asset_tweaker'):
from_socket = l.from_socket
to_socket = l.to_socket
g = nt.nodes.new(type='ShaderNodeGroup')
g.node_tree = bpy.data.node_groups['bkit_asset_tweaker']
g.location = shader.location
g.location.x -= 100
nt.links.new(from_socket, g.inputs[0])
nt.links.new(g.outputs[0], to_socket)
else:
g = l.from_node
tweakers.append(g)
else:
g = nt.nodes.new(type='ShaderNodeGroup')
g.node_tree = bpy.data.node_groups['bkit_asset_tweaker']
g.location = shader.location
g.location.x -= 100
nt.links.new(g.outputs[0], i)
correctors.append(g)
def modelProxy():
s = bpy.context.scene
ao = bpy.context.active_object
if utils.is_linked_asset(ao):
utils.activate(ao)
g = ao.instance_collection
rigs = []
for ob in g.objects:
if ob.type == 'ARMATURE':
rigs.append(ob)
if len(rigs) == 1:
ao.instance_collection = None
bpy.ops.object.duplicate()
new_ao = bpy.context.view_layer.objects.active
new_ao.instance_collection = g
new_ao.empty_display_type = 'SPHERE'
new_ao.empty_display_size *= 0.1
bpy.ops.object.proxy_make(object=rigs[0].name)
proxy = bpy.context.active_object
bpy.context.view_layer.objects.active = ao
ao.select_set(True)
new_ao.select_set(True)
new_ao.use_extra_recalc_object = True
new_ao.use_extra_recalc_data = True
bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
return True
else: # TODO report this to ui
utils.p('not sure what to proxify')
return False
eevee_transp_nodes = [
'BSDF_GLASS',
'BSDF_REFRACTION',
'BSDF_TRANSPARENT',
'PRINCIPLED_VOLUME',
'VOLUME_ABSORPTION',
'VOLUME_SCATTER'
]
def ensure_eevee_transparency(m):
''' ensures alpha for transparent materials when the user didn't set it up correctly'''
# if the blend mode is opaque, it means user probably ddidn't know or forgot to
# set up material properly
if m.blend_method == 'OPAQUE':
alpha = False
for n in m.node_tree.nodes:
if n.type in eevee_transp_nodes:
alpha = True
elif n.type == 'BSDF_PRINCIPLED':
i = n.inputs['Transmission']
if i.default_value > 0 or len(i.links) > 0:
alpha = True
if alpha:
m.blend_method = 'HASHED'
m.shadow_method = 'HASHED'
class BringToScene(Operator):
"""Bring linked object hierarchy to scene and make it editable."""
bl_idname = "object.blenderkit_bring_to_scene"
bl_label = "BlenderKit bring objects to scene"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return bpy.context.view_layer.objects.active is not None
def execute(self, context):
s = bpy.context.scene
sobs = s.collection.all_objects
aob = bpy.context.active_object
dg = aob.instance_collection
vlayer = bpy.context.view_layer
instances_emptys = []
# first, find instances of this collection in the scene
for ob in sobs:
if ob.instance_collection == dg and ob not in instances_emptys:
instances_emptys.append(ob)
ob.instance_collection = None
ob.instance_type = 'NONE'
# dg.make_local
parent = None
obs = []
for ob in dg.objects:
dg.objects.unlink(ob)
try:
s.collection.objects.link(ob)
ob.select_set(True)
obs.append(ob)
if ob.parent == None:
parent = ob
bpy.context.view_layer.objects.active = parent
except Exception as e:
print(e)
bpy.ops.object.make_local(type='ALL')
for i, ob in enumerate(obs):
if ob.name in vlayer.objects:
obs[i] = vlayer.objects[ob.name]
try:
ob.select_set(True)
except Exception as e:
print('failed to select an object from the collection, getting a replacement.')
print(e)
related = []
for i, ob in enumerate(instances_emptys):
if i > 0:
bpy.ops.object.duplicate(linked=True)
related.append([ob, bpy.context.active_object, mathutils.Vector(bpy.context.active_object.scale)])
for relation in related:
bpy.ops.object.select_all(action='DESELECT')
bpy.context.view_layer.objects.active = relation[0]
relation[0].select_set(True)
relation[1].select_set(True)
relation[1].matrix_world = relation[0].matrix_world
relation[1].scale.x = relation[2].x * relation[0].scale.x
relation[1].scale.y = relation[2].y * relation[0].scale.y
relation[1].scale.z = relation[2].z * relation[0].scale.z
bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
return {'FINISHED'}
class ModelProxy(Operator):
"""Attempt to create proxy armature from the asset"""
bl_idname = "object.blenderkit_make_proxy"
bl_label = "BlenderKit Make Proxy"
@classmethod
def poll(cls, context):
return bpy.context.view_layer.objects.active is not None
def execute(self, context):
result = modelProxy()
if not result:
self.report({'INFO'}, 'No proxy made.There is no armature or more than one in the model.')
return {'FINISHED'}
class ColorCorrector(Operator):
"""Add color corector to the asset. """
bl_idname = "object.blenderkit_color_corrector"
bl_label = "Add color corrector"
@classmethod
def poll(cls, context):
return bpy.context.view_layer.objects.active is not None
def execute(self, context):
ao = bpy.context.active_object
g = ao.instance_collection
ao['color correctors'] = []
mats = []
for o in g.objects:
for ms in o.material_slots:
if ms.material not in mats:
mats.append(ms.material)
for mat in mats:
correctors = addColorCorrectors(mat)
return 'FINISHED'
def register_overrides():
bpy.utils.register_class(BringToScene)
bpy.utils.register_class(ModelProxy)
bpy.utils.register_class(ColorCorrector)
def unregister_overrides():
bpy.utils.unregister_class(BringToScene)
bpy.utils.unregister_class(ModelProxy)
bpy.utils.unregister_class(ColorCorrector)