import os import bpy class Node_Types: image_texture = 'TEX_IMAGE' pbr_node = 'BSDF_PRINCIPLED' mapping = 'MAPPING' normal_map = 'NORMAL_MAP' bump_map = 'BUMP' material_output = 'OUTPUT_MATERIAL' class Shader_Node_Types: emission = "ShaderNodeEmission" image_texture = "ShaderNodeTexImage" mapping = "ShaderNodeMapping" normal = "ShaderNodeNormalMap" ao = "ShaderNodeAmbientOcclusion" uv = "ShaderNodeUVMap" comp_image_node = 'CompositorNodeImage' mix ="ShaderNodeMixRGB" class Bake_Passes: pbr = ["EMISSION"] lightmap = ["NOISY", "NRM", "COLOR"] ao = ["AO","COLOR"] class Material_Suffix: bake_type_mat_suffix = { "pbr" : "_Bake", "ao" : "_AO", "lightmap" : "_AO" } class Path_List: def get_project_dir(): return os.path.dirname(bpy.data.filepath) def get_textures_dir(): return os.path.join(os.path.dirname(bpy.data.filepath),'textures','GLBTexTool')