armory/blender/props.py

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import bpy
from bpy.props import *
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from props_traits_clip import *
from props_traits_action import *
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import props_ui
import assets
import log
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import armutils
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try:
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import barmory
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except ImportError:
pass
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def init_properties():
bpy.types.World.arm_progress = bpy.props.FloatProperty(name="Progress", description="Current build progress", default=100.0, min=0.0, max=100.0, soft_min=0.0, soft_max=100.0, subtype='PERCENTAGE', get=log.get_progress)
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bpy.types.World.arm_version = StringProperty(name="Version", description="Armory SDK version", default="")
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target_prop = EnumProperty(
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items = [('html5', 'HTML5', 'html5'),
('windows', 'Windows', 'windows'),
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('macos', 'MacOS', 'macos'),
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('linux', 'Linux', 'linux'),
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('ios', 'iOS', 'ios'),
('android-native', 'Android', 'android-native')],
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name="Target", default='html5',
description='Build paltform')
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bpy.types.World.arm_project_target = target_prop
bpy.types.World.arm_publish_target = target_prop
bpy.types.World.arm_project_name = StringProperty(name="Name", description="Exported project name", default="ArmoryProject")
bpy.types.World.arm_project_package = StringProperty(name="Package", description="Package name for scripts", default="arm")
bpy.types.World.arm_play_active_scene = BoolProperty(name="Play Active Scene", description="Load currently edited scene when launching player", default=True)
bpy.types.World.arm_project_scene = StringProperty(name="Scene", description="Scene to load when launching player")
bpy.types.World.arm_project_samples_per_pixel = IntProperty(name="Samples per Pixel", description="MSAA samples usable for render paths drawing directly to framebuffer", default=1)
bpy.types.World.arm_physics = EnumProperty(
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items = [('Disabled', 'Disabled', 'Disabled'),
('Bullet', 'Bullet', 'Bullet')],
name = "Physics", default='Bullet')
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bpy.types.World.arm_navigation = EnumProperty(
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items = [('Disabled', 'Disabled', 'Disabled'),
('Recast', 'Recast', 'Recast')],
name = "Navigation", default='Disabled')
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bpy.types.World.arm_khafile = StringProperty(name = "Khafile", description="Source appended to khafile.js")
bpy.types.World.arm_command_line = StringProperty(name = "Command Line", description="Commands appended to khamake")
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bpy.types.World.arm_minimize = BoolProperty(name="Minimize Data", description="Export scene data in binary", default=True, update=assets.invalidate_compiled_data)
bpy.types.World.arm_optimize_mesh = BoolProperty(name="Optimize Meshes", description="Export more efficient geometry indices, can prolong build times", default=False, update=assets.invalidate_mesh_data)
bpy.types.World.arm_sampled_animation = BoolProperty(name="Sampled Animation", description="Export object animation as raw matrices", default=False, update=assets.invalidate_compiled_data)
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bpy.types.World.arm_deinterleaved_buffers = BoolProperty(name="Deinterleaved Buffers", description="Use deinterleaved vertex buffers", default=False)
bpy.types.World.arm_export_hide_render = BoolProperty(name="Export Hidden Renders", description="Export hidden objects", default=False)
bpy.types.World.arm_spawn_all_layers = BoolProperty(name="Spawn All Layers", description="Spawn objects from all scene layers", default=False)
bpy.types.World.arm_play_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_build_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_project_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_object_advanced = BoolProperty(name="Advanced", default=False)
bpy.types.World.arm_material_advanced = BoolProperty(name="Advanced", default=False)
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bpy.types.World.arm_cache_shaders = BoolProperty(name="Cache Shaders", description="Do not rebuild existing shaders", default=True, update=assets.invalidate_shader_cache)
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bpy.types.World.arm_cache_envmaps = BoolProperty(name="Cache Envmaps", description="Do not remove prefiltered maps when cleaning project", default=True)
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bpy.types.World.arm_play_live_patch = BoolProperty(name="Live Patching", description="Sync running player data to Blender", default=True)
bpy.types.World.arm_play_auto_build = BoolProperty(name="Auto Build", description="Rebuild scene on operator changes", default=True)
bpy.types.World.arm_play_viewport_camera = BoolProperty(name="Viewport Camera", description="Start player at viewport camera position", default=False)
bpy.types.World.arm_play_viewport_navigation = EnumProperty(
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items=[('None', 'None', 'None'),
('Walk', 'Walk', 'Walk')],
name="Navigation", description="Enable camera controls", default='Walk')
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bpy.types.World.arm_play_console = BoolProperty(name="Debug Console", description="Show inspector in player", default=False)
bpy.types.World.arm_play_runtime = EnumProperty(
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items=[('Electron', 'Electron', 'Electron'),
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('Browser', 'Browser', 'Browser'),
('Native', 'Native', 'Native')],
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name="Runtime", description="Player runtime used when launching in new window", default='Electron')
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# For object
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bpy.types.Object.instanced_children = bpy.props.BoolProperty(name="Instanced Children", description="Use instaced rendering", default=False)
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bpy.types.Object.instanced_children_loc_x = bpy.props.BoolProperty(name="X", default=True)
bpy.types.Object.instanced_children_loc_y = bpy.props.BoolProperty(name="Y", default=True)
bpy.types.Object.instanced_children_loc_z = bpy.props.BoolProperty(name="Z", default=True)
bpy.types.Object.instanced_children_rot_x = bpy.props.BoolProperty(name="X", default=False)
bpy.types.Object.instanced_children_rot_y = bpy.props.BoolProperty(name="Y", default=False)
bpy.types.Object.instanced_children_rot_z = bpy.props.BoolProperty(name="Z", default=False)
bpy.types.Object.instanced_children_scale_x = bpy.props.BoolProperty(name="X", default=False)
bpy.types.Object.instanced_children_scale_y = bpy.props.BoolProperty(name="Y", default=False)
bpy.types.Object.instanced_children_scale_z = bpy.props.BoolProperty(name="Z", default=False)
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bpy.types.Object.override_material = bpy.props.BoolProperty(name="Override Material", default=False)
bpy.types.Object.override_material_name = bpy.props.StringProperty(name="Name", default="")
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bpy.types.Object.game_export = bpy.props.BoolProperty(name="Export", description="Export object data", default=True)
bpy.types.Object.game_visible = bpy.props.BoolProperty(name="Visible", description="Render this object", default=True)
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bpy.types.Object.spawn = bpy.props.BoolProperty(name="Spawn", description="Auto-add this object when creating scene", default=True)
bpy.types.Object.mobile = bpy.props.BoolProperty(name="Mobile", description="Object moves during gameplay", default=True)
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# - Clips
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bpy.types.Object.bone_animation_enabled = bpy.props.BoolProperty(name="Bone Animation", description="Enable skinning", default=True)
bpy.types.Object.object_animation_enabled = bpy.props.BoolProperty(name="Object Animation", description="Enable timeline animation", default=True)
bpy.types.Object.edit_tracks_prop = bpy.props.BoolProperty(name="Edit Clips", description="Manually set animation frames", default=False)
bpy.types.Object.start_track_name_prop = bpy.props.StringProperty(name="Start Track", description="Play this track by default", default="")
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bpy.types.Object.my_cliptraitlist = bpy.props.CollectionProperty(type=ListClipTraitItem)
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bpy.types.Object.cliptraitlist_index = bpy.props.IntProperty(name="Clip index", default=0)
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# - Actions
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bpy.types.Object.edit_actions_prop = bpy.props.BoolProperty(name="Edit Actions", description="Manually set used actions", default=False)
bpy.types.Object.start_action_name_prop = bpy.props.StringProperty(name="Start Action", description="Play this action by default", default="")
# For speakers
bpy.types.Speaker.loop = bpy.props.BoolProperty(name="Loop", description="Loop this sound", default=False)
bpy.types.Speaker.stream = bpy.props.BoolProperty(name="Stream", description="Stream this sound", default=False)
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# For mesh
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bpy.types.Mesh.mesh_cached = bpy.props.BoolProperty(name="Mesh Cached", description="No need to reexport mesh data", default=False)
bpy.types.Mesh.mesh_cached_verts = bpy.props.IntProperty(name="Last Verts", description="Number of vertices in last export", default=0)
bpy.types.Mesh.mesh_cached_edges = bpy.props.IntProperty(name="Last Edges", description="Number of edges in last export", default=0)
bpy.types.Mesh.dynamic_usage = bpy.props.BoolProperty(name="Dynamic Data Usage", description="Mesh data can change at runtime", default=False)
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bpy.types.Mesh.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=False)
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bpy.types.Curve.mesh_cached = bpy.props.BoolProperty(name="Mesh Cached", description="No need to reexport curve data", default=False)
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bpy.types.Curve.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=False)
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bpy.types.Curve.dynamic_usage = bpy.props.BoolProperty(name="Dynamic Data Usage", description="Curve data can change at runtime", default=False)
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# For grease pencil
bpy.types.GreasePencil.data_cached = bpy.props.BoolProperty(name="GP Cached", description="No need to reexport grease pencil data", default=False)
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bpy.types.GreasePencil.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=True)
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# For armature
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bpy.types.Armature.data_cached = bpy.props.BoolProperty(name="Armature Cached", description="No need to reexport armature data", default=False)
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bpy.types.Armature.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=False)
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# Actions
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bpy.types.Armature.edit_actions = bpy.props.BoolProperty(name="Edit Actions", description="Manually set used actions", default=False)
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bpy.types.Armature.my_actiontraitlist = bpy.props.CollectionProperty(type=ListActionTraitItem)
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bpy.types.Armature.actiontraitlist_index = bpy.props.IntProperty(name="Action index", default=0)
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# For camera
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bpy.types.Camera.frustum_culling = bpy.props.BoolProperty(name="Frustum Culling", description="Perform frustum culling for this camera", default=True)
bpy.types.Camera.renderpath_path = bpy.props.StringProperty(name="Render Path", description="Render path nodes used for this camera", default="deferred_path")
bpy.types.Camera.renderpath_id = bpy.props.StringProperty(name="Render Path ID", description="Asset ID", default="deferred")
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# TODO: Specify multiple material ids, merge ids from multiple cameras
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bpy.types.Camera.renderpath_passes = bpy.props.StringProperty(name="Render Path Passes", description="Referenced render passes", default="")
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bpy.types.Camera.mesh_context = bpy.props.StringProperty(name="Mesh", default="mesh")
bpy.types.Camera.mesh_context_empty = bpy.props.StringProperty(name="Mesh Empty", default="") # depthwrite
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bpy.types.Camera.shadows_context = bpy.props.StringProperty(name="Shadows", default="shadowmap")
bpy.types.Camera.translucent_context = bpy.props.StringProperty(name="Translucent", default="translucent")
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bpy.types.Camera.overlay_context = bpy.props.StringProperty(name="Overlay", default="overlay")
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bpy.types.Camera.is_probe = bpy.props.BoolProperty(name="Probe", description="Render this camera as environment probe using Cycles", default=False)
bpy.types.Camera.probe_generate_radiance = bpy.props.BoolProperty(name="Generate Radiance", description="Generate radiance textures", default=False)
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bpy.types.Camera.probe_texture = bpy.props.StringProperty(name="Texture", default="")
bpy.types.Camera.probe_num_mips = bpy.props.IntProperty(name="Number of mips", default=0)
bpy.types.Camera.probe_volume = bpy.props.StringProperty(name="Volume", default="")
bpy.types.Camera.probe_strength = bpy.props.FloatProperty(name="Strength", default=1.0)
bpy.types.Camera.probe_blending = bpy.props.FloatProperty(name="Blending", default=0.0)
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bpy.types.Camera.is_mirror = bpy.props.BoolProperty(name="Mirror", description="Render this camera into texture", default=False)
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bpy.types.Camera.mirror_resolution_x = bpy.props.FloatProperty(name="X", default=512.0)
bpy.types.Camera.mirror_resolution_y = bpy.props.FloatProperty(name="Y", default=256.0)
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bpy.types.Camera.last_decal_context = bpy.props.StringProperty(name="Decal Context", default='')
# For world
bpy.types.World.world_envtex_name = bpy.props.StringProperty(name="Environment Texture", default='')
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bpy.types.World.world_envtex_irr_name = bpy.props.StringProperty(name="Environment Irradiance", default='')
bpy.types.World.world_envtex_num_mips = bpy.props.IntProperty(name="Number of mips", default=0)
bpy.types.World.world_envtex_color = bpy.props.FloatVectorProperty(name="Environment Color", size=4, default=[0,0,0,1])
bpy.types.World.world_envtex_strength = bpy.props.FloatProperty(name="Environment Strength", default=1.0)
bpy.types.World.world_envtex_sun_direction = bpy.props.FloatVectorProperty(name="Sun Direction", size=3, default=[0,0,0])
bpy.types.World.world_envtex_turbidity = bpy.props.FloatProperty(name="Turbidity", default=1.0)
bpy.types.World.world_envtex_ground_albedo = bpy.props.FloatProperty(name="Ground Albedo", default=0.0)
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bpy.types.World.world_defs = bpy.props.StringProperty(name="World Shader Defs", default='')
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bpy.types.World.generate_radiance = bpy.props.BoolProperty(name="Probe Radiance", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_radiance_sky = bpy.props.BoolProperty(name="Sky Radiance", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds = bpy.props.BoolProperty(name="Clouds", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_density = bpy.props.FloatProperty(name="Density", default=0.5, min=0.0, max=10.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_size = bpy.props.FloatProperty(name="Size", default=1.0, min=0.0, max=10.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_lower = bpy.props.FloatProperty(name="Lower", default=2.0, min=1.0, max=10.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_upper = bpy.props.FloatProperty(name="Upper", default=3.5, min=1.0, max=10.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_wind = bpy.props.FloatVectorProperty(name="Wind", default=[0.2, 0.06], size=2, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_secondary = bpy.props.FloatProperty(name="Secondary", default=0.0, min=0.0, max=10.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_precipitation = bpy.props.FloatProperty(name="Precipitation", default=1.0, min=0.0, max=2.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_clouds_eccentricity = bpy.props.FloatProperty(name="Eccentricity", default=0.6, min=0.0, max=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.shadowmap_size = bpy.props.IntProperty(name="Shadowmap Size", default=0, update=assets.invalidate_shader_cache)
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bpy.types.World.scripts_list = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)
bpy.types.World.bundled_scripts_list = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)
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bpy.types.World.generate_ocean = bpy.props.BoolProperty(name="Ocean", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_base_color = bpy.props.FloatVectorProperty(name="Base Color", size=3, default=[0.1, 0.19, 0.37], subtype='COLOR', update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_water_color = bpy.props.FloatVectorProperty(name="Water Color", size=3, default=[0.6, 0.7, 0.9], subtype='COLOR', update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_level = bpy.props.FloatProperty(name="Level", default=0.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_amplitude = bpy.props.FloatProperty(name="Amplitude", default=2.5, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_height = bpy.props.FloatProperty(name="Height", default=0.6, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_choppy = bpy.props.FloatProperty(name="Choppy", default=4.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_speed = bpy.props.FloatProperty(name="Speed", default=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_freq = bpy.props.FloatProperty(name="Freq", default=0.16, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ocean_fade = bpy.props.FloatProperty(name="Fade", default=1.8, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssao = bpy.props.BoolProperty(name="SSAO", description="Screen-Space Ambient Occlusion", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssao_size = bpy.props.FloatProperty(name="Size", default=0.12, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssao_strength = bpy.props.FloatProperty(name="Strength", default=0.25, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssao_texture_scale = bpy.props.FloatProperty(name="Texture Scale", default=1.0, min=0.0, max=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_shadows = bpy.props.BoolProperty(name="Shadows", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_bloom = bpy.props.BoolProperty(name="Bloom", default=True, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_bloom_treshold = bpy.props.FloatProperty(name="Treshold", default=6.0, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_bloom_strength = bpy.props.FloatProperty(name="Strength", default=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_bloom_radius = bpy.props.FloatProperty(name="Radius", default=1.0, update=assets.invalidate_shader_cache)
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bpy.types.World.generate_motion_blur = bpy.props.BoolProperty(name="Motion Blur", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_motion_blur_intensity = bpy.props.FloatProperty(name="Intensity", default=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr = bpy.props.BoolProperty(name="SSR", description="Screen-Space Reflections", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_ray_step = bpy.props.FloatProperty(name="Ray Step", default=0.04, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_min_ray_step = bpy.props.FloatProperty(name="Ray Step Min", default=0.05, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_search_dist = bpy.props.FloatProperty(name="Search Dist", default=5.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_falloff_exp = bpy.props.FloatProperty(name="Falloff Exp", default=5.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_jitter = bpy.props.FloatProperty(name="Jitter", default=0.6, update=assets.invalidate_shader_cache)
bpy.types.World.generate_ssr_texture_scale = bpy.props.FloatProperty(name="Texture Scale", default=1.0, min=0.0, max=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_volumetric_light = bpy.props.BoolProperty(name="Volumetric Light", description="", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_volumetric_light_air_turbidity = bpy.props.FloatProperty(name="Air Turbidity", default=1.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_volumetric_light_air_color = bpy.props.FloatVectorProperty(name="Air Color", size=3, default=[1.0, 1.0, 1.0], subtype='COLOR', update=assets.invalidate_shader_cache)
bpy.types.World.generate_pcss = bpy.props.BoolProperty(name="Percentage Closer Soft Shadows", description="", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_pcss_rings = bpy.props.IntProperty(name="Rings", description="", default=20, update=assets.invalidate_shader_cache)
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# Compositor
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bpy.types.World.generate_letterbox = bpy.props.BoolProperty(name="Letterbox", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_letterbox_size = bpy.props.FloatProperty(name="Size", default=0.1, update=assets.invalidate_shader_cache)
bpy.types.World.generate_grain = bpy.props.BoolProperty(name="Film Grain", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_grain_strength = bpy.props.FloatProperty(name="Strength", default=2.0, update=assets.invalidate_shader_cache)
bpy.types.World.generate_fog = bpy.props.BoolProperty(name="Volumetric Fog", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.generate_fog_color = bpy.props.FloatVectorProperty(name="Color", size=3, subtype='COLOR', default=[0.5, 0.6, 0.7], update=assets.invalidate_shader_cache)
bpy.types.World.generate_fog_amounta = bpy.props.FloatProperty(name="Amount A", default=0.25, update=assets.invalidate_shader_cache)
bpy.types.World.generate_fog_amountb = bpy.props.FloatProperty(name="Amount B", default=0.5, update=assets.invalidate_shader_cache)
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# Skin
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bpy.types.World.generate_gpu_skin = bpy.props.BoolProperty(name="GPU Skinning", description="Calculate skinning on GPU", default=True, update=assets.invalidate_shader_cache)
bpy.types.World.generate_gpu_skin_max_bones = bpy.props.IntProperty(name="Max Bones", default=50, min=1, max=84, update=assets.invalidate_shader_cache)
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# Material override flags
bpy.types.World.force_no_culling = bpy.props.BoolProperty(name="Force No Culling", default=False)
bpy.types.World.force_anisotropic_filtering = bpy.props.BoolProperty(name="Force Anisotropic Filtering", default=False)
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bpy.types.World.npot_texture_repeat = bpy.props.BoolProperty(name="NPoT Texture Repeat", description="Enable texture repeat mode for non-power of two textures", default=False)
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# Lighting flags
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bpy.types.World.diffuse_oren_nayar = bpy.props.BoolProperty(name="Oren Nayar Diffuse", default=False, update=assets.invalidate_shader_cache)
bpy.types.World.voxelgi = bpy.props.BoolProperty(name="VGI", description="Voxel-based Global Illumination", default=False, update=assets.invalidate_shader_cache)
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bpy.types.World.voxelgi_dimensions = bpy.props.FloatVectorProperty(name="Dimensions", description="3D texture size", size=3, default=[128, 128, 128], update=assets.invalidate_shader_cache)
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# For material
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bpy.types.Material.receive_shadow = bpy.props.BoolProperty(name="Receive Shadow", default=True)
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bpy.types.Material.override_shader = bpy.props.BoolProperty(name="Override Shader", default=False)
bpy.types.Material.override_shader_name = bpy.props.StringProperty(name="Name", default='')
bpy.types.Material.override_shader_context = bpy.props.BoolProperty(name="Override Context", default=False)
bpy.types.Material.override_shader_context_name = bpy.props.StringProperty(name="Name", default='')
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bpy.types.Material.stencil_mask = bpy.props.IntProperty(name="Stencil Mask", default=0)
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bpy.types.Material.export_tangents = bpy.props.BoolProperty(name="Export Tangents", default=False)
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bpy.types.Material.skip_context = bpy.props.StringProperty(name="Skip Context", default='')
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bpy.types.Material.overlay = bpy.props.BoolProperty(name="X-Ray", default=False)
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bpy.types.Material.override_cull = bpy.props.BoolProperty(name="Override Cull-Mode", default=False)
bpy.types.Material.override_cull_mode = EnumProperty(
items = [('none', 'None', 'None'),
('clockwise', 'Clockwise', 'Clockwise'),
('counter_clockwise', 'Counter-Clockwise', 'Counter-Clockwise')],
name = "Cull-Mode", default='clockwise')
bpy.types.Material.override_compare = bpy.props.BoolProperty(name="Override Compare-Mode", default=False)
bpy.types.Material.override_compare_mode = EnumProperty(
items = [('Always', 'Always', 'Always'),
('Less', 'Less', 'Less')],
name = "Compare-Mode", default='Less')
bpy.types.Material.override_depthwrite = bpy.props.BoolProperty(name="Override Depth-Write", default=False)
bpy.types.Material.override_depthwrite_mode = EnumProperty(
items = [('True', 'True', 'True'),
('False', 'False', 'False')],
name = "Depth-Write", default='True')
bpy.types.Material.height_tess = bpy.props.BoolProperty(name="Tessellated displacement", description="Use tessellation shaders to subdivide and displace surface", default=True)
bpy.types.Material.height_tess_inner = bpy.props.IntProperty(name="Inner level", description="Inner tessellation level for mesh", default=14)
bpy.types.Material.height_tess_outer = bpy.props.IntProperty(name="Outer level", description="Outer tessellation level for mesh", default=14)
bpy.types.Material.height_tess_shadows = bpy.props.BoolProperty(name="Tessellated shadows", description="Use tessellation shaders when rendering shadow maps", default=True)
bpy.types.Material.height_tess_shadows_inner = bpy.props.IntProperty(name="Inner level", description="Inner tessellation level for shadows", default=7)
bpy.types.Material.height_tess_shadows_outer = bpy.props.IntProperty(name="Outer level", description="Outer tessellation level for shadows", default=7)
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# For scene
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bpy.types.Scene.game_export = bpy.props.BoolProperty(name="Export", description="Export scene data", default=True)
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bpy.types.Scene.gp_export = bpy.props.BoolProperty(name="Export Grease Pencil", description="Export grease pencil data", default=True)
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bpy.types.Scene.data_compressed = bpy.props.BoolProperty(name="Compress Data", description="Pack data into zip file", default=False)
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# For lamp
bpy.types.Lamp.lamp_clip_start = bpy.props.FloatProperty(name="Clip Start", default=0.1)
bpy.types.Lamp.lamp_clip_end = bpy.props.FloatProperty(name="Clip End", default=50.0)
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bpy.types.Lamp.lamp_fov = bpy.props.FloatProperty(name="Field of View", default=0.785)
bpy.types.Lamp.lamp_shadows_bias = bpy.props.FloatProperty(name="Shadows Bias", description="Depth offset for shadow acne", default=0.0001)
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# First run
if not 'Arm' in bpy.data.worlds:
wrd = bpy.data.worlds.new('Arm')
wrd.use_fake_user = True # Store data world object, add fake user to keep it alive
wrd.arm_version = '16.10'
# Take blend file name
wrd.arm_project_name = bpy.path.basename(bpy.context.blend_data.filepath).rsplit('.')[0]
wrd.arm_project_scene = bpy.data.scenes[0].name
# Switch to Cycles
for scene in bpy.data.scenes:
if scene.render.engine != 'CYCLES':
scene.render.engine = 'CYCLES'
scene.render.fps = 60 # Default to 60fps for chromium update loop
# Force camera far to at least 200 units for now, to prevent fighting with light far plane
for c in bpy.data.cameras:
if c.clip_end < 200:
c.clip_end = 200
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# Move default lamp a little further to keep fov low for now
if 'Lamp' in bpy.data.objects:
loc = bpy.data.objects['Lamp'].location
if int(loc.x) == 4 and int(loc.y) == 1 and int(loc.z) == 5:
loc.x = 11.0
loc.y = 3.7
loc.z = 15.6
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# Use nodes
for w in bpy.data.worlds:
w.use_nodes = True
for s in bpy.data.scenes:
s.use_nodes = True
for l in bpy.data.lamps:
l.use_nodes = True
for m in bpy.data.materials:
m.use_nodes = True
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armutils.fetch_script_names()
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# Path for embedded player
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if armutils.with_chromium():
barmory.set_url('file://' + armutils.get_fp() + '/build/html5/index.html')
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def register():
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init_properties()
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def unregister():
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pass