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import bpy
from bpy . props import *
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import os
import shutil
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import arm . props_ui as props_ui
import arm . assets as assets
import arm . log as log
import arm . utils
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import arm . make
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import arm . props_renderpath as props_renderpath
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import arm . proxy
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# Armory version
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arm_version = ' 0.6 '
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arm_commit = ' $Id$ '
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def init_properties ( ) :
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global arm_version
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bpy . types . World . arm_recompile = BoolProperty ( name = " Recompile " , description = " Recompile sources on next play " , default = True )
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bpy . types . World . arm_version = StringProperty ( name = " Version " , description = " Armory SDK version " , default = " " )
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bpy . types . World . arm_commit = StringProperty ( name = " Version Commit " , description = " Armory SDK version " , default = " " )
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bpy . types . World . arm_project_name = StringProperty ( name = " Name " , description = " Exported project name " , default = " " , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_project_package = StringProperty ( name = " Package " , description = " Package name for scripts " , default = " arm " , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_project_version = StringProperty ( name = " Version " , description = " Exported project version " , default = " 1.0 " , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_project_bundle = StringProperty ( name = " Bundle " , description = " Exported project bundle " , default = " " , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_project_icon = StringProperty ( name = " Icon (PNG) " , description = " Exported project icon, must be a PNG image " , default = " " , subtype = " FILE_PATH " , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_project_root = StringProperty ( name = " Root " , description = " Set root folder for linked assets " , default = " " , subtype = " DIR_PATH " , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_physics = EnumProperty (
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items = [ ( ' Disabled ' , ' Disabled ' , ' Disabled ' ) ,
( ' Auto ' , ' Auto ' , ' Auto ' ) ,
( ' Enabled ' , ' Enabled ' , ' Enabled ' ) ] ,
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name = " Physics " , default = ' Auto ' , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_physics_engine = EnumProperty (
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items = [ ( ' Bullet ' , ' Bullet ' , ' Bullet ' ) ,
( ' Oimo ' , ' Oimo ' , ' Oimo ' ) ] ,
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name = " Physics Engine " , default = ' Bullet ' , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_navigation = EnumProperty (
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items = [ ( ' Disabled ' , ' Disabled ' , ' Disabled ' ) ,
( ' Auto ' , ' Auto ' , ' Auto ' ) ,
( ' Enabled ' , ' Enabled ' , ' Enabled ' ) ] ,
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name = " Navigation " , default = ' Auto ' , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_navigation_engine = EnumProperty (
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items = [ ( ' Recast ' , ' Recast ' , ' Recast ' ) ] ,
name = " Navigation Engine " , default = ' Recast ' )
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bpy . types . World . arm_ui = EnumProperty (
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items = [ ( ' Disabled ' , ' Disabled ' , ' Disabled ' ) ,
( ' Enabled ' , ' Enabled ' , ' Enabled ' ) ,
( ' Auto ' , ' Auto ' , ' Auto ' ) ] ,
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name = " Zui " , default = ' Auto ' , description = " Include UI library " , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_hscript = EnumProperty (
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items = [ ( ' Disabled ' , ' Disabled ' , ' Disabled ' ) ,
( ' Enabled ' , ' Enabled ' , ' Enabled ' ) ] ,
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name = " Hscript " , default = ' Disabled ' , description = " Include Hscript library " , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_formatlib = EnumProperty (
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items = [ ( ' Disabled ' , ' Disabled ' , ' Disabled ' ) ,
( ' Enabled ' , ' Enabled ' , ' Enabled ' ) ] ,
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name = " Format " , default = ' Disabled ' , description = " Include Format library " , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_audio = EnumProperty (
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items = [ ( ' Disabled ' , ' Disabled ' , ' Disabled ' ) ,
( ' Enabled ' , ' Enabled ' , ' Enabled ' ) ] ,
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name = " Audio " , default = ' Enabled ' , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_khafile = StringProperty ( name = " Khafile " , description = " Source appended to khafile.js " , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_texture_quality = FloatProperty ( name = " Texture Quality " , default = 1.0 , min = 0.0 , max = 1.0 , subtype = ' FACTOR ' , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_sound_quality = FloatProperty ( name = " Sound Quality " , default = 0.9 , min = 0.0 , max = 1.0 , subtype = ' FACTOR ' , update = assets . invalidate_compiler_cache )
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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 )
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bpy . types . World . arm_minify_js = BoolProperty ( name = " Minify JS " , description = " Minimize JavaScript output when publishing " , default = True )
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bpy . types . World . arm_optimize_data = BoolProperty ( name = " Optimize Data " , description = " Export more efficient geometry and shader data, prolongs build times " , default = True , 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 , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_export_tangents = BoolProperty ( name = " Export Tangents " , description = " Precompute tangents for normal mapping, otherwise computed in shader " , default = True , update = assets . invalidate_compiled_data )
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bpy . types . World . arm_batch_meshes = BoolProperty ( name = " Batch Meshes " , description = " Group meshes by materials to speed up rendering " , default = False , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_batch_materials = BoolProperty ( name = " Batch Materials " , description = " Marge similar materials into single pipeline state " , default = False , update = assets . invalidate_shader_cache )
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bpy . types . World . arm_stream_scene = BoolProperty ( name = " Stream Scene " , description = " Stream scene content " , default = False , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_lod_gen_levels = IntProperty ( name = " Levels " , description = " Number of levels to generate " , default = 3 , min = 1 )
bpy . types . World . arm_lod_gen_ratio = FloatProperty ( name = " Decimate Ratio " , description = " Decimate ratio " , default = 0.8 )
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bpy . types . World . arm_cache_build = BoolProperty ( name = " Cache Build " , description = " Cache build files to speed up compilation " , default = True )
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bpy . types . World . arm_play_camera = EnumProperty (
items = [ ( ' Scene ' , ' Scene ' , ' Scene ' ) ,
( ' Viewport ' , ' Viewport ' , ' Viewport ' ) ,
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# ('Viewport Shared', 'Shared', 'Viewport Shared')
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] ,
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name = " Camera " , description = " Viewport camera " , default = ' Scene ' , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_debug_console = BoolProperty ( name = " Debug Console " , description = " Show inspector in player and enable debug draw " , default = False , update = assets . invalidate_shader_cache )
bpy . types . World . arm_runtime = EnumProperty (
items = [ ( ' Krom ' , ' Krom ' , ' Krom ' ) ,
( ' Browser ' , ' Browser ' , ' Browser ' ) ] ,
name = " Runtime " , description = " Runtime to use when launching the game " , default = ' Krom ' , update = assets . invalidate_shader_cache )
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bpy . types . World . arm_loadscreen = BoolProperty ( name = " Loading Screen " , description = " Show asset loading progress on published builds " , default = True )
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bpy . types . World . arm_vsync = BoolProperty ( name = " VSync " , description = " Vertical Synchronization " , default = True , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_dce = BoolProperty ( name = " DCE " , description = " Enable dead code elimination for publish builds " , default = True , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_asset_compression = BoolProperty ( name = " Asset Compression " , description = " Enable scene data compression " , default = False , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_write_config = BoolProperty ( name = " Write Config " , description = " Allow this project to be configured at runtime via a JSON file " , default = False , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_compiler_inline = BoolProperty ( name = " Compiler Inline " , description = " Favor speed over size " , default = True , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_winmode = EnumProperty (
items = [ ( ' Window ' , ' Window ' , ' Window ' ) ,
( ' Fullscreen ' , ' Fullscreen ' , ' Fullscreen ' ) ] ,
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name = " Mode " , default = ' Window ' , description = ' Window mode to start in ' , update = assets . invalidate_compiler_cache )
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bpy . types . World . arm_winorient = EnumProperty (
items = [ ( ' Multi ' , ' Multi ' , ' Multi ' ) ,
( ' Portrait ' , ' Portrait ' , ' Portrait ' ) ,
( ' Landscape ' , ' Landscape ' , ' Landscape ' ) ] ,
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name = " Orientation " , default = ' Landscape ' , description = ' Set screen orientation on mobile devices ' )
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bpy . types . World . arm_winresize = BoolProperty ( name = " Resizable " , description = " Allow window resize " , default = False , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_winmaximize = BoolProperty ( name = " Maximizable " , description = " Allow window maximize " , default = False , update = assets . invalidate_compiler_cache )
bpy . types . World . arm_winminimize = BoolProperty ( name = " Minimizable " , description = " Allow window minimize " , default = True , update = assets . invalidate_compiler_cache )
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# For object
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bpy . types . Object . arm_instanced = EnumProperty (
items = [ ( ' Off ' , ' Off ' , ' Off ' ) ,
( ' Loc ' , ' Loc ' , ' Loc ' ) ,
( ' Loc + Rot ' , ' Loc + Rot ' , ' Loc + Rot ' ) ,
( ' Loc + Scale ' , ' Loc + Scale ' , ' Loc + Scale ' ) ,
( ' Loc + Rot + Scale ' , ' Loc + Rot + Scale ' , ' Loc + Rot + Scale ' ) ] ,
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name = " Instanced Children " , default = ' Off ' , description = ' Use instacing to draw children ' , update = assets . invalidate_instance_cache )
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bpy . types . Object . arm_export = BoolProperty ( name = " Export " , description = " Export object data " , default = True )
bpy . types . Object . arm_spawn = BoolProperty ( name = " Spawn " , description = " Auto-add this object when creating scene " , default = True )
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bpy . types . Object . arm_mobile = BoolProperty ( name = " Mobile " , description = " Object moves during gameplay " , default = False )
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bpy . types . Object . arm_visible = BoolProperty ( name = " Visible " , description = " Render this object " , default = True )
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bpy . types . Object . arm_soft_body_margin = FloatProperty ( name = " Soft Body Margin " , description = " Collision margin " , default = 0.04 )
bpy . types . Object . arm_rb_linear_factor = FloatVectorProperty ( name = " Linear Factor " , size = 3 , description = " Set to 0 to lock axis " , default = [ 1 , 1 , 1 ] )
bpy . types . Object . arm_rb_angular_factor = FloatVectorProperty ( name = " Angular Factor " , size = 3 , description = " Set to 0 to lock axis " , default = [ 1 , 1 , 1 ] )
bpy . types . Object . arm_rb_trigger = BoolProperty ( name = " Trigger " , description = " Disable contact response " , default = False )
bpy . types . Object . arm_rb_force_deactivation = BoolProperty ( name = " Force Deactivation " , description = " Force deactivation on all rigid bodies for performance " , default = True )
bpy . types . Object . arm_rb_deactivation_time = FloatProperty ( name = " Deactivation Time " , description = " Delay putting rigid body into sleep " , default = 0.0 )
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bpy . types . Object . arm_rb_ccd = BoolProperty ( name = " Continuous Collision Detection " , description = " Improve collision for fast moving objects " , default = False )
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bpy . types . Object . arm_animation_enabled = BoolProperty ( name = " Animation " , description = " Enable skinning & timeline animation " , default = True )
bpy . types . Object . arm_tilesheet = StringProperty ( name = " Tilesheet " , description = " Set tilesheet animation " , default = ' ' )
bpy . types . Object . arm_tilesheet_action = StringProperty ( name = " Tilesheet Action " , description = " Set startup action " , default = ' ' )
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bpy . types . Object . arm_proxy_sync_loc = BoolProperty ( name = " Location " , description = " Keep location synchronized with proxy object " , default = True , update = arm . proxy . proxy_sync_loc )
bpy . types . Object . arm_proxy_sync_rot = BoolProperty ( name = " Rotation " , description = " Keep rotation synchronized with proxy object " , default = True , update = arm . proxy . proxy_sync_rot )
bpy . types . Object . arm_proxy_sync_scale = BoolProperty ( name = " Scale " , description = " Keep scale synchronized with proxy object " , default = True , update = arm . proxy . proxy_sync_scale )
bpy . types . Object . arm_proxy_sync_materials = BoolProperty ( name = " Materials " , description = " Keep materials synchronized with proxy object " , default = True , update = arm . proxy . proxy_sync_materials )
bpy . types . Object . arm_proxy_sync_modifiers = BoolProperty ( name = " Modifiers " , description = " Keep modifiers synchronized with proxy object " , default = True , update = arm . proxy . proxy_sync_modifiers )
bpy . types . Object . arm_proxy_sync_traits = BoolProperty ( name = " Traits " , description = " Keep traits synchronized with proxy object " , default = True , update = arm . proxy . proxy_sync_traits )
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# For speakers
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bpy . types . Speaker . arm_play_on_start = BoolProperty ( name = " Play on Start " , description = " Play this sound automatically " , default = False )
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bpy . types . Speaker . arm_loop = BoolProperty ( name = " Loop " , description = " Loop this sound " , default = False )
bpy . types . Speaker . arm_stream = BoolProperty ( name = " Stream " , description = " Stream this sound " , default = False )
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# For mesh
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bpy . types . Mesh . arm_cached = BoolProperty ( name = " Mesh Cached " , description = " No need to reexport mesh data " , default = False )
bpy . types . Mesh . arm_aabb = FloatVectorProperty ( name = " AABB " , size = 3 , default = [ 0 , 0 , 0 ] )
bpy . types . Mesh . arm_dynamic_usage = BoolProperty ( name = " Dynamic Usage " , description = " Mesh data can change at runtime " , default = False )
bpy . types . Curve . arm_cached = BoolProperty ( name = " Mesh Cached " , description = " No need to reexport curve data " , default = False )
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bpy . types . Curve . arm_aabb = FloatVectorProperty ( name = " AABB " , size = 3 , default = [ 0 , 0 , 0 ] )
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bpy . types . Curve . arm_dynamic_usage = BoolProperty ( name = " Dynamic Data Usage " , description = " Curve data can change at runtime " , default = False )
bpy . types . MetaBall . arm_cached = BoolProperty ( name = " Mesh Cached " , description = " No need to reexport metaball data " , default = False )
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bpy . types . MetaBall . arm_aabb = FloatVectorProperty ( name = " AABB " , size = 3 , default = [ 0 , 0 , 0 ] )
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bpy . types . MetaBall . arm_dynamic_usage = BoolProperty ( name = " Dynamic Data Usage " , description = " Metaball data can change at runtime " , default = False )
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# For grease pencil
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# bpy.types.GreasePencil.arm_cached = BoolProperty(name="GP Cached", description="No need to reexport grease pencil data", default=False)
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# For armature
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bpy . types . Armature . arm_cached = BoolProperty ( name = " Armature Cached " , description = " No need to reexport armature data " , default = False )
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# For camera
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bpy . types . Camera . arm_frustum_culling = BoolProperty ( name = " Frustum Culling " , description = " Perform frustum culling for this camera " , default = True )
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# Render path generator
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bpy . types . World . rp_preset = EnumProperty (
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items = [ ( ' Desktop ' , ' Desktop ' , ' Desktop ' ) ,
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( ' Mobile ' , ' Mobile ' , ' Mobile ' ) ,
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( ' Max ' , ' Max ' , ' Max ' ) ,
( ' 2D/Baked ' , ' 2D/Baked ' , ' 2D/Baked ' ) ,
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] ,
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name = " Preset " , description = " Render path preset " , default = ' Desktop ' )
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bpy . types . World . arm_envtex_name = StringProperty ( name = " Environment Texture " , default = ' ' )
bpy . types . World . arm_envtex_irr_name = StringProperty ( name = " Environment Irradiance " , default = ' ' )
bpy . types . World . arm_envtex_num_mips = IntProperty ( name = " Number of mips " , default = 0 )
bpy . types . World . arm_envtex_color = FloatVectorProperty ( name = " Environment Color " , size = 4 , default = [ 0 , 0 , 0 , 1 ] )
bpy . types . World . arm_envtex_strength = FloatProperty ( name = " Environment Strength " , default = 1.0 )
bpy . types . World . arm_envtex_sun_direction = FloatVectorProperty ( name = " Sun Direction " , size = 3 , default = [ 0 , 0 , 0 ] )
bpy . types . World . arm_envtex_turbidity = FloatProperty ( name = " Turbidity " , default = 1.0 )
bpy . types . World . arm_envtex_ground_albedo = FloatProperty ( name = " Ground Albedo " , default = 0.0 )
bpy . types . Material . arm_cast_shadow = BoolProperty ( name = " Cast Shadow " , default = True )
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bpy . types . Material . arm_receive_shadow = BoolProperty ( name = " Receive Shadow " , description = " Requires forward render path " , default = True )
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bpy . types . Material . arm_overlay = BoolProperty ( name = " Overlay " , default = False )
bpy . types . Material . arm_decal = BoolProperty ( name = " Decal " , default = False )
bpy . types . Material . arm_two_sided = BoolProperty ( name = " Two-Sided " , description = " Flip normal when drawing back-face " , default = False )
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bpy . types . Material . arm_cull_mode = EnumProperty (
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items = [ ( ' none ' , ' Both ' , ' None ' ) ,
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( ' clockwise ' , ' Front ' , ' Clockwise ' ) ,
( ' counter_clockwise ' , ' Back ' , ' Counter-Clockwise ' ) ] ,
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name = " Cull Mode " , default = ' clockwise ' , description = " Draw geometry faces " )
bpy . types . Material . arm_discard = BoolProperty ( name = " Alpha Test " , default = False , description = " Do not render fragments below specified opacity threshold " )
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bpy . types . Material . arm_discard_opacity = FloatProperty ( name = " Mesh Opacity " , default = 0.2 , min = 0 , max = 1 )
bpy . types . Material . arm_discard_opacity_shadows = FloatProperty ( name = " Shadows Opacity " , default = 0.1 , min = 0 , max = 1 )
bpy . types . Material . arm_custom_material = StringProperty ( name = " Custom Material " , description = " Write custom material " , default = ' ' )
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bpy . types . Material . arm_billboard = EnumProperty (
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items = [ ( ' off ' , ' Off ' , ' Off ' ) ,
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( ' spherical ' , ' Spherical ' , ' Spherical ' ) ,
( ' cylindrical ' , ' Cylindrical ' , ' Cylindrical ' ) ] ,
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name = " Billboard " , default = ' off ' , description = " Track camera " , update = assets . invalidate_shader_cache )
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bpy . types . Material . arm_tilesheet_flag = BoolProperty ( name = " Tilesheet Flag " , description = " This material is used for tilesheet " , default = False )
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bpy . types . Material . arm_particle_flag = BoolProperty ( name = " Particle Flag " , description = " This material is used for particles " , default = False )
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bpy . types . Material . arm_particle_fade = BoolProperty ( name = " Particle Fade " , description = " Fade particles in and out " , default = False )
bpy . types . Material . arm_blending = BoolProperty ( name = " Blending " , description = " Enable additive blending " , default = False )
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bpy . types . Material . arm_blending_source = EnumProperty (
items = [ ( ' blend_one ' , ' One ' , ' One ' ) ,
( ' blend_zero ' , ' Zero ' , ' Zero ' ) ,
( ' source_alpha ' , ' Source Alpha ' , ' Source Alpha ' ) ,
( ' destination_alpha ' , ' Destination Alpha ' , ' Destination Alpha ' ) ,
( ' inverse_source_alpha ' , ' Inverse Source Alpha ' , ' Inverse Source Alpha ' ) ,
( ' inverse_destination_alpha ' , ' Inverse Destination Alpha ' , ' Inverse Destination Alpha ' ) ,
( ' source_color ' , ' Source Color ' , ' Source Color ' ) ,
( ' destination_color ' , ' Destination Color ' , ' Destination Color ' ) ,
( ' inverse_source_color ' , ' Inverse Source Color ' , ' Inverse Source Color ' ) ,
( ' inverse_destination_color ' , ' Inverse Destination Color ' , ' Inverse Destination Color ' ) ] ,
name = ' Source ' , default = ' blend_one ' , description = ' Blending factor ' , update = assets . invalidate_shader_cache )
bpy . types . Material . arm_blending_destination = EnumProperty (
items = [ ( ' blend_one ' , ' One ' , ' One ' ) ,
( ' blend_zero ' , ' Zero ' , ' Zero ' ) ,
( ' source_alpha ' , ' Source Alpha ' , ' Source Alpha ' ) ,
( ' destination_alpha ' , ' Destination Alpha ' , ' Destination Alpha ' ) ,
( ' inverse_source_alpha ' , ' Inverse Source Alpha ' , ' Inverse Source Alpha ' ) ,
( ' inverse_destination_alpha ' , ' Inverse Destination Alpha ' , ' Inverse Destination Alpha ' ) ,
( ' source_color ' , ' Source Color ' , ' Source Color ' ) ,
( ' destination_color ' , ' Destination Color ' , ' Destination Color ' ) ,
( ' inverse_source_color ' , ' Inverse Source Color ' , ' Inverse Source Color ' ) ,
( ' inverse_destination_color ' , ' Inverse Destination Color ' , ' Inverse Destination Color ' ) ] ,
name = ' Destination ' , default = ' blend_one ' , description = ' Blending factor ' , update = assets . invalidate_shader_cache )
bpy . types . Material . arm_blending_operation = EnumProperty (
items = [ ( ' add ' , ' Add ' , ' Add ' ) ,
( ' subtract ' , ' Subtract ' , ' Subtract ' ) ,
( ' reverse_subtract ' , ' Reverse Subtract ' , ' Reverse Subtract ' ) ,
( ' min ' , ' Min ' , ' Min ' ) ,
( ' max ' , ' Max ' , ' Max ' ) ] ,
name = ' Operation ' , default = ' add ' , description = ' Blending operation ' , update = assets . invalidate_shader_cache )
bpy . types . Material . arm_blending_source_alpha = EnumProperty (
items = [ ( ' blend_one ' , ' One ' , ' One ' ) ,
( ' blend_zero ' , ' Zero ' , ' Zero ' ) ,
( ' source_alpha ' , ' Source Alpha ' , ' Source Alpha ' ) ,
( ' destination_alpha ' , ' Destination Alpha ' , ' Destination Alpha ' ) ,
( ' inverse_source_alpha ' , ' Inverse Source Alpha ' , ' Inverse Source Alpha ' ) ,
( ' inverse_destination_alpha ' , ' Inverse Destination Alpha ' , ' Inverse Destination Alpha ' ) ,
( ' source_color ' , ' Source Color ' , ' Source Color ' ) ,
( ' destination_color ' , ' Destination Color ' , ' Destination Color ' ) ,
( ' inverse_source_color ' , ' Inverse Source Color ' , ' Inverse Source Color ' ) ,
( ' inverse_destination_color ' , ' Inverse Destination Color ' , ' Inverse Destination Color ' ) ] ,
name = ' Source ' , default = ' blend_one ' , description = ' Blending factor ' , update = assets . invalidate_shader_cache )
bpy . types . Material . arm_blending_destination_alpha = EnumProperty (
items = [ ( ' blend_one ' , ' One ' , ' One ' ) ,
( ' blend_zero ' , ' Zero ' , ' Zero ' ) ,
( ' source_alpha ' , ' Source Alpha ' , ' Source Alpha ' ) ,
( ' destination_alpha ' , ' Destination Alpha ' , ' Destination Alpha ' ) ,
( ' inverse_source_alpha ' , ' Inverse Source Alpha ' , ' Inverse Source Alpha ' ) ,
( ' inverse_destination_alpha ' , ' Inverse Destination Alpha ' , ' Inverse Destination Alpha ' ) ,
( ' source_color ' , ' Source Color ' , ' Source Color ' ) ,
( ' destination_color ' , ' Destination Color ' , ' Destination Color ' ) ,
( ' inverse_source_color ' , ' Inverse Source Color ' , ' Inverse Source Color ' ) ,
( ' inverse_destination_color ' , ' Inverse Destination Color ' , ' Inverse Destination Color ' ) ] ,
name = ' Destination ' , default = ' blend_one ' , description = ' Blending factor ' , update = assets . invalidate_shader_cache )
bpy . types . Material . arm_blending_operation_alpha = EnumProperty (
items = [ ( ' add ' , ' Add ' , ' Add ' ) ,
( ' subtract ' , ' Subtract ' , ' Subtract ' ) ,
( ' reverse_subtract ' , ' Reverse Subtract ' , ' Reverse Subtract ' ) ,
( ' min ' , ' Min ' , ' Min ' ) ,
( ' max ' , ' Max ' , ' Max ' ) ] ,
name = ' Operation ' , default = ' add ' , description = ' Blending operation ' , update = assets . invalidate_shader_cache )
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# For scene
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bpy . types . Scene . arm_export = BoolProperty ( name = " Export " , description = " Export scene data " , default = True )
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bpy . types . Scene . arm_terrain_textures = StringProperty ( name = " Textures " , description = " Set root folder for terrain assets " , default = " " , subtype = " DIR_PATH " )
bpy . types . Scene . arm_terrain_sectors = IntVectorProperty ( name = " Sectors " , description = " Number of sectors to generate " , default = [ 1 , 1 ] , size = 2 )
bpy . types . Scene . arm_terrain_sector_size = FloatProperty ( name = " Sector Size " , description = " Dimensions for single sector " , default = 16 )
bpy . types . Scene . arm_terrain_height_scale = FloatProperty ( name = " Height Scale " , description = " Scale height from the 0-1 range " , default = 10 )
bpy . types . Scene . arm_terrain_object = PointerProperty ( name = " Object " , type = bpy . types . Object , description = " Terrain root object " )
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# For light
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bpy . types . Light . arm_clip_start = FloatProperty ( name = " Clip Start " , default = 0.1 )
bpy . types . Light . arm_clip_end = FloatProperty ( name = " Clip End " , default = 50.0 )
bpy . types . Light . arm_fov = FloatProperty ( name = " Field of View " , default = 0.84 )
bpy . types . Light . arm_shadows_bias = FloatProperty ( name = " Bias " , description = " Depth offset to fight shadow acne " , default = 1.0 )
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bpy . types . World . arm_light_ies_texture = StringProperty ( name = " IES Texture " , default = " " )
bpy . types . World . arm_light_clouds_texture = StringProperty ( name = " Clouds Texture " , default = " " )
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bpy . types . World . arm_rpcache_list = CollectionProperty ( type = bpy . types . PropertyGroup )
bpy . types . World . arm_scripts_list = CollectionProperty ( type = bpy . types . PropertyGroup )
bpy . types . World . arm_bundled_scripts_list = CollectionProperty ( type = bpy . types . PropertyGroup )
bpy . types . World . arm_canvas_list = CollectionProperty ( type = bpy . types . PropertyGroup )
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bpy . types . World . arm_wasm_list = CollectionProperty ( type = bpy . types . PropertyGroup )
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bpy . types . World . world_defs = StringProperty ( name = " World Shader Defs " , default = ' ' )
bpy . types . World . compo_defs = StringProperty ( name = " Compositor Shader Defs " , default = ' ' )
bpy . types . Material . export_uvs = BoolProperty ( name = " Export UVs " , default = False )
bpy . types . Material . export_vcols = BoolProperty ( name = " Export VCols " , default = False )
bpy . types . Material . export_tangents = BoolProperty ( name = " Export Tangents " , default = False )
bpy . types . Material . arm_skip_context = StringProperty ( name = " Skip Context " , default = ' ' )
bpy . types . Material . arm_material_id = IntProperty ( name = " ID " , default = 0 )
bpy . types . NodeSocket . is_uniform = BoolProperty ( name = " Is Uniform " , description = " Mark node sockets to be processed as material uniforms " , default = False )
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bpy . types . NodeTree . arm_cached = BoolProperty ( name = " Node Tree Cached " , description = " No need to reexport node tree " , default = False )
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bpy . types . Material . signature = StringProperty ( name = " Signature " , description = " Unique string generated from material nodes " , default = " " )
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bpy . types . Material . arm_cached = BoolProperty ( name = " Material Cached " , description = " No need to reexport material data " , default = False )
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bpy . types . Node . arm_material_param = BoolProperty ( name = " Parameter " , description = " Control this node from script " , default = False )
bpy . types . Node . arm_logic_id = StringProperty ( name = " ID " , description = " Nodes with equal identifier will share data " , default = ' ' )
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bpy . types . Node . arm_watch = BoolProperty ( name = " Watch " , description = " Watch value of this node in debug console " , default = False )
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# Particles
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bpy . types . ParticleSettings . arm_count_mult = FloatProperty ( name = " Multiply Count " , description = " Multiply particle count when rendering in Armory " , default = 1.0 )
bpy . types . ParticleSettings . arm_loop = BoolProperty ( name = " Loop " , description = " Loop this particle system " , default = False )
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create_wrd ( )
def create_wrd ( ) :
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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
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wrd . arm_version = arm_version
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wrd . arm_commit = arm_commit
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def init_properties_on_load ( ) :
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global arm_version
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if not ' Arm ' in bpy . data . worlds :
init_properties ( )
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arm . utils . fetch_script_names ( )
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wrd = bpy . data . worlds [ ' Arm ' ]
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# Outdated project
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if bpy . data . filepath != ' ' and ( wrd . arm_version != arm_version or wrd . arm_commit != arm_commit ) : # Call on project load only
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# This allows for seamless migration from ealier versions of
# Armory that don't have `item.node_tree_prop` set
for ob in bpy . data . objects : # TODO: deprecated
for trait in ob . arm_traitlist :
if trait != None and \
trait . type_prop == ' Logic Nodes ' and \
trait . node_tree_prop == None and \
trait . name in bpy . data . node_groups :
trait . node_tree_prop = bpy . data . node_groups [ trait . name ]
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for scn in bpy . data . scenes : # TODO: deprecated
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# Scene traits
for trait in scn . arm_traitlist :
if trait != None and \
trait . type_prop == ' Logic Nodes ' and \
trait . node_tree_prop == None and \
trait . name in bpy . data . node_groups :
trait . node_tree_prop = bpy . data . node_groups [ trait . name ]
# Bake list items
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for item in scn . arm_bakelist :
if item != None and \
item . obj == None and \
item . object_name in scn . collection . all_objects :
item . obj = scn . collection . all_objects [ item . object_name ]
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print ( ' Project updated to sdk v ' + arm_version + ' ( ' + arm_commit + ' ) ' )
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wrd . arm_version = arm_version
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wrd . arm_commit = arm_commit
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arm . make . clean ( )
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def register ( ) :
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init_properties ( )
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arm . utils . fetch_bundled_script_names ( )
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def unregister ( ) :
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pass