Ignore compiled python files
This commit is contained in:
parent
07ff2f8c6e
commit
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@ -0,0 +1 @@
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*.pyc
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@ -13,10 +13,6 @@
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"command": "clear_target",
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"params": ["depth", "color"]
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},
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{
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"command": "draw_quad",
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"params": ["material_resource", "material1", "env_map"]
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},
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{
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"command": "draw_geometry",
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"params": ["forward"]
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@ -1770,7 +1770,7 @@ class ArmoryExporter(bpy.types.Operator, ExportHelper):
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om.instance_offsets = instance_offsets
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# Export usage
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if node.static_usage == False:
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if node.data.static_usage == False:
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om.static_usage = False
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# Delete the new mesh that we made earlier.
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@ -6,16 +6,10 @@ import shutil
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import subprocess
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import platform
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def haxePath():
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path = os.getenv('HAXEPATH')
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if (path == None):
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path = '/usr/lib/haxe'
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return os.path.normpath(path)
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def runProject(fp, target, name):
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os.chdir(fp)
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# HTML5
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if (target == '3'):
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if (target == '0'):
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webbrowser.open("http://127.0.0.1:8080/build/html5",new=2)
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def build():
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@ -37,8 +37,7 @@ def initWorldProperties():
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('OSX', 'OSX', 'OSX'),
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('Linux', 'Linux', 'Linux'),
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('iOS', 'iOS', 'iOS'),
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('Android', 'Android', 'Android'),
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('Blender', 'Blender', 'Blender')],
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('Android', 'Android', 'Android')],
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name = "Target")
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bpy.types.World.CGProjectName = StringProperty(name = "Name")
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bpy.types.World.CGProjectPackage = StringProperty(name = "Package")
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@ -73,7 +72,7 @@ def draw_play_item(self, context):
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layout = self.layout
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layout.operator("cg.play")
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# Menu in tools region
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# Menu in render region
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class ToolsPanel(bpy.types.Panel):
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bl_label = "Cycles Game"
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bl_space_type = "PROPERTIES"
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@ -81,7 +80,8 @@ class ToolsPanel(bpy.types.Panel):
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bl_context = "render"
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# Info panel play
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bpy.types.INFO_HT_header.prepend(draw_play_item)
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#bpy.types.INFO_HT_header.prepend(draw_play_item)
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bpy.types.VIEW3D_HT_header.append(draw_play_item)
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def draw(self, context):
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layout = self.layout
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@ -129,7 +129,7 @@ def exportGameData():
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shader_references = []
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for scene in bpy.data.scenes:
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if scene.name[0] != '.': # Skip hidden scenes
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bpy.ops.export_scene.armory({"scene":scene}, filepath='Assets/' + scene.name + '.json')
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bpy.ops.export_scene.armory({"scene":scene}, filepath='Assets/generated/' + scene.name + '.json')
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shader_references += ArmoryExporter.shader_references
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# Move armatures back
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@ -145,6 +145,9 @@ def exportGameData():
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write_data.write_main()
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def buildProject(self, build_type=0):
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# Save blend
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bpy.ops.wm.save_mainfile()
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# Save scripts
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#area = bpy.context.area
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#old_type = area.type
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@ -166,27 +169,22 @@ def buildProject(self, build_type=0):
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fp = os.path.sep.join(s)
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os.chdir(fp)
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# Save blend
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bpy.ops.wm.save_mainfile()
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# Export
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exportGameData()
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# Set build command
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if (bpy.data.worlds[0]['CGProjectTarget'] == 0):
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bashCommand = "-t osx"
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bashCommand = "-t html5"
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elif (bpy.data.worlds[0]['CGProjectTarget'] == 1):
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bashCommand = "-t windows"
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elif (bpy.data.worlds[0]['CGProjectTarget'] == 2):
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bashCommand = "-t linux"
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bashCommand = "-t osx"
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elif (bpy.data.worlds[0]['CGProjectTarget'] == 3):
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bashCommand = "-t html5"
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bashCommand = "-t linux"
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elif (bpy.data.worlds[0]['CGProjectTarget'] == 4):
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bashCommand = "-t ios"
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elif (bpy.data.worlds[0]['CGProjectTarget'] == 5):
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bashCommand = "-t android_native"
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elif (bpy.data.worlds[0]['CGProjectTarget'] == 6):
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bashCommand = "-t blender"
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bashCommand = "-t android-native"
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# Build
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haxelib_path = "haxelib"
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@ -216,10 +214,14 @@ def cleanProject(self):
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fp = os.path.sep.join(s)
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os.chdir(fp)
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# Remove build dir
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# Remove build data
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if os.path.isdir("build"):
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shutil.rmtree('build')
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# Remove generated data
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if os.path.isdir("Assets/generated"):
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shutil.rmtree('Assets/generated')
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# Remove compiled nodes
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path = 'Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/") + "/"
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for node_group in bpy.data.node_groups:
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@ -284,8 +286,8 @@ def buildNodeTrees():
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# Export node scripts
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for node_group in bpy.data.node_groups:
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if type(node_group) == 'nodes.CGTree': # Build only cycles game trees
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buildNodeTree(node_group)
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#if type(node_group) == 'nodes.CGTree': # Build only cycles game trees
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buildNodeTree(node_group)
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def buildNodeTree(node_group):
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rn = getRootNode(node_group)
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@ -98,10 +98,10 @@ float LightingFuncGGX_OPT3(vec3 N, vec3 V, vec3 L, float roughness, float F0) {
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void kore() {
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float visibility = 1.0;
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if (receiveShadow && lPos.w > 0.0) {
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visibility = shadowSimple(lPos);
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visibility = (visibility * 0.8) + 0.2;
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}
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//if (receiveShadow && lPos.w > 0.0) {
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// visibility = shadowSimple(lPos);
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// visibility = (visibility * 0.8) + 0.2;
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//}
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vec4 outColor;
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vec3 t = pow(matColor.rgb, vec3(2.2));
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