Remove deprecated

This commit is contained in:
Lubos Lenco 2017-08-28 11:30:06 +02:00
parent bca47b1393
commit 3041dd9ac0
3 changed files with 22 additions and 97 deletions

View file

@ -166,69 +166,28 @@ def parse_shader(node, socket):
if node.node_tree.name.startswith('Armory PBR'):
if parse_surface:
if len(node.inputs) != 14:
# Base color
parsing_basecolor(True)
out_basecol = parse_vector_input(node.inputs[0])
parsing_basecolor(False)
# Occlusion
out_occlusion = parse_value_input(node.inputs[2])
# Roughness
out_roughness = parse_value_input(node.inputs[3])
# Metallic
out_metallic = parse_value_input(node.inputs[4])
# Normal
if node.inputs[5].is_linked and node.inputs[5].links[0].from_node.type == 'NORMAL_MAP':
c_state.warn(c_state.mat_name() + ' - Do not use Normal Map node with Armory PBR, connect Image Texture directly')
parse_normal_map_color_input(node.inputs[5])
# Emission
if node.inputs[6].is_linked or node.inputs[6].default_value != 0.0:
out_emission = parse_value_input(node.inputs[6])
emission_found = True
out_basecol = '({0} + vec3({1} * 100.0))'.format(out_basecol, out_emission)
else: # Deprecated
# Base color
parsing_basecolor(True)
out_basecol = parse_vector_input(node.inputs[0])
parsing_basecolor(False)
# Occlusion TODO: deprecated, occlussion is value instead of vector now
if node.inputs[1].type == 'RGBA':
out_occlusion = '{0}.r'.format(parse_vector_input(node.inputs[1]))
else:
out_occlusion = parse_value_input(node.inputs[1])
if node.inputs[2].is_linked or node.inputs[2].default_value != 1.0:
out_occlusion = '({0} * {1})'.format(out_occlusion, parse_value_input(node.inputs[2]))
# Roughness
out_roughness = parse_value_input(node.inputs[3])
if node.inputs[4].is_linked or node.inputs[4].default_value != 1.0:
out_roughness = '({0} * {1})'.format(out_roughness, parse_value_input(node.inputs[4]))
# Metallic
out_metallic = parse_value_input(node.inputs[5])
# Normal
if node.inputs[6].is_linked and node.inputs[6].links[0].from_node.type == 'NORMAL_MAP':
c_state.warn(c_state.mat_name() + ' - Do not use Normal Map node with Armory PBR, connect Image Texture directly')
parse_normal_map_color_input(node.inputs[6])
# Emission
if node.inputs[8].is_linked:
parsing_basecolor(True)
out_emission = parse_vector_input(node.inputs[8])
emission_found = True
parsing_basecolor(False)
if node.inputs[9].is_linked or node.inputs[9].default_value != 1.0:
out_emission = '({0} * {1})'.format(out_emission, parse_value_input(node.inputs[9]))
out_basecol = '({0} + {1} * 100.0)'.format(out_basecol, out_emission)
# Base color
parsing_basecolor(True)
out_basecol = parse_vector_input(node.inputs[0])
parsing_basecolor(False)
# Occlusion
out_occlusion = parse_value_input(node.inputs[2])
# Roughness
out_roughness = parse_value_input(node.inputs[3])
# Metallic
out_metallic = parse_value_input(node.inputs[4])
# Normal
if node.inputs[5].is_linked and node.inputs[5].links[0].from_node.type == 'NORMAL_MAP':
c_state.warn(c_state.mat_name() + ' - Do not use Normal Map node with Armory PBR, connect Image Texture directly')
parse_normal_map_color_input(node.inputs[5])
# Emission
if node.inputs[6].is_linked or node.inputs[6].default_value != 0.0:
out_emission = parse_value_input(node.inputs[6])
emission_found = True
out_basecol = '({0} + vec3({1} * 100.0))'.format(out_basecol, out_emission)
if parse_opacity:
if len(node.inputs) != 14:
out_opacity = parse_value_input(node.inputs[1])
else: # Deprecated
out_opacity = parse_value_input(node.inputs[12])
if node.inputs[13].is_linked or node.inputs[13].default_value != 1.0:
out_opacity = '({0} * {1})'.format(out_opacity, parse_value_input(node.inputs[13]))
out_opacity = parse_value_input(node.inputs[1])
else:
return parse_group(node, socket)
@ -969,15 +928,7 @@ def parse_value(node, socket):
if node.node_tree.name.startswith('Armory PBR'):
# Displacement
if socket == node.outputs[1]:
if len(node.inputs) != 14:
res = parse_value_input(node.inputs[7])
else: # Deprecated
res = parse_value_input(node.inputs[10])
if node.inputs[11].is_linked or node.inputs[11].default_value != 1.0:
res = "({0} * {1})".format(res, parse_value_input(node.inputs[11]))
return res
return parse_value_input(node.inputs[7])
else:
return None
else:

View file

@ -16,7 +16,7 @@ except ImportError:
pass
# Armory version
arm_version = '17.08.1'
arm_version = '17.09'
def update_preset(self, context):
make_renderer.set_preset(self, context, self.rp_preset)
@ -305,9 +305,6 @@ def init_properties():
bpy.types.Material.is_cached = bpy.props.BoolProperty(name="Material Cached", description="No need to reexport material data", default=False, update=update_mat_cache)
bpy.types.Material.lock_cache = bpy.props.BoolProperty(name="Lock Material Cache", description="Prevent is_cached from updating", default=False)
# Deprecated
bpy.types.World.arm_play_viewport_camera = BoolProperty(name="Viewport Camera", description="Start player at viewport camera position", default=False)
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
@ -348,22 +345,6 @@ def init_properties_on_load():
print('Project updated to sdk v' + arm_version)
wrd.arm_version = arm_version
arm.make.clean_project()
# Deprecated: migrate props
for bobject in bpy.data.objects:
if not hasattr(bobject, 'my_traitlist'):
continue
for trait in bobject.my_traitlist:
t = bobject.arm_traitlist.add()
t.name = trait.name
t.enabled_prop = trait.enabled_prop
t.type_prop = trait.type_prop
t.class_name_prop = trait.class_name_prop
t.canvas_name_prop = trait.canvas_name_prop
t.jsscript_prop = trait.jsscript_prop
t.nodes_name_prop = trait.nodes_name_prop
if hasattr(wrd, 'arm_play_viewport_camera'):
if wrd.arm_play_viewport_camera:
wrd.arm_play_camera = 'Viewport'
# Set url for embedded player
if arm.utils.with_krom():
barmory.set_files_location(arm.utils.get_fp_build() + '/krom')

View file

@ -552,10 +552,6 @@ def register():
bpy.types.Scene.arm_traitlist = bpy.props.CollectionProperty(type=ArmTraitListItem)
bpy.types.Scene.arm_traitlist_index = bpy.props.IntProperty(name="Index for my_list", default=0)
# Deprecated
bpy.utils.register_class(ListTraitItem)
bpy.types.Object.my_traitlist = bpy.props.CollectionProperty(type=ListTraitItem)
def unregister():
bpy.utils.unregister_class(ArmTraitListItem)
bpy.utils.unregister_class(ArmTraitList)
@ -571,6 +567,3 @@ def unregister():
bpy.utils.unregister_class(ArmRefreshCanvasListButton)
bpy.utils.unregister_class(ArmTraitsPanel)
bpy.utils.unregister_class(ArmSceneTraitsPanel)
# Deprecated
bpy.utils.unregister_class(ListTraitItem)