import importlib import os import queue import sys import bpy from bpy.app.handlers import persistent import arm import arm.api import arm.live_patch as live_patch import arm.logicnode.arm_nodes as arm_nodes import arm.nodes_logic import arm.make as make import arm.make_state as state import arm.props as props import arm.utils if arm.is_reload(__name__): arm.api = arm.reload_module(arm.api) live_patch = arm.reload_module(live_patch) arm_nodes = arm.reload_module(arm_nodes) arm.nodes_logic = arm.reload_module(arm.nodes_logic) make = arm.reload_module(make) state = arm.reload_module(state) props = arm.reload_module(props) arm.utils = arm.reload_module(arm.utils) else: arm.enable_reload(__name__) @persistent def on_depsgraph_update_post(self): if state.proc_build != None: return # Recache depsgraph = bpy.context.evaluated_depsgraph_get() for update in depsgraph.updates: uid = update.id if hasattr(uid, 'arm_cached'): # uid.arm_cached = False # TODO: does not trigger update if isinstance(uid, bpy.types.Mesh) and uid.name in bpy.data.meshes: bpy.data.meshes[uid.name].arm_cached = False elif isinstance(uid, bpy.types.Curve) and uid.name in bpy.data.curves: bpy.data.curves[uid.name].arm_cached = False elif isinstance(uid, bpy.types.MetaBall) and uid.name in bpy.data.metaballs: bpy.data.metaballs[uid.name].arm_cached = False elif isinstance(uid, bpy.types.Armature) and uid.name in bpy.data.armatures: bpy.data.armatures[uid.name].arm_cached = False elif isinstance(uid, bpy.types.NodeTree) and uid.name in bpy.data.node_groups: bpy.data.node_groups[uid.name].arm_cached = False elif isinstance(uid, bpy.types.Material) and uid.name in bpy.data.materials: bpy.data.materials[uid.name].arm_cached = False # Send last operator to Krom wrd = bpy.data.worlds['Arm'] if state.proc_play is not None and state.target == 'krom' and wrd.arm_live_patch: ops = bpy.context.window_manager.operators if len(ops) > 0 and ops[-1] is not None: live_patch.on_operator(ops[-1].bl_idname) # Hacky solution to update armory props after operator executions last_operator = bpy.context.active_operator if last_operator is not None: on_operator_post(last_operator.bl_idname) def on_operator_post(operator_id: str) -> None: """Called after operator execution. Does not work for operators executed in another context. Warning: this function is also called when the operator execution raised an exception!""" # 3D View > Object > Rigid Body > Copy from Active if operator_id == "RIGIDBODY_OT_object_settings_copy": # Copy armory rigid body settings source_obj = bpy.context.active_object for target_obj in bpy.context.selected_objects: target_obj.arm_rb_linear_factor = source_obj.arm_rb_linear_factor target_obj.arm_rb_angular_factor = source_obj.arm_rb_angular_factor target_obj.arm_rb_trigger = source_obj.arm_rb_trigger target_obj.arm_rb_force_deactivation = source_obj.arm_rb_force_deactivation target_obj.arm_rb_deactivation_time = source_obj.arm_rb_deactivation_time target_obj.arm_rb_ccd = source_obj.arm_rb_ccd target_obj.arm_rb_collision_filter_mask = source_obj.arm_rb_collision_filter_mask def send_operator(op): if hasattr(bpy.context, 'object') and bpy.context.object != None: obj = bpy.context.object.name if op.name == 'Move': vec = bpy.context.object.location js = 'var o = iron.Scene.active.getChild("' + obj + '"); o.transform.loc.set(' + str(vec[0]) + ', ' + str(vec[1]) + ', ' + str(vec[2]) + '); o.transform.dirty = true;' make.write_patch(js) elif op.name == 'Resize': vec = bpy.context.object.scale js = 'var o = iron.Scene.active.getChild("' + obj + '"); o.transform.scale.set(' + str(vec[0]) + ', ' + str(vec[1]) + ', ' + str(vec[2]) + '); o.transform.dirty = true;' make.write_patch(js) elif op.name == 'Rotate': vec = bpy.context.object.rotation_euler.to_quaternion() js = 'var o = iron.Scene.active.getChild("' + obj + '"); o.transform.rot.set(' + str(vec[1]) + ', ' + str(vec[2]) + ', ' + str(vec[3]) + ' ,' + str(vec[0]) + '); o.transform.dirty = true;' make.write_patch(js) else: # Rebuild make.patch() def always() -> float: # Force ui redraw if state.redraw_ui and context_screen is not None: for area in context_screen.areas: if area.type == 'VIEW_3D' or area.type == 'PROPERTIES': area.tag_redraw() state.redraw_ui = False # TODO: depsgraph.updates only triggers material trees space = arm.utils.logic_editor_space(context_screen) if space is not None: space.node_tree.arm_cached = False return 0.5 def poll_threads() -> float: """Polls the thread callback queue and if a thread has finished, it is joined with the main thread and the corresponding callback is executed in the main thread. """ try: thread, callback = make.thread_callback_queue.get(block=False) except queue.Empty: return 0.25 thread.join() try: callback() except Exception as e: # If there is an exception, we can no longer return the time to # the next call to this polling function, so to keep it running # we re-register it and then raise the original exception. bpy.app.timers.unregister(poll_threads) bpy.app.timers.register(poll_threads, first_interval=0.01, persistent=True) raise e # Quickly check if another thread has finished return 0.01 appended_py_paths = [] context_screen = None @persistent def on_load_post(context): global appended_py_paths global context_screen context_screen = bpy.context.screen props.init_properties_on_load() reload_blend_data() bpy.ops.arm.sync_proxy() wrd = bpy.data.worlds['Arm'] wrd.arm_recompile = True arm.api.drivers = dict() load_libraries() # Show trait users as collections arm.utils.update_trait_collections() props.update_armory_world() def load_libraries(): lib_path = os.path.join(arm.utils.get_fp(), 'Libraries') if os.path.exists(lib_path): # Don't register nodes twice when calling register_nodes() arm_nodes.reset_globals() # Make sure that Armory's categories are registered first (on top of the menu) arm.logicnode.init_categories() libs = os.listdir(lib_path) for lib in libs: fp = os.path.join(lib_path, lib) if os.path.isdir(fp): if fp not in appended_py_paths and os.path.exists(os.path.join(fp, 'blender.py')): appended_py_paths.append(fp) sys.path.append(fp) import blender importlib.reload(blender) blender.register() sys.path.remove(fp) # Register newly added nodes and node categories arm.nodes_logic.register_nodes() def reload_blend_data(): armory_pbr = bpy.data.node_groups.get('Armory PBR') if armory_pbr == None: load_library('Armory PBR') def load_library(asset_name): if bpy.data.filepath.endswith('arm_data.blend'): # Prevent load in library itself return sdk_path = arm.utils.get_sdk_path() data_path = sdk_path + '/armory/blender/data/arm_data.blend' data_names = [asset_name] # Import data_refs = data_names.copy() with bpy.data.libraries.load(data_path, link=False) as (data_from, data_to): data_to.node_groups = data_refs for ref in data_refs: ref.use_fake_user = True def register(): global appended_py_paths bpy.app.handlers.load_post.append(on_load_post) bpy.app.handlers.depsgraph_update_post.append(on_depsgraph_update_post) # bpy.app.handlers.undo_post.append(on_undo_post) bpy.app.timers.register(always, persistent=True) bpy.app.timers.register(poll_threads, persistent=True) if arm.utils.get_fp() != '': appended_py_paths = [] # TODO: On windows, on_load_post is not called when opening .blend file from explorer if arm.utils.get_os() == 'win': on_load_post(None) else: # load_libraries() is called by on_load_post(). This call makes sure that libraries are also loaded # when a file is already opened during add-on registration load_libraries() reload_blend_data() def unregister(): bpy.app.timers.unregister(poll_threads) bpy.app.timers.unregister(always) bpy.app.handlers.load_post.remove(on_load_post) bpy.app.handlers.depsgraph_update_post.remove(on_depsgraph_update_post) # bpy.app.handlers.undo_post.remove(on_undo_post)