import bpy from bpy.props import * import os import shutil import arm.props_ui as props_ui import arm.assets as assets import arm.log as log import arm.utils import arm.make import arm.props_renderpath as props_renderpath import arm.proxy # Armory version arm_version = '0.6' arm_commit = '$Id$' def invalidate_mesh_cache(self, context): if context.object == None or context.object.data == None: return context.object.data.arm_cached = False def invalidate_instance_cache(self, context): if context.object == None or context.object.data == None: return invalidate_mesh_cache(self, context) for slot in context.object.material_slots: slot.material.is_cached = False def invalidate_compiler_cache(self, context): bpy.data.worlds['Arm'].arm_recompile = True def update_mat_cache(self, context): if self.is_cached == True: self.lock_cache = True else: pass def proxy_sync_loc(self, context): if context.object == None or context.object.proxy == None: return if context.object.arm_proxy_sync_loc: arm.proxy.sync_location(context.object) def proxy_sync_rot(self, context): if context.object == None or context.object.proxy == None: return if context.object.arm_proxy_sync_rot: arm.proxy.sync_rotation(context.object) def proxy_sync_scale(self, context): if context.object == None or context.object.proxy == None: return if context.object.arm_proxy_sync_scale: arm.proxy.sync_scale(context.object) def proxy_sync_materials(self, context): if context.object == None or context.object.proxy == None: return if context.object.arm_proxy_sync_materials: arm.proxy.sync_materials(context.object) def proxy_sync_modifiers(self, context): if context.object == None or context.object.proxy == None: return if context.object.arm_proxy_sync_modifiers: arm.proxy.sync_modifiers(context.object) def proxy_sync_traits(self, context): if context.object == None or context.object.proxy == None: return if context.object.arm_proxy_sync_traits: arm.proxy.sync_traits(context.object) def init_properties(): global arm_version bpy.types.World.arm_recompile = BoolProperty(name="Recompile", description="Recompile sources on next play", default=True) bpy.types.World.arm_version = StringProperty(name="Version", description="Armory SDK version", default="") bpy.types.World.arm_commit = StringProperty(name="Version Commit", description="Armory SDK version", default="") bpy.types.World.arm_project_name = StringProperty(name="Name", description="Exported project name", default="", update=invalidate_compiler_cache) bpy.types.World.arm_project_package = StringProperty(name="Package", description="Package name for scripts", default="arm", update=invalidate_compiler_cache) bpy.types.World.arm_project_version = StringProperty(name="Version", description="Exported project version", default="1.0", update=invalidate_compiler_cache) bpy.types.World.arm_project_bundle = StringProperty(name="Bundle", description="Exported project bundle", default="", update=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=invalidate_compiler_cache) bpy.types.World.arm_project_root = StringProperty(name="Root", description="Set root folder for linked assets", default="", subtype="FILE_PATH", update=invalidate_compiler_cache) bpy.types.World.arm_physics = EnumProperty( items=[('Disabled', 'Disabled', 'Disabled'), ('Auto', 'Auto', 'Auto'), ('Enabled', 'Enabled', 'Enabled')], name="Physics", default='Auto', update=invalidate_compiler_cache) bpy.types.World.arm_physics_engine = EnumProperty( items=[('Bullet', 'Bullet', 'Bullet'), ('Oimo', 'Oimo', 'Oimo')], name="Physics Engine", default='Bullet', update=invalidate_compiler_cache) bpy.types.World.arm_navigation = EnumProperty( items=[('Disabled', 'Disabled', 'Disabled'), ('Auto', 'Auto', 'Auto'), ('Enabled', 'Enabled', 'Enabled')], name="Navigation", default='Auto', update=invalidate_compiler_cache) bpy.types.World.arm_navigation_engine = EnumProperty( items=[('Recast', 'Recast', 'Recast')], name="Navigation Engine", default='Recast') bpy.types.World.arm_ui = EnumProperty( items=[('Disabled', 'Disabled', 'Disabled'), ('Enabled', 'Enabled', 'Enabled'), ('Auto', 'Auto', 'Auto')], name="Zui", default='Auto', description="Include UI library", update=invalidate_compiler_cache) bpy.types.World.arm_hscript = EnumProperty( items=[('Disabled', 'Disabled', 'Disabled'), ('Enabled', 'Enabled', 'Enabled')], name="Hscript", default='Disabled', description="Include Hscript library", update=invalidate_compiler_cache) bpy.types.World.arm_formatlib = EnumProperty( items=[('Disabled', 'Disabled', 'Disabled'), ('Enabled', 'Enabled', 'Enabled')], name="Format", default='Disabled', description="Include Format library", update=invalidate_compiler_cache) bpy.types.World.arm_audio = EnumProperty( items=[('Disabled', 'Disabled', 'Disabled'), ('Enabled', 'Enabled', 'Enabled')], name="Audio", default='Enabled', update=invalidate_compiler_cache) bpy.types.World.arm_khafile = StringProperty(name="Khafile", description="Source appended to khafile.js", update=invalidate_compiler_cache) bpy.types.World.arm_khamake = StringProperty(name="Khamake", description="Command line params appended to khamake", update=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=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=invalidate_compiler_cache) 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_minify_js = BoolProperty(name="Minify JS", description="Minimize JavaScript output when publishing", default=True) 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_deinterleaved_buffers = BoolProperty(name="Deinterleaved Buffers", description="Use deinterleaved vertex buffers", default=False, update=invalidate_compiler_cache) 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) bpy.types.World.arm_batch_meshes = BoolProperty(name="Batch Meshes", description="Group meshes by materials to speed up rendering", default=False, update=invalidate_compiler_cache) 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) bpy.types.World.arm_stream_scene = BoolProperty(name="Stream Scene", description="Stream scene content", default=False, update=invalidate_compiler_cache) 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) bpy.types.World.arm_cache_build = BoolProperty(name="Cache Build", description="Cache build files to speed up compilation", default=True) bpy.types.World.arm_play_camera = EnumProperty( items=[('Scene', 'Scene', 'Scene'), ('Viewport', 'Viewport', 'Viewport'), # ('Viewport Shared', 'Shared', 'Viewport Shared') ], name="Camera", description="Viewport camera", default='Scene', update=invalidate_compiler_cache) 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) bpy.types.World.arm_loadscreen = BoolProperty(name="Loading Screen", description="Show asset loading progress on published builds", default=True) bpy.types.World.arm_vsync = BoolProperty(name="VSync", description="Vertical Synchronization", default=True, update=invalidate_compiler_cache) bpy.types.World.arm_dce = BoolProperty(name="DCE", description="Enable dead code elimination for publish builds", default=True, update=invalidate_compiler_cache) bpy.types.World.arm_asset_compression = BoolProperty(name="Asset Compression", description="Enable scene data compression", default=False, update=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=invalidate_compiler_cache) bpy.types.World.arm_compiler_inline = BoolProperty(name="Compiler Inline", description="Favor speed over size", default=True, update=invalidate_compiler_cache) bpy.types.World.arm_winmode = EnumProperty( items = [('Window', 'Window', 'Window'), ('Fullscreen', 'Fullscreen', 'Fullscreen')], name="Mode", default='Window', description='Window mode to start in', update=invalidate_compiler_cache) bpy.types.World.arm_winorient = EnumProperty( items = [('Multi', 'Multi', 'Multi'), ('Portrait', 'Portrait', 'Portrait'), ('Landscape', 'Landscape', 'Landscape')], name="Orientation", default='Landscape', description='Set screen orientation on mobile devices') bpy.types.World.arm_winresize = BoolProperty(name="Resizable", description="Allow window resize", default=False, update=invalidate_compiler_cache) bpy.types.World.arm_winmaximize = BoolProperty(name="Maximizable", description="Allow window maximize", default=False, update=invalidate_compiler_cache) bpy.types.World.arm_winminimize = BoolProperty(name="Minimizable", description="Allow window minimize", default=True, update=invalidate_compiler_cache) # For object 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')], name="Instanced Children", default='Off', description='Use instacing to draw children', update=invalidate_instance_cache) 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) bpy.types.Object.arm_mobile = BoolProperty(name="Mobile", description="Object moves during gameplay", default=False) bpy.types.Object.arm_visible = BoolProperty(name="Visible", description="Render this object", default=True) 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_terrain = BoolProperty(name="Terrain", description="Set rigid body collision shape to terrain", 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) bpy.types.Object.arm_rb_ccd = BoolProperty(name="Continuous Collision Detection", description="Improve collision for fast moving objects", default=False) 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='') bpy.types.Object.arm_proxy_sync_loc = BoolProperty(name="Location", description="Keep location synchronized with proxy object", default=True, update=proxy_sync_loc) bpy.types.Object.arm_proxy_sync_rot = BoolProperty(name="Rotation", description="Keep rotation synchronized with proxy object", default=True, update=proxy_sync_rot) bpy.types.Object.arm_proxy_sync_scale = BoolProperty(name="Scale", description="Keep scale synchronized with proxy object", default=True, update=proxy_sync_scale) bpy.types.Object.arm_proxy_sync_materials = BoolProperty(name="Materials", description="Keep materials synchronized with proxy object", default=True, update=proxy_sync_materials) bpy.types.Object.arm_proxy_sync_modifiers = BoolProperty(name="Modifiers", description="Keep modifiers synchronized with proxy object", default=True, update=proxy_sync_modifiers) bpy.types.Object.arm_proxy_sync_traits = BoolProperty(name="Traits", description="Keep traits synchronized with proxy object", default=True, update=proxy_sync_traits) bpy.types.Object.arm_cached = BoolProperty(name="Object Cached", description="No need to reexport object data", default=True) # For speakers bpy.types.Speaker.arm_play_on_start = BoolProperty(name="Play on Start", description="Play this sound automatically", default=False) 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) # For mesh 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.Mesh.arm_compress = BoolProperty(name="Compress", description="Pack data into zip file", default=False) bpy.types.Curve.arm_cached = BoolProperty(name="Mesh Cached", description="No need to reexport curve data", default=False) bpy.types.Curve.arm_compress = BoolProperty(name="Compress", description="Pack data into zip file", default=False) 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) bpy.types.MetaBall.arm_compress = BoolProperty(name="Compress", description="Pack data into zip file", default=False) bpy.types.MetaBall.arm_dynamic_usage = BoolProperty(name="Dynamic Data Usage", description="Metaball data can change at runtime", default=False) # For grease pencil # bpy.types.GreasePencil.arm_cached = BoolProperty(name="GP Cached", description="No need to reexport grease pencil data", default=False) # bpy.types.GreasePencil.arm_compress = BoolProperty(name="Compress", description="Pack data into zip file", default=True) # For armature bpy.types.Armature.arm_cached = BoolProperty(name="Armature Cached", description="No need to reexport armature data", default=False) bpy.types.Armature.arm_compress = BoolProperty(name="Compress", description="Pack data into zip file", default=False) # For camera bpy.types.Camera.arm_frustum_culling = BoolProperty(name="Frustum Culling", description="Perform frustum culling for this camera", default=True) # Render path generator bpy.types.World.rp_search = StringProperty(name="Search", default='') bpy.types.World.rp_preset = EnumProperty( items=[('Desktop', 'Desktop', 'Desktop'), ('Mobile', 'Mobile', 'Mobile'), ('VR', 'VR', 'VR'), ('Max', 'Max', 'Max'), ('2D/Baked', '2D/Baked', '2D/Baked'), ], name="Preset", description="Render path preset", default='Desktop') 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) bpy.types.Material.arm_receive_shadow = BoolProperty(name="Receive Shadow", description="Requires forward render path", default=True) 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) bpy.types.Material.arm_cull_mode = EnumProperty( items=[('none', 'Both', 'None'), ('clockwise', 'Front', 'Clockwise'), ('counter_clockwise', 'Back', 'Counter-Clockwise')], name="", default='clockwise', description="Draw geometry faces") bpy.types.Material.arm_discard = BoolProperty(name="Discard", default=False, description="Do not render fragments below specified opacity threshold") 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='') bpy.types.Material.arm_billboard = EnumProperty( items=[('off', 'Off', 'Off'), ('spherical', 'Spherical', 'Spherical'), ('cylindrical', 'Cylindrical', 'Cylindrical')], name="Billboard", default='off', description="Track camera", update=assets.invalidate_shader_cache) bpy.types.Material.arm_particle_flag = BoolProperty(name="Particle Flag", description="This material is used for particles", default=False) bpy.types.Material.arm_particle_fade = BoolProperty(name="Particle Fade", description="Fade particles in and out", default=False) bpy.types.Material.arm_tilesheet_mat = BoolProperty(name="Tilesheet", description="Generate tilesheet shaders", default=False) bpy.types.Material.arm_blending = BoolProperty(name="Blending", description="Enable additive blending", default=False) 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) # For scene bpy.types.Scene.arm_export = BoolProperty(name="Export", description="Export scene data", default=True) # bpy.types.Scene.arm_gp_export = BoolProperty(name="Export GP", description="Export grease pencil data", default=True) bpy.types.Scene.arm_compress = BoolProperty(name="Compress", description="Pack data into zip file", default=False) # For light if bpy.app.version >= (2, 80, 1): 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) bpy.types.Light.arm_shadows_cubemap = BoolProperty(name="Cubemap", description="Use cubemap to capture point light shadows", default=True) else: bpy.types.Lamp.arm_clip_start = FloatProperty(name="Clip Start", default=0.1) bpy.types.Lamp.arm_clip_end = FloatProperty(name="Clip End", default=50.0) bpy.types.Lamp.arm_fov = FloatProperty(name="Field of View", default=0.84) bpy.types.Lamp.arm_shadows_bias = FloatProperty(name="Bias", description="Depth offset to fight shadow acne", default=1.0) bpy.types.Lamp.arm_shadows_cubemap = BoolProperty(name="Cubemap", description="Use cubemap to capture point light shadows", default=True) bpy.types.World.arm_light_texture = StringProperty(name="Mask Texture", default="") bpy.types.World.arm_light_ies_texture = StringProperty(name="IES Texture", default="") bpy.types.World.arm_light_clouds_texture = StringProperty(name="Clouds Texture", default="") 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) bpy.types.World.arm_wasm_list = CollectionProperty(type=bpy.types.PropertyGroup) 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) bpy.types.NodeTree.is_cached = BoolProperty(name="Node Tree Cached", description="No need to reexport node tree", default=False) bpy.types.Material.signature = StringProperty(name="Signature", description="Unique string generated from material nodes", default="") bpy.types.Material.is_cached = BoolProperty(name="Material Cached", description="No need to reexport material data", default=False, update=update_mat_cache) bpy.types.Material.lock_cache = BoolProperty(name="Lock Material Cache", description="Prevent is_cached from updating", default=False) 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='') bpy.types.Node.arm_watch = BoolProperty(name="Watch", description="Watch value of this node in debug console", default=False) # Particles 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) create_wrd() def create_wrd(): 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 = arm_version wrd.arm_commit = arm_commit def init_properties_on_load(): global arm_version if not 'Arm' in bpy.data.worlds: init_properties() arm.utils.fetch_script_names() wrd = bpy.data.worlds['Arm'] # Outdated project if bpy.data.filepath != '' and (wrd.arm_version != arm_version or wrd.arm_commit != arm_commit): # Call on project load only print('Project updated to sdk v' + arm_version) wrd.arm_version = arm_version wrd.arm_commit = arm_commit arm.make.clean() def register(): init_properties() arm.utils.fetch_bundled_script_names() def unregister(): pass