import bpy import subprocess import nodes_renderpath from bpy.types import Menu, Panel, UIList from bpy.props import * from props_traits_clip import * from props_traits_action import * import armutils import make import make_utils import make_state as state import assets import log # Menu in object region class ObjectPropsPanel(bpy.types.Panel): bl_label = "Armory Props" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "object" def draw(self, context): layout = self.layout obj = bpy.context.object if obj == None: return wrd = bpy.data.worlds['Arm'] if wrd.arm_export_hide_render == False: layout.prop(obj, 'hide_render') hide = obj.hide_render else: layout.prop(obj, 'game_export') hide = not obj.game_export if hide: return layout.prop(wrd, 'arm_object_advanced') if wrd.arm_object_advanced: layout.prop(obj, 'spawn') layout.prop(obj, 'game_visible') layout.prop(obj, 'mobile') if obj.type == 'MESH': layout.prop(obj, 'instanced_children') if obj.instanced_children: layout.label('Location') row = layout.row() row.prop(obj, 'instanced_children_loc_x') row.prop(obj, 'instanced_children_loc_y') row.prop(obj, 'instanced_children_loc_z') layout.label('Rotation') row = layout.row() row.prop(obj, 'instanced_children_rot_x') row.prop(obj, 'instanced_children_rot_y') row.prop(obj, 'instanced_children_rot_z') layout.label('Scale') row = layout.row() row.prop(obj, 'instanced_children_scale_x') row.prop(obj, 'instanced_children_scale_y') row.prop(obj, 'instanced_children_scale_z') layout.prop(obj, 'override_material') if obj.override_material: layout.prop(obj, 'override_material_name') if obj.type == 'ARMATURE': layout.prop(obj, 'bone_animation_enabled') if obj.bone_animation_enabled: layout.prop(obj, 'edit_actions_prop') if obj.edit_actions_prop: layout.prop_search(obj, "start_action_name_prop", obj.data, "my_actiontraitlist", "Start Action") else: layout.prop(obj, 'object_animation_enabled') if (obj.type == 'ARMATURE' and obj.bone_animation_enabled) or (obj.type != 'ARMATURE' and obj.object_animation_enabled): layout.prop(obj, 'edit_tracks_prop') if obj.edit_tracks_prop: layout.prop_search(obj, "start_track_name_prop", obj, "my_cliptraitlist", "Start Clip") # Tracks list layout.label("Clips") animrow = layout.row() animrows = 2 if len(obj.my_cliptraitlist) > 1: animrows = 4 row = layout.row() row.template_list("MY_UL_ClipTraitList", "The_List", obj, "my_cliptraitlist", obj, "cliptraitlist_index", rows=animrows) col = row.column(align=True) col.operator("my_cliptraitlist.new_item", icon='ZOOMIN', text="") col.operator("my_cliptraitlist.delete_item", icon='ZOOMOUT', text="") if len(obj.my_cliptraitlist) > 1: col.separator() col.operator("my_cliptraitlist.move_item", icon='TRIA_UP', text="").direction = 'UP' col.operator("my_cliptraitlist.move_item", icon='TRIA_DOWN', text="").direction = 'DOWN' if obj.cliptraitlist_index >= 0 and len(obj.my_cliptraitlist) > 0: animitem = obj.my_cliptraitlist[obj.cliptraitlist_index] row = layout.row() row.prop(animitem, "start_prop") row.prop(animitem, "end_prop") layout.prop(animitem, "speed_prop") layout.prop(animitem, "loop_prop") layout.prop(animitem, "reflect_prop") # Menu in modifiers region class ModifiersPropsPanel(bpy.types.Panel): bl_label = "Armory Props" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "modifier" def draw(self, context): layout = self.layout obj = bpy.context.object if obj == None: return # Assume as first modifier if len(obj.modifiers) > 0 and obj.modifiers[0].type == 'OCEAN': layout.prop(bpy.data.worlds['Arm'], 'generate_ocean_base_color') layout.prop(bpy.data.worlds['Arm'], 'generate_ocean_water_color') layout.prop(bpy.data.worlds['Arm'], 'generate_ocean_fade') # Menu in data region class DataPropsPanel(bpy.types.Panel): bl_label = "Armory Props" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "data" def draw(self, context): layout = self.layout obj = bpy.context.object if obj == None: return if obj.type == 'CAMERA': layout.prop(obj.data, 'is_probe') if obj.data.is_probe == True: layout.prop(obj.data, 'probe_texture') layout.prop_search(obj.data, "probe_volume", bpy.data, "objects") layout.prop(obj.data, 'probe_strength') layout.prop(obj.data, 'probe_blending') layout.prop(obj.data, 'is_mirror') if obj.data.is_mirror == True: layout.label('Resolution') layout.prop(obj.data, 'mirror_resolution_x') layout.prop(obj.data, 'mirror_resolution_y') layout.prop(obj.data, 'frustum_culling') layout.prop_search(obj.data, "renderpath_path", bpy.data, "node_groups") layout.operator("arm.reimport_paths_menu") elif obj.type == 'MESH' or obj.type == 'FONT': layout.prop(obj.data, 'dynamic_usage') layout.prop(obj.data, 'data_compressed') layout.operator("arm.invalidate_cache") elif obj.type == 'LAMP': layout.prop(obj.data, 'lamp_clip_start') layout.prop(obj.data, 'lamp_clip_end') layout.prop(obj.data, 'lamp_fov') layout.prop(obj.data, 'lamp_shadows_bias') elif obj.type == 'SPEAKER': layout.prop(obj.data, 'loop') layout.prop(obj.data, 'stream') elif obj.type == 'ARMATURE': layout.prop(obj.data, 'edit_actions') if obj.data.edit_actions: # Actions list layout.label("Actions") animrow = layout.row() animrows = 2 if len(obj.data.my_actiontraitlist) > 1: animrows = 4 row = layout.row() row.template_list("MY_UL_ActionTraitList", "The_List", obj.data, "my_actiontraitlist", obj.data, "actiontraitlist_index", rows=animrows) col = row.column(align=True) col.operator("my_actiontraitlist.new_item", icon='ZOOMIN', text="") col.operator("my_actiontraitlist.delete_item", icon='ZOOMOUT', text="") if len(obj.data.my_actiontraitlist) > 1: col.separator() col.operator("my_actiontraitlist.move_item", icon='TRIA_UP', text="").direction = 'UP' col.operator("my_actiontraitlist.move_item", icon='TRIA_DOWN', text="").direction = 'DOWN' if obj.data.actiontraitlist_index >= 0 and len(obj.data.my_actiontraitlist) > 0: item = obj.data.my_actiontraitlist[obj.data.actiontraitlist_index] item.name = item.action_name_prop row = layout.row() row.prop_search(item, "action_name_prop", bpy.data, "actions", "Action") layout.prop(obj.data, 'data_compressed') class ScenePropsPanel(bpy.types.Panel): bl_label = "Armory Props" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "scene" def draw(self, context): layout = self.layout scene = bpy.context.scene if scene == None: return layout.prop(scene, 'game_export') layout.prop(scene, 'gp_export') if scene.gp_export: layout.operator('arm.invalidate_gp_cache') layout.prop(scene, 'data_compressed') class ReimportPathsMenu(bpy.types.Menu): bl_label = "OK?" bl_idname = "OBJECT_MT_reimport_paths_menu" def draw(self, context): layout = self.layout layout.operator("arm.reimport_paths") class ReimportPathsButtonMenu(bpy.types.Operator): '''Reimport default render paths''' bl_label = "Reimport Paths" bl_idname = "arm.reimport_paths_menu" def execute(self, context): bpy.ops.wm.call_menu(name=ReimportPathsMenu.bl_idname) return {"FINISHED"} class ReimportPathsButton(bpy.types.Operator): '''Reimport default render paths''' bl_label = "Reimport Paths" bl_idname = "arm.reimport_paths" def execute(self, context): nodes_renderpath.load_library() return{'FINISHED'} class InvalidateCacheButton(bpy.types.Operator): '''Delete cached mesh data''' bl_idname = "arm.invalidate_cache" bl_label = "Invalidate Cache" def execute(self, context): context.object.data.mesh_cached = False return{'FINISHED'} class InvalidateGPCacheButton(bpy.types.Operator): '''Delete cached grease pencil data''' bl_idname = "arm.invalidate_gp_cache" bl_label = "Invalidate Grease Pencil Cache" def execute(self, context): if context.scene.grease_pencil != None: context.scene.grease_pencil.data_cached = False return{'FINISHED'} class MaterialPropsPanel(bpy.types.Panel): bl_label = "Armory Props" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "material" def draw(self, context): layout = self.layout mat = bpy.context.material if mat == None: return layout.prop(mat, 'receive_shadow') layout.prop(mat, 'overlay') layout.prop(bpy.data.worlds['Arm'], 'arm_material_advanced') if bpy.data.worlds['Arm'].arm_material_advanced: layout.prop(mat, 'override_cull') if mat.override_cull: layout.prop(mat, 'override_cull_mode') layout.prop(mat, 'override_shader') if mat.override_shader: layout.prop(mat, 'override_shader_name') layout.prop(mat, 'override_shader_context') if mat.override_shader_context: layout.prop(mat, 'override_shader_context_name') # layout.prop(mat, 'override_compare') # if mat.override_compare: # layout.prop(mat, 'override_compare_mode') # layout.prop(mat, 'override_depthwrite') # if mat.override_depthwrite: # layout.prop(mat, 'override_depthwrite_mode') layout.prop(mat, 'stencil_mask') layout.prop(mat, 'skip_context') layout.label('Height map') layout.prop(mat, 'height_tess') if mat.height_tess: layout.prop(mat, 'height_tess_inner') layout.prop(mat, 'height_tess_outer') layout.prop(mat, 'height_tess_shadows') if mat.height_tess_shadows: layout.prop(mat, 'height_tess_shadows_inner') layout.prop(mat, 'height_tess_shadows_outer') class WorldPropsPanel(bpy.types.Panel): bl_label = "Armory Props" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "world" def draw(self, context): layout = self.layout # wrd = bpy.context.world wrd = bpy.data.worlds['Arm'] layout.prop(wrd, 'generate_shadows') if wrd.generate_shadows: layout.prop(wrd, 'generate_pcss') if wrd.generate_pcss: layout.prop(wrd, 'generate_pcss_rings') layout.prop(wrd, 'generate_radiance') if wrd.generate_radiance: layout.prop(wrd, 'generate_radiance_sky') layout.prop(wrd, 'generate_clouds') if wrd.generate_clouds: layout.prop(wrd, 'generate_clouds_density') layout.prop(wrd, 'generate_clouds_size') layout.prop(wrd, 'generate_clouds_lower') layout.prop(wrd, 'generate_clouds_upper') layout.prop(wrd, 'generate_clouds_wind') layout.prop(wrd, 'generate_clouds_secondary') layout.prop(wrd, 'generate_clouds_precipitation') layout.prop(wrd, 'generate_clouds_eccentricity') layout.label('Screen-Space Ambient Occlusion') # layout.prop(wrd, 'generate_ssao') # if wrd.generate_ssao: layout.prop(wrd, 'generate_ssao_size') layout.prop(wrd, 'generate_ssao_strength') layout.prop(wrd, 'generate_ssao_texture_scale') layout.label('Bloom') # layout.prop(wrd, 'generate_bloom') # if wrd.generate_bloom: layout.prop(wrd, 'generate_bloom_treshold') layout.prop(wrd, 'generate_bloom_strength') layout.prop(wrd, 'generate_bloom_radius') layout.label('Motion Blur') # layout.prop(wrd, 'generate_motion_blur') # if wrd.generate_motion_blur: layout.prop(wrd, 'generate_motion_blur_intensity') layout.label('Screen-Space Reflections') # layout.prop(wrd, 'generate_ssr') # if wrd.generate_ssr: layout.prop(wrd, 'generate_ssr_ray_step') layout.prop(wrd, 'generate_ssr_min_ray_step') layout.prop(wrd, 'generate_ssr_search_dist') layout.prop(wrd, 'generate_ssr_falloff_exp') layout.prop(wrd, 'generate_ssr_jitter') layout.prop(wrd, 'generate_ssr_texture_scale') layout.label('Volumetric Light') # layout.prop(wrd, 'generate_volumetric_light') # if wrd.generate_volumetric_light: layout.prop(wrd, 'generate_volumetric_light_air_turbidity') layout.prop(wrd, 'generate_volumetric_light_air_color') layout.label('Compositor') layout.prop(wrd, 'generate_letterbox') if wrd.generate_letterbox: layout.prop(wrd, 'generate_letterbox_size') layout.prop(wrd, 'generate_grain') if wrd.generate_grain: layout.prop(wrd, 'generate_grain_strength') layout.prop(wrd, 'generate_fog') if wrd.generate_fog: layout.prop(wrd, 'generate_fog_color') layout.prop(wrd, 'generate_fog_amounta') layout.prop(wrd, 'generate_fog_amountb') layout.label('Flags') layout.prop(wrd, 'force_no_culling') layout.prop(wrd, 'force_anisotropic_filtering') layout.prop(wrd, 'npot_texture_repeat') layout.prop(wrd, 'diffuse_oren_nayar') layout.prop(wrd, 'voxelgi') if wrd.voxelgi: layout.prop(wrd, 'voxelgi_dimensions') # Menu in render region class ArmoryPlayPanel(bpy.types.Panel): bl_label = "Armory Play" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "render" def draw(self, context): layout = self.layout wrd = bpy.data.worlds['Arm'] if state.playproc == None and state.compileproc == None: layout.operator("arm.play", icon="PLAY") else: layout.operator("arm.stop", icon="MESH_PLANE") layout.prop(wrd, 'arm_play_runtime') layout.prop(wrd, 'arm_play_viewport_camera') if wrd.arm_play_viewport_camera: layout.prop(wrd, 'arm_play_viewport_navigation') layout.prop(wrd, 'arm_play_advanced') if wrd.arm_play_advanced: layout.prop(wrd, 'arm_play_console') if armutils.with_chromium(): layout.prop(wrd, 'arm_play_live_patch') if wrd.arm_play_live_patch: layout.prop(wrd, 'arm_play_auto_build') class ArmoryBuildPanel(bpy.types.Panel): bl_label = "Armory Build" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "render" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): layout = self.layout wrd = bpy.data.worlds['Arm'] if state.playproc == None and state.chromium_running == False: layout.operator("arm.build") else: layout.operator("arm.patch") layout.operator("arm.kode_studio") layout.operator("arm.clean") layout.prop(wrd, 'arm_project_target') layout.prop(wrd, 'arm_build_advanced') if wrd.arm_build_advanced: layout.prop(wrd, 'arm_cache_shaders') layout.prop(wrd, 'arm_cache_envmaps') layout.prop(wrd, 'arm_minimize') layout.prop(wrd, 'arm_optimize_mesh') layout.prop(wrd, 'arm_sampled_animation') layout.prop(wrd, 'arm_deinterleaved_buffers') layout.prop(wrd, 'generate_gpu_skin') if wrd.generate_gpu_skin: layout.prop(wrd, 'generate_gpu_skin_max_bones') layout.prop(wrd, 'arm_project_samples_per_pixel') layout.label('Libraries') layout.prop(wrd, 'arm_physics') layout.prop(wrd, 'arm_navigation') class ArmoryProjectPanel(bpy.types.Panel): bl_label = "Armory Project" bl_space_type = "PROPERTIES" bl_region_type = "WINDOW" bl_context = "render" bl_options = {'DEFAULT_CLOSED'} info_text = '' def draw(self, context): layout = self.layout wrd = bpy.data.worlds['Arm'] layout.prop(wrd, 'arm_project_name') layout.prop(wrd, 'arm_project_package') layout.prop_search(wrd, 'arm_khafile', bpy.data, 'texts', 'Khafile') layout.prop_search(wrd, 'arm_command_line', bpy.data, 'texts', 'Command Line') layout.operator('arm.publish') layout.prop(wrd, 'arm_publish_target') layout.prop(wrd, 'arm_project_advanced') if wrd.arm_project_advanced: layout.prop(wrd, 'arm_play_active_scene') if wrd.arm_play_active_scene == False: layout.prop_search(wrd, 'arm_project_scene', bpy.data, 'scenes', 'Scene') layout.prop(wrd, 'arm_export_hide_render') layout.prop(wrd, 'arm_spawn_all_layers') layout.label('Armory v' + wrd.arm_version) layout.operator('arm.check_updates') class ArmoryPlayButton(bpy.types.Operator): '''Launch player in new window''' bl_idname = 'arm.play' bl_label = 'Play' def execute(self, context): assets.invalidate_enabled = False make.play_project(self, False) assets.invalidate_enabled = True return{'FINISHED'} class ArmoryPlayInViewportButton(bpy.types.Operator): '''Launch player in 3D viewport''' bl_idname = 'arm.play_in_viewport' bl_label = 'Play in Viewport' def execute(self, context): assets.invalidate_enabled = False if state.playproc == None: log.clear() # Cancel viewport render for space in context.area.spaces: if space.type == 'VIEW_3D': if space.viewport_shade == 'RENDERED': space.viewport_shade = 'SOLID' break make.play_project(self, True) else: make.patch_project() make.compile_project() assets.invalidate_enabled = True return{'FINISHED'} class ArmoryStopButton(bpy.types.Operator): '''Stop currently running player''' bl_idname = 'arm.stop' bl_label = 'Stop' def execute(self, context): make.stop_project() return{'FINISHED'} class ArmoryBuildButton(bpy.types.Operator): '''Build and compile project''' bl_idname = 'arm.build' bl_label = 'Build' def execute(self, context): assets.invalidate_enabled = False make.build_project() make.compile_project(watch=True) assets.invalidate_enabled = True return{'FINISHED'} class ArmoryPatchButton(bpy.types.Operator): '''Update currently running player instance''' bl_idname = 'arm.patch' bl_label = 'Live Patch' def execute(self, context): assets.invalidate_enabled = False make.patch_project() make.compile_project() assets.invalidate_enabled = True return{'FINISHED'} class ArmoryFolderButton(bpy.types.Operator): '''Open project folder''' bl_idname = 'arm.folder' bl_label = 'Project Folder' def execute(self, context): webbrowser.open('file://' + armutils.get_fp()) return{'FINISHED'} class ArmoryCheckUpdatesButton(bpy.types.Operator): '''Open a website in the web-browser''' bl_idname = 'arm.check_updates' bl_label = 'Check for Updates' def execute(self, context): webbrowser.open("http://armory3d.org/manual") return{'FINISHED'} class ArmoryKodeStudioButton(bpy.types.Operator): '''Launch this project in Kode Studio''' bl_idname = 'arm.kode_studio' bl_label = 'Kode Studio' bl_description = 'Open Project in Kode Studio' def execute(self, context): make_utils.kode_studio() return{'FINISHED'} class ArmoryCleanButton(bpy.types.Operator): '''Delete all cached data''' bl_idname = 'arm.clean' bl_label = 'Clean' def execute(self, context): make.clean_project() return{'FINISHED'} class ArmoryPublishButton(bpy.types.Operator): '''Build project ready for publishing''' bl_idname = 'arm.publish' bl_label = 'Publish Project' def execute(self, context): make.publish_project() self.report({'INFO'}, 'Publishing project, check console for details.') return{'FINISHED'} # Play button in 3D View panel def draw_view3d_header(self, context): layout = self.layout if state.playproc == None and state.compileproc == None: layout.operator("arm.play_in_viewport", icon="PLAY") else: layout.operator("arm.stop", icon="MESH_PLANE") # Info panel in header def draw_info_header(self, context): layout = self.layout wrd = bpy.data.worlds['Arm'] if wrd.arm_progress < 100: layout.prop(wrd, 'arm_progress') if ArmoryProjectPanel.info_text != '': layout.label(ArmoryProjectPanel.info_text) def register(): bpy.utils.register_module(__name__) bpy.types.VIEW3D_HT_header.append(draw_view3d_header) bpy.types.INFO_HT_header.prepend(draw_info_header) def unregister(): bpy.types.VIEW3D_HT_header.remove(draw_view3d_header) bpy.types.INFO_HT_header.remove(draw_info_header) bpy.utils.unregister_module(__name__)