armory/blender/addon/armory.py
2018-08-08 10:19:18 +02:00

449 lines
23 KiB
Python
Executable file

# Armory 3D Engine
# https://github.com/armory3d/armory
bl_info = {
"name": "Armory",
"category": "Render",
"location": "Properties -> Render -> Armory",
"description": "3D Game Engine for Blender",
"author": "Armory3D.org",
"version": (15, 0, 0),
"blender": (2, 79, 0),
"wiki_url": "http://armory3d.org/manual",
"tracker_url": "https://github.com/armory3d/armory/issues"
}
import os
import sys
import stat
import shutil
import webbrowser
import subprocess
import threading
import bpy
import platform
from bpy.types import Operator, AddonPreferences
from bpy.props import *
from bpy.app.handlers import persistent
def get_os():
s = platform.system()
if s == 'Windows':
return 'win'
elif s == 'Darwin':
return 'mac'
else:
return 'linux'
class ArmoryAddonPreferences(AddonPreferences):
bl_idname = __name__
def sdk_path_update(self, context):
if self.skip_update:
return
self.skip_update = True
self.sdk_path = bpy.path.reduce_dirs([bpy.path.abspath(self.sdk_path)])[0] + '/'
def ffmpeg_path_update(self, context):
if self.skip_update:
return
self.skip_update = True
self.ffmpeg_path = bpy.path.reduce_dirs([bpy.path.abspath(self.ffmpeg_path)])[0]
def renderdoc_path_update(self, context):
if self.skip_update:
return
self.skip_update = True
self.renderdoc_path = bpy.path.reduce_dirs([bpy.path.abspath(self.renderdoc_path)])[0]
sdk_bundled = BoolProperty(name="Bundled SDK", default=True)
sdk_path = StringProperty(name="SDK Path", subtype="FILE_PATH", update=sdk_path_update, default="")
show_advanced = BoolProperty(name="Show Advanced", default=False)
player_gapi_win = EnumProperty(
items = [('opengl', 'Auto', 'opengl'),
('opengl', 'OpenGL', 'opengl'),
('direct3d11', 'Direct3D11', 'direct3d11')],
name="Player Graphics API", default='opengl', description='Use this graphics API when launching the game in Krom player(F5)')
player_gapi_linux = EnumProperty(
items = [('opengl', 'Auto', 'opengl'),
('opengl', 'OpenGL', 'opengl')],
name="Player Graphics API", default='opengl', description='Use this graphics API when launching the game in Krom player(F5)')
player_gapi_mac = EnumProperty(
items = [('opengl', 'Auto', 'opengl'),
('opengl', 'OpenGL', 'opengl')],
name="Player Graphics API", default='opengl', description='Use this graphics API when launching the game in Krom player(F5)')
code_editor = EnumProperty(
items = [('kodestudio', 'Kode Studio', 'kodestudio'),
('default', 'System Default', 'default')],
name="Code Editor", default='kodestudio', description='Use this editor for editing scripts')
ui_scale = FloatProperty(name='UI Scale', description='Adjust UI scale for Armory tools', default=1.0, min=1.0, max=4.0)
renderdoc_path = StringProperty(name="RenderDoc Path", description="Binary path", subtype="FILE_PATH", update=renderdoc_path_update, default="")
ffmpeg_path = StringProperty(name="FFMPEG Path", description="Binary path", subtype="FILE_PATH", update=ffmpeg_path_update, default="")
save_on_build = BoolProperty(name="Save on Build", description="Save .blend", default=False)
legacy_shaders = BoolProperty(name="Legacy Shaders", description="Attempt to compile shaders runnable on older hardware", default=False)
viewport_controls = EnumProperty(
items=[('qwerty', 'qwerty', 'qwerty'),
('azerty', 'azerty', 'azerty')],
name="Viewport Controls", default='qwerty', description='Viewport camera mode controls')
skip_update = BoolProperty(name="", default=False)
def draw(self, context):
self.skip_update = False
layout = self.layout
layout.label(text="Welcome to Armory! Click 'Save User Settings' at the bottom to keep Armory enabled.")
p = bundled_sdk_path()
if os.path.exists(p):
layout.prop(self, "sdk_bundled")
if not self.sdk_bundled:
layout.prop(self, "sdk_path")
else:
layout.prop(self, "sdk_path")
box = layout.box().column()
box.label("Armory Updater")
box.label("Note: Development version may run unstable!")
row = box.row(align=True)
row.alignment = 'EXPAND'
row.operator("arm_addon.install_git", icon="URL")
row.operator("arm_addon.update", icon="FILE_REFRESH")
row.operator("arm_addon.restore")
box.label("Please restart Blender after successful SDK update.")
layout.prop(self, "show_advanced")
if self.show_advanced:
box = layout.box().column()
box.prop(self, "player_gapi_" + get_os())
box.prop(self, "code_editor")
# box.prop(self, "kha_version")
box.prop(self, "renderdoc_path")
box.prop(self, "ffmpeg_path")
box.prop(self, "viewport_controls")
box.prop(self, "ui_scale")
box.prop(self, "save_on_build")
box.prop(self, "legacy_shaders")
def bundled_sdk_path():
if get_os() == 'mac':
# SDK on MacOS is located in .app folder due to security
p = bpy.app.binary_path
if p.endswith('Contents/MacOS/blender'):
return p[:-len('Contents/MacOS/blender')] + '/armsdk/'
else:
return p[:-len('Contents/MacOS/./blender')] + '/armsdk/'
elif get_os() == 'linux':
# /blender
return bpy.app.binary_path.rsplit('/', 1)[0] + '/armsdk/'
else:
# /blender.exe
return bpy.app.binary_path.replace('\\', '/').rsplit('/', 1)[0] + '/armsdk/'
def get_sdk_path(context):
user_preferences = context.user_preferences
addon_prefs = user_preferences.addons["armory"].preferences
p = bundled_sdk_path()
if os.path.exists(p) and addon_prefs.sdk_bundled:
return p
else:
return addon_prefs.sdk_path
def remove_readonly(func, path, excinfo):
os.chmod(path, stat.S_IWRITE)
func(path)
def run_proc(cmd, done):
def fn(p, done):
p.wait()
if done != None:
done()
p = subprocess.Popen(cmd)
threading.Thread(target=fn, args=(p, done)).start()
return p
def update_repo(done, p, n, gitn = ''):
if gitn == '':
gitn = n
if not os.path.exists(p + '/' + n + '_backup'):
os.rename(p + '/' + n, p + '/' + n + '_backup')
if os.path.exists(p + '/' + n):
shutil.rmtree(p + '/' + n, onerror=remove_readonly)
run_proc(['git', 'clone', 'https://github.com/armory3d/' + gitn, p + '/' + n, '--depth=1'], done)
def restore_repo(p, n):
if os.path.exists(p + '/' + n + '_backup'):
if os.path.exists(p + '/' + n):
shutil.rmtree(p + '/' + n, onerror=remove_readonly)
os.rename(p + '/' + n + '_backup', p + '/' + n)
class ArmAddonStartButton(bpy.types.Operator):
'''Start Armory integration'''
bl_idname = "arm_addon.start"
bl_label = "Start"
running = False
def execute(self, context):
if bpy.app.version >= (2, 80, 1):
from bl_ui import properties_render
# properties_render.RENDER_PT_render.COMPAT_ENGINES.add('ARMORY')
# properties_render.RENDER_PT_output.COMPAT_ENGINES.add('ARMORY')
properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_world
properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('ARMORY')
properties_world.WORLD_PT_custom_props.COMPAT_ENGINES.add('ARMORY')
properties_world.EEVEE_WORLD_PT_surface.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_material
properties_material.MATERIAL_PT_preview.COMPAT_ENGINES.add('ARMORY')
properties_material.MATERIAL_PT_custom_props.COMPAT_ENGINES.add('ARMORY')
properties_material.EEVEE_MATERIAL_PT_context_material.COMPAT_ENGINES.add('ARMORY')
properties_material.EEVEE_MATERIAL_PT_surface.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_object
properties_object.OBJECT_PT_custom_props.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_particle
properties_particle.PARTICLE_MT_specials.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_MT_hair_dynamics_presets.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_context_particles.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_emission.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_hair_dynamics.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_cache.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_velocity.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_rotation.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_physics.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_boidbrain.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_render.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_draw.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_children.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_field_weights.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_force_fields.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_vertexgroups.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_textures.COMPAT_ENGINES.add('ARMORY')
properties_particle.PARTICLE_PT_custom_props.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_scene
properties_scene.SCENE_PT_scene.COMPAT_ENGINES.add('ARMORY')
properties_scene.SCENE_PT_unit.COMPAT_ENGINES.add('ARMORY')
properties_scene.SCENE_PT_color_management.COMPAT_ENGINES.add('ARMORY')
properties_scene.SCENE_PT_audio.COMPAT_ENGINES.add('ARMORY')
properties_scene.SCENE_PT_physics.COMPAT_ENGINES.add('ARMORY')
properties_scene.SCENE_PT_rigid_body_world.COMPAT_ENGINES.add('ARMORY')
properties_scene.SCENE_PT_rigid_body_cache.COMPAT_ENGINES.add('ARMORY')
properties_scene.SCENE_PT_rigid_body_field_weights.COMPAT_ENGINES.add('ARMORY')
properties_scene.SCENE_PT_custom_props.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_texture
properties_texture.TEXTURE_MT_specials.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_preview.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_context.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_node.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_node_mapping.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_colors.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_clouds.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_wood.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_marble.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_magic.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_blend.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_stucci.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_image.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_image_sampling.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_image_mapping.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_musgrave.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_voronoi.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_distortednoise.COMPAT_ENGINES.add('ARMORY')
properties_texture.TextureSlotPanel.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_mapping.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_influence.COMPAT_ENGINES.add('ARMORY')
properties_texture.TEXTURE_PT_custom_props.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_data_armature
properties_data_armature.DATA_PT_custom_props_arm.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_data_bone
properties_data_bone.BONE_PT_custom_props.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_data_camera
properties_data_camera.CAMERA_MT_presets.COMPAT_ENGINES.add('ARMORY')
properties_data_camera.SAFE_AREAS_MT_presets.COMPAT_ENGINES.add('ARMORY')
properties_data_camera.DATA_PT_context_camera.COMPAT_ENGINES.add('ARMORY')
properties_data_camera.DATA_PT_lens.COMPAT_ENGINES.add('ARMORY')
properties_data_camera.DATA_PT_camera_stereoscopy.COMPAT_ENGINES.add('ARMORY')
properties_data_camera.DATA_PT_camera_dof.COMPAT_ENGINES.add('ARMORY')
properties_data_camera.DATA_PT_camera_background_image.COMPAT_ENGINES.add('ARMORY')
properties_data_camera.DATA_PT_camera_display.COMPAT_ENGINES.add('ARMORY')
properties_data_camera.DATA_PT_camera_safe_areas.COMPAT_ENGINES.add('ARMORY')
properties_data_camera.DATA_PT_custom_props_camera.COMPAT_ENGINES.add('ARMORY')
properties_data_camera.DATA_PT_custom_props_camera.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_data_curve
properties_data_curve.DATA_PT_curve_texture_space.COMPAT_ENGINES.add('ARMORY')
properties_data_curve.DATA_PT_custom_props_curve.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_data_lamp
properties_data_lamp.LAMP_MT_sunsky_presets.COMPAT_ENGINES.add('ARMORY')
properties_data_lamp.DATA_PT_context_lamp.COMPAT_ENGINES.add('ARMORY')
properties_data_lamp.DATA_PT_preview.COMPAT_ENGINES.add('ARMORY')
# properties_data_lamp.DATA_PT_lamp.COMPAT_ENGINES.add('ARMORY')
properties_data_lamp.DATA_PT_EEVEE_lamp.COMPAT_ENGINES.add('ARMORY')
properties_data_lamp.DATA_PT_EEVEE_shadow.COMPAT_ENGINES.add('ARMORY')
properties_data_lamp.DATA_PT_area.COMPAT_ENGINES.add('ARMORY')
properties_data_lamp.DATA_PT_spot.COMPAT_ENGINES.add('ARMORY')
properties_data_lamp.DATA_PT_falloff_curve.COMPAT_ENGINES.add('ARMORY')
properties_data_lamp.DATA_PT_custom_props_lamp.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_data_lattice
properties_data_lattice.DATA_PT_custom_props_lattice.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_data_lightprobe
properties_data_lightprobe.DATA_PT_context_lightprobe.COMPAT_ENGINES.add('ARMORY')
properties_data_lightprobe.DATA_PT_lightprobe.COMPAT_ENGINES.add('ARMORY')
properties_data_lightprobe.DATA_PT_lightprobe_parallax.COMPAT_ENGINES.add('ARMORY')
properties_data_lightprobe.DATA_PT_lightprobe_display.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_data_mesh
properties_data_mesh.MESH_MT_vertex_group_specials.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.MESH_MT_shape_key_specials.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.DATA_PT_context_mesh.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.DATA_PT_normals.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.DATA_PT_texture_space.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.DATA_PT_vertex_groups.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.DATA_PT_face_maps.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.DATA_PT_shape_keys.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.DATA_PT_uv_texture.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.DATA_PT_vertex_colors.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.DATA_PT_customdata.COMPAT_ENGINES.add('ARMORY')
properties_data_mesh.DATA_PT_custom_props_mesh.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_data_metaball
properties_data_metaball.DATA_PT_mball_texture_space.COMPAT_ENGINES.add('ARMORY')
properties_data_metaball.DATA_PT_custom_props_metaball.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_data_speaker
properties_data_speaker.DATA_PT_context_speaker.COMPAT_ENGINES.add('ARMORY')
properties_data_speaker.DATA_PT_speaker.COMPAT_ENGINES.add('ARMORY')
properties_data_speaker.DATA_PT_distance.COMPAT_ENGINES.add('ARMORY')
properties_data_speaker.DATA_PT_cone.COMPAT_ENGINES.add('ARMORY')
properties_data_speaker.DATA_PT_custom_props_speaker.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_physics_cloth
properties_physics_cloth.PHYSICS_PT_cloth.COMPAT_ENGINES.add('ARMORY')
properties_physics_cloth.PHYSICS_PT_cloth_cache.COMPAT_ENGINES.add('ARMORY')
properties_physics_cloth.PHYSICS_PT_cloth_collision.COMPAT_ENGINES.add('ARMORY')
properties_physics_cloth.PHYSICS_PT_cloth_stiffness.COMPAT_ENGINES.add('ARMORY')
properties_physics_cloth.PHYSICS_PT_cloth_sewing.COMPAT_ENGINES.add('ARMORY')
properties_physics_cloth.PHYSICS_PT_cloth_field_weights.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_physics_common
properties_physics_common.PHYSICS_PT_add.COMPAT_ENGINES.add('ARMORY')
properties_physics_common.PHYSICS_PT_add.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_physics_softbody
properties_physics_softbody.PHYSICS_PT_softbody.COMPAT_ENGINES.add('ARMORY')
properties_physics_softbody.PHYSICS_PT_softbody_cache.COMPAT_ENGINES.add('ARMORY')
properties_physics_softbody.PHYSICS_PT_softbody_goal.COMPAT_ENGINES.add('ARMORY')
properties_physics_softbody.PHYSICS_PT_softbody_edge.COMPAT_ENGINES.add('ARMORY')
properties_physics_softbody.PHYSICS_PT_softbody_collision.COMPAT_ENGINES.add('ARMORY')
properties_physics_softbody.PHYSICS_PT_softbody_solver.COMPAT_ENGINES.add('ARMORY')
properties_physics_softbody.PHYSICS_PT_softbody_field_weights.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_physics_rigidbody
properties_physics_rigidbody.PHYSICS_PT_rigid_body.COMPAT_ENGINES.add('ARMORY')
properties_physics_rigidbody.PHYSICS_PT_rigid_body_collisions.COMPAT_ENGINES.add('ARMORY')
properties_physics_rigidbody.PHYSICS_PT_rigid_body_dynamics.COMPAT_ENGINES.add('ARMORY')
properties_physics_rigidbody.PHYSICS_PT_rigid_body_dynamics.COMPAT_ENGINES.add('ARMORY')
from bl_ui import properties_physics_rigidbody_constraint
properties_physics_rigidbody_constraint.PHYSICS_PT_rigid_body_constraint.COMPAT_ENGINES.add('ARMORY')
sdk_path = get_sdk_path(context)
if sdk_path == "":
self.report({"ERROR"}, "Configure SDK path first")
return {"CANCELLED"}
scripts_path = sdk_path + "/armory/blender/"
sys.path.append(scripts_path)
import start
start.register()
ArmAddonStartButton.running = True
if not hasattr(bpy.app.handlers, 'scene_update_post'):
bpy.types.VIEW3D_HT_header.remove(draw_view3d_header)
return {"FINISHED"}
class ArmAddonStopButton(bpy.types.Operator):
'''Stop Armory integration'''
bl_idname = "arm_addon.stop"
bl_label = "Stop"
def execute(self, context):
import start
start.unregister()
ArmAddonStartButton.running = False
return {"FINISHED"}
class ArmAddonUpdateButton(bpy.types.Operator):
'''Update Armory SDK'''
bl_idname = "arm_addon.update"
bl_label = "Update SDK"
bl_description = "Update to the latest development version"
def execute(self, context):
p = get_sdk_path(context)
if p == "":
self.report({"ERROR"}, "Configure SDK path first")
return {"CANCELLED"}
self.report({'INFO'}, 'Updating, check console for details. Please restart Blender after successful SDK update.')
print('Armory (add-on v' + str(bl_info['version']) + '): Cloning [armory, iron, haxebullet, haxerecast, zui] repositories')
os.chdir(p)
global repos_updated
global repos_total
repos_updated = 0
repos_total = 7
def done():
global repos_updated
global repos_total
repos_updated += 1
if repos_updated == repos_total:
print('Armory SDK updated, please restart Blender')
update_repo(done, p, 'armory')
update_repo(done, p, 'iron')
update_repo(done, p, 'lib/haxebullet', 'haxebullet')
update_repo(done, p, 'lib/haxerecast', 'haxerecast')
update_repo(done, p, 'lib/zui', 'zui')
update_repo(done, p, 'lib/armory_tools', 'armory_tools')
update_repo(done, p, 'lib/iron_format', 'iron_format')
return {"FINISHED"}
class ArmAddonRestoreButton(bpy.types.Operator):
'''Update Armory SDK'''
bl_idname = "arm_addon.restore"
bl_label = "Restore SDK"
bl_description = "Restore stable version"
def execute(self, context):
p = get_sdk_path(context)
if p == "":
self.report({"ERROR"}, "Configure SDK path first")
return {"CANCELLED"}
os.chdir(p)
restore_repo(p, 'armory')
restore_repo(p, 'iron')
restore_repo(p, 'lib/haxebullet')
restore_repo(p, 'lib/haxerecast')
restore_repo(p, 'lib/zui')
restore_repo(p, 'lib/armory_tools')
restore_repo(p, 'lib/iron_format')
self.report({'INFO'}, 'Restored stable version')
return {"FINISHED"}
class ArmAddonInstallGitButton(bpy.types.Operator):
'''Install Git'''
bl_idname = "arm_addon.install_git"
bl_label = "Install Git"
bl_description = "Git is required for Armory Updater to work"
def execute(self, context):
webbrowser.open('https://git-scm.com')
return {"FINISHED"}
@persistent
def on_scene_update_post(scene):
if hasattr(bpy.app.handlers, 'scene_update_post'):
bpy.app.handlers.scene_update_post.remove(on_scene_update_post)
bpy.ops.arm_addon.start()
def draw_view3d_header(self, context):
layout = self.layout
layout.operator("arm_addon.start")
def register():
bpy.utils.register_module(__name__)
if hasattr(bpy.app.handlers, 'scene_update_post'):
bpy.app.handlers.scene_update_post.append(on_scene_update_post)
else:
bpy.types.VIEW3D_HT_header.append(draw_view3d_header)
def unregister():
bpy.ops.arm_addon.stop()
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()