armory/blender/project.py
2016-01-11 13:07:44 +01:00

373 lines
12 KiB
Python
Executable file

import os
import sys
import shutil
import bpy
import platform
import json
from bpy.props import *
import subprocess
import atexit
import webbrowser
import write_data
from armory import ArmoryExporter
def defaultSettings():
wrd = bpy.data.worlds[0]
wrd['CGVersion'] = "16.1.0"
wrd['CGProjectTarget'] = 0
wrd['CGProjectName'] = "cycles_game"
wrd['CGProjectPackage'] = "game"
wrd['CGProjectWidth'] = 1136
wrd['CGProjectHeight'] = 640
wrd['CGTargetScene'] = bpy.data.scenes[0].name
wrd['CGAA'] = 1
wrd['CGPhysics'] = 1
wrd['CGMinimize'] = (True)
# Make sure we are using cycles
if bpy.data.scenes[0].render.engine == 'BLENDER_RENDER':
for scene in bpy.data.scenes:
scene.render.engine = 'CYCLES'
# Store properties in the world object
def initWorldProperties():
bpy.types.World.CGVersion = StringProperty(name = "CGVersion")
bpy.types.World.CGProjectTarget = EnumProperty(
items = [('HTML5', 'HTML5', 'HTML5'),
('Windows', 'Windows', 'Windows'),
('OSX', 'OSX', 'OSX'),
('Linux', 'Linux', 'Linux'),
('iOS', 'iOS', 'iOS'),
('Android', 'Android', 'Android'),
('Blender', 'Blender', 'Blender')],
name = "Target")
bpy.types.World.CGProjectName = StringProperty(name = "Name")
bpy.types.World.CGProjectPackage = StringProperty(name = "Package")
bpy.types.World.CGProjectWidth = IntProperty(name = "Width")
bpy.types.World.CGProjectHeight = IntProperty(name = "Height")
bpy.types.World.CGTargetScene = StringProperty(name = "Scene")
bpy.types.World.CGAA = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('16X', '16X', '16X')],
name = "Anti-aliasing")
bpy.types.World.CGPhysics = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('Bullet', 'Bullet', 'Bullet')],
name = "Physics")
bpy.types.World.CGMinimize = BoolProperty(name = "Minimize")
# Default settings
if not 'CGVersion' in bpy.data.worlds[0]:
defaultSettings()
# Use material nodes
for mat in bpy.data.materials:
bpy.ops.cycles.use_shading_nodes({"material":mat})
# Use world nodes
for wrd in bpy.data.worlds:
bpy.ops.cycles.use_shading_nodes({"world":wrd})
return
# Info panel play
def draw_play_item(self, context):
layout = self.layout
layout.operator("cg.play")
# Menu in tools region
class ToolsPanel(bpy.types.Panel):
bl_label = "Cycles Game"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
# Info panel play
bpy.types.INFO_HT_header.prepend(draw_play_item)
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds[0]
layout.prop(wrd, 'CGProjectName')
layout.prop(wrd, 'CGProjectPackage')
row = layout.row()
row.prop(wrd, 'CGProjectWidth')
row.prop(wrd, 'CGProjectHeight')
layout.prop_search(wrd, "CGTargetScene", bpy.data, "scenes", "Scene")
layout.prop(wrd, 'CGProjectTarget')
layout.operator("cg.build")
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("cg.folder")
row.operator("cg.clean")
layout.prop(wrd, 'CGAA')
layout.prop(wrd, 'CGPhysics')
layout.prop(wrd, 'CGMinimize')
class Object:
def to_JSON(self):
if bpy.data.worlds[0]['CGMinimize'] == True:
return json.dumps(self, default=lambda o: o.__dict__, separators=(',',':'))
else:
return json.dumps(self, default=lambda o: o.__dict__, sort_keys=True, indent=4)
# Convert Blender data into game data
def exportGameData():
# TODO: Set armatures to center of world so skin transform is zero
armatures = []
for o in bpy.data.objects:
if o.type == 'ARMATURE':
a = Object()
a.armature = o
a.x = o.location.x
a.y = o.location.y
a.z = o.location.z
armatures.append(a)
o.location.x = 0
o.location.y = 0
o.location.z = 0
# Export scene data
shader_references = []
for scene in bpy.data.scenes:
if scene.name[0] != '.': # Skip hidden scenes
bpy.ops.export_scene.armory({"scene":scene}, filepath='Assets/' + scene.name + '.json')
shader_references += ArmoryExporter.shader_references
# Move armatures back
for a in armatures:
a.armature.location.x = a.x
a.armature.location.y = a.y
a.armature.location.z = a.z
# Write khafile.js
write_data.write_khafilejs(shader_references)
# Write Main.hx
write_data.write_main()
def buildProject(self, build_type=0):
# Save scripts
#area = bpy.context.area
#old_type = area.type
#area.type = 'TEXT_EDITOR'
#for text in bpy.data.texts:
#area.spaces[0].text = text
#bpy.ops.text.save()
##bpy.ops.text.save()
#area.type = old_type
# Auto-build nodes # TODO: only if needed
buildNodeTrees()
# Set dir
s = bpy.data.filepath.split(os.path.sep)
name = s.pop()
name = name.split(".")
name = name[0]
fp = os.path.sep.join(s)
os.chdir(fp)
# Save blend
bpy.ops.wm.save_mainfile()
# Export
exportGameData()
# Set build command
if (bpy.data.worlds[0]['CGProjectTarget'] == 0):
bashCommand = "-t osx"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 1):
bashCommand = "-t windows"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 2):
bashCommand = "-t linux"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 3):
bashCommand = "-t html5"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 4):
bashCommand = "-t ios"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 5):
bashCommand = "-t android_native"
elif (bpy.data.worlds[0]['CGProjectTarget'] == 6):
bashCommand = "-t blender"
# Build
haxelib_path = "haxelib"
if platform.system() == 'Darwin':
haxelib_path = "/usr/local/bin/haxelib"
prefix = haxelib_path + " run kha "
output = subprocess.check_output([haxelib_path + " path cyclesgame"], shell=True)
output = str(output).split("\\n")[0].split("'")[1]
scripts_path = output[:-8] + "blender/"
blender_path = bpy.app.binary_path
blend_path = bpy.data.filepath
p = subprocess.Popen([blender_path, blend_path, '-b', '-P', scripts_path + 'lib/build.py', '--', bashCommand, str(build_type), str(bpy.data.worlds[0]['CGProjectTarget'])])
#p = subprocess.Popen([blender_path, blend_path, '-b', '-P', scripts_path + 'lib/build.py', '--', prefix + bashCommand, str(build_type), str(bpy.data.worlds[0]['CGProjectTarget'])])
atexit.register(p.terminate)
self.report({'INFO'}, "Building, see console...")
def cleanProject(self):
# Set dir
s = bpy.data.filepath.split(os.path.sep)
name = s.pop()
name = name.split(".")
name = name[0]
fp = os.path.sep.join(s)
os.chdir(fp)
# Remove build dir
if os.path.isdir("build"):
shutil.rmtree('build')
# Remove compiled nodes
path = 'Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/") + "/"
for node_group in bpy.data.node_groups:
node_group_name = node_group.name.replace('.', '_')
os.remove(path + node_group_name + '.hx')
self.report({'INFO'}, "Done")
# Play
class OBJECT_OT_PLAYButton(bpy.types.Operator):
bl_idname = "cg.play"
bl_label = "Play"
def execute(self, context):
buildProject(self, 1)
return{'FINISHED'}
# Build
class OBJECT_OT_BUILDButton(bpy.types.Operator):
bl_idname = "cg.build"
bl_label = "Build"
def execute(self, context):
buildProject(self, 0)
return{'FINISHED'}
# Open project folder
class OBJECT_OT_FOLDERButton(bpy.types.Operator):
bl_idname = "cg.folder"
bl_label = "Folder"
def execute(self, context):
s = bpy.data.filepath.split(os.path.sep)
name = s.pop()
name = name.split(".")
name = name[0]
fp = os.path.sep.join(s)
webbrowser.open('file://' + fp)
return{'FINISHED'}
# Clean project
class OBJECT_OT_CLEANButton(bpy.types.Operator):
bl_idname = "cg.clean"
bl_label = "Clean"
def execute(self, context):
cleanProject(self)
return{'FINISHED'}
def buildNodeTrees():
s = bpy.data.filepath.split(os.path.sep)
s.pop()
fp = os.path.sep.join(s)
os.chdir(fp)
# Make sure package dir exists
if not os.path.exists('Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/")):
os.makedirs('Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/"))
# Export node scripts
for node_group in bpy.data.node_groups:
buildNodeTree(node_group)
def buildNodeTree(node_group):
rn = getRootNode(node_group)
path = 'Sources/' + bpy.data.worlds[0].CGProjectPackage.replace(".", "/") + "/"
node_group_name = node_group.name.replace('.', '_')
with open(path + node_group_name + '.hx', 'w') as f:
f.write('package ' + bpy.data.worlds[0].CGProjectPackage + ';\n\n')
f.write('import cycles.node.*;\n\n')
f.write('class ' + node_group_name + ' extends cycles.trait.NodeExecutor {\n\n')
f.write('\tpublic function new() { super(); requestAdd(add); }\n\n')
f.write('\tfunction add() {\n')
# Make sure root node exists
if rn != None:
name = '_' + rn.name.replace(".", "_").replace("@", "")
buildNode(node_group, rn, f, [])
f.write('\n\t\tstart(' + name + ');\n')
f.write('\t}\n')
f.write('}\n')
def buildNode(node_group, node, f, created_nodes):
# Get node name
name = '_' + node.name.replace(".", "_").replace("@", "")
# Check if node already exists
for n in created_nodes:
if n == name:
return name
# Create node
type = node.name.split(".")[0].replace("@", "") + "Node"
f.write('\t\tvar ' + name + ' = new ' + type + '();\n')
created_nodes.append(name)
# Variables
if type == "TransformNode":
f.write('\t\t' + name + '.transform = node.transform;\n')
# Create inputs
for inp in node.inputs:
# Is linked - find node
inpname = ''
if inp.is_linked:
n = findNodeByLink(node_group, node, inp)
inpname = buildNode(node_group, n, f, created_nodes)
# Not linked - create node with default values
else:
inpname = buildDefaultNode(inp)
# Add input
f.write('\t\t' + name + '.inputs.push(' + inpname + ');\n')
return name
def findNodeByLink(node_group, to_node, inp):
for link in node_group.links:
if link.to_node == to_node and link.to_socket == inp:
return link.from_node
def getRootNode(node_group):
for n in node_group.nodes:
if n.outputs[0].is_linked == False:
return n
def buildDefaultNode(inp):
inpname = ''
if inp.type == "VECTOR":
inpname = 'VectorNode.create(' + str(inp.default_value[0]) + ', ' + str(inp.default_value[1]) + ", " + str(inp.default_value[2]) + ')'
elif inp.type == "VALUE":
inpname = 'FloatNode.create(' + str(inp.default_value) + ')'
elif inp.type == 'BOOLEAN':
inpname = 'BoolNode.create(' + str(inp.default_value).lower() + ')'
return inpname
# Registration
def register():
bpy.utils.register_module(__name__)
# Store properties in world
initWorldProperties()
def unregister():
bpy.utils.unregister_module(__name__)