2d61a06f78
Add support for generated image textures
678 lines
23 KiB
Python
Executable file
678 lines
23 KiB
Python
Executable file
import bpy
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import json
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import os
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import glob
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import platform
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import re
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import subprocess
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import webbrowser
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import numpy as np
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import arm.lib.armpack
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import arm.make_state as state
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import arm.log as log
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class NumpyEncoder(json.JSONEncoder):
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def default(self, obj):
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if isinstance(obj, np.ndarray):
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return obj.tolist()
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return json.JSONEncoder.default(self, obj)
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def write_arm(filepath, output):
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if filepath.endswith('.lz4'):
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pass
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else:
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if bpy.data.worlds['Arm'].arm_minimize:
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with open(filepath, 'wb') as f:
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f.write(arm.lib.armpack.packb(output))
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else:
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filepath_json = filepath.split('.arm')[0] + '.json'
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with open(filepath_json, 'w') as f:
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f.write(json.dumps(output, sort_keys=True, indent=4, cls=NumpyEncoder))
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def unpack_image(image, path, file_format='JPEG'):
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print('Armory Info: Unpacking to ' + path)
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image.filepath_raw = path
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image.file_format = file_format
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image.save()
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def convert_image(image, path, file_format='JPEG'):
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# Convert image to compatible format
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print('Armory Info: Converting to ' + path)
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ren = bpy.context.scene.render
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orig_quality = ren.image_settings.quality
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orig_file_format = ren.image_settings.file_format
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orig_color_mode = ren.image_settings.color_mode
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ren.image_settings.quality = get_texture_quality_percentage()
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ren.image_settings.file_format = file_format
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if file_format == 'PNG':
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ren.image_settings.color_mode = 'RGBA'
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image.save_render(path, scene=bpy.context.scene)
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ren.image_settings.quality = orig_quality
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ren.image_settings.file_format = orig_file_format
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ren.image_settings.color_mode = orig_color_mode
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def blend_name():
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return bpy.path.basename(bpy.context.blend_data.filepath).rsplit('.')[0]
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def build_dir():
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return 'build_' + safestr(blend_name())
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def get_fp():
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wrd = bpy.data.worlds['Arm']
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if wrd.arm_project_root != '':
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return bpy.path.abspath(wrd.arm_project_root)
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else:
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s = bpy.data.filepath.split(os.path.sep)
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s.pop()
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return os.path.sep.join(s)
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def get_fp_build():
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return os.path.join(get_fp(), build_dir())
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def get_os():
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s = platform.system()
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if s == 'Windows':
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return 'win'
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elif s == 'Darwin':
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return 'mac'
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else:
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return 'linux'
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def get_gapi():
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wrd = bpy.data.worlds['Arm']
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if state.is_export:
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item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
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return getattr(item, target_to_gapi(item.arm_project_target))
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if wrd.arm_runtime == 'Browser':
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return 'webgl'
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return 'direct3d11' if get_os() == 'win' else 'opengl'
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def get_rp():
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wrd = bpy.data.worlds['Arm']
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return wrd.arm_rplist[wrd.arm_rplist_index]
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def bundled_sdk_path():
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if get_os() == 'mac':
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# SDK on MacOS is located in .app folder due to security
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p = bpy.app.binary_path
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if p.endswith('Contents/MacOS/blender'):
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return p[:-len('Contents/MacOS/blender')] + '/armsdk/'
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else:
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return p[:-len('Contents/MacOS/./blender')] + '/armsdk/'
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elif get_os() == 'linux':
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# /blender
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return bpy.app.binary_path.rsplit('/', 1)[0] + '/armsdk/'
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else:
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# /blender.exe
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return bpy.app.binary_path.replace('\\', '/').rsplit('/', 1)[0] + '/armsdk/'
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# Passed by load_post handler when armsdk is found in project folder
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use_local_sdk = False
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def get_sdk_path():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons["armory"].preferences
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p = bundled_sdk_path()
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if use_local_sdk:
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return get_fp() + '/armsdk/'
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elif os.path.exists(p) and addon_prefs.sdk_bundled:
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return p
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else:
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return addon_prefs.sdk_path
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def get_ide_bin():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons["armory"].preferences
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return '' if not hasattr(addon_prefs, 'ide_bin') else addon_prefs.ide_bin
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def get_ffmpeg_path():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons['armory'].preferences
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return addon_prefs.ffmpeg_path
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def get_renderdoc_path():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons['armory'].preferences
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p = addon_prefs.renderdoc_path
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if p == '' and get_os() == 'win':
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pdefault = 'C:\\Program Files\\RenderDoc\\qrenderdoc.exe'
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if os.path.exists(pdefault):
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p = pdefault
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return p
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def get_code_editor():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons['armory'].preferences
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return 'kodestudio' if not hasattr(addon_prefs, 'code_editor') else addon_prefs.code_editor
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def get_ui_scale():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons['armory'].preferences
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return 1.0 if not hasattr(addon_prefs, 'ui_scale') else addon_prefs.ui_scale
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def get_khamake_threads():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons['armory'].preferences
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return 1 if not hasattr(addon_prefs, 'khamake_threads') else addon_prefs.khamake_threads
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def get_compilation_server():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons['armory'].preferences
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return False if not hasattr(addon_prefs, 'compilation_server') else addon_prefs.compilation_server
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def get_save_on_build():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons['armory'].preferences
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return False if not hasattr(addon_prefs, 'save_on_build') else addon_prefs.save_on_build
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def get_viewport_controls():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons['armory'].preferences
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return 'qwerty' if not hasattr(addon_prefs, 'viewport_controls') else addon_prefs.viewport_controls
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def get_legacy_shaders():
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons['armory'].preferences
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return False if not hasattr(addon_prefs, 'legacy_shaders') else addon_prefs.legacy_shaders
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def get_relative_paths():
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# Convert absolute paths to relative
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preferences = bpy.context.preferences
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addon_prefs = preferences.addons['armory'].preferences
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return False if not hasattr(addon_prefs, 'relative_paths') else addon_prefs.relative_paths
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def get_node_path():
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if get_os() == 'win':
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return get_sdk_path() + '/nodejs/node.exe'
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elif get_os() == 'mac':
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return get_sdk_path() + '/nodejs/node-osx'
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else:
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return get_sdk_path() + '/nodejs/node-linux64'
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def get_kha_path():
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if os.path.exists('Kha'):
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return 'Kha'
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return get_sdk_path() + '/Kha'
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def get_haxe_path():
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if get_os() == 'win':
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return get_kha_path() + '/Tools/haxe/haxe.exe'
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elif get_os() == 'mac':
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return get_kha_path() + '/Tools/haxe/haxe-osx'
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else:
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return get_kha_path() + '/Tools/haxe/haxe-linux64'
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def get_khamake_path():
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return get_kha_path() + '/make'
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def krom_paths():
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sdk_path = get_sdk_path()
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if arm.utils.get_os() == 'win':
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krom_location = sdk_path + '/Krom'
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krom_path = krom_location + '/Krom.exe'
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elif arm.utils.get_os() == 'mac':
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krom_location = sdk_path + '/Krom/Krom.app/Contents/MacOS'
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krom_path = krom_location + '/Krom'
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else:
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krom_location = sdk_path + '/Krom'
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krom_path = krom_location + '/Krom'
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return krom_location, krom_path
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def fetch_bundled_script_names():
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wrd = bpy.data.worlds['Arm']
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wrd.arm_bundled_scripts_list.clear()
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os.chdir(get_sdk_path() + '/armory/Sources/armory/trait')
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for file in glob.glob('*.hx'):
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wrd.arm_bundled_scripts_list.add().name = file.rsplit('.')[0]
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script_props = {}
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script_props_defaults = {}
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def fetch_script_props(file):
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with open(file) as f:
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name = file.rsplit('.')[0]
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if 'Sources' in name:
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name = name[name.index('Sources') + 8:]
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if '/' in name:
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name = name.replace('/', '.')
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if '\\' in file:
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name = name.replace('\\', '.')
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script_props[name] = []
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script_props_defaults[name] = []
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lines = f.read().splitlines()
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read_prop = False
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for line in lines:
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if not read_prop:
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read_prop = line.lstrip().startswith('@prop')
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continue
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if read_prop:
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if 'var ' in line:
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p = line.split('var ')[1]
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elif 'final ' in line:
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p = line.split('final ')[1]
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else:
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break
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valid_prop = False
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# Has type
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if ':' in p:
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# Fetch default value
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if '=' in p:
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s = p.split('=')
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ps = s[0].split(':')
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prop = (ps[0].strip(), ps[1].split(';')[0].strip())
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prop_value = s[1].split(';')[0].replace('\'', '').replace('"', '').strip()
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valid_prop = True
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else:
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ps = p.split(':')
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prop = (ps[0].strip(), ps[1].split(';')[0].strip())
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prop_value = ''
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valid_prop = True
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# Fetch default value
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elif '=' in p:
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s = p.split('=')
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prop = (s[0].strip(), None)
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prop_value = s[1].split(';')[0].replace('\'', '').replace('"', '').strip()
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valid_prop = True
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# Register prop
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if valid_prop:
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script_props[name].append(prop)
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script_props_defaults[name].append(prop_value)
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read_prop = False
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def fetch_script_names():
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if bpy.data.filepath == "":
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return
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wrd = bpy.data.worlds['Arm']
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# Sources
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wrd.arm_scripts_list.clear()
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sources_path = get_fp() + '/Sources/' + safestr(wrd.arm_project_package)
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if os.path.isdir(sources_path):
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os.chdir(sources_path)
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# Glob supports recursive search since python 3.5 so it should cover both blender 2.79 and 2.8 integrated python
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for file in glob.glob('**/*.hx', recursive=True):
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name = file.rsplit('.')[0]
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# Replace the path syntax for package syntax so that it can be searchable in blender traits "Class" dropdown
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wrd.arm_scripts_list.add().name = name.replace(os.sep, '.')
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fetch_script_props(file)
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# Canvas
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wrd.arm_canvas_list.clear()
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canvas_path = get_fp() + '/Bundled/canvas'
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if os.path.isdir(canvas_path):
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os.chdir(canvas_path)
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for file in glob.glob('*.json'):
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if file == "_themes.json":
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continue
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wrd.arm_canvas_list.add().name = file.rsplit('.')[0]
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os.chdir(get_fp())
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def fetch_wasm_names():
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if bpy.data.filepath == "":
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return
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wrd = bpy.data.worlds['Arm']
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# WASM modules
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wrd.arm_wasm_list.clear()
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sources_path = get_fp() + '/Bundled'
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if os.path.isdir(sources_path):
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os.chdir(sources_path)
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for file in glob.glob('*.wasm'):
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name = file.rsplit('.')[0]
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wrd.arm_wasm_list.add().name = name
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os.chdir(get_fp())
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def fetch_trait_props():
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for o in bpy.data.objects:
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fetch_prop(o)
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for s in bpy.data.scenes:
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fetch_prop(s)
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def fetch_prop(o):
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for item in o.arm_traitlist:
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name = ''
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if item.type_prop == 'Bundled Script':
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name = 'armory.trait.' + item.name
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else:
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name = item.name
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if name not in script_props:
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continue
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props = script_props[name]
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defaults = script_props_defaults[name]
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# Remove old props
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for i in range(len(item.arm_traitpropslist) - 1, -1, -1):
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ip = item.arm_traitpropslist[i]
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# if ip.name not in props:
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if ip.name.split('(')[0] not in [p[0] for p in props]:
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item.arm_traitpropslist.remove(i)
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# Add new props
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for i in range(0, len(props)):
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p = props[i]
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found = False
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for ip in item.arm_traitpropslist:
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if ip.name.replace(')', '').split('(')[0] == p[0]:
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found = ip
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break
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# Not in list
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if not found:
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prop = item.arm_traitpropslist.add()
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prop.name = p[0] + ('(' + p[1] + ')' if p[1] else '')
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prop.value = defaults[i]
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if found:
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prop = item.arm_traitpropslist[found.name]
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f = found.name.replace(')', '').split('(')
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# Default value added and current value is blank (no override)
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if (not found.value and defaults[i]):
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prop.value = defaults[i]
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# Type has changed, update displayed name
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if (len(f) == 1 or (len(f) > 1 and f[1] != p[1])):
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prop.name = p[0] + ('(' + p[1] + ')' if p[1] else '')
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def fetch_bundled_trait_props():
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# Bundled script props
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for o in bpy.data.objects:
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for t in o.arm_traitlist:
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if t.type_prop == 'Bundled Script':
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file_path = get_sdk_path() + '/armory/Sources/armory/trait/' + t.name + '.hx'
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if os.path.exists(file_path):
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fetch_script_props(file_path)
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fetch_prop(o)
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def update_trait_collections():
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for col in bpy.data.collections:
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if col.name.startswith('Trait|'):
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bpy.data.collections.remove(col)
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for o in bpy.data.objects:
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for t in o.arm_traitlist:
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if 'Trait|' + t.name not in bpy.data.collections:
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col = bpy.data.collections.new('Trait|' + t.name)
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else:
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col = bpy.data.collections['Trait|' + t.name]
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col.objects.link(o)
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def to_hex(val):
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return '#%02x%02x%02x%02x' % (int(val[3] * 255), int(val[0] * 255), int(val[1] * 255), int(val[2] * 255))
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def color_to_int(val):
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return (int(val[3] * 255) << 24) + (int(val[0] * 255) << 16) + (int(val[1] * 255) << 8) + int(val[2] * 255)
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def safesrc(s):
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s = safestr(s).replace('.', '_').replace('-', '_').replace(' ', '')
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if s[0].isdigit():
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s = '_' + s
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return s
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def safestr(s):
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for c in r'[]/\;,><&*:%=+@!#^()|?^':
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s = s.replace(c, '_')
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return ''.join([i if ord(i) < 128 else '_' for i in s])
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def asset_name(bdata):
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s = bdata.name
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# Append library name if linked
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if bdata.library != None:
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s += '_' + bdata.library.name
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return s
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def asset_path(s):
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"""Remove leading '//'"""
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return s[2:] if s[:2] == '//' else s
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def extract_filename(s):
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return os.path.basename(asset_path(s))
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def get_render_resolution(scene):
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render = scene.render
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scale = render.resolution_percentage / 100
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return int(render.resolution_x * scale), int(render.resolution_y * scale)
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def get_texture_quality_percentage() -> int:
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return int(bpy.data.worlds["Arm"].arm_texture_quality * 100)
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def get_project_scene_name():
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return get_active_scene().name
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def get_active_scene():
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if not state.is_export:
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return bpy.context.scene
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else:
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wrd = bpy.data.worlds['Arm']
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item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
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return item.arm_project_scene
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def logic_editor_space(context_screen=None):
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if context_screen == None:
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context_screen = bpy.context.screen
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if context_screen != None:
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areas = context_screen.areas
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for area in areas:
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for space in area.spaces:
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if space.type == 'NODE_EDITOR':
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if space.node_tree != None and space.node_tree.bl_idname == 'ArmLogicTreeType':
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return space
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return None
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def voxel_support():
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# macos does not support opengl 4.5, needs metal
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return state.target != 'html5' and get_os() != 'mac'
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def get_cascade_size(rpdat):
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cascade_size = int(rpdat.rp_shadowmap_cascade)
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# Clamp to 4096 per cascade
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if int(rpdat.rp_shadowmap_cascades) > 1 and cascade_size > 4096:
|
|
cascade_size = 4096
|
|
return cascade_size
|
|
|
|
def check_saved(self):
|
|
if bpy.data.filepath == "":
|
|
msg = "Save blend file first"
|
|
self.report({"ERROR"}, msg) if self != None else log.print_info(msg)
|
|
return False
|
|
return True
|
|
|
|
def check_path(s):
|
|
for c in r'[];><&*%=+@!#^()|?^':
|
|
if c in s:
|
|
return False
|
|
for c in s:
|
|
if ord(c) > 127:
|
|
return False
|
|
return True
|
|
|
|
def check_sdkpath(self):
|
|
s = get_sdk_path()
|
|
if check_path(s) == False:
|
|
msg = "SDK path '{0}' contains special characters. Please move SDK to different path for now.".format(s)
|
|
self.report({"ERROR"}, msg) if self != None else log.print_info(msg)
|
|
return False
|
|
else:
|
|
return True
|
|
|
|
def check_projectpath(self):
|
|
s = get_fp()
|
|
if check_path(s) == False:
|
|
msg = "Project path '{0}' contains special characters, build process may fail.".format(s)
|
|
self.report({"ERROR"}, msg) if self != None else log.print_info(msg)
|
|
return False
|
|
else:
|
|
return True
|
|
|
|
def disp_enabled(target):
|
|
rpdat = get_rp()
|
|
if rpdat.arm_rp_displacement == 'Tessellation':
|
|
return target == 'krom' or target == 'native'
|
|
return rpdat.arm_rp_displacement != 'Off'
|
|
|
|
def is_object_animation_enabled(bobject):
|
|
# Checks if animation is present and enabled
|
|
if bobject.arm_animation_enabled == False or bobject.type == 'BONE' or bobject.type == 'ARMATURE':
|
|
return False
|
|
if bobject.animation_data and bobject.animation_data.action:
|
|
return True
|
|
return False
|
|
|
|
def is_bone_animation_enabled(bobject):
|
|
# Checks if animation is present and enabled for parented armature
|
|
if bobject.parent and bobject.parent.type == 'ARMATURE':
|
|
if bobject.parent.arm_animation_enabled == False:
|
|
return False
|
|
# Check for present actions
|
|
adata = bobject.parent.animation_data
|
|
has_actions = adata != None and adata.action != None
|
|
if not has_actions and adata != None:
|
|
if hasattr(adata, 'nla_tracks') and adata.nla_tracks != None:
|
|
for track in adata.nla_tracks:
|
|
if track.strips == None:
|
|
continue
|
|
for strip in track.strips:
|
|
if strip.action == None:
|
|
continue
|
|
has_actions = True
|
|
break
|
|
if has_actions:
|
|
break
|
|
if adata != None and has_actions:
|
|
return True
|
|
return False
|
|
|
|
def export_bone_data(bobject):
|
|
return bobject.find_armature() and is_bone_animation_enabled(bobject) and get_rp().arm_skin == 'On'
|
|
|
|
def open_editor(hx_path=None):
|
|
ide_bin = get_ide_bin()
|
|
|
|
if hx_path is None:
|
|
hx_path = arm.utils.get_fp()
|
|
|
|
if get_code_editor() == 'default':
|
|
# Get editor environment variables
|
|
# https://unix.stackexchange.com/q/4859
|
|
env_v_editor = os.environ.get('VISUAL')
|
|
env_editor = os.environ.get('EDITOR')
|
|
|
|
if env_v_editor is not None:
|
|
ide_bin = env_v_editor
|
|
elif env_editor is not None:
|
|
ide_bin = env_editor
|
|
|
|
# No environment variables set -> Let the system decide how to
|
|
# open the file
|
|
else:
|
|
webbrowser.open('file://' + hx_path)
|
|
return
|
|
|
|
if os.path.exists(ide_bin):
|
|
args = [ide_bin, arm.utils.get_fp()]
|
|
|
|
# Sublime Text
|
|
if get_code_editor() == 'sublime':
|
|
project_name = bpy.data.worlds['Arm'].arm_project_name
|
|
subl_project_path = arm.utils.get_fp() + f'/{project_name}.sublime-project'
|
|
|
|
if not os.path.exists(subl_project_path):
|
|
generate_sublime_project(subl_project_path)
|
|
|
|
args += ['--project', subl_project_path]
|
|
|
|
args.append('--add')
|
|
|
|
args.append(hx_path)
|
|
|
|
if arm.utils.get_os() == 'mac':
|
|
argstr = ""
|
|
|
|
for arg in args:
|
|
if not (arg.startswith('-') or arg.startswith('--')):
|
|
argstr += '"' + arg + '"'
|
|
argstr += ' '
|
|
|
|
subprocess.Popen(argstr[:-1], shell=True)
|
|
else:
|
|
subprocess.Popen(args)
|
|
|
|
else:
|
|
raise FileNotFoundError(f'Code editor executable not found: {ide_bin}. You can change the path in the Armory preferences.')
|
|
|
|
def open_folder():
|
|
if arm.utils.get_os() == 'win':
|
|
subprocess.Popen(['explorer', arm.utils.get_fp()])
|
|
elif arm.utils.get_os() == 'mac':
|
|
subprocess.Popen(['open', arm.utils.get_fp()])
|
|
elif arm.utils.get_os() == 'linux':
|
|
subprocess.Popen(['xdg-open', arm.utils.get_fp()])
|
|
else:
|
|
webbrowser.open('file://' + arm.utils.get_fp())
|
|
|
|
def generate_sublime_project(subl_project_path):
|
|
"""Generates a [project_name].sublime-project file."""
|
|
print('Generating Sublime Text project file')
|
|
|
|
project_data = {
|
|
"folders": [
|
|
{
|
|
"path": ".",
|
|
"file_exclude_patterns": ["*.blend*", "*.arm"]
|
|
},
|
|
],
|
|
}
|
|
|
|
with open(subl_project_path, 'w', encoding='utf-8') as project_file:
|
|
json.dump(project_data, project_file, ensure_ascii=False, indent=4)
|
|
|
|
def def_strings_to_array(strdefs):
|
|
defs = strdefs.split('_')
|
|
defs = defs[1:]
|
|
defs = ['_' + d for d in defs] # Restore _
|
|
return defs
|
|
|
|
def get_kha_target(target_name): # TODO: remove
|
|
if target_name == 'macos-hl':
|
|
return 'osx-hl'
|
|
elif target_name.startswith('krom'): # krom-windows
|
|
return 'krom'
|
|
elif target_name == 'custom':
|
|
return ''
|
|
return target_name
|
|
|
|
def target_to_gapi(arm_project_target):
|
|
# TODO: align target names
|
|
if arm_project_target == 'krom':
|
|
return 'arm_gapi_' + arm.utils.get_os()
|
|
elif arm_project_target == 'krom-windows':
|
|
return 'arm_gapi_win'
|
|
elif arm_project_target == 'windows-hl':
|
|
return 'arm_gapi_win'
|
|
elif arm_project_target == 'krom-linux':
|
|
return 'arm_gapi_linux'
|
|
elif arm_project_target == 'linux-hl':
|
|
return 'arm_gapi_linux'
|
|
elif arm_project_target == 'krom-macos':
|
|
return 'arm_gapi_mac'
|
|
elif arm_project_target == 'macos-hl':
|
|
return 'arm_gapi_mac'
|
|
elif arm_project_target == 'android-hl':
|
|
return 'arm_gapi_android'
|
|
elif arm_project_target == 'ios-hl':
|
|
return 'arm_gapi_ios'
|
|
elif arm_project_target == 'node':
|
|
return 'arm_gapi_html5'
|
|
else: # html5, custom
|
|
return 'arm_gapi_' + arm_project_target
|
|
|
|
def check_default_props():
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) == 0:
|
|
wrd.arm_rplist.add()
|
|
wrd.arm_rplist_index = 0
|
|
|
|
if wrd.arm_project_name == '':
|
|
# Take blend file name
|
|
wrd.arm_project_name = arm.utils.blend_name()
|
|
|
|
def register(local_sdk=False):
|
|
global use_local_sdk
|
|
use_local_sdk = local_sdk
|
|
|
|
def unregister():
|
|
pass
|