armory/blender/project.py
2015-12-01 21:12:38 +01:00

702 lines
24 KiB
Python
Executable file

import shutil
import bpy
import os
import platform
import json
from bpy.props import *
import subprocess
import atexit
import webbrowser
def defaultSettings():
wrd = bpy.data.worlds[0]
wrd['TargetVersion'] = "15.11.0"
wrd['TargetEnum'] = 3
wrd['TargetRenderer'] = 0
wrd['TargetProjectName'] = "myproject"
wrd['TargetProjectPackage'] = "myproject"
wrd['TargetProjectWidth'] = 1136
wrd['TargetProjectHeight'] = 640
wrd['TargetScene'] = bpy.data.scenes[0].name
wrd['TargetGravity'] = bpy.data.scenes[0].name
wrd['TargetClear'] = bpy.data.worlds[0].name
wrd['TargetAA'] = 1
wrd['TargetPhysics'] = 1
wrd['TargetAutoBuildNodes'] = (True)
wrd['TargetMinimize'] = (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.TargetVersion = StringProperty(name = "CGVersion")
bpy.types.World.TargetEnum = EnumProperty(
items = [('OSX', 'OSX', 'OSX'),
('Windows', 'Windows', 'Windows'),
('Linux', 'Linux', 'Linux'),
('HTML5', 'HTML5', 'HTML5'),
('iOS', 'iOS', 'iOS'),
('Android', 'Android', 'Android')],
name = "Target")
bpy.types.World.TargetProjectName = StringProperty(name = "Name")
bpy.types.World.TargetProjectPackage = StringProperty(name = "Package")
bpy.types.World.TargetProjectWidth = IntProperty(name = "Width")
bpy.types.World.TargetProjectHeight = IntProperty(name = "Height")
bpy.types.World.TargetScene = StringProperty(name = "Scene")
bpy.types.World.TargetGravity = StringProperty(name = "Gravity")
bpy.types.World.TargetClear = StringProperty(name = "Clear")
bpy.types.World.TargetAA = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('2X', '2X', '2X')],
name = "Anti-aliasing")
bpy.types.World.TargetPhysics = EnumProperty(
items = [('Disabled', 'Disabled', 'Disabled'),
('Bullet', 'Bullet', 'Bullet')],
name = "Physics")
bpy.types.World.TargetAutoBuildNodes = BoolProperty(name = "Auto-build nodes")
bpy.types.World.TargetMinimize = BoolProperty(name = "Minimize")
# Default settings
# todo: check version
if not 'TargetVersion' in bpy.data.worlds[0]:
defaultSettings()
# Make sure we are using nodes for every material
# 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
# Store properties in world
initWorldProperties()
# 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, 'TargetProjectName')
layout.prop(wrd, 'TargetProjectPackage')
layout.prop(wrd, 'TargetProjectWidth')
layout.prop(wrd, 'TargetProjectHeight')
layout.prop_search(wrd, "TargetScene", bpy.data, "scenes", "Scene")
layout.prop(wrd, 'TargetEnum')
layout.operator("cg.build")
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("cg.folder")
row.operator("cg.clean")
layout.prop_search(wrd, "TargetGravity", bpy.data, "scenes", "Gravity")
layout.prop_search(wrd, "TargetClear", bpy.data, "worlds", "Clear Color")
layout.prop(wrd, 'TargetAA')
layout.prop(wrd, 'TargetPhysics')
row = layout.row()
row.prop(wrd, 'TargetAutoBuildNodes')
if wrd['TargetAutoBuildNodes'] == False:
row.operator("cg.buildnodes")
layout.prop(wrd, 'TargetMinimize')
layout.operator("cg.defaultsettings")
# Used to output json
class Object:
def to_JSON(self):
if bpy.data.worlds[0]['TargetMinimize'] == 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)
# Creates asset node in project.kha
def createAsset(filename, type, splitExt=None):
if (splitExt == None):
splitExt = True
str = filename.split(".")
l = len(str)
name = str[0]
for i in range(1, l - 1):
name += "." + str[i]
if (splitExt == False):
name = filename
x = Object()
x.type = type
x.file = filename
x.name = name
return x
# Creates room node in project.kha
def createRoom(name, assets):
x = Object()
x.name = name
x.parent = None
x.neighbours = []
x.assets = []
for a in assets:
if a.type == 'font':
x.assets.append(a.name + str(a.size) + '.kravur')
else:
x.assets.append(a.name)
return x
# 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
for scene in bpy.data.scenes:
if scene.name[0] != '.': # Skip hidden scenes
bpy.ops.export_scene.lue({"scene":scene}, filepath='Assets/' + scene.name + '.json')
# 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
# Export project file
# x = Object()
# x.format = 3
# x.game = Object()
# x.game.name = bpy.data.worlds[0]['TargetProjectName']
# x.game.width = bpy.data.worlds[0]['TargetProjectWidth']
# x.game.height = bpy.data.worlds[0]['TargetProjectHeight']
# if bpy.data.worlds[0]['TargetAA'] == 1:
# x.game.antiAliasingSamples = 2
# x.libraries = ["cyclesgame", "haxebullet"]
# # Defined libraries
# for o in bpy.data.worlds[0].my_liblist:
# if o.enabled_prop:
# x.libraries.append(o.name)
# # Assets
# x.assets = []
# x.rooms = []
# # - Data
# x.assets.append(createAsset("data.json", "blob"))
# # - Scenes
# for s in bpy.data.scenes:
# x.assets.append(createAsset(s.name + ".json", "blob"))
# # - Defined assets
# for o in bpy.data.worlds[0].my_list:
# if o.enabled_prop:
# if (o.type_prop == 'Atlas'):
# x.assets.append(createAsset(o.name + "_metadata.json", "blob"))
# x.assets.append(createAsset(o.name + "_atlas.png", "image"))
# elif (o.type_prop == 'Font'):
# asset = createAsset(o.name, "font")
# asset.size = o.size_prop
# x.assets.append(asset)
# else:
# typeName = o.type_prop.lower()
# x.assets.append(createAsset(o.name, typeName))
# # - Rooms
# x.rooms.append(createRoom("room1", x.assets))
# # Write project file
# with open('project.kha', 'w') as f:
# f.write(x.to_JSON())
# # Export scene properties
# data = Object()
# # Objects
# objs = []
# for o in bpy.data.objects:
# x = Object()
# x.name = o.name
# x.traits = []
# for t in o.my_traitlist:
# # Disabled trait
# if t.enabled_prop == False:
# continue
# y = Object()
# y.type = t.type_prop
# # Script
# if y.type == 'Script':
# y.class_name = t.class_name_prop
# # Custom traits
# elif y.type == 'Mesh Renderer':
# y.class_name = 'MeshRenderer'
# if t.default_material_prop: # Use object material
# y.material = ""
# else:
# y.material = t.material_prop
# y.lighting = t.lighting_prop
# y.cast_shadow = t.cast_shadow_prop
# y.receive_shadow = t.receive_shadow_prop
# elif y.type == 'Custom Renderer':
# y.class_name = t.class_name_prop
# if t.default_material_prop: # Use object material
# y.material = ""
# else:
# y.material = t.material_prop
# y.shader = t.shader_prop
# y.data = t.data_prop
# elif y.type == 'Billboard Renderer':
# y.type = 'Custom Renderer'
# y.class_name = 'BillboardRenderer'
# if t.default_material_prop: # Use object material
# y.material = ""
# else:
# y.material = t.material_prop
# y.shader = 'billboardshader'
# elif y.type == 'Particles Renderer':
# y.type = 'Custom Renderer'
# y.class_name = 'ParticlesRenderer'
# if t.default_material_prop: # Use object material
# y.material = ""
# else:
# y.material = t.material_prop
# y.shader = 'particlesshader'
# y.data = t.data_prop
# # Convert to scripts
# elif y.type == 'Nodes':
# y.type = 'Script'
# y.class_name = t.nodes_name_prop.replace('.', '_')
# elif y.type == 'Scene Instance':
# y.type = 'Script'
# y.class_name = "SceneInstance:'" + t.scene_prop + "'"
# elif y.type == 'Animation':
# y.type = 'Script'
# y.class_name = "Animation:'" + t.start_track_name_prop + "':"
# # Names
# anim_names = []
# anim_starts = []
# anim_ends = []
# for animt in o.my_animationtraitlist:
# if animt.enabled_prop == False:
# continue
# anim_names.append(animt.name)
# anim_starts.append(animt.start_prop)
# anim_ends.append(animt.end_prop)
# y.class_name += str(anim_names) + ":"
# y.class_name += str(anim_starts) + ":"
# y.class_name += str(anim_ends)
# # Armature offset
# for a in armatures:
# if o.parent == a.armature:
# y.class_name += ":" + str(a.x) + ":" + str(a.y) + ":" + str(a.z)
# break
# elif y.type == 'Camera':
# y.type = 'Script'
# cam = bpy.data.cameras[t.camera_link_prop]
# if cam.type == 'PERSP':
# y.class_name = 'PerspectiveCamera'
# elif cam.type == 'ORTHO':
# y.class_name = 'OrthoCamera'
# elif y.type == 'Light':
# y.type = 'Script'
# y.class_name = 'Light'
# elif y.type == 'Rigid Body':
# if bpy.data.worlds[0]['TargetPhysics'] == 0:
# continue
# y.type = 'Script'
# # Get rigid body
# if t.default_body_prop == True:
# rb = o.rigid_body
# else:
# rb = bpy.data.objects[t.body_link_prop].rigid_body
# shape = '0' # BOX
# if t.custom_shape_prop == True:
# if t.custom_shape_type_prop == 'Terrain':
# shape = '7'
# elif t.custom_shape_type_prop == 'Static Mesh':
# shape = '8'
# elif rb.collision_shape == 'SPHERE':
# shape = '1'
# elif rb.collision_shape == 'CONVEX_HULL':
# shape = '2'
# elif rb.collision_shape == 'MESH':
# shape = '3'
# elif rb.collision_shape == 'CONE':
# shape = '4'
# elif rb.collision_shape == 'CYLINDER':
# shape = '5'
# elif rb.collision_shape == 'CAPSULE':
# shape = '6'
# body_mass = 0
# if rb.enabled:
# body_mass = rb.mass
# y.class_name = 'RigidBody:' + str(body_mass) + \
# ':' + shape + \
# ":" + str(rb.friction) + \
# ":" + str(t.shape_size_scale_prop[0]) + \
# ":" + str(t.shape_size_scale_prop[1]) + \
# ":" + str(t.shape_size_scale_prop[2])
# # Append trait
# x.traits.append(y)
# # Material slots
# x.materials = []
# if o.material_slots:
# for ms in o.material_slots:
# x.materials.append(ms.name)
# objs.append(x)
# # Materials
# mats = []
# for m in bpy.data.materials:
# # Make sure material is using nodes
# if m.node_tree == None:
# continue
# x = Object()
# x.name = m.name
# nodes = m.node_tree.nodes
# # Diffuse
# if 'Diffuse BSDF' in nodes:
# x.diffuse = True
# dnode = nodes['Diffuse BSDF']
# dcol = dnode.inputs[0].default_value
# x.diffuse_color = [dcol[0], dcol[1], dcol[2], dcol[3]]
# else:
# x.diffuse = False
# # Glossy
# if 'Glossy BSDF' in nodes:
# x.glossy = True
# gnode = nodes['Glossy BSDF']
# gcol = gnode.inputs[0].default_value
# x.glossy_color = [gcol[0], gcol[1], gcol[2], gcol[3]]
# x.roughness = gnode.inputs[1].default_value
# else:
# x.glossy = False
# # Texture
# if 'Image Texture' in nodes:
# x.texture = nodes['Image Texture'].image.name.split(".")[0]
# else:
# x.texture = ''
# mats.append(x)
# # Output data json
# data.objects = objs
# data.materials = mats
# data.scene = bpy.data.worlds[0]['TargetScene']
# data.packageName = bpy.data.worlds[0]['TargetProjectPackage']
# gravityscn = bpy.data.scenes[bpy.data.worlds[0]['TargetGravity']]
# if gravityscn.use_gravity:
# data.gravity = [gravityscn.gravity[0], gravityscn.gravity[1], gravityscn.gravity[2]]
# else:
# data.gravity = [0.0, 0.0, 0.0]
# clearwrd = bpy.data.worlds[bpy.data.worlds[0]['TargetClear']]
# # Only 'Background' surface for now
# clearcol = clearwrd.node_tree.nodes['Background'].inputs[0].default_value
# data.clear = [clearcol[0], clearcol[1], clearcol[2], clearcol[3]]
# data.physics = bpy.data.worlds[0]['TargetPhysics']
# with open('Assets/data.json', 'w') as f:
# f.write(data.to_JSON())
# Write Main.hx
#if not os.path.isfile('Sources/Main.hx'):
with open('Sources/Main.hx', 'w') as f:
f.write(
"""// Auto-generated
package ;
class Main {
public static function main() {
lue.sys.CompileTime.importPackage('lue.trait');
lue.sys.CompileTime.importPackage('cycles.trait');
lue.sys.CompileTime.importPackage('""" + bpy.data.worlds[0]['TargetProjectPackage'] + """');
#if js
untyped __js__("
function loadScript(url, callback) {
var head = document.getElementsByTagName('head')[0];
var script = document.createElement('script');
script.type = 'text/javascript';
script.src = url;
script.onreadystatechange = callback;
script.onload = callback;
head.appendChild(script);
}
");
untyped loadScript('ammo.js', start);
#else
start();
#end
}
static function start() {
kha.System.init("CyclesGame", 1136, 640, function() {
new lue.App(cycles.Root);
});
}
}
""")
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
if (bpy.data.worlds[0]['TargetAutoBuildNodes'] == True):
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]['TargetEnum'] == 0):
bashCommand = "-t osx"
elif (bpy.data.worlds[0]['TargetEnum'] == 1):
bashCommand = "-t windows"
elif (bpy.data.worlds[0]['TargetEnum'] == 2):
bashCommand = "-t linux"
elif (bpy.data.worlds[0]['TargetEnum'] == 3):
bashCommand = "-t html5"
elif (bpy.data.worlds[0]['TargetEnum'] == 4):
bashCommand = "-t ios"
elif (bpy.data.worlds[0]['TargetEnum'] == 5):
bashCommand = "-t android_native"
# 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 + "blender/"
blender_path = bpy.app.binary_path
blend_path = bpy.data.filepath
p = subprocess.Popen([blender_path, blend_path, '-b', '-P', scripts_path + 'build.py', '--', prefix + bashCommand, str(build_type), str(bpy.data.worlds[0]['TargetEnum'])])
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
if (bpy.data.worlds[0]['TargetAutoBuildNodes'] == True):
path = 'Sources/' + bpy.data.worlds[0].TargetProjectPackage.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'}
# Build nodes
class OBJECT_OT_BUILDNODESButton(bpy.types.Operator):
bl_idname = "cg.buildnodes"
bl_label = "Build Nodes"
def execute(self, context):
buildNodeTrees();
self.report({'INFO'}, "Nodes built")
return{'FINISHED'}
# Default settings
class OBJECT_OT_DEFAULTSETTINGSButton(bpy.types.Operator):
bl_idname = "cg.defaultsettings"
bl_label = "Default Settings"
def execute(self, context):
defaultSettings()
self.report({'INFO'}, "Defaults set")
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].TargetProjectPackage.replace(".", "/")):
os.makedirs('Sources/' + bpy.data.worlds[0].TargetProjectPackage.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].TargetProjectPackage.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].TargetProjectPackage + ';\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
bpy.utils.register_module(__name__)