1505 lines
56 KiB
Python
1505 lines
56 KiB
Python
import bpy
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import webbrowser
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import os
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from bpy.types import Menu, Panel, UIList
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from bpy.props import *
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import arm.utils
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import arm.make as make
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import arm.make_state as state
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import arm.assets as assets
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import arm.log as log
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import arm.proxy
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import arm.api
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import arm.props_properties
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# Menu in object region
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class ARM_PT_ObjectPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "object"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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obj = bpy.context.object
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if obj == None:
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return
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layout.prop(obj, 'arm_export')
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if not obj.arm_export:
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return
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layout.prop(obj, 'arm_spawn')
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layout.prop(obj, 'arm_mobile')
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layout.prop(obj, 'arm_animation_enabled')
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if obj.type == 'MESH':
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layout.prop(obj, 'arm_instanced')
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wrd = bpy.data.worlds['Arm']
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layout.prop_search(obj, "arm_tilesheet", wrd, "arm_tilesheetlist", text="Tilesheet")
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if obj.arm_tilesheet != '':
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selected_ts = None
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for ts in wrd.arm_tilesheetlist:
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if ts.name == obj.arm_tilesheet:
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selected_ts = ts
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break
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layout.prop_search(obj, "arm_tilesheet_action", selected_ts, "arm_tilesheetactionlist", text="Action")
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# Properties list
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arm.props_properties.draw_properties(layout, obj)
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class ARM_PT_ModifiersPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "modifier"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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obj = bpy.context.object
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if obj == None:
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return
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layout.operator("arm.invalidate_cache")
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class ARM_PT_ParticlesPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "particle"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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obj = bpy.context.particle_system
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if obj == None:
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return
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layout.prop(obj.settings, 'arm_loop')
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layout.prop(obj.settings, 'arm_count_mult')
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class ARM_PT_PhysicsPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "physics"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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obj = bpy.context.object
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if obj == None:
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return
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if obj.rigid_body != None:
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layout.prop(obj, 'arm_rb_linear_factor')
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layout.prop(obj, 'arm_rb_angular_factor')
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layout.prop(obj, 'arm_rb_trigger')
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layout.prop(obj, 'arm_rb_force_deactivation')
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layout.prop(obj, 'arm_rb_ccd')
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if obj.soft_body != None:
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layout.prop(obj, 'arm_soft_body_margin')
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# Menu in data region
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class ARM_PT_DataPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "data"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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obj = bpy.context.object
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if obj == None:
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return
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wrd = bpy.data.worlds['Arm']
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if obj.type == 'CAMERA':
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layout.prop(obj.data, 'arm_frustum_culling')
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elif obj.type == 'MESH' or obj.type == 'FONT' or obj.type == 'META':
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layout.prop(obj.data, 'arm_dynamic_usage')
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layout.operator("arm.invalidate_cache")
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elif obj.type == 'LIGHT':
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layout.prop(obj.data, 'arm_clip_start')
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layout.prop(obj.data, 'arm_clip_end')
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layout.prop(obj.data, 'arm_fov')
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layout.prop(obj.data, 'arm_shadows_bias')
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layout.prop(wrd, 'arm_light_ies_texture')
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layout.prop(wrd, 'arm_light_clouds_texture')
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elif obj.type == 'SPEAKER':
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layout.prop(obj.data, 'arm_play_on_start')
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layout.prop(obj.data, 'arm_loop')
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layout.prop(obj.data, 'arm_stream')
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elif obj.type == 'ARMATURE':
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pass
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class ARM_PT_ScenePropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "scene"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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scene = bpy.context.scene
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if scene == None:
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return
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row = layout.row()
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column = row.column()
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row.prop(scene, 'arm_export')
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class InvalidateCacheButton(bpy.types.Operator):
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'''Delete cached mesh data'''
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bl_idname = "arm.invalidate_cache"
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bl_label = "Invalidate Cache"
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def execute(self, context):
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context.object.data.arm_cached = False
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return{'FINISHED'}
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class InvalidateMaterialCacheButton(bpy.types.Operator):
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'''Delete cached material data'''
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bl_idname = "arm.invalidate_material_cache"
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bl_label = "Invalidate Cache"
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def execute(self, context):
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context.material.arm_cached = False
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context.material.signature = ''
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return{'FINISHED'}
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class ARM_PT_MaterialPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "material"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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mat = bpy.context.material
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if mat == None:
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return
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layout.prop(mat, 'arm_cast_shadow')
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columnb = layout.column()
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wrd = bpy.data.worlds['Arm']
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columnb.enabled = len(wrd.arm_rplist) > 0 and arm.utils.get_rp().rp_renderer == 'Forward'
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columnb.prop(mat, 'arm_receive_shadow')
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layout.prop(mat, 'arm_two_sided')
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columnb = layout.column()
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columnb.enabled = not mat.arm_two_sided
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columnb.prop(mat, 'arm_cull_mode')
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layout.prop(mat, 'arm_material_id')
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layout.prop(mat, 'arm_overlay')
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layout.prop(mat, 'arm_decal')
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layout.prop(mat, 'arm_discard')
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columnb = layout.column()
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columnb.enabled = mat.arm_discard
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columnb.prop(mat, 'arm_discard_opacity')
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columnb.prop(mat, 'arm_discard_opacity_shadows')
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layout.prop(mat, 'arm_custom_material')
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layout.prop(mat, 'arm_skip_context')
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layout.prop(mat, 'arm_particle_fade')
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layout.prop(mat, 'arm_billboard')
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layout.operator("arm.invalidate_material_cache")
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class ARM_PT_MaterialBlendingPropsPanel(bpy.types.Panel):
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bl_label = "Blending"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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bl_parent_id = "ARM_PT_MaterialPropsPanel"
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def draw_header(self, context):
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if context.material == None:
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return
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self.layout.prop(context.material, 'arm_blending', text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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mat = bpy.context.material
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if mat == None:
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return
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flow = layout.grid_flow()
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flow.enabled = mat.arm_blending
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col = flow.column()
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col.prop(mat, 'arm_blending_source')
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col.prop(mat, 'arm_blending_destination')
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col.prop(mat, 'arm_blending_operation')
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col = flow.column()
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col.prop(mat, 'arm_blending_source_alpha')
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col.prop(mat, 'arm_blending_destination_alpha')
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col.prop(mat, 'arm_blending_operation_alpha')
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class ARM_PT_ArmoryPlayerPanel(bpy.types.Panel):
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bl_label = "Armory Player"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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wrd = bpy.data.worlds['Arm']
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row = layout.row(align=True)
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row.alignment = 'EXPAND'
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if state.proc_play == None and state.proc_build == None:
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row.operator("arm.play", icon="PLAY")
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else:
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row.operator("arm.stop", icon="MESH_PLANE")
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row.operator("arm.clean_menu")
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layout.prop(wrd, 'arm_runtime')
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layout.prop(wrd, 'arm_play_camera')
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class ARM_PT_ArmoryExporterPanel(bpy.types.Panel):
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bl_label = "Armory Exporter"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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wrd = bpy.data.worlds['Arm']
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row = layout.row(align=True)
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row.alignment = 'EXPAND'
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row.operator("arm.build_project")
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# row.operator("arm.patch_project")
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row.operator("arm.publish_project", icon="EXPORT")
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row.enabled = wrd.arm_exporterlist_index >= 0 and len(wrd.arm_exporterlist) > 0
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rows = 2
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if len(wrd.arm_exporterlist) > 1:
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rows = 4
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row = layout.row()
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row.template_list("ARM_UL_ExporterList", "The_List", wrd, "arm_exporterlist", wrd, "arm_exporterlist_index", rows=rows)
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col = row.column(align=True)
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col.operator("arm_exporterlist.new_item", icon='ADD', text="")
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col.operator("arm_exporterlist.delete_item", icon='REMOVE', text="")
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col.menu("ARM_MT_ExporterListSpecials", icon='DOWNARROW_HLT', text="")
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if len(wrd.arm_exporterlist) > 1:
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col.separator()
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op = col.operator("arm_exporterlist.move_item", icon='TRIA_UP', text="")
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op.direction = 'UP'
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op = col.operator("arm_exporterlist.move_item", icon='TRIA_DOWN', text="")
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op.direction = 'DOWN'
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if wrd.arm_exporterlist_index >= 0 and len(wrd.arm_exporterlist) > 0:
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item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
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box = layout.box().column()
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box.prop(item, 'arm_project_target')
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if item.arm_project_target == 'custom':
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box.prop(item, 'arm_project_khamake')
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box.prop(item, arm.utils.target_to_gapi(item.arm_project_target))
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wrd.arm_rpcache_list.clear() # Make UIList work with prop_search()
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for i in wrd.arm_rplist:
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wrd.arm_rpcache_list.add().name = i.name
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box.prop_search(item, "arm_project_rp", wrd, "arm_rpcache_list", text="Render Path")
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box.prop_search(item, 'arm_project_scene', bpy.data, 'scenes', text='Scene')
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layout.separator()
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col = layout.column()
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col.prop(wrd, 'arm_project_name')
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col.prop(wrd, 'arm_project_package')
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col.prop(wrd, 'arm_project_version')
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col.prop(wrd, 'arm_project_bundle')
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col.prop(wrd, 'arm_project_icon')
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col.prop(wrd, 'arm_dce')
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col.prop(wrd, 'arm_compiler_inline')
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col.prop(wrd, 'arm_minify_js')
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col.prop(wrd, 'arm_optimize_data')
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col.prop(wrd, 'arm_asset_compression')
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col.prop(wrd, 'arm_single_data_file')
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class ARM_PT_ArmoryProjectPanel(bpy.types.Panel):
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bl_label = "Armory Project"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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row = layout.row(align=True)
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row.operator("arm.open_editor")
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row.operator("arm.open_project_folder", icon="FILE_FOLDER")
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class ARM_PT_ProjectFlagsPanel(bpy.types.Panel):
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bl_label = "Flags"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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bl_parent_id = "ARM_PT_ArmoryProjectPanel"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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wrd = bpy.data.worlds['Arm']
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layout.prop(wrd, 'arm_debug_console')
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layout.prop(wrd, 'arm_cache_build')
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layout.prop(wrd, 'arm_live_patch')
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layout.prop(wrd, 'arm_stream_scene')
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layout.prop(wrd, 'arm_batch_meshes')
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layout.prop(wrd, 'arm_batch_materials')
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layout.prop(wrd, 'arm_write_config')
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layout.prop(wrd, 'arm_minimize')
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layout.prop(wrd, 'arm_deinterleaved_buffers')
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layout.prop(wrd, 'arm_export_tangents')
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layout.prop(wrd, 'arm_loadscreen')
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layout.prop(wrd, 'arm_texture_quality')
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layout.prop(wrd, 'arm_sound_quality')
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class ARM_PT_ProjectWindowPanel(bpy.types.Panel):
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bl_label = "Window"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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bl_options = {'DEFAULT_CLOSED'}
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bl_parent_id = "ARM_PT_ArmoryProjectPanel"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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wrd = bpy.data.worlds['Arm']
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layout.prop(wrd, 'arm_winmode')
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layout.prop(wrd, 'arm_winorient')
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layout.prop(wrd, 'arm_winresize')
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col = layout.column()
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col.enabled = wrd.arm_winresize
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col.prop(wrd, 'arm_winmaximize')
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layout.prop(wrd, 'arm_winminimize')
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layout.prop(wrd, 'arm_vsync')
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class ARM_PT_ProjectModulesPanel(bpy.types.Panel):
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bl_label = "Modules"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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bl_options = {'DEFAULT_CLOSED'}
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bl_parent_id = "ARM_PT_ArmoryProjectPanel"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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wrd = bpy.data.worlds['Arm']
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layout.prop(wrd, 'arm_audio')
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layout.prop(wrd, 'arm_physics')
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if wrd.arm_physics != 'Disabled':
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layout.prop(wrd, 'arm_physics_engine')
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layout.prop(wrd, 'arm_navigation')
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if wrd.arm_navigation != 'Disabled':
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layout.prop(wrd, 'arm_navigation_engine')
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layout.prop(wrd, 'arm_ui')
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layout.prop_search(wrd, 'arm_khafile', bpy.data, 'texts', text='Khafile')
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layout.prop(wrd, 'arm_project_root')
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class ArmVirtualInputPanel(bpy.types.Panel):
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bl_label = "Armory Virtual Input"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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class ArmoryPlayButton(bpy.types.Operator):
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'''Launch player in new window'''
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bl_idname = 'arm.play'
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bl_label = 'Play'
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def execute(self, context):
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if state.proc_build != None:
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return {"CANCELLED"}
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if not arm.utils.check_saved(self):
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return {"CANCELLED"}
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if not arm.utils.check_sdkpath(self):
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return {"CANCELLED"}
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arm.utils.check_projectpath(None)
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arm.utils.check_default_props()
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assets.invalidate_enabled = False
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make.play()
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assets.invalidate_enabled = True
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return{'FINISHED'}
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|
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class ArmoryStopButton(bpy.types.Operator):
|
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'''Stop currently running player'''
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bl_idname = 'arm.stop'
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bl_label = 'Stop'
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def execute(self, context):
|
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if state.proc_play != None:
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state.proc_play.terminate()
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state.proc_play = None
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elif state.proc_build != None:
|
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state.proc_build.terminate()
|
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state.proc_build = None
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return{'FINISHED'}
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|
|
class ArmoryBuildProjectButton(bpy.types.Operator):
|
|
'''Build and compile project'''
|
|
bl_idname = 'arm.build_project'
|
|
bl_label = 'Build'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
arm.utils.check_projectpath(self)
|
|
|
|
arm.utils.check_default_props()
|
|
|
|
wrd = bpy.data.worlds['Arm']
|
|
item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
|
|
if item.arm_project_rp == '':
|
|
item.arm_project_rp = wrd.arm_rplist[wrd.arm_rplist_index].name
|
|
if item.arm_project_scene == None:
|
|
item.arm_project_scene = context.scene
|
|
# Assume unique rp names
|
|
rplist_index = wrd.arm_rplist_index
|
|
for i in range(0, len(wrd.arm_rplist)):
|
|
if wrd.arm_rplist[i].name == item.arm_project_rp:
|
|
wrd.arm_rplist_index = i
|
|
break
|
|
assets.invalidate_shader_cache(None, None)
|
|
assets.invalidate_enabled = False
|
|
make.build(item.arm_project_target, is_export=True)
|
|
make.compile()
|
|
wrd.arm_rplist_index = rplist_index
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryPublishProjectButton(bpy.types.Operator):
|
|
'''Build project ready for publishing'''
|
|
bl_idname = 'arm.publish_project'
|
|
bl_label = 'Publish'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
self.report({'INFO'}, 'Publishing project, check console for details.')
|
|
|
|
arm.utils.check_projectpath(self)
|
|
|
|
arm.utils.check_default_props()
|
|
|
|
wrd = bpy.data.worlds['Arm']
|
|
item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
|
|
if item.arm_project_rp == '':
|
|
item.arm_project_rp = wrd.arm_rplist[wrd.arm_rplist_index].name
|
|
if item.arm_project_scene == None:
|
|
item.arm_project_scene = context.scene
|
|
# Assume unique rp names
|
|
rplist_index = wrd.arm_rplist_index
|
|
for i in range(0, len(wrd.arm_rplist)):
|
|
if wrd.arm_rplist[i].name == item.arm_project_rp:
|
|
wrd.arm_rplist_index = i
|
|
break
|
|
|
|
make.clean()
|
|
assets.invalidate_enabled = False
|
|
make.build(item.arm_project_target, is_publish=True, is_export=True)
|
|
make.compile()
|
|
wrd.arm_rplist_index = rplist_index
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryOpenProjectFolderButton(bpy.types.Operator):
|
|
'''Open project folder'''
|
|
bl_idname = 'arm.open_project_folder'
|
|
bl_label = 'Project Folder'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
arm.utils.open_folder()
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryOpenEditorButton(bpy.types.Operator):
|
|
'''Launch this project in the IDE'''
|
|
bl_idname = 'arm.open_editor'
|
|
bl_label = 'Code Editor'
|
|
bl_description = 'Open Project in IDE'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
arm.utils.check_default_props()
|
|
|
|
if not os.path.exists(arm.utils.get_fp() + "/khafile.js"):
|
|
print('Generating Krom project for IDE build configuration')
|
|
make.build('krom')
|
|
|
|
arm.utils.open_editor()
|
|
return{'FINISHED'}
|
|
|
|
class CleanMenu(bpy.types.Menu):
|
|
bl_label = "Ok?"
|
|
bl_idname = "OBJECT_MT_clean_menu"
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.operator("arm.clean_project")
|
|
|
|
class CleanButtonMenu(bpy.types.Operator):
|
|
'''Clean cached data'''
|
|
bl_label = "Clean"
|
|
bl_idname = "arm.clean_menu"
|
|
|
|
def execute(self, context):
|
|
bpy.ops.wm.call_menu(name=CleanMenu.bl_idname)
|
|
return {"FINISHED"}
|
|
|
|
class ArmoryCleanProjectButton(bpy.types.Operator):
|
|
'''Delete all cached project data'''
|
|
bl_idname = 'arm.clean_project'
|
|
bl_label = 'Clean Project'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
make.clean()
|
|
return{'FINISHED'}
|
|
|
|
def draw_view3d_header(self, context):
|
|
if state.proc_build != None:
|
|
self.layout.label(text='Compiling..')
|
|
elif log.info_text != '':
|
|
self.layout.label(text=log.info_text)
|
|
|
|
class ARM_PT_RenderPathPanel(bpy.types.Panel):
|
|
bl_label = "Armory Render Path"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
wrd = bpy.data.worlds['Arm']
|
|
|
|
rows = 2
|
|
if len(wrd.arm_rplist) > 1:
|
|
rows = 4
|
|
row = layout.row()
|
|
row.template_list("ARM_UL_RPList", "The_List", wrd, "arm_rplist", wrd, "arm_rplist_index", rows=rows)
|
|
col = row.column(align=True)
|
|
col.operator("arm_rplist.new_item", icon='ADD', text="")
|
|
col.operator("arm_rplist.delete_item", icon='REMOVE', text="")
|
|
|
|
if len(wrd.arm_rplist) > 1:
|
|
col.separator()
|
|
op = col.operator("arm_rplist.move_item", icon='TRIA_UP', text="")
|
|
op.direction = 'UP'
|
|
op = col.operator("arm_rplist.move_item", icon='TRIA_DOWN', text="")
|
|
op.direction = 'DOWN'
|
|
|
|
if wrd.arm_rplist_index < 0 or len(wrd.arm_rplist) == 0:
|
|
return
|
|
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
if len(arm.api.drivers) > 0:
|
|
rpdat.rp_driver_list.clear()
|
|
rpdat.rp_driver_list.add().name = 'Armory'
|
|
for d in arm.api.drivers:
|
|
rpdat.rp_driver_list.add().name = arm.api.drivers[d]['driver_name']
|
|
layout.prop_search(rpdat, "rp_driver", rpdat, "rp_driver_list", text="Driver")
|
|
layout.separator()
|
|
if rpdat.rp_driver != 'Armory' and arm.api.drivers[rpdat.rp_driver]['draw_props'] != None:
|
|
arm.api.drivers[rpdat.rp_driver]['draw_props'](layout)
|
|
return
|
|
|
|
class ARM_PT_RenderPathRendererPanel(bpy.types.Panel):
|
|
bl_label = "Renderer"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_parent_id = "ARM_PT_RenderPathPanel"
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
|
|
return
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
|
|
layout.prop(rpdat, 'rp_renderer')
|
|
if rpdat.rp_renderer == 'Forward':
|
|
layout.prop(rpdat, 'rp_depthprepass')
|
|
layout.prop(rpdat, 'arm_material_model')
|
|
layout.prop(rpdat, 'rp_translucency_state')
|
|
layout.prop(rpdat, 'rp_overlays_state')
|
|
layout.prop(rpdat, 'rp_decals_state')
|
|
layout.prop(rpdat, 'rp_blending_state')
|
|
layout.prop(rpdat, 'rp_draw_order')
|
|
layout.prop(rpdat, 'arm_samples_per_pixel')
|
|
layout.prop(rpdat, 'arm_texture_filter')
|
|
layout.prop(rpdat, 'rp_sss_state')
|
|
col = layout.column()
|
|
col.enabled = rpdat.rp_sss_state != 'Off'
|
|
col.prop(rpdat, 'arm_sss_width')
|
|
layout.prop(rpdat, 'arm_rp_displacement')
|
|
if rpdat.arm_rp_displacement == 'Tessellation':
|
|
layout.label(text='Mesh')
|
|
layout.prop(rpdat, 'arm_tess_mesh_inner')
|
|
layout.prop(rpdat, 'arm_tess_mesh_outer')
|
|
layout.label(text='Shadow')
|
|
layout.prop(rpdat, 'arm_tess_shadows_inner')
|
|
layout.prop(rpdat, 'arm_tess_shadows_outer')
|
|
|
|
layout.prop(rpdat, 'arm_particles')
|
|
layout.prop(rpdat, 'arm_skin')
|
|
row = layout.row()
|
|
row.enabled = rpdat.arm_skin == 'On'
|
|
row.prop(rpdat, 'arm_skin_max_bones_auto')
|
|
row = layout.row()
|
|
row.enabled = not rpdat.arm_skin_max_bones_auto
|
|
row.prop(rpdat, 'arm_skin_max_bones')
|
|
layout.prop(rpdat, "rp_hdr")
|
|
layout.prop(rpdat, "rp_stereo")
|
|
layout.prop(rpdat, 'arm_culling')
|
|
|
|
class ARM_PT_RenderPathShadowsPanel(bpy.types.Panel):
|
|
bl_label = "Shadows"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_parent_id = "ARM_PT_RenderPathPanel"
|
|
|
|
def draw_header(self, context):
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
|
|
return
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
self.layout.prop(rpdat, "rp_shadows", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
|
|
return
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
|
|
layout.enabled = rpdat.rp_shadows
|
|
layout.prop(rpdat, 'rp_shadowmap_cube')
|
|
layout.prop(rpdat, 'rp_shadowmap_cascade')
|
|
layout.prop(rpdat, 'rp_shadowmap_cascades')
|
|
col = layout.column()
|
|
col2 = col.column()
|
|
col2.enabled = rpdat.rp_shadowmap_cascades != '1'
|
|
col2.prop(rpdat, 'arm_shadowmap_split')
|
|
col.prop(rpdat, 'arm_shadowmap_bounds')
|
|
col.prop(rpdat, 'arm_pcfsize')
|
|
|
|
class ARM_PT_RenderPathVoxelsPanel(bpy.types.Panel):
|
|
bl_label = "Voxel AO"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_parent_id = "ARM_PT_RenderPathPanel"
|
|
|
|
def draw_header(self, context):
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
|
|
return
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
self.layout.prop(rpdat, "rp_voxelao", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
|
|
return
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
|
|
layout.enabled = rpdat.rp_voxelao
|
|
layout.prop(rpdat, 'arm_voxelgi_shadows')
|
|
layout.prop(rpdat, 'arm_voxelgi_cones')
|
|
layout.prop(rpdat, 'rp_voxelgi_resolution')
|
|
layout.prop(rpdat, 'rp_voxelgi_resolution_z')
|
|
layout.prop(rpdat, 'arm_voxelgi_dimensions')
|
|
layout.prop(rpdat, 'arm_voxelgi_revoxelize')
|
|
col2 = layout.column()
|
|
col2.enabled = rpdat.arm_voxelgi_revoxelize
|
|
col2.prop(rpdat, 'arm_voxelgi_camera')
|
|
col2.prop(rpdat, 'arm_voxelgi_temporal')
|
|
layout.prop(rpdat, 'arm_voxelgi_occ')
|
|
layout.prop(rpdat, 'arm_voxelgi_step')
|
|
layout.prop(rpdat, 'arm_voxelgi_range')
|
|
layout.prop(rpdat, 'arm_voxelgi_offset')
|
|
layout.prop(rpdat, 'arm_voxelgi_aperture')
|
|
|
|
class ARM_PT_RenderPathWorldPanel(bpy.types.Panel):
|
|
bl_label = "World"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_parent_id = "ARM_PT_RenderPathPanel"
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
|
|
return
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
|
|
layout.prop(rpdat, "rp_background")
|
|
layout.prop(rpdat, 'arm_irradiance')
|
|
col = layout.column()
|
|
col.enabled = rpdat.arm_irradiance
|
|
col.prop(rpdat, 'arm_radiance')
|
|
colb = col.column()
|
|
colb.enabled = rpdat.arm_radiance
|
|
colb.prop(rpdat, 'arm_radiance_size')
|
|
layout.prop(rpdat, 'arm_clouds')
|
|
col = layout.column()
|
|
col.enabled = rpdat.arm_clouds
|
|
col.prop(rpdat, 'arm_clouds_lower')
|
|
col.prop(rpdat, 'arm_clouds_upper')
|
|
col.prop(rpdat, 'arm_clouds_precipitation')
|
|
col.prop(rpdat, 'arm_clouds_secondary')
|
|
col.prop(rpdat, 'arm_clouds_wind')
|
|
col.prop(rpdat, 'arm_clouds_steps')
|
|
layout.prop(rpdat, "rp_water")
|
|
col = layout.column()
|
|
col.enabled = rpdat.rp_water
|
|
col.prop(rpdat, 'arm_water_level')
|
|
col.prop(rpdat, 'arm_water_density')
|
|
col.prop(rpdat, 'arm_water_displace')
|
|
col.prop(rpdat, 'arm_water_speed')
|
|
col.prop(rpdat, 'arm_water_freq')
|
|
col.prop(rpdat, 'arm_water_refract')
|
|
col.prop(rpdat, 'arm_water_reflect')
|
|
col.prop(rpdat, 'arm_water_color')
|
|
|
|
class ARM_PT_RenderPathPostProcessPanel(bpy.types.Panel):
|
|
bl_label = "Post Process"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_parent_id = "ARM_PT_RenderPathPanel"
|
|
|
|
def draw_header(self, context):
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
|
|
return
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
self.layout.prop(rpdat, "rp_render_to_texture", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
|
|
return
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
|
|
layout.enabled = rpdat.rp_render_to_texture
|
|
row = layout.row()
|
|
row.prop(rpdat, "rp_antialiasing")
|
|
layout.prop(rpdat, "rp_supersampling")
|
|
layout.prop(rpdat, 'arm_rp_resolution')
|
|
if rpdat.arm_rp_resolution == 'Custom':
|
|
layout.prop(rpdat, 'arm_rp_resolution_size')
|
|
layout.prop(rpdat, 'arm_rp_resolution_filter')
|
|
layout.prop(rpdat, 'rp_dynres')
|
|
layout.separator()
|
|
row = layout.row()
|
|
row.prop(rpdat, "rp_ssgi")
|
|
col = layout.column()
|
|
col.enabled = rpdat.rp_ssgi != 'Off'
|
|
col.prop(rpdat, 'arm_ssgi_half_res')
|
|
col.prop(rpdat, 'arm_ssgi_rays')
|
|
col.prop(rpdat, 'arm_ssgi_radius')
|
|
col.prop(rpdat, 'arm_ssgi_strength')
|
|
col.prop(rpdat, 'arm_ssgi_max_steps')
|
|
layout.separator()
|
|
layout.prop(rpdat, "rp_ssr")
|
|
col = layout.column()
|
|
col.enabled = rpdat.rp_ssr
|
|
col.prop(rpdat, 'arm_ssr_half_res')
|
|
col.prop(rpdat, 'arm_ssr_ray_step')
|
|
col.prop(rpdat, 'arm_ssr_min_ray_step')
|
|
col.prop(rpdat, 'arm_ssr_search_dist')
|
|
col.prop(rpdat, 'arm_ssr_falloff_exp')
|
|
col.prop(rpdat, 'arm_ssr_jitter')
|
|
layout.separator()
|
|
layout.prop(rpdat, 'arm_ssrs')
|
|
col = layout.column()
|
|
col.enabled = rpdat.arm_ssrs
|
|
col.prop(rpdat, 'arm_ssrs_ray_step')
|
|
layout.prop(rpdat, 'arm_micro_shadowing')
|
|
layout.separator()
|
|
layout.prop(rpdat, "rp_bloom")
|
|
col = layout.column()
|
|
col.enabled = rpdat.rp_bloom
|
|
col.prop(rpdat, 'arm_bloom_threshold')
|
|
col.prop(rpdat, 'arm_bloom_strength')
|
|
col.prop(rpdat, 'arm_bloom_radius')
|
|
layout.separator()
|
|
layout.prop(rpdat, "rp_motionblur")
|
|
col = layout.column()
|
|
col.enabled = rpdat.rp_motionblur != 'Off'
|
|
col.prop(rpdat, 'arm_motion_blur_intensity')
|
|
layout.separator()
|
|
layout.prop(rpdat, "rp_volumetriclight")
|
|
col = layout.column()
|
|
col.enabled = rpdat.rp_volumetriclight
|
|
col.prop(rpdat, 'arm_volumetric_light_air_color')
|
|
col.prop(rpdat, 'arm_volumetric_light_air_turbidity')
|
|
col.prop(rpdat, 'arm_volumetric_light_steps')
|
|
layout.separator()
|
|
layout.prop(rpdat, "rp_chromatic_aberration")
|
|
col = layout.column()
|
|
col.enabled = rpdat.rp_chromatic_aberration
|
|
col.prop(rpdat, 'arm_chromatic_aberration_type')
|
|
col.prop(rpdat, 'arm_chromatic_aberration_strength')
|
|
if rpdat.arm_chromatic_aberration_type == "Spectral":
|
|
col.prop(rpdat, 'arm_chromatic_aberration_samples')
|
|
|
|
class ARM_PT_RenderPathCompositorPanel(bpy.types.Panel):
|
|
bl_label = "Compositor"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
bl_parent_id = "ARM_PT_RenderPathPanel"
|
|
|
|
def draw_header(self, context):
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
|
|
return
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
self.layout.prop(rpdat, "rp_compositornodes", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
wrd = bpy.data.worlds['Arm']
|
|
if len(wrd.arm_rplist) <= wrd.arm_rplist_index:
|
|
return
|
|
rpdat = wrd.arm_rplist[wrd.arm_rplist_index]
|
|
|
|
layout.enabled = rpdat.rp_compositornodes
|
|
layout.prop(rpdat, 'arm_tonemap')
|
|
layout.prop(rpdat, 'arm_letterbox')
|
|
col = layout.column()
|
|
col.enabled = rpdat.arm_letterbox
|
|
col.prop(rpdat, 'arm_letterbox_size')
|
|
layout.prop(rpdat, 'arm_sharpen')
|
|
col = layout.column()
|
|
col.enabled = rpdat.arm_sharpen
|
|
col.prop(rpdat, 'arm_sharpen_strength')
|
|
layout.prop(rpdat, 'arm_fisheye')
|
|
layout.prop(rpdat, 'arm_vignette')
|
|
col = layout.column()
|
|
col.enabled = rpdat.arm_vignette
|
|
col.prop(rpdat, 'arm_vignette_strength')
|
|
layout.prop(rpdat, 'arm_lensflare')
|
|
layout.prop(rpdat, 'arm_grain')
|
|
col = layout.column()
|
|
col.enabled = rpdat.arm_grain
|
|
col.prop(rpdat, 'arm_grain_strength')
|
|
layout.prop(rpdat, 'arm_fog')
|
|
col = layout.column()
|
|
col.enabled = rpdat.arm_fog
|
|
col.prop(rpdat, 'arm_fog_color')
|
|
col.prop(rpdat, 'arm_fog_amounta')
|
|
col.prop(rpdat, 'arm_fog_amountb')
|
|
layout.separator()
|
|
layout.prop(rpdat, "rp_autoexposure")
|
|
col = layout.column()
|
|
col.enabled = rpdat.rp_autoexposure
|
|
col.prop(rpdat, 'arm_autoexposure_strength', text='Strength')
|
|
col.prop(rpdat, 'arm_autoexposure_speed', text='Speed')
|
|
layout.prop(rpdat, 'arm_lens_texture')
|
|
if rpdat.arm_lens_texture != "":
|
|
layout.prop(rpdat, 'arm_lens_texture_masking')
|
|
if rpdat.arm_lens_texture_masking:
|
|
layout.prop(rpdat, 'arm_lens_texture_masking_centerMinClip')
|
|
layout.prop(rpdat, 'arm_lens_texture_masking_centerMaxClip')
|
|
layout.prop(rpdat, 'arm_lens_texture_masking_luminanceMin')
|
|
layout.prop(rpdat, 'arm_lens_texture_masking_luminanceMax')
|
|
layout.prop(rpdat, 'arm_lens_texture_masking_brightnessExp')
|
|
layout.prop(rpdat, 'arm_lut_texture')
|
|
|
|
class ARM_PT_BakePanel(bpy.types.Panel):
|
|
bl_label = "Armory Bake"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "render"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
scn = bpy.data.scenes[context.scene.name]
|
|
|
|
row = layout.row(align=True)
|
|
row.alignment = 'EXPAND'
|
|
row.operator("arm.bake_textures", icon="RENDER_STILL")
|
|
row.operator("arm.bake_apply")
|
|
|
|
col = layout.column()
|
|
col.prop(scn, 'arm_bakelist_scale')
|
|
col.prop(scn.cycles, "samples")
|
|
|
|
layout.prop(scn, 'arm_bakelist_unwrap')
|
|
|
|
rows = 2
|
|
if len(scn.arm_bakelist) > 1:
|
|
rows = 4
|
|
row = layout.row()
|
|
row.template_list("ARM_UL_BakeList", "The_List", scn, "arm_bakelist", scn, "arm_bakelist_index", rows=rows)
|
|
col = row.column(align=True)
|
|
col.operator("arm_bakelist.new_item", icon='ADD', text="")
|
|
col.operator("arm_bakelist.delete_item", icon='REMOVE', text="")
|
|
col.menu("ARM_MT_BakeListSpecials", icon='DOWNARROW_HLT', text="")
|
|
|
|
if len(scn.arm_bakelist) > 1:
|
|
col.separator()
|
|
op = col.operator("arm_bakelist.move_item", icon='TRIA_UP', text="")
|
|
op.direction = 'UP'
|
|
op = col.operator("arm_bakelist.move_item", icon='TRIA_DOWN', text="")
|
|
op.direction = 'DOWN'
|
|
|
|
if scn.arm_bakelist_index >= 0 and len(scn.arm_bakelist) > 0:
|
|
item = scn.arm_bakelist[scn.arm_bakelist_index]
|
|
layout.prop_search(item, "obj", bpy.data, "objects", text="Object")
|
|
layout.prop(item, "res_x")
|
|
layout.prop(item, "res_y")
|
|
|
|
class ArmGenLodButton(bpy.types.Operator):
|
|
'''Automatically generate LoD levels'''
|
|
bl_idname = 'arm.generate_lod'
|
|
bl_label = 'Auto Generate'
|
|
|
|
def lod_name(self, name, level):
|
|
return name + '_LOD' + str(level + 1)
|
|
|
|
def execute(self, context):
|
|
obj = context.object
|
|
if obj == None:
|
|
return{'CANCELLED'}
|
|
|
|
# Clear
|
|
mdata = context.object.data
|
|
mdata.arm_lodlist_index = 0
|
|
mdata.arm_lodlist.clear()
|
|
|
|
# Lod levels
|
|
wrd = bpy.data.worlds['Arm']
|
|
ratio = wrd.arm_lod_gen_ratio
|
|
num_levels = wrd.arm_lod_gen_levels
|
|
for level in range(0, num_levels):
|
|
new_obj = obj.copy()
|
|
for i in range(0, 3):
|
|
new_obj.location[i] = 0
|
|
new_obj.rotation_euler[i] = 0
|
|
new_obj.scale[i] = 1
|
|
new_obj.data = obj.data.copy()
|
|
new_obj.name = self.lod_name(obj.name, level)
|
|
new_obj.parent = obj
|
|
new_obj.hide_viewport = True
|
|
new_obj.hide_render = True
|
|
mod = new_obj.modifiers.new('Decimate', 'DECIMATE')
|
|
mod.ratio = ratio
|
|
ratio *= wrd.arm_lod_gen_ratio
|
|
context.scene.collection.objects.link(new_obj)
|
|
|
|
# Screen sizes
|
|
for level in range(0, num_levels):
|
|
mdata.arm_lodlist.add()
|
|
mdata.arm_lodlist[-1].name = self.lod_name(obj.name, level)
|
|
mdata.arm_lodlist[-1].screen_size_prop = (1 - (1 / (num_levels + 1)) * level) - (1 / (num_levels + 1))
|
|
|
|
return{'FINISHED'}
|
|
|
|
class ARM_PT_LodPanel(bpy.types.Panel):
|
|
bl_label = "Armory Lod"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "object"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
obj = bpy.context.object
|
|
|
|
# Mesh only for now
|
|
if obj.type != 'MESH':
|
|
return
|
|
|
|
mdata = obj.data
|
|
|
|
rows = 2
|
|
if len(mdata.arm_lodlist) > 1:
|
|
rows = 4
|
|
|
|
row = layout.row()
|
|
row.template_list("ARM_UL_LodList", "The_List", mdata, "arm_lodlist", mdata, "arm_lodlist_index", rows=rows)
|
|
col = row.column(align=True)
|
|
col.operator("arm_lodlist.new_item", icon='ADD', text="")
|
|
col.operator("arm_lodlist.delete_item", icon='REMOVE', text="")
|
|
|
|
if len(mdata.arm_lodlist) > 1:
|
|
col.separator()
|
|
op = col.operator("arm_lodlist.move_item", icon='TRIA_UP', text="")
|
|
op.direction = 'UP'
|
|
op = col.operator("arm_lodlist.move_item", icon='TRIA_DOWN', text="")
|
|
op.direction = 'DOWN'
|
|
|
|
if mdata.arm_lodlist_index >= 0 and len(mdata.arm_lodlist) > 0:
|
|
item = mdata.arm_lodlist[mdata.arm_lodlist_index]
|
|
layout.prop_search(item, "name", bpy.data, "objects", text="Object")
|
|
layout.prop(item, "screen_size_prop")
|
|
layout.prop(mdata, "arm_lod_material")
|
|
|
|
# Auto lod for meshes
|
|
if obj.type == 'MESH':
|
|
layout.separator()
|
|
layout.operator("arm.generate_lod")
|
|
wrd = bpy.data.worlds['Arm']
|
|
layout.prop(wrd, 'arm_lod_gen_levels')
|
|
layout.prop(wrd, 'arm_lod_gen_ratio')
|
|
|
|
class ArmGenTerrainButton(bpy.types.Operator):
|
|
'''Generate terrain sectors'''
|
|
bl_idname = 'arm.generate_terrain'
|
|
bl_label = 'Generate'
|
|
|
|
def execute(self, context):
|
|
scn = context.scene
|
|
if scn == None:
|
|
return{'CANCELLED'}
|
|
sectors = scn.arm_terrain_sectors
|
|
size = scn.arm_terrain_sector_size
|
|
height_scale = scn.arm_terrain_height_scale
|
|
|
|
# Create material
|
|
mat = bpy.data.materials.new(name="Terrain")
|
|
mat.use_nodes = True
|
|
nodes = mat.node_tree.nodes
|
|
links = mat.node_tree.links
|
|
node = nodes.new('ShaderNodeDisplacement')
|
|
node.location = (-200, 100)
|
|
node.inputs[2].default_value = height_scale
|
|
node.space = 'WORLD'
|
|
links.new(nodes['Material Output'].inputs[2], node.outputs[0])
|
|
node = nodes.new('ShaderNodeTexImage')
|
|
node.location = (-600, 100)
|
|
node.interpolation = 'Closest'
|
|
node.extension = 'EXTEND'
|
|
node.arm_material_param = True
|
|
node.name = '_TerrainHeight'
|
|
node.label = '_TerrainHeight' # Height-map texture link for this sector
|
|
links.new(nodes['Displacement'].inputs[0], nodes['_TerrainHeight'].outputs[0])
|
|
node = nodes.new('ShaderNodeBump')
|
|
node.location = (-200, -200)
|
|
node.inputs[0].default_value = 5.0
|
|
links.new(nodes['Bump'].inputs[2], nodes['_TerrainHeight'].outputs[0])
|
|
links.new(nodes['Principled BSDF'].inputs[17], nodes['Bump'].outputs[0])
|
|
|
|
# Create sectors
|
|
root_obj = bpy.data.objects.new("Terrain", None)
|
|
root_obj.location[0] = 0
|
|
root_obj.location[1] = 0
|
|
root_obj.location[2] = 0
|
|
root_obj.arm_export = False
|
|
scn.collection.objects.link(root_obj)
|
|
scn.arm_terrain_object = root_obj
|
|
|
|
for i in range(sectors[0] * sectors[1]):
|
|
j = str(i + 1).zfill(2)
|
|
x = i % sectors[0]
|
|
y = int(i / sectors[0])
|
|
bpy.ops.mesh.primitive_plane_add(location=(x * size, -y * size, 0))
|
|
slice_obj = bpy.context.active_object
|
|
slice_obj.scale[0] = size / 2
|
|
slice_obj.scale[1] = -(size / 2)
|
|
slice_obj.scale[2] = height_scale
|
|
slice_obj.data.materials.append(mat)
|
|
for p in slice_obj.data.polygons:
|
|
p.use_smooth = True
|
|
slice_obj.name = 'Terrain.' + j
|
|
slice_obj.parent = root_obj
|
|
sub_mod = slice_obj.modifiers.new('Subdivision', 'SUBSURF')
|
|
sub_mod.subdivision_type = 'SIMPLE'
|
|
disp_mod = slice_obj.modifiers.new('Displace', 'DISPLACE')
|
|
disp_mod.texture_coords = 'UV'
|
|
disp_mod.texture = bpy.data.textures.new(name='Terrain.' + j, type='IMAGE')
|
|
disp_mod.texture.extension = 'EXTEND'
|
|
disp_mod.texture.use_interpolation = False
|
|
disp_mod.texture.use_mipmap = False
|
|
disp_mod.texture.image = bpy.data.images.load(filepath=scn.arm_terrain_textures+'/heightmap_' + j + '.png')
|
|
f = 1
|
|
levels = 0
|
|
while f < disp_mod.texture.image.size[0]:
|
|
f *= 2
|
|
levels += 1
|
|
sub_mod.levels = sub_mod.render_levels = levels
|
|
|
|
return{'FINISHED'}
|
|
|
|
class ARM_PT_TerrainPanel(bpy.types.Panel):
|
|
bl_label = "Armory Terrain"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "scene"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
scn = bpy.context.scene
|
|
if scn == None:
|
|
return
|
|
layout.prop(scn, 'arm_terrain_textures')
|
|
layout.prop(scn, 'arm_terrain_sectors')
|
|
layout.prop(scn, 'arm_terrain_sector_size')
|
|
layout.prop(scn, 'arm_terrain_height_scale')
|
|
layout.operator('arm.generate_terrain')
|
|
layout.prop(scn, 'arm_terrain_object')
|
|
|
|
class ARM_PT_TilesheetPanel(bpy.types.Panel):
|
|
bl_label = "Armory Tilesheet"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "material"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
wrd = bpy.data.worlds['Arm']
|
|
|
|
rows = 2
|
|
if len(wrd.arm_tilesheetlist) > 1:
|
|
rows = 4
|
|
row = layout.row()
|
|
row.template_list("ARM_UL_TilesheetList", "The_List", wrd, "arm_tilesheetlist", wrd, "arm_tilesheetlist_index", rows=rows)
|
|
col = row.column(align=True)
|
|
col.operator("arm_tilesheetlist.new_item", icon='ADD', text="")
|
|
col.operator("arm_tilesheetlist.delete_item", icon='REMOVE', text="")
|
|
|
|
if len(wrd.arm_tilesheetlist) > 1:
|
|
col.separator()
|
|
op = col.operator("arm_tilesheetlist.move_item", icon='TRIA_UP', text="")
|
|
op.direction = 'UP'
|
|
op = col.operator("arm_tilesheetlist.move_item", icon='TRIA_DOWN', text="")
|
|
op.direction = 'DOWN'
|
|
|
|
if wrd.arm_tilesheetlist_index >= 0 and len(wrd.arm_tilesheetlist) > 0:
|
|
dat = wrd.arm_tilesheetlist[wrd.arm_tilesheetlist_index]
|
|
layout.prop(dat, "tilesx_prop")
|
|
layout.prop(dat, "tilesy_prop")
|
|
layout.prop(dat, "framerate_prop")
|
|
|
|
layout.label(text='Actions')
|
|
rows = 2
|
|
if len(dat.arm_tilesheetactionlist) > 1:
|
|
rows = 4
|
|
row = layout.row()
|
|
row.template_list("ARM_UL_TilesheetList", "The_List", dat, "arm_tilesheetactionlist", dat, "arm_tilesheetactionlist_index", rows=rows)
|
|
col = row.column(align=True)
|
|
col.operator("arm_tilesheetactionlist.new_item", icon='ADD', text="")
|
|
col.operator("arm_tilesheetactionlist.delete_item", icon='REMOVE', text="")
|
|
|
|
if len(dat.arm_tilesheetactionlist) > 1:
|
|
col.separator()
|
|
op = col.operator("arm_tilesheetactionlist.move_item", icon='TRIA_UP', text="")
|
|
op.direction = 'UP'
|
|
op = col.operator("arm_tilesheetactionlist.move_item", icon='TRIA_DOWN', text="")
|
|
op.direction = 'DOWN'
|
|
|
|
if dat.arm_tilesheetactionlist_index >= 0 and len(dat.arm_tilesheetactionlist) > 0:
|
|
adat = dat.arm_tilesheetactionlist[dat.arm_tilesheetactionlist_index]
|
|
layout.prop(adat, "start_prop")
|
|
layout.prop(adat, "end_prop")
|
|
layout.prop(adat, "loop_prop")
|
|
|
|
class ARM_PT_ProxyPanel(bpy.types.Panel):
|
|
bl_label = "Armory Proxy"
|
|
bl_space_type = "PROPERTIES"
|
|
bl_region_type = "WINDOW"
|
|
bl_context = "object"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
layout.operator("arm.make_proxy")
|
|
obj = bpy.context.object
|
|
if obj != None and obj.proxy != None:
|
|
layout.label(text="Sync")
|
|
layout.prop(obj, "arm_proxy_sync_loc")
|
|
layout.prop(obj, "arm_proxy_sync_rot")
|
|
layout.prop(obj, "arm_proxy_sync_scale")
|
|
layout.prop(obj, "arm_proxy_sync_materials")
|
|
layout.prop(obj, "arm_proxy_sync_modifiers")
|
|
layout.prop(obj, "arm_proxy_sync_traits")
|
|
layout.operator("arm.proxy_toggle_all")
|
|
layout.operator("arm.proxy_apply_all")
|
|
|
|
class ArmMakeProxyButton(bpy.types.Operator):
|
|
'''Create proxy from linked object'''
|
|
bl_idname = 'arm.make_proxy'
|
|
bl_label = 'Make Proxy'
|
|
|
|
def execute(self, context):
|
|
obj = context.object
|
|
if obj == None:
|
|
return{'CANCELLED'}
|
|
if obj.library == None:
|
|
self.report({'ERROR'}, 'Select linked object')
|
|
arm.proxy.make(obj)
|
|
return{'FINISHED'}
|
|
|
|
class ArmProxyToggleAllButton(bpy.types.Operator):
|
|
bl_idname = 'arm.proxy_toggle_all'
|
|
bl_label = 'Toggle All'
|
|
def execute(self, context):
|
|
obj = context.object
|
|
b = not obj.arm_proxy_sync_loc
|
|
obj.arm_proxy_sync_loc = b
|
|
obj.arm_proxy_sync_rot = b
|
|
obj.arm_proxy_sync_scale = b
|
|
obj.arm_proxy_sync_materials = b
|
|
obj.arm_proxy_sync_modifiers = b
|
|
obj.arm_proxy_sync_traits = b
|
|
return{'FINISHED'}
|
|
|
|
class ArmProxyApplyAllButton(bpy.types.Operator):
|
|
bl_idname = 'arm.proxy_apply_all'
|
|
bl_label = 'Apply to All'
|
|
def execute(self, context):
|
|
for obj in bpy.data.objects:
|
|
if obj.proxy == None:
|
|
continue
|
|
if obj.proxy == context.object.proxy:
|
|
obj.arm_proxy_sync_loc = context.object.arm_proxy_sync_loc
|
|
obj.arm_proxy_sync_rot = context.object.arm_proxy_sync_rot
|
|
obj.arm_proxy_sync_scale = context.object.arm_proxy_sync_scale
|
|
obj.arm_proxy_sync_materials = context.object.arm_proxy_sync_materials
|
|
obj.arm_proxy_sync_modifiers = context.object.arm_proxy_sync_modifiers
|
|
obj.arm_proxy_sync_traits = context.object.arm_proxy_sync_traits
|
|
return{'FINISHED'}
|
|
|
|
class ArmSyncProxyButton(bpy.types.Operator):
|
|
bl_idname = 'arm.sync_proxy'
|
|
bl_label = 'Sync'
|
|
def execute(self, context):
|
|
if len(bpy.data.libraries) > 0:
|
|
for obj in bpy.data.objects:
|
|
if obj == None or obj.proxy == None:
|
|
continue
|
|
if obj.arm_proxy_sync_loc:
|
|
arm.proxy.sync_location(obj)
|
|
if obj.arm_proxy_sync_rot:
|
|
arm.proxy.sync_rotation(obj)
|
|
if obj.arm_proxy_sync_scale:
|
|
arm.proxy.sync_scale(obj)
|
|
if obj.arm_proxy_sync_materials:
|
|
arm.proxy.sync_materials(obj)
|
|
if obj.arm_proxy_sync_modifiers:
|
|
arm.proxy.sync_modifiers(obj)
|
|
if obj.arm_proxy_sync_traits:
|
|
arm.proxy.sync_traits(obj)
|
|
print('Armory: Proxy objects synchronized')
|
|
return{'FINISHED'}
|
|
|
|
class ArmPrintTraitsButton(bpy.types.Operator):
|
|
bl_idname = 'arm.print_traits'
|
|
bl_label = 'Print Traits'
|
|
def execute(self, context):
|
|
for s in bpy.data.scenes:
|
|
print(s.name + ' traits:')
|
|
for o in s.objects:
|
|
for t in o.arm_traitlist:
|
|
if not t.enabled_prop:
|
|
continue
|
|
tname = t.node_tree_prop.name if t.type_prop == 'Logic Nodes' else t.class_name_prop
|
|
print('Object {0} - {1}'.format(o.name, tname))
|
|
return{'FINISHED'}
|
|
|
|
class ARM_PT_MaterialNodePanel(bpy.types.Panel):
|
|
bl_label = 'Armory Material Node'
|
|
bl_idname = 'ARM_PT_MaterialNodePanel'
|
|
bl_space_type = 'NODE_EDITOR'
|
|
bl_region_type = 'UI'
|
|
bl_category = 'Node'
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
n = context.active_node
|
|
if n != None and (n.bl_idname == 'ShaderNodeRGB' or n.bl_idname == 'ShaderNodeValue' or n.bl_idname == 'ShaderNodeTexImage'):
|
|
layout.prop(context.active_node, 'arm_material_param')
|
|
|
|
def register():
|
|
bpy.utils.register_class(ARM_PT_ObjectPropsPanel)
|
|
bpy.utils.register_class(ARM_PT_ModifiersPropsPanel)
|
|
bpy.utils.register_class(ARM_PT_ParticlesPropsPanel)
|
|
bpy.utils.register_class(ARM_PT_PhysicsPropsPanel)
|
|
bpy.utils.register_class(ARM_PT_DataPropsPanel)
|
|
bpy.utils.register_class(ARM_PT_ScenePropsPanel)
|
|
bpy.utils.register_class(InvalidateCacheButton)
|
|
bpy.utils.register_class(InvalidateMaterialCacheButton)
|
|
bpy.utils.register_class(ARM_PT_MaterialPropsPanel)
|
|
bpy.utils.register_class(ARM_PT_MaterialBlendingPropsPanel)
|
|
bpy.utils.register_class(ARM_PT_ArmoryPlayerPanel)
|
|
bpy.utils.register_class(ARM_PT_ArmoryExporterPanel)
|
|
bpy.utils.register_class(ARM_PT_ArmoryProjectPanel)
|
|
bpy.utils.register_class(ARM_PT_ProjectFlagsPanel)
|
|
bpy.utils.register_class(ARM_PT_ProjectWindowPanel)
|
|
bpy.utils.register_class(ARM_PT_ProjectModulesPanel)
|
|
bpy.utils.register_class(ARM_PT_RenderPathPanel)
|
|
bpy.utils.register_class(ARM_PT_RenderPathRendererPanel)
|
|
bpy.utils.register_class(ARM_PT_RenderPathShadowsPanel)
|
|
bpy.utils.register_class(ARM_PT_RenderPathVoxelsPanel)
|
|
bpy.utils.register_class(ARM_PT_RenderPathWorldPanel)
|
|
bpy.utils.register_class(ARM_PT_RenderPathPostProcessPanel)
|
|
bpy.utils.register_class(ARM_PT_RenderPathCompositorPanel)
|
|
bpy.utils.register_class(ARM_PT_BakePanel)
|
|
# bpy.utils.register_class(ArmVirtualInputPanel)
|
|
bpy.utils.register_class(ArmoryPlayButton)
|
|
bpy.utils.register_class(ArmoryStopButton)
|
|
bpy.utils.register_class(ArmoryBuildProjectButton)
|
|
bpy.utils.register_class(ArmoryOpenProjectFolderButton)
|
|
bpy.utils.register_class(ArmoryOpenEditorButton)
|
|
bpy.utils.register_class(CleanMenu)
|
|
bpy.utils.register_class(CleanButtonMenu)
|
|
bpy.utils.register_class(ArmoryCleanProjectButton)
|
|
bpy.utils.register_class(ArmoryPublishProjectButton)
|
|
bpy.utils.register_class(ArmGenLodButton)
|
|
bpy.utils.register_class(ARM_PT_LodPanel)
|
|
bpy.utils.register_class(ArmGenTerrainButton)
|
|
bpy.utils.register_class(ARM_PT_TerrainPanel)
|
|
bpy.utils.register_class(ARM_PT_TilesheetPanel)
|
|
bpy.utils.register_class(ARM_PT_ProxyPanel)
|
|
bpy.utils.register_class(ArmMakeProxyButton)
|
|
bpy.utils.register_class(ArmProxyToggleAllButton)
|
|
bpy.utils.register_class(ArmProxyApplyAllButton)
|
|
bpy.utils.register_class(ArmSyncProxyButton)
|
|
bpy.utils.register_class(ArmPrintTraitsButton)
|
|
bpy.utils.register_class(ARM_PT_MaterialNodePanel)
|
|
bpy.types.VIEW3D_HT_header.append(draw_view3d_header)
|
|
|
|
def unregister():
|
|
bpy.types.VIEW3D_HT_header.remove(draw_view3d_header)
|
|
bpy.utils.unregister_class(ARM_PT_ObjectPropsPanel)
|
|
bpy.utils.unregister_class(ARM_PT_ModifiersPropsPanel)
|
|
bpy.utils.unregister_class(ARM_PT_ParticlesPropsPanel)
|
|
bpy.utils.unregister_class(ARM_PT_PhysicsPropsPanel)
|
|
bpy.utils.unregister_class(ARM_PT_DataPropsPanel)
|
|
bpy.utils.unregister_class(ARM_PT_ScenePropsPanel)
|
|
bpy.utils.unregister_class(InvalidateCacheButton)
|
|
bpy.utils.unregister_class(InvalidateMaterialCacheButton)
|
|
bpy.utils.unregister_class(ARM_PT_MaterialPropsPanel)
|
|
bpy.utils.unregister_class(ARM_PT_MaterialBlendingPropsPanel)
|
|
bpy.utils.unregister_class(ARM_PT_ArmoryPlayerPanel)
|
|
bpy.utils.unregister_class(ARM_PT_ArmoryExporterPanel)
|
|
bpy.utils.unregister_class(ARM_PT_ArmoryProjectPanel)
|
|
bpy.utils.unregister_class(ARM_PT_ProjectFlagsPanel)
|
|
bpy.utils.unregister_class(ARM_PT_ProjectWindowPanel)
|
|
bpy.utils.unregister_class(ARM_PT_ProjectModulesPanel)
|
|
bpy.utils.unregister_class(ARM_PT_RenderPathPanel)
|
|
bpy.utils.unregister_class(ARM_PT_RenderPathRendererPanel)
|
|
bpy.utils.unregister_class(ARM_PT_RenderPathShadowsPanel)
|
|
bpy.utils.unregister_class(ARM_PT_RenderPathVoxelsPanel)
|
|
bpy.utils.unregister_class(ARM_PT_RenderPathWorldPanel)
|
|
bpy.utils.unregister_class(ARM_PT_RenderPathPostProcessPanel)
|
|
bpy.utils.unregister_class(ARM_PT_RenderPathCompositorPanel)
|
|
bpy.utils.unregister_class(ARM_PT_BakePanel)
|
|
# bpy.utils.unregister_class(ArmVirtualInputPanel)
|
|
bpy.utils.unregister_class(ArmoryPlayButton)
|
|
bpy.utils.unregister_class(ArmoryStopButton)
|
|
bpy.utils.unregister_class(ArmoryBuildProjectButton)
|
|
bpy.utils.unregister_class(ArmoryOpenProjectFolderButton)
|
|
bpy.utils.unregister_class(ArmoryOpenEditorButton)
|
|
bpy.utils.unregister_class(CleanMenu)
|
|
bpy.utils.unregister_class(CleanButtonMenu)
|
|
bpy.utils.unregister_class(ArmoryCleanProjectButton)
|
|
bpy.utils.unregister_class(ArmoryPublishProjectButton)
|
|
bpy.utils.unregister_class(ArmGenLodButton)
|
|
bpy.utils.unregister_class(ARM_PT_LodPanel)
|
|
bpy.utils.unregister_class(ArmGenTerrainButton)
|
|
bpy.utils.unregister_class(ARM_PT_TerrainPanel)
|
|
bpy.utils.unregister_class(ARM_PT_TilesheetPanel)
|
|
bpy.utils.unregister_class(ARM_PT_ProxyPanel)
|
|
bpy.utils.unregister_class(ArmMakeProxyButton)
|
|
bpy.utils.unregister_class(ArmProxyToggleAllButton)
|
|
bpy.utils.unregister_class(ArmProxyApplyAllButton)
|
|
bpy.utils.unregister_class(ArmSyncProxyButton)
|
|
bpy.utils.unregister_class(ArmPrintTraitsButton)
|
|
bpy.utils.unregister_class(ARM_PT_MaterialNodePanel)
|