234 lines
7.4 KiB
Python
Executable file
234 lines
7.4 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 zipfile
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import re
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import arm.lib.umsgpack
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def write_arm(filepath, output):
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if filepath.endswith('.zip'):
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with zipfile.ZipFile(filepath, 'w', zipfile.ZIP_DEFLATED) as zip_file:
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if bpy.data.worlds['Arm'].arm_minimize:
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zip_file.writestr('data.arm', arm.lib.umsgpack.dumps(output))
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else:
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zip_file.writestr('data.arm', json.dumps(output, sort_keys=True, indent=4))
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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.umsgpack.dumps(output))
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else:
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with open(filepath, 'w') as f:
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f.write(json.dumps(output, sort_keys=True, indent=4))
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def write_image(image, path, file_format='JPEG'):
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# Convert image to compatible format
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print('Armory Info: Writing ' + 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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ren.image_settings.quality = 90
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ren.image_settings.file_format = file_format
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image.save_render(path, 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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def get_fp():
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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_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_sdk_path():
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user_preferences = bpy.context.user_preferences
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addon_prefs = user_preferences.addons['armory'].preferences
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if with_krom() and addon_prefs.sdk_bundled:
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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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else:
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return addon_prefs.sdk_path
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def get_ffmpeg_path():
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user_preferences = bpy.context.user_preferences
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addon_prefs = user_preferences.addons['armory'].preferences
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return addon_prefs.ffmpeg_path
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def get_save_on_build():
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user_preferences = bpy.context.user_preferences
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addon_prefs = user_preferences.addons['armory'].preferences
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return True if not hasattr(addon_prefs, 'save_on_build') else addon_prefs.save_on_build
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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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if get_os() == 'win':
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return get_sdk_path() + '/win32/Kha'
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elif get_os() == 'mac':
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return get_sdk_path() + '/Kode Studio.app/Contents/Kha'
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else:
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return get_sdk_path() + '/linux64/Kha'
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def get_khamake_path():
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return get_kha_path() + '/make'
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def fetch_bundled_script_names():
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wrd = bpy.data.worlds['Arm']
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wrd.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.bundled_scripts_list.add().name = file.rsplit('.')[0]
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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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wrd.scripts_list.clear()
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sources_path = get_fp() + '/Sources/' + 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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for file in glob.glob('*.hx'):
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wrd.scripts_list.add().name = file.rsplit('.')[0]
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os.chdir(get_fp())
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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 safe_filename(s):
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return s
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def safefilename(s):
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for c in r'[]/\;,><&*:%=+@!#^()|?^':
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s = s.replace(c, '-')
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return s
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def safe_source_name(s):
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s = safefilename(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 safe_assetpath(s):
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return s[2:] if s[:2] == '//' else s # Remove leading '//'
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def extract_filename(s):
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return os.path.basename(safe_assetpath(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_project_scene_name():
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wrd = bpy.data.worlds['Arm']
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if wrd.arm_play_active_scene:
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return safe_filename(bpy.context.screen.scene.name)
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else:
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return safe_filename(wrd.arm_project_scene)
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def get_active_scene():
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wrd = bpy.data.worlds['Arm']
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return bpy.context.screen.scene if wrd.arm_play_active_scene else bpy.data.scenes[wrd.arm_project_scene]
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krom_found = False
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def with_krom():
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global krom_found
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return krom_found
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glslver = 110
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def glsl_version():
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global glslver
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return glslver
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def check_saved(self):
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if bpy.data.filepath == "":
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self.report({"ERROR"}, "Save blend file first")
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return False
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return True
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def check_camera(self):
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if len(bpy.data.cameras) == 0:
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self.report({"ERROR"}, "No camera found in scene")
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return False
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return True
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def check_sdkpath(self):
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s = get_sdk_path()
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for c in r'[];><&*%=+@!#^()|?^':
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if c in s:
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self.report({"ERROR"}, "SDK path '{0}' contains special characters. Please move SDK to different path for now.".format(s))
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return False
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for c in s:
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if ord(c) > 127:
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self.report({"ERROR"}, "SDK path '{0}' contains special characters. Please move SDK to different path for now.".format(s))
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return False
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return True
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def tess_enabled(target):
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return (target == 'krom' or target == 'native') and bpy.data.worlds['Arm'].tessellation_enabled
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def is_object_animation_enabled(bobject):
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# Checks if animation is present and enabled
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if bobject.object_animation_enabled == False or bobject.type == 'BONE' or bobject.type == 'ARMATURE':
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return False
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if bobject.animation_data and bobject.animation_data.action:
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return True
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return False
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def is_bone_animation_enabled(bobject):
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# Checks if animation is present and enabled for parented armature
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if bobject.parent and bobject.parent.type == 'ARMATURE':
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if bobject.parent.bone_animation_enabled == False:
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return False
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if bobject.parent.animation_data and bobject.parent.animation_data.action:
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return True
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return False
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def export_bone_data(bobject):
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return bobject.find_armature() and is_bone_animation_enabled(bobject) and bpy.data.worlds['Arm'].generate_gpu_skin == True
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def register():
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global krom_found
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global glslver
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import importlib.util
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if importlib.util.find_spec('barmory') != None:
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krom_found = True
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import bgl
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glslver = int(bgl.glGetString(bgl.GL_SHADING_LANGUAGE_VERSION).split(' ', 1)[0].replace('.', ''))
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def unregister():
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pass
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