armory/blender/arm/props_ui.py
2018-12-07 13:48:40 +01:00

1377 lines
51 KiB
Python

import bpy
import webbrowser
import os
from bpy.types import Menu, Panel, UIList
from bpy.props import *
import arm.utils
import arm.make as make
import arm.make_state as state
import arm.assets as assets
import arm.log as log
import arm.proxy
import arm.api
import arm.props_properties
# Menu in object region
class ObjectPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
if obj == None:
return
row = layout.row()
row.prop(obj, 'arm_export')
if not obj.arm_export:
return
row.prop(obj, 'arm_spawn')
row = layout.row()
row.prop(obj, 'arm_mobile')
row.prop(obj, 'arm_animation_enabled')
if bpy.app.version >= (2, 80, 1):
layout.prop(obj, 'arm_visible')
if obj.type == 'MESH':
layout.prop(obj, 'arm_instanced')
wrd = bpy.data.worlds['Arm']
layout.prop_search(obj, "arm_tilesheet", wrd, "arm_tilesheetlist", text="Tilesheet")
if obj.arm_tilesheet != '':
selected_ts = None
for ts in wrd.arm_tilesheetlist:
if ts.name == obj.arm_tilesheet:
selected_ts = ts
break
layout.prop_search(obj, "arm_tilesheet_action", selected_ts, "arm_tilesheetactionlist", text="Action")
# Properties list
arm.props_properties.draw_properties(layout, obj)
class ModifiersPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "modifier"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
if obj == None:
return
layout.operator("arm.invalidate_cache")
class ParticlesPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "particle"
def draw(self, context):
layout = self.layout
obj = bpy.context.particle_system
if obj == None:
return
layout.prop(obj.settings, 'arm_loop')
layout.prop(obj.settings, 'arm_count_mult')
class PhysicsPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "physics"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
if obj == None:
return
if obj.rigid_body != None:
# use_deactivation = obj.rigid_body.use_deactivation
# layout.prop(obj.rigid_body, 'use_deactivation')
# row = layout.row()
# row.enabled = use_deactivation
# row.prop(obj, 'arm_rb_deactivation_time')
layout.prop(obj, 'arm_rb_linear_factor')
layout.prop(obj, 'arm_rb_angular_factor')
layout.prop(obj, 'arm_rb_trigger')
layout.prop(obj, 'arm_rb_terrain')
layout.prop(obj, 'arm_rb_force_deactivation')
layout.prop(obj, 'arm_rb_ccd')
if obj.soft_body != None:
layout.prop(obj, 'arm_soft_body_margin')
# Menu in data region
class DataPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "data"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
if obj == None:
return
wrd = bpy.data.worlds['Arm']
if obj.type == 'CAMERA':
layout.prop(obj.data, 'arm_frustum_culling')
elif obj.type == 'MESH' or obj.type == 'FONT' or obj.type == 'META':
row = layout.row(align=True)
row.prop(obj.data, 'arm_dynamic_usage')
row.prop(obj.data, 'arm_compress')
layout.operator("arm.invalidate_cache")
elif obj.type == 'LIGHT' or obj.type == 'LAMP': # TODO: LAMP is deprecated
row = layout.row(align=True)
col = row.column()
col.prop(obj.data, 'arm_clip_start')
col.prop(obj.data, 'arm_clip_end')
col = row.column()
col.prop(obj.data, 'arm_fov')
col.prop(obj.data, 'arm_shadows_bias')
layout.prop(wrd, 'arm_light_ies_texture')
layout.prop(wrd, 'arm_light_clouds_texture')
elif obj.type == 'SPEAKER':
layout.prop(obj.data, 'arm_play_on_start')
layout.prop(obj.data, 'arm_loop')
layout.prop(obj.data, 'arm_stream')
elif obj.type == 'ARMATURE':
layout.prop(obj.data, 'arm_compress')
class ScenePropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
layout = self.layout
scene = bpy.context.scene
if scene == None:
return
row = layout.row()
column = row.column()
row.prop(scene, 'arm_export')
row.prop(scene, 'arm_compress')
# column.prop(scene, 'arm_gp_export')
# columnb = column.column()
# columnb.enabled = scene.arm_gp_export
# columnb.operator('arm.invalidate_gp_cache')
class InvalidateCacheButton(bpy.types.Operator):
'''Delete cached mesh data'''
bl_idname = "arm.invalidate_cache"
bl_label = "Invalidate Cache"
def execute(self, context):
context.object.data.arm_cached = False
return{'FINISHED'}
class InvalidateMaterialCacheButton(bpy.types.Operator):
'''Delete cached material data'''
bl_idname = "arm.invalidate_material_cache"
bl_label = "Invalidate Cache"
def execute(self, context):
context.material.is_cached = False
context.material.signature = ''
return{'FINISHED'}
class InvalidateGPCacheButton(bpy.types.Operator):
'''Delete cached grease pencil data'''
bl_idname = "arm.invalidate_gp_cache"
bl_label = "Invalidate GP Cache"
def execute(self, context):
if context.scene.grease_pencil != None:
context.scene.grease_pencil.arm_cached = False
return{'FINISHED'}
class MaterialPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "material"
def draw(self, context):
layout = self.layout
mat = bpy.context.material
if mat == None:
return
row = layout.row()
column = row.column()
column.prop(mat, 'arm_cast_shadow')
columnb = column.column()
wrd = bpy.data.worlds['Arm']
columnb.enabled = len(wrd.arm_rplist) > 0 and arm.utils.get_rp().rp_renderer == 'Forward'
columnb.prop(mat, 'arm_receive_shadow')
column.separator()
column.prop(mat, 'arm_two_sided')
columnb = column.column()
columnb.enabled = not mat.arm_two_sided
columnb.prop(mat, 'arm_cull_mode')
columnb.prop(mat, 'arm_material_id')
column = row.column()
column.prop(mat, 'arm_overlay')
column.prop(mat, 'arm_decal')
column.separator()
column.prop(mat, 'arm_discard')
columnb = column.column(align=True)
columnb.alignment = 'EXPAND'
columnb.enabled = mat.arm_discard
columnb.prop(mat, 'arm_discard_opacity')
columnb.prop(mat, 'arm_discard_opacity_shadows')
row = layout.row()
col = row.column()
col.label(text='Custom Material')
col.prop(mat, 'arm_custom_material', text="")
col = row.column()
col.label(text='Skip Context')
col.prop(mat, 'arm_skip_context', text="")
row = layout.row()
col = row.column()
col.prop(mat, 'arm_particle_fade')
col.prop(mat, 'arm_tilesheet_mat')
col = row.column()
col.label(text='Billboard')
col.prop(mat, 'arm_billboard', text="")
layout.prop(mat, 'arm_blending')
col = layout.column()
col.enabled = mat.arm_blending
col.prop(mat, 'arm_blending_source')
col.prop(mat, 'arm_blending_destination')
col.prop(mat, 'arm_blending_operation')
col.prop(mat, 'arm_blending_source_alpha')
col.prop(mat, 'arm_blending_destination_alpha')
col.prop(mat, 'arm_blending_operation_alpha')
layout.operator("arm.invalidate_material_cache")
class ArmoryPlayerPanel(bpy.types.Panel):
bl_label = "Armory Player"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds['Arm']
row = layout.row(align=True)
row.alignment = 'EXPAND'
if state.proc_play == None and state.proc_build == None:
row.operator("arm.play", icon="PLAY")
else:
row.operator("arm.stop", icon="MESH_PLANE")
row.operator("arm.clean_menu")
layout.prop(wrd, 'arm_runtime')
layout.prop(wrd, 'arm_play_camera')
class ArmoryExporterPanel(bpy.types.Panel):
bl_label = "Armory Exporter"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds['Arm']
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("arm.build_project")
# row.operator("arm.patch_project")
row.operator("arm.publish_project", icon="EXPORT")
row.enabled = wrd.arm_exporterlist_index >= 0 and len(wrd.arm_exporterlist) > 0
rows = 2
if len(wrd.arm_exporterlist) > 1:
rows = 4
row = layout.row()
row.template_list("ArmExporterList", "The_List", wrd, "arm_exporterlist", wrd, "arm_exporterlist_index", rows=rows)
col = row.column(align=True)
col.operator("arm_exporterlist.new_item", icon='ZOOMIN', text="")
col.operator("arm_exporterlist.delete_item", icon='ZOOMOUT', text="")
col.menu("arm_exporterlist_specials", icon='DOWNARROW_HLT', text="")
if len(wrd.arm_exporterlist) > 1:
col.separator()
op = col.operator("arm_exporterlist.move_item", icon='TRIA_UP', text="")
op.direction = 'UP'
op = col.operator("arm_exporterlist.move_item", icon='TRIA_DOWN', text="")
op.direction = 'DOWN'
if wrd.arm_exporterlist_index >= 0 and len(wrd.arm_exporterlist) > 0:
item = wrd.arm_exporterlist[wrd.arm_exporterlist_index]
box = layout.box().column()
box.prop(item, 'arm_project_target')
if item.arm_project_target == 'custom':
box.prop(item, 'arm_project_khamake')
box.prop(item, arm.utils.target_to_gapi(item.arm_project_target))
wrd.arm_rpcache_list.clear() # Make UIList work with prop_search()
for i in wrd.arm_rplist:
wrd.arm_rpcache_list.add().name = i.name
box.prop_search(item, "arm_project_rp", wrd, "arm_rpcache_list", text="Render Path")
if item.arm_project_scene == '':
item.arm_project_scene = bpy.data.scenes[0].name
box.prop_search(item, 'arm_project_scene', bpy.data, 'scenes', text='Scene')
layout.separator()
col = layout.column()
col.prop(wrd, 'arm_project_name')
col.prop(wrd, 'arm_project_package')
col.prop(wrd, 'arm_project_version')
col.prop(wrd, 'arm_project_bundle')
col.prop(wrd, 'arm_project_icon')
class ArmoryProjectPanel(bpy.types.Panel):
bl_label = "Armory Project"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds['Arm']
row = layout.row(align=True)
row.operator("arm.kode_studio")
row.operator("arm.open_project_folder", icon="FILE_FOLDER")
layout.label(text="Flags")
box = layout.box().column()
row = box.row()
col = row.column()
col.prop(wrd, 'arm_debug_console')
col.prop(wrd, 'arm_dce')
col = row.column()
col.prop(wrd, 'arm_cache_build')
col.prop(wrd, 'arm_minify_js')
row = box.row()
col = row.column()
col.prop(wrd, 'arm_stream_scene')
col.prop(wrd, 'arm_batch_meshes')
col.prop(wrd, 'arm_batch_materials')
col.prop(wrd, 'arm_compiler_inline')
col.prop(wrd, 'arm_write_config')
col = row.column()
col.prop(wrd, 'arm_minimize')
col.prop(wrd, 'arm_optimize_mesh')
col.prop(wrd, 'arm_deinterleaved_buffers')
col.prop(wrd, 'arm_export_tangents')
col.prop(wrd, 'arm_loadscreen')
row = box.row(align=True)
row.alignment = 'EXPAND'
row.prop(wrd, 'arm_texture_quality')
row.prop(wrd, 'arm_sound_quality')
layout.label(text="Window")
box = layout.box().column()
row = box.row()
row.prop(wrd, 'arm_winmode', expand=True)
row = box.row()
row.prop(wrd, 'arm_winorient', expand=True)
row = box.row()
col = row.column()
col.prop(wrd, 'arm_winresize')
col2 = col.column()
col2.enabled = wrd.arm_winresize
col2.prop(wrd, 'arm_winmaximize')
col = row.column()
col.prop(wrd, 'arm_winminimize')
col.prop(wrd, 'arm_vsync')
layout.label(text='Modules')
box = layout.box().column()
box.prop(wrd, 'arm_audio')
box.prop(wrd, 'arm_physics')
if wrd.arm_physics != 'Disabled':
box.prop(wrd, 'arm_physics_engine')
box.prop(wrd, 'arm_navigation')
if wrd.arm_navigation != 'Disabled':
box.prop(wrd, 'arm_navigation_engine')
box.prop(wrd, 'arm_ui')
box.prop(wrd, 'arm_hscript')
box.prop(wrd, 'arm_formatlib')
box.prop_search(wrd, 'arm_khafile', bpy.data, 'texts', text='Khafile')
box.prop(wrd, 'arm_project_root')
class ArmVirtualInputPanel(bpy.types.Panel):
bl_label = "Armory Virtual Input"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
class ArmNavigationPanel(bpy.types.Panel):
bl_label = "Armory Navigation"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
layout = self.layout
scene = bpy.context.scene
if scene == None:
return
layout.operator("arm.generate_navmesh")
class ArmoryGenerateNavmeshButton(bpy.types.Operator):
'''Generate navmesh from selected meshes'''
bl_idname = 'arm.generate_navmesh'
bl_label = 'Generate Navmesh'
def execute(self, context):
obj = context.active_object
if obj == None or obj.type != 'MESH':
return{'CANCELLED'}
# TODO: build tilecache here
# Navmesh trait
obj.arm_traitlist.add()
obj.arm_traitlist[-1].type_prop = 'Bundled Script'
obj.arm_traitlist[-1].class_name_prop = 'NavMesh'
# For visualization
if bpy.app.version >= (2, 80, 1):
pass # TODO
else:
bpy.ops.mesh.navmesh_make('EXEC_DEFAULT')
obj = context.active_object
obj.hide_render = True
obj.arm_export = False
return{'FINISHED'}
class ArmoryPlayButton(bpy.types.Operator):
'''Launch player in new window'''
bl_idname = 'arm.play'
bl_label = 'Play'
def execute(self, context):
if state.proc_build != None:
return {"CANCELLED"}
if not arm.utils.check_saved(self):
return {"CANCELLED"}
if not arm.utils.check_sdkpath(self):
return {"CANCELLED"}
if not arm.utils.check_engine(self):
return {"CANCELLED"}
arm.utils.check_default_props()
assets.invalidate_enabled = False
make.play(is_viewport=False)
assets.invalidate_enabled = True
return{'FINISHED'}
class ArmoryStopButton(bpy.types.Operator):
'''Stop currently running player'''
bl_idname = 'arm.stop'
bl_label = 'Stop'
def execute(self, context):
if state.proc_play != None:
state.proc_play.terminate()
state.proc_play = None
elif state.proc_build != None:
state.proc_build.terminate()
state.proc_build = None
return{'FINISHED'}
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"}
if not arm.utils.check_engine(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
# 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"}
if not arm.utils.check_engine(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
# 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"}
webbrowser.open('file://' + arm.utils.get_fp())
return{'FINISHED'}
class ArmoryKodeStudioButton(bpy.types.Operator):
'''Launch this project in Kode Studio'''
bl_idname = 'arm.kode_studio'
bl_label = 'Kode Studio'
bl_description = 'Open Project in Kode Studio'
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 Kode Studio')
make.build('krom')
arm.utils.kode_studio()
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 ArmRenderPathPanel(bpy.types.Panel):
bl_label = "Armory Render Path"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
def prop(self, layout, rpdat, p, expand=False, text=None):
wrd = bpy.data.worlds['Arm']
if wrd.rp_search == '' or wrd.rp_search.lower() in p.lower():
if text != None:
layout.prop(rpdat, p, expand=expand, text=text)
else:
layout.prop(rpdat, p, expand=expand)
def label(self, layout, text=''):
wrd = bpy.data.worlds['Arm']
if wrd.rp_search == '' or wrd.rp_search.lower() in text.lower():
layout.label(text)
def box(self, layout, enabled=True):
wrd = bpy.data.worlds['Arm']
if wrd.rp_search == '':
box = layout.box().column()
box.enabled = enabled
return box
else:
return layout
def row(self, layout, align=False, enabled=True, alignment=None):
wrd = bpy.data.worlds['Arm']
if wrd.rp_search == '':
row = layout.row(align=align)
row.enabled = enabled
if alignment != None:
row.alignment = alignment
return row
else:
return layout
def column(self, layout, align=False, enabled=True):
wrd = bpy.data.worlds['Arm']
if wrd.rp_search == '':
col = layout.column(align=align)
col.enabled = enabled
return col
else:
return layout
def separator(self, layout):
wrd = bpy.data.worlds['Arm']
if wrd.rp_search == '':
layout.separator()
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds['Arm']
rows = 2
if len(wrd.arm_rplist) > 1:
rows = 4
row = layout.row()
row.template_list("ArmRPList", "The_List", wrd, "arm_rplist", wrd, "arm_rplist_index", rows=rows)
col = row.column(align=True)
col.operator("arm_rplist.new_item", icon='ZOOMIN', text="")
col.operator("arm_rplist.delete_item", icon='ZOOMOUT', 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
layout.prop(wrd, 'rp_search', icon='VIEWZOOM')
self.label(layout, text='Renderer')
box = self.box(layout)
row = self.row(box)
self.prop(row, rpdat, 'rp_renderer')
col = self.column(box, enabled=(rpdat.rp_renderer == 'Forward'))
self.prop(col, rpdat, 'rp_depthprepass')
self.prop(col, rpdat, 'arm_material_model')
self.prop(box, rpdat, 'rp_translucency_state')
self.prop(box, rpdat, 'rp_overlays_state')
self.prop(box, rpdat, 'rp_decals_state')
self.prop(box, rpdat, 'rp_blending_state')
self.prop(box, rpdat, 'rp_draw_order')
self.prop(box, rpdat, 'arm_samples_per_pixel')
self.prop(box, rpdat, 'arm_texture_filter')
self.prop(box, rpdat, 'rp_sss_state')
col = self.column(box, enabled=(rpdat.rp_sss_state != 'Off'))
self.prop(col, rpdat, 'arm_sss_width')
self.prop(box, rpdat, 'arm_rp_displacement')
if rpdat.arm_rp_displacement == 'Tessellation':
row = self.row(box)
column = self.column(row)
self.label(column, text='Mesh')
columnb = self.column(column, align=True)
self.prop(columnb, rpdat, 'arm_tess_mesh_inner')
self.prop(columnb, rpdat, 'arm_tess_mesh_outer')
column = self.column(row)
self.label(column, text='Shadow')
columnb = self.column(column, align=True)
self.prop(columnb, rpdat, 'arm_tess_shadows_inner')
self.prop(columnb, rpdat, 'arm_tess_shadows_outer')
self.prop(box, rpdat, 'arm_particles')
self.prop(box, rpdat, 'arm_skin')
row = self.row(box, enabled=(rpdat.arm_skin.startswith('GPU')))
self.prop(row, rpdat, 'arm_skin_max_bones_auto')
row = self.row(box, enabled=(not rpdat.arm_skin_max_bones_auto))
self.prop(row, rpdat, 'arm_skin_max_bones')
row = self.row(box)
self.prop(row, rpdat, "rp_hdr")
self.prop(row, rpdat, "rp_stereo")
self.prop(row, rpdat, 'arm_culling')
self.label(layout, text='Shadows')
box = self.box(layout)
self.prop(box, rpdat, 'rp_shadowmap')
col = self.column(box, enabled=(rpdat.rp_shadowmap != 'Off'))
self.prop(col, rpdat, 'rp_shadowmap_cascades')
col2 = self.column(col, enabled=(rpdat.rp_shadowmap_cascades != '1'))
self.prop(col2, rpdat, 'arm_shadowmap_split')
self.prop(col, rpdat, 'arm_shadowmap_bounds')
self.prop(col, rpdat, 'arm_soft_shadows')
col2 = self.column(col, enabled=(rpdat.arm_soft_shadows != 'Off'))
row = self.row(col2, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_soft_shadows_penumbra')
self.prop(row, rpdat, 'arm_soft_shadows_distance')
self.prop(col, rpdat, 'arm_shadows_cubemap')
self.prop(col, rpdat, 'arm_pcfsize')
self.label(layout, text='Voxels')
box = self.box(layout)
row = self.row(box)
self.prop(row, rpdat, 'rp_gi', expand=True)
col = self.column(box, enabled=(rpdat.rp_gi != 'Off'))
col2 = self.column(col, enabled=(rpdat.rp_gi == 'Voxel GI'))
self.prop(col2, rpdat, 'arm_voxelgi_bounces')
row2 = self.row(col2)
self.prop(row2, rpdat, 'rp_voxelgi_relight')
self.prop(row2, rpdat, 'arm_voxelgi_shadows', text='Shadows')
self.prop(col, rpdat, 'arm_voxelgi_cones')
self.prop(col, rpdat, 'rp_voxelgi_resolution')
self.prop(col, rpdat, 'rp_voxelgi_resolution_z')
self.prop(col, rpdat, 'arm_voxelgi_dimensions')
self.prop(col, rpdat, 'arm_voxelgi_revoxelize')
row2 = self.row(col, enabled=(rpdat.arm_voxelgi_revoxelize))
self.prop(row2, rpdat, 'arm_voxelgi_camera')
self.prop(row2, rpdat, 'arm_voxelgi_temporal')
self.label(col, text="Light")
row = self.row(col, align=True, enabled=(rpdat.rp_gi == 'Voxel GI'), alignment='EXPAND')
self.prop(row, rpdat, 'arm_voxelgi_diff')
self.prop(row, rpdat, 'arm_voxelgi_spec')
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_voxelgi_occ')
self.prop(row, rpdat, 'arm_voxelgi_env')
self.label(col, text="Ray")
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_voxelgi_step')
self.prop(row, rpdat, 'arm_voxelgi_range')
self.prop(col, rpdat, 'arm_voxelgi_offset')
self.label(layout, text='World')
box = self.box(layout)
row = self.row(box)
self.prop(row, rpdat, "rp_background", expand=True)
row = self.row(box)
self.prop(row, rpdat, 'arm_irradiance')
col = self.column(row, enabled=(rpdat.arm_irradiance))
self.prop(col, rpdat, 'arm_radiance')
row = self.row(box, enabled=(rpdat.arm_irradiance))
col = self.column(row)
self.prop(col, rpdat, 'arm_radiance_sky')
colb = self.column(row, enabled=(rpdat.arm_radiance))
self.prop(colb, rpdat, 'arm_radiance_size')
self.prop(box, rpdat, 'arm_clouds')
col = self.column(box, enabled=(rpdat.arm_clouds))
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_clouds_density')
self.prop(row, rpdat, 'arm_clouds_size')
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_clouds_lower')
self.prop(row, rpdat, 'arm_clouds_upper')
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_clouds_precipitation')
self.prop(row, rpdat, 'arm_clouds_eccentricity')
self.prop(col, rpdat, 'arm_clouds_secondary')
row = self.row(col)
self.prop(row, rpdat, 'arm_clouds_wind')
self.prop(box, rpdat, "rp_ocean")
col = self.column(box, enabled=(rpdat.rp_ocean))
self.prop(col, rpdat, 'arm_ocean_level')
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_ocean_fade')
self.prop(row, rpdat, 'arm_ocean_amplitude')
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_ocean_height')
self.prop(row, rpdat, 'arm_ocean_choppy')
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_ocean_speed')
self.prop(row, rpdat, 'arm_ocean_freq')
row = self.row(col)
col2 = self.column(row)
self.prop(col2, rpdat, 'arm_ocean_base_color')
col2 = self.column(row)
self.prop(col2, rpdat, 'arm_ocean_water_color')
self.separator(layout)
self.prop(layout, rpdat, "rp_render_to_texture")
box = self.box(layout, enabled=(rpdat.rp_render_to_texture))
row = self.row(box)
self.prop(row, rpdat, "rp_antialiasing", expand=True)
self.prop(box, rpdat, "rp_supersampling")
self.prop(box, rpdat, 'arm_rp_resolution')
if rpdat.arm_rp_resolution == 'Custom':
self.prop(box, rpdat, 'arm_rp_resolution_size')
self.prop(box, rpdat, 'arm_rp_resolution_filter')
self.prop(box, rpdat, 'rp_dynres')
self.separator(box)
row = self.row(box)
self.prop(row, rpdat, "rp_ssgi", expand=True)
col = self.column(box, enabled=(rpdat.rp_ssgi != 'Off'))
row = self.row(col, align=True)
self.prop(row, rpdat, 'arm_ssgi_half_res')
self.prop(col, rpdat, 'arm_ssgi_rays')
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_ssgi_radius')
self.prop(row, rpdat, 'arm_ssgi_strength')
self.prop(col, rpdat, 'arm_ssgi_max_steps')
self.separator(box)
self.prop(box, rpdat, "rp_ssr")
col = self.column(box, enabled=(rpdat.rp_ssr))
row = self.row(col, align=True)
self.prop(row, rpdat, 'arm_ssr_half_res')
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_ssr_ray_step')
self.prop(row, rpdat, 'arm_ssr_min_ray_step')
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_ssr_search_dist')
self.prop(row, rpdat, 'arm_ssr_falloff_exp')
self.prop(col, rpdat, 'arm_ssr_jitter')
self.separator(box)
self.prop(box, rpdat, 'arm_ssrs')
col = self.column(box, enabled=(rpdat.arm_ssrs))
self.prop(col, rpdat, 'arm_ssrs_ray_step')
self.separator(box)
self.prop(box, rpdat, "rp_bloom")
col = self.column(box, enabled=(rpdat.rp_bloom))
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_bloom_threshold')
self.prop(row, rpdat, 'arm_bloom_strength')
self.prop(col, rpdat, 'arm_bloom_radius')
self.separator(box)
self.prop(box, rpdat, "rp_motionblur")
col = self.column(box, enabled=(rpdat.rp_motionblur != 'Off'))
self.prop(col, rpdat, 'arm_motion_blur_intensity')
self.separator(box)
self.prop(box, rpdat, "rp_volumetriclight")
row = self.row(box, align=True, alignment='EXPAND', enabled=(rpdat.rp_volumetriclight))
self.prop(row, rpdat, 'arm_volumetric_light_air_color', text="")
self.prop(row, rpdat, 'arm_volumetric_light_air_turbidity', text="Turbidity")
self.prop(row, rpdat, 'arm_volumetric_light_steps', text="Steps")
self.separator(layout)
self.prop(layout, rpdat, "rp_compositornodes")
box = self.box(layout, enabled=(rpdat.rp_compositornodes))
self.prop(box, rpdat, 'arm_tonemap')
self.prop(box, rpdat, 'arm_letterbox')
col = self.column(box, enabled=(rpdat.arm_letterbox))
self.prop(col, rpdat, 'arm_letterbox_size')
self.prop(box, rpdat, 'arm_sharpen')
col = self.column(box, enabled=(rpdat.arm_sharpen))
self.prop(col, rpdat, 'arm_sharpen_strength')
self.prop(box, rpdat, 'arm_fisheye')
self.prop(box, rpdat, 'arm_vignette')
self.prop(box, rpdat, 'arm_lensflare')
self.prop(box, rpdat, 'arm_grain')
col = self.column(box, enabled=(rpdat.arm_grain))
self.prop(col, rpdat, 'arm_grain_strength')
self.prop(box, rpdat, 'arm_fog')
col = self.column(box, enabled=(rpdat.arm_fog))
row = self.row(col, align=True, alignment='EXPAND')
self.prop(row, rpdat, 'arm_fog_color', text="")
self.prop(row, rpdat, 'arm_fog_amounta', text="A")
self.prop(row, rpdat, 'arm_fog_amountb', text="B")
self.separator(box)
self.prop(box, rpdat, "rp_autoexposure")
col = self.column(box, enabled=(rpdat.rp_autoexposure))
self.prop(col, rpdat, 'arm_autoexposure_strength', text='Strength')
self.prop(box, rpdat, 'arm_lens_texture')
self.prop(box, rpdat, 'arm_lut_texture')
class ArmBakePanel(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
scn = context.scene
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("arm.bake_textures", icon="RENDER_STILL")
row.operator("arm.bake_apply")
row = layout.row()
col = row.column()
col.label(text='Lightmaps:')
col.prop(scn, 'arm_bakelist_scale')
col = row.column()
col.label(text="Samples:")
col.prop(scn.cycles, "samples", text="Render")
layout.prop(scn, 'arm_bakelist_unwrap')
rows = 2
if len(scn.arm_bakelist) > 1:
rows = 4
row = layout.row()
row.template_list("ArmBakeList", "The_List", scn, "arm_bakelist", scn, "arm_bakelist_index", rows=rows)
col = row.column(align=True)
col.operator("arm_bakelist.new_item", icon='ZOOMIN', text="")
col.operator("arm_bakelist.delete_item", icon='ZOOMOUT', text="")
col.menu("arm_bakelist_specials", 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]
box = layout.box().column()
row = box.row()
row.prop_search(item, "object_name", scn, "objects", text="Object")
col = row.column(align=True)
col.alignment = 'EXPAND'
col.prop(item, "res_x")
col.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 = True
new_obj.hide_render = True
mod = new_obj.modifiers.new('Decimate', 'DECIMATE')
mod.ratio = ratio
ratio *= wrd.arm_lod_gen_ratio
context.scene.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 ArmLodPanel(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
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("ArmLodList", "The_List", mdata, "arm_lodlist", mdata, "arm_lodlist_index", rows=rows)
col = row.column(align=True)
col.operator("arm_lodlist.new_item", icon='ZOOMIN', text="")
col.operator("arm_lodlist.delete_item", icon='ZOOMOUT', 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]
row = layout.row()
row.prop_search(item, "name", bpy.data, "objects", text="Object")
row = layout.row()
row.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']
row = layout.row()
row.prop(wrd, 'arm_lod_gen_levels')
row.prop(wrd, 'arm_lod_gen_ratio')
class ArmTilesheetPanel(bpy.types.Panel):
bl_label = "Armory Tilesheet"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds['Arm']
rows = 2
if len(wrd.arm_tilesheetlist) > 1:
rows = 4
row = layout.row()
row.template_list("ArmTilesheetList", "The_List", wrd, "arm_tilesheetlist", wrd, "arm_tilesheetlist_index", rows=rows)
col = row.column(align=True)
col.operator("arm_tilesheetlist.new_item", icon='ZOOMIN', text="")
col.operator("arm_tilesheetlist.delete_item", icon='ZOOMOUT', 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]
row = layout.row()
row.prop(dat, "tilesx_prop")
row.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("ArmTilesheetList", "The_List", dat, "arm_tilesheetactionlist", dat, "arm_tilesheetactionlist_index", rows=rows)
col = row.column(align=True)
col.operator("arm_tilesheetactionlist.new_item", icon='ZOOMIN', text="")
col.operator("arm_tilesheetactionlist.delete_item", icon='ZOOMOUT', 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]
row = layout.row()
row.prop(adat, "start_prop")
row.prop(adat, "end_prop")
layout.prop(adat, "loop_prop")
class ArmProxyPanel(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.operator("arm.make_proxy")
obj = bpy.context.object
if obj != None and obj.proxy != None:
layout.label(text="Sync")
col = layout.column(align=True)
row = col.row(align=True)
row.prop(obj, "arm_proxy_sync_loc")
row.prop(obj, "arm_proxy_sync_rot")
row.prop(obj, "arm_proxy_sync_scale")
row = col.row(align=True)
row.prop(obj, "arm_proxy_sync_materials")
row.prop(obj, "arm_proxy_sync_modifiers")
row.prop(obj, "arm_proxy_sync_traits")
row = layout.row(align=True)
row.alignment = 'EXPAND'
row.operator("arm.proxy_toggle_all")
row.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.nodes_name_prop if t.type_prop == 'Logic Nodes' else t.class_name_prop
print('Object {0} - {1}'.format(o.name, tname))
return{'FINISHED'}
class ArmMaterialNodePanel(bpy.types.Panel):
bl_label = 'Armory Material Node'
bl_idname = 'ArmMaterialNodePanel'
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
def draw(self, context):
layout = self.layout
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(ObjectPropsPanel)
bpy.utils.register_class(ModifiersPropsPanel)
bpy.utils.register_class(ParticlesPropsPanel)
bpy.utils.register_class(PhysicsPropsPanel)
bpy.utils.register_class(DataPropsPanel)
bpy.utils.register_class(ScenePropsPanel)
bpy.utils.register_class(InvalidateCacheButton)
bpy.utils.register_class(InvalidateMaterialCacheButton)
bpy.utils.register_class(InvalidateGPCacheButton)
bpy.utils.register_class(MaterialPropsPanel)
bpy.utils.register_class(ArmoryPlayerPanel)
bpy.utils.register_class(ArmoryExporterPanel)
bpy.utils.register_class(ArmoryProjectPanel)
bpy.utils.register_class(ArmRenderPathPanel)
bpy.utils.register_class(ArmBakePanel)
# 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(ArmoryKodeStudioButton)
bpy.utils.register_class(CleanMenu)
bpy.utils.register_class(CleanButtonMenu)
bpy.utils.register_class(ArmoryCleanProjectButton)
bpy.utils.register_class(ArmoryPublishProjectButton)
bpy.utils.register_class(ArmoryGenerateNavmeshButton)
bpy.utils.register_class(ArmNavigationPanel)
bpy.utils.register_class(ArmGenLodButton)
bpy.utils.register_class(ArmLodPanel)
bpy.utils.register_class(ArmTilesheetPanel)
bpy.utils.register_class(ArmProxyPanel)
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(ArmMaterialNodePanel)
bpy.types.VIEW3D_HT_header.append(draw_view3d_header)
def unregister():
bpy.types.VIEW3D_HT_header.remove(draw_view3d_header)
bpy.utils.unregister_class(ObjectPropsPanel)
bpy.utils.unregister_class(ModifiersPropsPanel)
bpy.utils.unregister_class(ParticlesPropsPanel)
bpy.utils.unregister_class(PhysicsPropsPanel)
bpy.utils.unregister_class(DataPropsPanel)
bpy.utils.unregister_class(ScenePropsPanel)
bpy.utils.unregister_class(InvalidateCacheButton)
bpy.utils.unregister_class(InvalidateMaterialCacheButton)
bpy.utils.unregister_class(InvalidateGPCacheButton)
bpy.utils.unregister_class(MaterialPropsPanel)
bpy.utils.unregister_class(ArmoryPlayerPanel)
bpy.utils.unregister_class(ArmoryExporterPanel)
bpy.utils.unregister_class(ArmoryProjectPanel)
bpy.utils.unregister_class(ArmRenderPathPanel)
bpy.utils.unregister_class(ArmBakePanel)
# 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(ArmoryKodeStudioButton)
bpy.utils.unregister_class(CleanMenu)
bpy.utils.unregister_class(CleanButtonMenu)
bpy.utils.unregister_class(ArmoryCleanProjectButton)
bpy.utils.unregister_class(ArmoryPublishProjectButton)
bpy.utils.unregister_class(ArmoryGenerateNavmeshButton)
bpy.utils.unregister_class(ArmNavigationPanel)
bpy.utils.unregister_class(ArmGenLodButton)
bpy.utils.unregister_class(ArmLodPanel)
bpy.utils.unregister_class(ArmTilesheetPanel)
bpy.utils.unregister_class(ArmProxyPanel)
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(ArmMaterialNodePanel)