armory/blender/arm/props_ui.py
2019-05-01 10:52:42 +02:00

1562 lines
57 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 ARM_PT_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
layout.use_property_split = True
layout.use_property_decorate = False
obj = bpy.context.object
if obj == None:
return
layout.prop(obj, 'arm_export')
if not obj.arm_export:
return
layout.prop(obj, 'arm_spawn')
layout.prop(obj, 'arm_mobile')
layout.prop(obj, 'arm_animation_enabled')
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 ARM_PT_ModifiersPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "modifier"
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
if obj == None:
return
layout.operator("arm.invalidate_cache")
class ARM_PT_ParticlesPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "particle"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
obj = bpy.context.particle_system
if obj == None:
return
layout.prop(obj.settings, 'arm_loop')
layout.prop(obj.settings, 'arm_count_mult')
class ARM_PT_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
layout.use_property_split = True
layout.use_property_decorate = False
obj = bpy.context.object
if obj == None:
return
if obj.rigid_body != None:
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_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 ARM_PT_DataPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "data"
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
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':
layout.prop(obj.data, 'arm_dynamic_usage')
layout.operator("arm.invalidate_cache")
elif obj.type == 'LIGHT':
layout.prop(obj.data, 'arm_clip_start')
layout.prop(obj.data, 'arm_clip_end')
layout.prop(obj.data, 'arm_fov')
layout.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':
pass
class ARM_PT_ScenePropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
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
scene = bpy.context.scene
if scene == None:
return
row = layout.row()
column = row.column()
row.prop(scene, 'arm_export')
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.arm_cached = False
context.material.signature = ''
return{'FINISHED'}
class ARM_PT_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
layout.use_property_split = True
layout.use_property_decorate = False
mat = bpy.context.material
if mat == None:
return
layout.prop(mat, 'arm_cast_shadow')
columnb = layout.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')
layout.prop(mat, 'arm_two_sided')
columnb = layout.column()
columnb.enabled = not mat.arm_two_sided
columnb.prop(mat, 'arm_cull_mode')
layout.prop(mat, 'arm_material_id')
layout.prop(mat, 'arm_overlay')
layout.prop(mat, 'arm_decal')
layout.prop(mat, 'arm_discard')
columnb = layout.column()
columnb.enabled = mat.arm_discard
columnb.prop(mat, 'arm_discard_opacity')
columnb.prop(mat, 'arm_discard_opacity_shadows')
layout.prop(mat, 'arm_custom_material')
layout.prop(mat, 'arm_skip_context')
layout.prop(mat, 'arm_particle_fade')
layout.prop(mat, 'arm_billboard')
layout.operator("arm.invalidate_material_cache")
class ARM_PT_MaterialBlendingPropsPanel(bpy.types.Panel):
bl_label = "Blending"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "ARM_PT_MaterialPropsPanel"
def draw_header(self, context):
if context.material == None:
return
self.layout.prop(context.material, 'arm_blending', text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
mat = bpy.context.material
if mat == None:
return
flow = layout.grid_flow()
flow.enabled = mat.arm_blending
col = flow.column()
col.prop(mat, 'arm_blending_source')
col.prop(mat, 'arm_blending_destination')
col.prop(mat, 'arm_blending_operation')
col = flow.column()
col.prop(mat, 'arm_blending_source_alpha')
col.prop(mat, 'arm_blending_destination_alpha')
col.prop(mat, 'arm_blending_operation_alpha')
class ARM_PT_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
layout.use_property_split = True
layout.use_property_decorate = False
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 ARM_PT_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
layout.use_property_split = True
layout.use_property_decorate = False
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("ARM_UL_ExporterList", "The_List", wrd, "arm_exporterlist", wrd, "arm_exporterlist_index", rows=rows)
col = row.column(align=True)
col.operator("arm_exporterlist.new_item", icon='ADD', text="")
col.operator("arm_exporterlist.delete_item", icon='REMOVE', text="")
col.menu("ARM_MT_ExporterListSpecials", 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")
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')
col.prop(wrd, 'arm_dce')
col.prop(wrd, 'arm_compiler_inline')
col.prop(wrd, 'arm_minify_js')
col.prop(wrd, 'arm_optimize_data')
col.prop(wrd, 'arm_asset_compression')
class ARM_PT_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
layout.use_property_split = True
layout.use_property_decorate = False
row = layout.row(align=True)
row.operator("arm.kode_studio")
row.operator("arm.open_project_folder", icon="FILE_FOLDER")
class ARM_PT_ProjectFlagsPanel(bpy.types.Panel):
bl_label = "Flags"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
bl_parent_id = "ARM_PT_ArmoryProjectPanel"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
wrd = bpy.data.worlds['Arm']
layout.prop(wrd, 'arm_debug_console')
layout.prop(wrd, 'arm_cache_build')
layout.prop(wrd, 'arm_live_patch')
layout.prop(wrd, 'arm_stream_scene')
layout.prop(wrd, 'arm_batch_meshes')
layout.prop(wrd, 'arm_batch_materials')
layout.prop(wrd, 'arm_write_config')
layout.prop(wrd, 'arm_minimize')
layout.prop(wrd, 'arm_deinterleaved_buffers')
layout.prop(wrd, 'arm_export_tangents')
layout.prop(wrd, 'arm_loadscreen')
layout.prop(wrd, 'arm_texture_quality')
layout.prop(wrd, 'arm_sound_quality')
class ARM_PT_ProjectWindowPanel(bpy.types.Panel):
bl_label = "Window"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "ARM_PT_ArmoryProjectPanel"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
wrd = bpy.data.worlds['Arm']
layout.prop(wrd, 'arm_winmode')
layout.prop(wrd, 'arm_winorient')
layout.prop(wrd, 'arm_winresize')
col = layout.column()
col.enabled = wrd.arm_winresize
col.prop(wrd, 'arm_winmaximize')
layout.prop(wrd, 'arm_winminimize')
layout.prop(wrd, 'arm_vsync')
class ARM_PT_ProjectModulesPanel(bpy.types.Panel):
bl_label = "Modules"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "ARM_PT_ArmoryProjectPanel"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
wrd = bpy.data.worlds['Arm']
layout.prop(wrd, 'arm_audio')
layout.prop(wrd, 'arm_physics')
if wrd.arm_physics != 'Disabled':
layout.prop(wrd, 'arm_physics_engine')
layout.prop(wrd, 'arm_navigation')
if wrd.arm_navigation != 'Disabled':
layout.prop(wrd, 'arm_navigation_engine')
layout.prop(wrd, 'arm_ui')
layout.prop(wrd, 'arm_formatlib')
layout.prop_search(wrd, 'arm_khafile', bpy.data, 'texts', text='Khafile')
layout.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
layout.use_property_split = True
layout.use_property_decorate = False
class ARM_PT_NavigationPanel(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
layout.use_property_split = True
layout.use_property_decorate = False
scene = bpy.context.scene
if scene == None:
return
layout.operator("arm.generate_navmesh")
layout.operator("arm.remove_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'}
# Prevent duplicates
for t in obj.arm_traitlist:
if t.class_name_prop == 'NavMesh':
return{'FINISHED'}
# 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
# Removed in b28
# bpy.ops.mesh.navmesh_make('EXEC_DEFAULT')
# obj = context.active_object
# obj.hide_render = True
# obj.arm_export = False
return{'FINISHED'}
class ArmoryRemoveNavmeshButton(bpy.types.Operator):
'''Remove generated navmesh from selected mesh'''
bl_idname = 'arm.remove_navmesh'
bl_label = 'Remove Navmesh'
def execute(self, context):
obj = context.active_object
if obj == None or obj.type != 'MESH':
return{'CANCELLED'}
# Navmesh trait
for i in range(len(obj.arm_traitlist)):
if obj.arm_traitlist[i].class_name_prop == 'NavMesh':
obj.arm_traitlist.remove(i)
break
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"}
arm.utils.check_projectpath(None)
arm.utils.check_default_props()
assets.invalidate_enabled = False
make.play()
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"}
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"}
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 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.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')
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')
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.color_space = 'NONE'
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(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(ArmoryRemoveNavmeshButton)
bpy.utils.register_class(ARM_PT_NavigationPanel)
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(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(ArmoryRemoveNavmeshButton)
bpy.utils.unregister_class(ARM_PT_NavigationPanel)
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)