833 lines
31 KiB
Python
833 lines
31 KiB
Python
import bpy
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import subprocess
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import webbrowser
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from bpy.types import Menu, Panel, UIList
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from bpy.props import *
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from arm.props_traits_clip import *
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from arm.props_traits_action import *
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import arm.utils
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import arm.make_renderer as make_renderer
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import arm.make as make
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import arm.make_utils as make_utils
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import arm.make_state as state
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import arm.assets as assets
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import arm.log as log
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# Menu in object region
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class ObjectPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "object"
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def draw(self, context):
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layout = self.layout
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obj = bpy.context.object
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if obj == None:
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return
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wrd = bpy.data.worlds['Arm']
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if wrd.arm_export_hide_render == False:
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layout.prop(obj, 'hide_render')
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hide = obj.hide_render
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else:
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layout.prop(obj, 'game_export')
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hide = not obj.game_export
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if hide:
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return
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layout.prop(wrd, 'arm_object_advanced')
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if wrd.arm_object_advanced:
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if wrd.arm_export_hide_render == False:
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layout.prop(obj, 'game_visible')
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else:
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layout.prop(obj, 'hide_render')
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row = layout.row(align=True)
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row.prop(obj, 'spawn')
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row.prop(obj, 'mobile')
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if obj.type == 'MESH':
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layout.prop(obj, 'instanced_children')
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if obj.instanced_children:
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layout.label('Location')
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row = layout.row()
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row.prop(obj, 'instanced_children_loc_x')
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row.prop(obj, 'instanced_children_loc_y')
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row.prop(obj, 'instanced_children_loc_z')
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layout.label('Rotation')
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row = layout.row()
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row.prop(obj, 'instanced_children_rot_x')
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row.prop(obj, 'instanced_children_rot_y')
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row.prop(obj, 'instanced_children_rot_z')
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layout.label('Scale')
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row = layout.row()
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row.prop(obj, 'instanced_children_scale_x')
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row.prop(obj, 'instanced_children_scale_y')
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row.prop(obj, 'instanced_children_scale_z')
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layout.prop(obj, 'override_material')
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if obj.override_material:
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layout.prop(obj, 'override_material_name')
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if obj.type == 'ARMATURE':
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layout.prop(obj, 'bone_animation_enabled')
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if obj.bone_animation_enabled:
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layout.prop(obj, 'edit_actions_prop')
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if obj.edit_actions_prop:
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layout.prop_search(obj, "start_action_name_prop", obj.data, "my_actiontraitlist", "Start Action")
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else:
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layout.prop(obj, 'object_animation_enabled')
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if (obj.type == 'ARMATURE' and obj.bone_animation_enabled) or (obj.type != 'ARMATURE' and obj.object_animation_enabled):
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layout.prop(obj, 'edit_tracks_prop')
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if obj.edit_tracks_prop:
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layout.prop_search(obj, "start_track_name_prop", obj, "my_cliptraitlist", "Start Clip")
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# Tracks list
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layout.label("Clips")
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animrow = layout.row()
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animrows = 2
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if len(obj.my_cliptraitlist) > 1:
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animrows = 4
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row = layout.row()
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row.template_list("MY_UL_ClipTraitList", "The_List", obj, "my_cliptraitlist", obj, "cliptraitlist_index", rows=animrows)
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col = row.column(align=True)
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col.operator("my_cliptraitlist.new_item", icon='ZOOMIN', text="")
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col.operator("my_cliptraitlist.delete_item", icon='ZOOMOUT', text="")
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if len(obj.my_cliptraitlist) > 1:
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col.separator()
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col.operator("my_cliptraitlist.move_item", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("my_cliptraitlist.move_item", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if obj.cliptraitlist_index >= 0 and len(obj.my_cliptraitlist) > 0:
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animitem = obj.my_cliptraitlist[obj.cliptraitlist_index]
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row = layout.row()
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row.prop(animitem, "start_prop")
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row.prop(animitem, "end_prop")
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layout.prop(animitem, "speed_prop")
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row = layout.row(align=True)
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row.prop(animitem, "loop_prop")
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row.prop(animitem, "reflect_prop")
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class ModifiersPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "modifier"
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def draw(self, context):
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layout = self.layout
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obj = bpy.context.object
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if obj == None:
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return
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layout.operator("arm.invalidate_cache")
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# Assume as first modifier
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if len(obj.modifiers) > 0 and obj.modifiers[0].type == 'OCEAN':
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layout.prop(bpy.data.worlds['Arm'], 'generate_ocean_base_color')
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layout.prop(bpy.data.worlds['Arm'], 'generate_ocean_water_color')
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layout.prop(bpy.data.worlds['Arm'], 'generate_ocean_fade')
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class PhysicsPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "physics"
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def draw(self, context):
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layout = self.layout
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obj = bpy.context.object
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if obj == None:
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return
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layout.prop(obj, 'soft_body_margin')
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# Menu in data region
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class DataPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "data"
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def draw(self, context):
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layout = self.layout
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obj = bpy.context.object
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if obj == None:
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return
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if obj.type == 'CAMERA':
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layout.prop(obj.data, 'is_probe')
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if obj.data.is_probe == True:
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layout.prop(obj.data, 'probe_texture')
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layout.prop_search(obj.data, "probe_volume", bpy.data, "objects")
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layout.prop(obj.data, 'probe_strength')
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layout.prop(obj.data, 'probe_blending')
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layout.prop(obj.data, 'is_mirror')
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if obj.data.is_mirror == True:
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layout.label('Resolution')
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row = layout.row(align=True)
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row.prop(obj.data, 'mirror_resolution_x')
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row.prop(obj.data, 'mirror_resolution_y')
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layout.prop(obj.data, 'frustum_culling')
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layout.prop_search(obj.data, "renderpath_path", bpy.data, "node_groups")
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elif obj.type == 'MESH' or obj.type == 'FONT' or obj.type == 'META':
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row = layout.row(align=True)
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row.prop(obj.data, 'dynamic_usage')
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row.prop(obj.data, 'data_compressed')
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layout.operator("arm.invalidate_cache")
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elif obj.type == 'LAMP':
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row = layout.row(align=True)
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row.prop(obj.data, 'lamp_clip_start')
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row.prop(obj.data, 'lamp_clip_end')
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row = layout.row(align=False)
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row.prop(obj.data, 'lamp_fov')
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row.prop(obj.data, 'lamp_shadows_bias')
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if obj.data.type == 'POINT':
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layout.prop(obj.data, 'lamp_omni_shadows')
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if obj.data.lamp_omni_shadows:
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layout.prop(obj.data, 'lamp_omni_shadows_cubemap')
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if not obj.data.lamp_omni_shadows_cubemap:
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layout.label('Warning: Will result in performance loss')
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else:
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layout.prop(bpy.data.worlds['Arm'], 'lamp_omni_shadows_cubemap_pcfsize')
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elif obj.type == 'SPEAKER':
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layout.prop(obj.data, 'loop')
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layout.prop(obj.data, 'stream')
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elif obj.type == 'ARMATURE':
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layout.prop(obj.data, 'edit_actions')
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if obj.data.edit_actions:
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# Actions list
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layout.label("Actions")
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animrow = layout.row()
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animrows = 2
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if len(obj.data.my_actiontraitlist) > 1:
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animrows = 4
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row = layout.row()
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row.template_list("MY_UL_ActionTraitList", "The_List", obj.data, "my_actiontraitlist", obj.data, "actiontraitlist_index", rows=animrows)
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col = row.column(align=True)
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col.operator("my_actiontraitlist.new_item", icon='ZOOMIN', text="")
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col.operator("my_actiontraitlist.delete_item", icon='ZOOMOUT', text="")
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if len(obj.data.my_actiontraitlist) > 1:
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col.separator()
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col.operator("my_actiontraitlist.move_item", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("my_actiontraitlist.move_item", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if obj.data.actiontraitlist_index >= 0 and len(obj.data.my_actiontraitlist) > 0:
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item = obj.data.my_actiontraitlist[obj.data.actiontraitlist_index]
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item.name = item.action_name_prop
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row = layout.row()
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row.prop_search(item, "action_name_prop", bpy.data, "actions", "Action")
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layout.prop(obj.data, 'data_compressed')
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class ScenePropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "scene"
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def draw(self, context):
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layout = self.layout
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scene = bpy.context.scene
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if scene == None:
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return
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layout.prop(scene, 'game_export')
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layout.prop(scene, 'gp_export')
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if scene.gp_export:
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layout.operator('arm.invalidate_gp_cache')
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layout.prop(scene, 'data_compressed')
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class InvalidateCacheButton(bpy.types.Operator):
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'''Delete cached mesh data'''
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bl_idname = "arm.invalidate_cache"
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bl_label = "Invalidate Cache"
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def execute(self, context):
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context.object.data.mesh_cached = False
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return{'FINISHED'}
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class InvalidateMaterialCacheButton(bpy.types.Operator):
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'''Delete cached material data'''
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bl_idname = "arm.invalidate_material_cache"
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bl_label = "Invalidate Cache"
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def execute(self, context):
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context.material.is_cached = False
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return{'FINISHED'}
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class InvalidateGPCacheButton(bpy.types.Operator):
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'''Delete cached grease pencil data'''
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bl_idname = "arm.invalidate_gp_cache"
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bl_label = "Invalidate Grease Pencil Cache"
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def execute(self, context):
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if context.scene.grease_pencil != None:
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context.scene.grease_pencil.data_cached = False
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return{'FINISHED'}
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class MaterialPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "material"
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def draw(self, context):
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layout = self.layout
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mat = bpy.context.material
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if mat == None:
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return
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row = layout.row(align=True)
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row.prop(mat, 'cast_shadow')
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row.prop(mat, 'receive_shadow')
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layout.prop(bpy.data.worlds['Arm'], 'arm_material_advanced')
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if bpy.data.worlds['Arm'].arm_material_advanced:
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layout.prop(mat, 'overlay')
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layout.prop(mat, 'decal')
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layout.prop(mat, 'override_cull')
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if mat.override_cull:
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layout.prop(mat, 'override_cull_mode')
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layout.prop(mat, 'override_shader')
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if mat.override_shader:
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layout.prop(mat, 'override_shader_name')
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layout.prop(mat, 'override_shader_context')
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if mat.override_shader_context:
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layout.prop(mat, 'override_shader_context_name')
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# layout.prop(mat, 'override_compare')
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# if mat.override_compare:
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# layout.prop(mat, 'override_compare_mode')
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# layout.prop(mat, 'override_depthwrite')
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# if mat.override_depthwrite:
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# layout.prop(mat, 'override_depthwrite_mode')
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layout.prop(mat, 'stencil_mask')
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layout.prop(mat, 'skip_context')
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layout.label('Height map')
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layout.prop(mat, 'height_tess')
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if mat.height_tess:
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row = layout.row(align=True)
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row.prop(mat, 'height_tess_inner')
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row.prop(mat, 'height_tess_outer')
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layout.prop(mat, 'height_tess_shadows')
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if mat.height_tess_shadows:
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row = layout.row(align=True)
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row.prop(mat, 'height_tess_shadows_inner')
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row.prop(mat, 'height_tess_shadows_outer')
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layout.prop(mat, 'transluc_shadows')
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layout.operator("arm.invalidate_material_cache")
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class WorldPropsPanel(bpy.types.Panel):
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bl_label = "Armory Props"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "world"
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def draw(self, context):
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layout = self.layout
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# wrd = bpy.context.world
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wrd = bpy.data.worlds['Arm']
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row = layout.row(align=True)
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row.prop(wrd, 'generate_irradiance')
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if wrd.generate_irradiance:
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row.prop(wrd, 'generate_radiance')
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if wrd.generate_radiance:
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layout.prop(wrd, 'generate_radiance_size')
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layout.prop(wrd, 'generate_radiance_sky')
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if wrd.generate_radiance_sky:
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layout.prop(wrd, 'generate_radiance_sky_type')
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layout.separator()
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# TODO: migrate to compositor
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layout.label('Compositor (deprecated)')
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layout.prop(wrd, 'generate_tonemap')
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layout.prop(wrd, 'generate_letterbox')
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if wrd.generate_letterbox:
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layout.prop(wrd, 'generate_letterbox_size')
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layout.prop(wrd, 'generate_grain')
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if wrd.generate_grain:
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layout.prop(wrd, 'generate_grain_strength')
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layout.prop(wrd, 'generate_fog')
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if wrd.generate_fog:
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layout.prop(wrd, 'generate_fog_color')
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layout.prop(wrd, 'generate_fog_amounta')
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layout.prop(wrd, 'generate_fog_amountb')
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layout.prop(wrd, 'generate_fisheye')
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layout.prop(wrd, 'generate_vignette')
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layout.prop(wrd, 'generate_lamp_texture')
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layout.prop(wrd, 'generate_lens_texture')
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layout.prop(wrd, 'generate_lamp_falloff')
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class ArmoryPlayerPanel(bpy.types.Panel):
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bl_label = "Armory Player"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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def draw(self, context):
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layout = self.layout
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wrd = bpy.data.worlds['Arm']
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row = layout.row(align=True)
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row.alignment = 'EXPAND'
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if state.playproc == None and state.compileproc == None:
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row.operator("arm.play", icon="PLAY")
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else:
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row.operator("arm.stop", icon="MESH_PLANE")
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if state.playproc == None and state.krom_running == False:
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row.operator("arm.build")
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else:
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row.operator("arm.patch")
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row.operator("arm.clean_menu")
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layout.prop(wrd, 'arm_play_runtime')
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layout.prop(wrd, 'arm_play_viewport_camera')
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if wrd.arm_play_viewport_camera:
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layout.prop(wrd, 'arm_play_viewport_navigation')
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layout.prop(wrd, 'arm_play_advanced')
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if wrd.arm_play_advanced:
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layout.prop(wrd, make_utils.runtime_to_gapi())
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layout.prop(wrd, 'arm_play_console')
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if arm.utils.with_krom():
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row = layout.row(align=True)
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row.prop(wrd, 'arm_play_live_patch')
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if wrd.arm_play_live_patch:
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row.prop(wrd, 'arm_play_auto_build')
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layout.operator("arm.render", icon="RENDER_STILL")
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row = layout.row(align=True)
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row.prop(wrd, 'arm_cache_shaders')
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row.prop(wrd, 'arm_cache_compiler')
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row = layout.row(align=True)
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row.prop(wrd, 'arm_minimize')
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row.prop(wrd, 'arm_optimize_mesh')
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row = layout.row(align=True)
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row.prop(wrd, 'arm_gpu_processing')
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row.prop(wrd, 'arm_sampled_animation')
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row = layout.row(align=True)
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row.prop(wrd, 'arm_batch_meshes')
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row.prop(wrd, 'arm_batch_materials')
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row = layout.row(align=True)
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row.prop(wrd, 'arm_deinterleaved_buffers')
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row.prop(wrd, 'arm_export_tangents')
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layout.prop(wrd, 'arm_stream_scene')
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layout.label('Libraries')
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layout.prop(wrd, 'arm_physics')
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layout.prop(wrd, 'arm_navigation')
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row = layout.row(align=True)
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row.prop(wrd, 'arm_ui')
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row.prop(wrd, 'arm_hscript')
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class ArmoryProjectPanel(bpy.types.Panel):
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bl_label = "Armory Project"
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bl_space_type = "PROPERTIES"
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bl_region_type = "WINDOW"
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bl_context = "render"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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wrd = bpy.data.worlds['Arm']
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layout.prop(wrd, 'arm_project_name')
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layout.prop(wrd, 'arm_project_package')
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layout.prop_search(wrd, 'arm_khafile', bpy.data, 'texts', 'Khafile')
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layout.prop_search(wrd, 'arm_khamake', bpy.data, 'texts', 'Khamake')
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row = layout.row(align=True)
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row.operator("arm.kode_studio")
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row.operator("arm.open_project_folder")
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row = layout.row(align=True)
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row.alignment = 'EXPAND'
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row.operator("arm.build_project")
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row.operator("arm.publish_project")
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layout.prop(wrd, 'arm_project_target')
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|
layout.prop(wrd, make_utils.target_to_gapi())
|
|
|
|
layout.label("Libraries")
|
|
rows = 2
|
|
if len(wrd.my_librarytraitlist) > 1:
|
|
rows = 4
|
|
|
|
row = layout.row()
|
|
row.template_list("MY_UL_LibraryTraitList", "The_List", wrd, "my_librarytraitlist", wrd, "librarytraitlist_index", rows=rows)
|
|
|
|
col = row.column(align=True)
|
|
col.operator("my_librarytraitlist.new_item", icon='ZOOMIN', text="")
|
|
col.operator("my_librarytraitlist.delete_item", icon='ZOOMOUT', text="")
|
|
|
|
if len(wrd.my_librarytraitlist) > 1:
|
|
col.separator()
|
|
col.operator("my_librarytraitlist.move_item", icon='TRIA_UP', text="").direction = 'UP'
|
|
col.operator("my_librarytraitlist.move_item", icon='TRIA_DOWN', text="").direction = 'DOWN'
|
|
|
|
# if wrd.librarytraitlist_index >= 0 and len(wrd.my_librarytraitlist) > 0:
|
|
# libitem = wrd.my_librarytraitlist[wrd.librarytraitlist_index]
|
|
|
|
|
|
layout.prop(wrd, 'arm_project_advanced')
|
|
if wrd.arm_project_advanced:
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_loadbar')
|
|
row.prop(wrd, 'arm_vsync')
|
|
row = layout.row()
|
|
row.prop(wrd, 'arm_export_hide_render')
|
|
row.prop(wrd, 'arm_spawn_all_layers')
|
|
layout.prop(wrd, 'arm_play_active_scene')
|
|
if wrd.arm_play_active_scene == False:
|
|
layout.prop_search(wrd, 'arm_project_scene', bpy.data, 'scenes', 'Scene')
|
|
layout.label('Armory v' + wrd.arm_version)
|
|
layout.operator('arm.check_updates')
|
|
row = layout.row(align=True)
|
|
row.alignment = 'EXPAND'
|
|
row.operator('arm.open_manual')
|
|
row.operator('arm.report_issue')
|
|
|
|
class ArmoryPlayButton(bpy.types.Operator):
|
|
'''Launch player in new window'''
|
|
bl_idname = 'arm.play'
|
|
bl_label = 'Play'
|
|
|
|
def execute(self, context):
|
|
if state.compileproc != None:
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_camera(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
make_renderer.check_default()
|
|
|
|
assets.invalidate_enabled = False
|
|
make.play_project(False)
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryPlayInViewportButton(bpy.types.Operator):
|
|
'''Launch player in 3D viewport'''
|
|
bl_idname = 'arm.play_in_viewport'
|
|
bl_label = 'Play in Viewport'
|
|
|
|
def execute(self, context):
|
|
if state.compileproc != None:
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_camera(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
if context.area == None:
|
|
return {"CANCELLED"}
|
|
|
|
make_renderer.check_default()
|
|
|
|
assets.invalidate_enabled = False
|
|
if state.playproc == None and state.krom_running == False:
|
|
if context.area.type != 'VIEW_3D':
|
|
return {"CANCELLED"}
|
|
# Cancel viewport render
|
|
for space in context.area.spaces:
|
|
if space.type == 'VIEW_3D':
|
|
if space.viewport_shade == 'RENDERED':
|
|
space.viewport_shade = 'SOLID'
|
|
break
|
|
make.play_project(True)
|
|
else:
|
|
make.play_project(True)
|
|
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):
|
|
make.stop_project()
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryBuildButton(bpy.types.Operator):
|
|
'''Build and compile project'''
|
|
bl_idname = 'arm.build'
|
|
bl_label = 'Build'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_camera(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
state.target = make.runtime_to_target(in_viewport=False)
|
|
assets.invalidate_enabled = False
|
|
make.build_project(target=state.target)
|
|
make.compile_project(target_name=state.target, watch=True)
|
|
assets.invalidate_enabled = True
|
|
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_camera(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
state.target = bpy.data.worlds['Arm'].arm_project_target
|
|
assets.invalidate_enabled = False
|
|
make.build_project(target=state.target)
|
|
make.compile_project(target_name=state.target, watch=True)
|
|
assets.invalidate_enabled = True
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryPatchButton(bpy.types.Operator):
|
|
'''Update currently running player instance'''
|
|
bl_idname = 'arm.patch'
|
|
bl_label = 'Patch'
|
|
|
|
def execute(self, context):
|
|
assets.invalidate_enabled = False
|
|
make.play_project(True)
|
|
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 ArmoryCheckUpdatesButton(bpy.types.Operator):
|
|
'''Open a website in the web-browser'''
|
|
bl_idname = 'arm.check_updates'
|
|
bl_label = 'Check for Updates'
|
|
|
|
def execute(self, context):
|
|
webbrowser.open("http://armory3d.org/download.html")
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryManualButton(bpy.types.Operator):
|
|
'''Open a website in the web-browser'''
|
|
bl_idname = 'arm.open_manual'
|
|
bl_label = 'Manual'
|
|
|
|
def execute(self, context):
|
|
webbrowser.open("http://armory3d.org/manual/")
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryReportIssueButton(bpy.types.Operator):
|
|
'''Open a website in the web-browser'''
|
|
bl_idname = 'arm.report_issue'
|
|
bl_label = 'Report Issue'
|
|
|
|
def execute(self, context):
|
|
webbrowser.open("https://github.com/armory3d/armory/issues")
|
|
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"}
|
|
|
|
make_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_cache")
|
|
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 ArmoryCleanCacheButton(bpy.types.Operator):
|
|
'''Delete all compiled data'''
|
|
bl_idname = 'arm.clean_cache'
|
|
bl_label = 'Clean Cache'
|
|
|
|
def execute(self, context):
|
|
if not arm.utils.check_saved(self):
|
|
return {"CANCELLED"}
|
|
|
|
make.clean_cache()
|
|
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_project()
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryPublishButton(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_camera(self):
|
|
return {"CANCELLED"}
|
|
|
|
if not arm.utils.check_sdkpath(self):
|
|
return {"CANCELLED"}
|
|
|
|
make.publish_project()
|
|
self.report({'INFO'}, 'Publishing project, check console for details.')
|
|
return{'FINISHED'}
|
|
|
|
class ArmoryRenderButton(bpy.types.Operator):
|
|
'''Capture Armory output as render result'''
|
|
bl_idname = 'arm.render'
|
|
bl_label = 'Render'
|
|
|
|
def execute(self, context):
|
|
if state.playproc == None:
|
|
self.report({"ERROR"}, "Run Armory player in electron window first")
|
|
return {"CANCELLED"}
|
|
make.get_render_result()
|
|
return{'FINISHED'}
|
|
|
|
# Play button in 3D View panel
|
|
def draw_view3d_header(self, context):
|
|
layout = self.layout
|
|
if state.playproc == None and state.compileproc == None:
|
|
if arm.utils.with_krom():
|
|
layout.operator("arm.play_in_viewport", icon="PLAY")
|
|
else:
|
|
layout.operator("arm.play", icon="PLAY")
|
|
else:
|
|
layout.operator("arm.stop", icon="MESH_PLANE")
|
|
|
|
# Info panel in header
|
|
def draw_info_header(self, context):
|
|
layout = self.layout
|
|
wrd = bpy.data.worlds['Arm']
|
|
if wrd.arm_progress < 100:
|
|
layout.prop(wrd, 'arm_progress')
|
|
if log.info_text != '':
|
|
layout.label(log.info_text)
|
|
|
|
def register():
|
|
bpy.utils.register_class(ObjectPropsPanel)
|
|
bpy.utils.register_class(ModifiersPropsPanel)
|
|
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(WorldPropsPanel)
|
|
bpy.utils.register_class(ArmoryPlayerPanel)
|
|
bpy.utils.register_class(ArmoryProjectPanel)
|
|
bpy.utils.register_class(ArmoryPlayButton)
|
|
bpy.utils.register_class(ArmoryPlayInViewportButton)
|
|
bpy.utils.register_class(ArmoryStopButton)
|
|
bpy.utils.register_class(ArmoryBuildButton)
|
|
bpy.utils.register_class(ArmoryBuildProjectButton)
|
|
bpy.utils.register_class(ArmoryPatchButton)
|
|
bpy.utils.register_class(ArmoryOpenProjectFolderButton)
|
|
bpy.utils.register_class(ArmoryCheckUpdatesButton)
|
|
bpy.utils.register_class(ArmoryManualButton)
|
|
bpy.utils.register_class(ArmoryReportIssueButton)
|
|
bpy.utils.register_class(ArmoryKodeStudioButton)
|
|
bpy.utils.register_class(CleanMenu)
|
|
bpy.utils.register_class(CleanButtonMenu)
|
|
bpy.utils.register_class(ArmoryCleanCacheButton)
|
|
bpy.utils.register_class(ArmoryCleanProjectButton)
|
|
bpy.utils.register_class(ArmoryPublishButton)
|
|
bpy.utils.register_class(ArmoryRenderButton)
|
|
|
|
bpy.types.VIEW3D_HT_header.append(draw_view3d_header)
|
|
bpy.types.INFO_HT_header.prepend(draw_info_header)
|
|
|
|
def unregister():
|
|
bpy.types.VIEW3D_HT_header.remove(draw_view3d_header)
|
|
bpy.types.INFO_HT_header.remove(draw_info_header)
|
|
|
|
bpy.utils.unregister_class(ObjectPropsPanel)
|
|
bpy.utils.unregister_class(ModifiersPropsPanel)
|
|
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(WorldPropsPanel)
|
|
bpy.utils.unregister_class(ArmoryPlayerPanel)
|
|
bpy.utils.unregister_class(ArmoryProjectPanel)
|
|
bpy.utils.unregister_class(ArmoryPlayButton)
|
|
bpy.utils.unregister_class(ArmoryPlayInViewportButton)
|
|
bpy.utils.unregister_class(ArmoryStopButton)
|
|
bpy.utils.unregister_class(ArmoryBuildButton)
|
|
bpy.utils.unregister_class(ArmoryBuildProjectButton)
|
|
bpy.utils.unregister_class(ArmoryPatchButton)
|
|
bpy.utils.unregister_class(ArmoryOpenProjectFolderButton)
|
|
bpy.utils.unregister_class(ArmoryCheckUpdatesButton)
|
|
bpy.utils.unregister_class(ArmoryManualButton)
|
|
bpy.utils.unregister_class(ArmoryReportIssueButton)
|
|
bpy.utils.unregister_class(ArmoryKodeStudioButton)
|
|
bpy.utils.unregister_class(CleanMenu)
|
|
bpy.utils.unregister_class(CleanButtonMenu)
|
|
bpy.utils.unregister_class(ArmoryCleanCacheButton)
|
|
bpy.utils.unregister_class(ArmoryCleanProjectButton)
|
|
bpy.utils.unregister_class(ArmoryPublishButton)
|
|
bpy.utils.unregister_class(ArmoryRenderButton)
|