562 lines
21 KiB
Python
Executable file
562 lines
21 KiB
Python
Executable file
import os
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import glob
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import time
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import shutil
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import bpy
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import json
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import stat
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from bpy.props import *
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import subprocess
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import threading
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import webbrowser
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import arm.utils
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import arm.write_data as write_data
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import arm.make_logic as make_logic
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import arm.make_renderpath as make_renderpath
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import arm.make_world as make_world
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import arm.make_state as state
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import arm.assets as assets
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import arm.log as log
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import arm.lib.make_datas
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import arm.lib.server
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from arm.exporter import ArmoryExporter
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exporter = ArmoryExporter()
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scripts_mtime = 0 # Monitor source changes
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profile_time = 0
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def run_proc(cmd, done):
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def fn(p, done):
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p.wait()
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if done != None:
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done()
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p = subprocess.Popen(cmd)
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threading.Thread(target=fn, args=(p, done)).start()
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return p
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def compile_shader_pass(res, raw_shaders_path, shader_name, defs):
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os.chdir(raw_shaders_path + '/' + shader_name)
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# Open json file
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json_name = shader_name + '.json'
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with open(json_name) as f:
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json_file = f.read()
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json_data = json.loads(json_file)
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fp = arm.utils.get_fp_build()
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arm.lib.make_datas.make(res, shader_name, json_data, fp, defs)
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path = fp + '/compiled/Shaders'
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c = json_data['contexts'][0]
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for s in ['vertex_shader', 'fragment_shader', 'geometry_shader', 'tesscontrol_shader', 'tesseval_shader']:
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if s in c:
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shutil.copy(c[s], path + '/' + c[s].split('/')[-1])
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def remove_readonly(func, path, excinfo):
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os.chmod(path, stat.S_IWRITE)
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func(path)
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def export_data(fp, sdk_path):
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global exporter
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wrd = bpy.data.worlds['Arm']
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print('\nArmory v{0} ({1})'.format(wrd.arm_version, wrd.arm_commit))
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print('OS: ' + arm.utils.get_os() + ', Target: ' + state.target + ', GAPI: ' + arm.utils.get_gapi() + ', Blender: ' + bpy.app.version_string)
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# Clean compiled variants if cache is disabled
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build_dir = arm.utils.get_fp_build()
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if wrd.arm_cache_shaders == False:
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if os.path.isdir(build_dir + '/debug/html5-resources'):
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shutil.rmtree(build_dir + '/debug/html5-resources', onerror=remove_readonly)
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if os.path.isdir(build_dir + '/krom-resources'):
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shutil.rmtree(build_dir + '/krom-resources', onerror=remove_readonly)
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if os.path.isdir(build_dir + '/debug/krom-resources'):
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shutil.rmtree(build_dir + '/debug/krom-resources', onerror=remove_readonly)
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if os.path.isdir(build_dir + '/windows-resources'):
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shutil.rmtree(build_dir + '/windows-resources', onerror=remove_readonly)
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if os.path.isdir(build_dir + '/linux-resources'):
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shutil.rmtree(build_dir + '/linux-resources', onerror=remove_readonly)
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if os.path.isdir(build_dir + '/osx-resources'):
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shutil.rmtree(build_dir + '/osx-resources', onerror=remove_readonly)
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if os.path.isdir(build_dir + '/compiled/Shaders'):
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shutil.rmtree(build_dir + '/compiled/Shaders', onerror=remove_readonly)
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raw_shaders_path = sdk_path + '/armory/Shaders/'
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assets_path = sdk_path + '/armory/Assets/'
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export_physics = bpy.data.worlds['Arm'].arm_physics != 'Disabled'
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export_navigation = bpy.data.worlds['Arm'].arm_navigation != 'Disabled'
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export_ui = bpy.data.worlds['Arm'].arm_ui != 'Disabled'
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assets.reset()
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# Build node trees
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ArmoryExporter.import_traits = []
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make_logic.build()
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make_world.build()
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make_renderpath.build()
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# Export scene data
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assets.embedded_data = sorted(list(set(assets.embedded_data)))
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physics_found = False
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navigation_found = False
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ui_found = False
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ArmoryExporter.compress_enabled = state.is_publish and wrd.arm_asset_compression
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for scene in bpy.data.scenes:
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if scene.arm_export:
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ext = '.zip' if (scene.arm_compress and state.is_publish) else '.arm'
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asset_path = build_dir + '/compiled/Assets/' + arm.utils.safestr(scene.name) + ext
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exporter.execute(bpy.context, asset_path, scene=scene)
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if ArmoryExporter.export_physics:
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physics_found = True
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if ArmoryExporter.export_navigation:
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navigation_found = True
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if ArmoryExporter.export_ui:
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ui_found = True
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assets.add(asset_path)
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if physics_found == False: # Disable physics if no rigid body is exported
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export_physics = False
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if navigation_found == False:
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export_navigation = False
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if ui_found == False:
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export_ui = False
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if wrd.arm_ui == 'Enabled':
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export_ui = True
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modules = []
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if wrd.arm_audio == 'Enabled':
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modules.append('audio')
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if export_physics:
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modules.append('physics')
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if export_navigation:
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modules.append('navigation')
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if export_ui:
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modules.append('ui')
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if wrd.arm_hscript == 'Enabled':
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modules.append('hscript')
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if wrd.arm_formatlib == 'Enabled':
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modules.append('format')
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print('Exported modules: ' + str(modules))
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defs = arm.utils.def_strings_to_array(wrd.world_defs)
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cdefs = arm.utils.def_strings_to_array(wrd.compo_defs)
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print('Shader flags: ' + str(defs))
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if wrd.arm_debug_console:
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print('Khafile flags: ' + str(assets.khafile_defs))
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# Write compiled.inc
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shaders_path = build_dir + '/compiled/Shaders'
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if not os.path.exists(shaders_path):
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os.makedirs(shaders_path)
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write_data.write_compiledglsl(defs + cdefs)
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# Write referenced shader passes
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if not os.path.isfile(build_dir + '/compiled/Shaders/shader_datas.arm') or state.last_world_defs != wrd.world_defs:
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res = {}
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res['shader_datas'] = []
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for ref in assets.shader_passes:
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# Ensure shader pass source exists
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if not os.path.exists(raw_shaders_path + '/' + ref):
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continue
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assets.shader_passes_assets[ref] = []
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if ref.startswith('compositor_pass'):
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compile_shader_pass(res, raw_shaders_path, ref, defs + cdefs)
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# elif ref.startswith('grease_pencil'):
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# compile_shader_pass(res, raw_shaders_path, ref, [])
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else:
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compile_shader_pass(res, raw_shaders_path, ref, defs)
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arm.utils.write_arm(shaders_path + '/shader_datas.arm', res)
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for ref in assets.shader_passes:
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for s in assets.shader_passes_assets[ref]:
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assets.add_shader(shaders_path + '/' + s + '.glsl')
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for file in assets.shaders_external:
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name = file.split('/')[-1].split('\\')[-1]
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target = build_dir + '/compiled/Shaders/' + name
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if not os.path.exists(target):
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shutil.copy(file, target)
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state.last_world_defs = wrd.world_defs
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# Reset path
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os.chdir(fp)
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# Copy std shaders
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if not os.path.isdir(build_dir + '/compiled/Shaders/std'):
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shutil.copytree(raw_shaders_path + 'std', build_dir + '/compiled/Shaders/std')
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# Write config.arm
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resx, resy = arm.utils.get_render_resolution(arm.utils.get_active_scene())
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if wrd.arm_write_config:
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write_data.write_config(resx, resy)
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# Write khafile.js
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enable_dce = state.is_publish and wrd.arm_dce
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import_logic = not state.is_publish and arm.utils.logic_editor_space() != None
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write_data.write_khafilejs(state.is_play, export_physics, export_navigation, export_ui, state.is_publish, enable_dce, state.is_viewport, ArmoryExporter.import_traits, import_logic)
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# Write Main.hx - depends on write_khafilejs for writing number of assets
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scene_name = arm.utils.get_project_scene_name()
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write_data.write_mainhx(scene_name, resx, resy, state.is_play, state.is_viewport, state.is_publish)
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if scene_name != state.last_scene or resx != state.last_resx or resy != state.last_resy:
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wrd.arm_recompile = True
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state.last_resx = resx
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state.last_resy = resy
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state.last_scene = scene_name
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def compile(assets_only=False):
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wrd = bpy.data.worlds['Arm']
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fp = arm.utils.get_fp()
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os.chdir(fp)
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# Set build command
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target_name = state.target
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node_path = arm.utils.get_node_path()
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khamake_path = arm.utils.get_khamake_path()
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kha_target_name = arm.utils.get_kha_target(target_name)
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cmd = [node_path, khamake_path, kha_target_name]
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ffmpeg_path = arm.utils.get_ffmpeg_path() # Path to binary
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if ffmpeg_path != '':
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cmd.append('--ffmpeg')
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cmd.append(ffmpeg_path) # '"' + ffmpeg_path + '"'
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state.export_gapi = arm.utils.get_gapi()
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cmd.append('-g')
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cmd.append(state.export_gapi)
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if arm.utils.get_legacy_shaders() and not state.is_viewport:
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cmd.append('--shaderversion')
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cmd.append('110')
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elif 'android' in state.target or 'ios' in state.target or 'html5' in state.target:
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pass # Use defaults
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else:
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cmd.append('--shaderversion')
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cmd.append('330')
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if '_VR' in wrd.world_defs:
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cmd.append('--vr')
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cmd.append('webvr')
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if arm.utils.get_rp().rp_renderer == 'Pathtracer':
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cmd.append('--raytrace')
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cmd.append('dxr')
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dxc_path = fp + '/HlslShaders/fxc.exe'
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subprocess.Popen([dxc_path, '-Zpr', '-Fo', fp + '/Bundled/pt_raygeneration.o', '-T', 'lib_6_1', fp + '/HlslShaders/pt_raygeneration.hlsl'])
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subprocess.Popen([dxc_path, '-Zpr', '-Fo', fp + '/Bundled/pt_closesthit.o', '-T', 'lib_6_1', fp + '/HlslShaders/pt_closesthit.hlsl'])
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subprocess.Popen([dxc_path, '-Zpr', '-Fo', fp + '/Bundled/pt_miss.o', '-T', 'lib_6_1', fp + '/HlslShaders/pt_miss.hlsl'])
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if arm.utils.get_khamake_threads() > 1:
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cmd.append('--parallelAssetConversion')
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cmd.append(str(arm.utils.get_khamake_threads()))
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cmd.append('--to')
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if (kha_target_name == 'krom' and not state.is_viewport and not state.is_publish) or (kha_target_name == 'html5' and not state.is_publish):
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cmd.append(arm.utils.build_dir() + '/debug')
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else:
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cmd.append(arm.utils.build_dir())
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# User defined commands
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if wrd.arm_khamake != '':
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for s in bpy.data.texts[wrd.arm_khamake].as_string().split(' '):
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cmd.append(s)
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if assets_only:
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cmd.append('--nohaxe')
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cmd.append('--noproject')
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print("Running: ", cmd)
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print("Using project from " + arm.utils.get_fp())
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state.proc_build = run_proc(cmd, build_done)
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def build_viewport():
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if state.proc_build != None:
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return
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if not arm.utils.check_saved(None):
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return
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if not arm.utils.check_sdkpath(None):
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return
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if not arm.utils.check_engine(None):
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return
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arm.utils.check_default_props()
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assets.invalidate_enabled = False
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play(is_viewport=True)
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assets.invalidate_enabled = True
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def build(target, is_play=False, is_publish=False, is_viewport=False, is_export=False):
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global profile_time
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profile_time = time.time()
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state.target = target
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state.is_play = is_play
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state.is_publish = is_publish
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state.is_viewport = is_viewport
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state.is_export = is_export
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# Save blend
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if arm.utils.get_save_on_build() and not state.is_viewport:
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bpy.ops.wm.save_mainfile()
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log.clear()
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# Set camera in active scene
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active_scene = arm.utils.get_active_scene()
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if active_scene.camera == None:
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for o in active_scene.objects:
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if o.type == 'CAMERA':
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active_scene.camera = o
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break
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# Get paths
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sdk_path = arm.utils.get_sdk_path()
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raw_shaders_path = sdk_path + '/armory/Shaders/'
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# Set dir
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fp = arm.utils.get_fp()
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os.chdir(fp)
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# Create directories
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wrd = bpy.data.worlds['Arm']
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sources_path = 'Sources/' + arm.utils.safestr(wrd.arm_project_package)
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if not os.path.exists(sources_path):
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os.makedirs(sources_path)
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# Save external scripts edited inside Blender
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write_texts = False
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for text in bpy.data.texts:
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if text.filepath != '' and text.is_dirty:
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write_texts = True
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break
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if write_texts:
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area = bpy.context.area
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old_type = area.type
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area.type = 'TEXT_EDITOR'
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for text in bpy.data.texts:
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if text.filepath != '' and text.is_dirty and os.path.isfile(text.filepath):
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area.spaces[0].text = text
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bpy.ops.text.save()
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area.type = old_type
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# Save internal Haxe scripts
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for text in bpy.data.texts:
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if text.filepath == '' and text.name[-3:] == '.hx':
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with open('Sources/' + arm.utils.safestr(wrd.arm_project_package) + '/' + text.name, 'w') as f:
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f.write(text.as_string())
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# Export data
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export_data(fp, sdk_path)
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if state.target == 'html5':
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w, h = arm.utils.get_render_resolution(arm.utils.get_active_scene())
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write_data.write_indexhtml(w, h, is_publish)
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# Bundle files from include dir
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if os.path.isdir('include'):
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dest = '/html5/' if is_publish else '/debug/html5/'
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for fn in glob.iglob(os.path.join('include', '**'), recursive=False):
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shutil.copy(fn, arm.utils.build_dir() + dest + os.path.basename(fn))
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def play_done():
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state.proc_play = None
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state.redraw_ui = True
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log.clear()
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def build_done():
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print('Finished in ' + str(time.time() - profile_time))
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if state.proc_build == None:
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return
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result = state.proc_build.poll()
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state.proc_build = None
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state.redraw_ui = True
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if result == 0:
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bpy.data.worlds['Arm'].arm_recompile = False
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build_success()
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else:
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log.print_info('Build failed, check console')
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def runtime_to_target(is_viewport):
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wrd = bpy.data.worlds['Arm']
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if is_viewport or wrd.arm_runtime == 'Krom':
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return 'krom'
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else:
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return 'html5'
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def get_khajs_path(is_viewport, target):
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if is_viewport:
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return arm.utils.build_dir() + '/krom/krom.js'
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elif target == 'krom':
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return arm.utils.build_dir() + '/debug/krom/krom.js'
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else: # Browser
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return arm.utils.build_dir() + '/debug/html5/kha.js'
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def play(is_viewport):
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global scripts_mtime
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global code_parsed
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wrd = bpy.data.worlds['Arm']
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log.clear()
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build(target=runtime_to_target(is_viewport), is_play=True, is_viewport=is_viewport)
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khajs_path = get_khajs_path(is_viewport, state.target)
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if not wrd.arm_cache_compiler or \
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not os.path.isfile(khajs_path) or \
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assets.khafile_defs_last != assets.khafile_defs or \
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state.last_target != state.target or \
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state.last_is_viewport != state.is_viewport:
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wrd.arm_recompile = True
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state.last_target = state.target
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state.last_is_viewport = state.is_viewport
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# Trait sources modified
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state.mod_scripts = []
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script_path = arm.utils.get_fp() + '/Sources/' + arm.utils.safestr(wrd.arm_project_package)
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if os.path.isdir(script_path):
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new_mtime = scripts_mtime
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for fn in glob.iglob(os.path.join(script_path, '**', '*.hx'), recursive=True):
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mtime = os.path.getmtime(fn)
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if scripts_mtime < mtime:
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arm.utils.fetch_script_props(fn) # Trait props
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fn = fn.split('Sources/')[1]
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fn = fn[:-3] #.hx
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fn = fn.replace('/', '.')
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state.mod_scripts.append(fn)
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wrd.arm_recompile = True
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if new_mtime < mtime:
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new_mtime = mtime
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scripts_mtime = new_mtime
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if len(state.mod_scripts) > 0: # Trait props
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arm.utils.fetch_trait_props()
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compile(assets_only=(not wrd.arm_recompile))
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def build_success():
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log.clear()
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wrd = bpy.data.worlds['Arm']
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if state.is_play and state.is_viewport:
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open(arm.utils.get_fp_build() + '/krom/krom.lock', 'w').close()
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elif state.is_play:
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if wrd.arm_runtime == 'Browser':
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# Start server
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os.chdir(arm.utils.get_fp())
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t = threading.Thread(name='localserver', target=arm.lib.server.run)
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t.daemon = True
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t.start()
|
|
html5_app_path = 'http://localhost:8040/' + arm.utils.build_dir() + '/debug/html5'
|
|
webbrowser.open(html5_app_path)
|
|
elif wrd.arm_runtime == 'Krom':
|
|
bin_ext = '' if state.export_gapi == 'opengl' else '_' + state.export_gapi
|
|
krom_location, krom_path = arm.utils.krom_paths(bin_ext=bin_ext)
|
|
os.chdir(krom_location)
|
|
cmd = [krom_path, arm.utils.get_fp_build() + '/debug/krom', arm.utils.get_fp_build() + '/debug/krom-resources']
|
|
if arm.utils.get_os() == 'win':
|
|
cmd.append('--consolepid')
|
|
cmd.append(str(os.getpid()))
|
|
elif arm.utils.get_os() == 'mac' or arm.utils.get_os() == 'linux': # TODO: Wait for new Krom audio
|
|
cmd.append('--nosound')
|
|
state.proc_play = run_proc(cmd, play_done)
|
|
|
|
elif state.is_publish:
|
|
sdk_path = arm.utils.get_sdk_path()
|
|
target_name = arm.utils.get_kha_target(state.target)
|
|
files_path = arm.utils.get_fp_build() + '/' + target_name
|
|
|
|
if (target_name == 'html5' or target_name == 'krom') and wrd.arm_minify_js:
|
|
# Minify JS
|
|
minifier_path = sdk_path + '/lib/armory_tools/uglifyjs/bin/uglifyjs'
|
|
if target_name == 'html5':
|
|
jsfile = files_path + '/kha.js'
|
|
else:
|
|
jsfile = files_path + '/krom.js'
|
|
args = [arm.utils.get_node_path(), minifier_path, jsfile, '-o', jsfile]
|
|
proc = subprocess.Popen(args)
|
|
proc.wait()
|
|
|
|
if target_name == 'krom':
|
|
# Clean up
|
|
mapfile = files_path + '/krom.js.temp.map'
|
|
if os.path.exists(mapfile):
|
|
os.remove(mapfile)
|
|
# Copy Krom binaries
|
|
if state.target == 'krom-windows':
|
|
gapi = state.export_gapi
|
|
ext = '' if gapi == 'opengl' else '_' + gapi
|
|
krom_location = sdk_path + '/Krom/Krom' + ext + '.exe'
|
|
shutil.copy(krom_location, files_path + '/Krom.exe')
|
|
os.rename(files_path + '/Krom.exe', files_path + '/' + arm.utils.safestr(wrd.arm_project_name) + '.exe')
|
|
elif state.target == 'krom-linux':
|
|
krom_location = sdk_path + '/Krom/Krom'
|
|
shutil.copy(krom_location, files_path)
|
|
os.rename(files_path + '/Krom', files_path + '/' + arm.utils.safestr(wrd.arm_project_name))
|
|
else:
|
|
krom_location = sdk_path + '/Krom/Krom.app'
|
|
shutil.copytree(krom_location, files_path + '/Krom.app')
|
|
game_files = os.listdir(files_path)
|
|
for f in game_files:
|
|
f = files_path + '/' + f
|
|
if os.path.isfile(f):
|
|
shutil.move(f, files_path + '/Krom.app/Contents/MacOS')
|
|
os.rename(files_path + '/Krom.app', files_path + '/' + arm.utils.safestr(wrd.arm_project_name) + '.app')
|
|
# Rename
|
|
ext = state.target.split('-')[-1] # krom-windows
|
|
new_files_path = files_path + '-' + ext
|
|
os.rename(files_path, new_files_path)
|
|
files_path = new_files_path
|
|
|
|
if target_name == 'html5':
|
|
print('Exported HTML5 package to ' + files_path)
|
|
elif target_name == 'ios' or target_name == 'osx': # TODO: to macos
|
|
print('Exported XCode project to ' + files_path + '-build')
|
|
elif target_name == 'windows' or target_name == 'windowsapp':
|
|
print('Exported Visual Studio 2017 project to ' + files_path + '-build')
|
|
elif target_name == 'android-native':
|
|
print('Exported Android Studio project to ' + files_path + '-build/' + arm.utils.safestr(wrd.arm_project_name))
|
|
elif target_name == 'krom':
|
|
print('Exported Krom package to ' + files_path)
|
|
else:
|
|
print('Exported makefiles to ' + files_path + '-build')
|
|
|
|
def clean():
|
|
os.chdir(arm.utils.get_fp())
|
|
wrd = bpy.data.worlds['Arm']
|
|
|
|
# Remove build and compiled data
|
|
if os.path.isdir(arm.utils.build_dir()):
|
|
shutil.rmtree(arm.utils.build_dir(), onerror=remove_readonly)
|
|
if os.path.isdir(arm.utils.get_fp() + '/build'): # Kode Studio build dir
|
|
shutil.rmtree(arm.utils.get_fp() + '/build', onerror=remove_readonly)
|
|
|
|
# Remove compiled nodes
|
|
pkg_dir = arm.utils.safestr(wrd.arm_project_package).replace('.', '/')
|
|
nodes_path = 'Sources/' + pkg_dir + '/node/'
|
|
if os.path.isdir(nodes_path):
|
|
shutil.rmtree(nodes_path, onerror=remove_readonly)
|
|
|
|
# Remove khafile/korefile/Main.hx
|
|
if os.path.isfile('khafile.js'):
|
|
os.remove('khafile.js')
|
|
if os.path.isfile('korefile.js'):
|
|
os.remove('korefile.js')
|
|
if os.path.isfile('Sources/Main.hx'):
|
|
os.remove('Sources/Main.hx')
|
|
|
|
# Remove Sources/ dir if empty
|
|
if os.path.exists('Sources/' + pkg_dir) and os.listdir('Sources/' + pkg_dir) == []:
|
|
shutil.rmtree('Sources/' + pkg_dir, onerror=remove_readonly)
|
|
if os.path.exists('Sources') and os.listdir('Sources') == []:
|
|
shutil.rmtree('Sources/', onerror=remove_readonly)
|
|
|
|
# To recache signatures for batched materials
|
|
for mat in bpy.data.materials:
|
|
mat.signature = ''
|
|
mat.is_cached = False
|
|
|
|
print('Project cleaned')
|