241 lines
8.6 KiB
Python
241 lines
8.6 KiB
Python
import os
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import shutil
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from typing import Any, Type
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import bpy
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import arm.assets
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import arm.node_utils
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from arm.exporter import ArmoryExporter
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import arm.log as log
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from arm.logicnode.arm_nodes import ArmLogicTreeNode
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import arm.make as make
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import arm.make_state as state
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import arm.utils
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# Current patch id
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patch_id = 0
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# Any object can act as a message bus owner
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msgbus_owner = object()
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# Whether live patch is currently active
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__running = False
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def start():
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"""Start the live patch session."""
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log.debug("Live patch session started")
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listen(bpy.types.Object, "location", "obj_location")
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listen(bpy.types.Object, "rotation_euler", "obj_rotation")
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listen(bpy.types.Object, "scale", "obj_scale")
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# 'energy' is defined in sub classes only, also workaround for
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# https://developer.blender.org/T88408
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for light_type in (bpy.types.AreaLight, bpy.types.PointLight, bpy.types.SpotLight, bpy.types.SunLight):
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listen(light_type, "color", "light_color")
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listen(light_type, "energy", "light_energy")
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global __running
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__running = True
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def stop():
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"""Stop the live patch session."""
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global __running
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__running = False
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log.debug("Live patch session stopped")
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bpy.msgbus.clear_by_owner(msgbus_owner)
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def patch_export():
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"""Re-export the current scene and update the game accordingly."""
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if state.proc_build is not None:
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return
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arm.assets.invalidate_enabled = False
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with arm.utils.WorkingDir(arm.utils.get_fp()):
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asset_path = arm.utils.get_fp_build() + '/compiled/Assets/' + arm.utils.safestr(bpy.context.scene.name) + '.arm'
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ArmoryExporter.export_scene(bpy.context, asset_path, scene=bpy.context.scene)
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dir_std_shaders_dst = os.path.join(arm.utils.build_dir(), 'compiled', 'Shaders', 'std')
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if not os.path.isdir(dir_std_shaders_dst):
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dir_std_shaders_src = os.path.join(arm.utils.get_sdk_path(), 'armory', 'Shaders', 'std')
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shutil.copytree(dir_std_shaders_src, dir_std_shaders_dst)
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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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cmd = [
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node_path, khamake_path, 'krom',
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'--shaderversion', '330',
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'--parallelAssetConversion', '4',
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'--to', arm.utils.build_dir() + '/debug',
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'--nohaxe',
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'--noproject'
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]
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arm.assets.invalidate_enabled = True
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state.proc_build = make.run_proc(cmd, patch_done)
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def patch_done():
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"""Signal Iron to reload the running scene after a re-export."""
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js = 'iron.Scene.patch();'
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write_patch(js)
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state.proc_build = None
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def write_patch(js: str):
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"""Write the given javascript code to 'krom.patch'."""
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global patch_id
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with open(arm.utils.get_fp_build() + '/debug/krom/krom.patch', 'w') as f:
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patch_id += 1
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f.write(str(patch_id) + '\n')
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f.write(js)
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def listen(rna_type: Type[bpy.types.bpy_struct], prop: str, event_id: str):
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"""Subscribe to '<rna_type>.<prop>'. The event_id can be choosen
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freely but must match with the id used in send_event().
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"""
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bpy.msgbus.subscribe_rna(
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key=(rna_type, prop),
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owner=msgbus_owner,
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args=(event_id, ),
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notify=send_event
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# options={"PERSISTENT"}
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)
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def send_event(event_id: str, opt_data: Any = None):
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"""Send the result of the given event to Krom."""
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if not __running:
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return
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if hasattr(bpy.context, 'object') and bpy.context.object is not None:
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obj = bpy.context.object.name
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if bpy.context.object.mode == "OBJECT":
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if event_id == "obj_location":
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vec = bpy.context.object.location
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js = f'var o = iron.Scene.active.getChild("{obj}"); o.transform.loc.set({vec[0]}, {vec[1]}, {vec[2]}); o.transform.dirty = true;'
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write_patch(js)
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elif event_id == 'obj_scale':
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vec = bpy.context.object.scale
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js = f'var o = iron.Scene.active.getChild("{obj}"); o.transform.scale.set({vec[0]}, {vec[1]}, {vec[2]}); o.transform.dirty = true;'
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write_patch(js)
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elif event_id == 'obj_rotation':
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vec = bpy.context.object.rotation_euler.to_quaternion()
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js = f'var o = iron.Scene.active.getChild("{obj}"); o.transform.rot.set({vec[1]}, {vec[2]}, {vec[3]}, {vec[0]}); o.transform.dirty = true;'
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write_patch(js)
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elif event_id == 'light_color':
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light: bpy.types.Light = bpy.context.object.data
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vec = light.color
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js = f'var lRaw = iron.Scene.active.getLight("{light.name}").data.raw; lRaw.color[0]={vec[0]}; lRaw.color[1]={vec[1]}; lRaw.color[2]={vec[2]};'
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write_patch(js)
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elif event_id == 'light_energy':
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light: bpy.types.Light = bpy.context.object.data
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# Align strength to Armory, see exporter.export_light()
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# TODO: Use exporter.export_light() and simply reload all raw light data in Iron?
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strength_fac = 1.0
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if light.type == 'SUN':
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strength_fac = 0.325
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elif light.type in ('POINT', 'SPOT', 'AREA'):
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strength_fac = 0.01
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js = f'var lRaw = iron.Scene.active.getLight("{light.name}").data.raw; lRaw.strength={light.energy * strength_fac};'
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write_patch(js)
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else:
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patch_export()
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if event_id == 'ln_insert_link':
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node: ArmLogicTreeNode
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link: bpy.types.NodeLink
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node, link = opt_data
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# This event is called twice for a connection but we only need
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# send it once
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if node == link.from_node:
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tree_name = arm.node_utils.get_export_tree_name(node.get_tree())
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# [1:] is used here because make_logic already uses that for
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# node names if arm_debug is used
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from_node_name = arm.node_utils.get_export_node_name(node)[1:]
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to_node_name = arm.node_utils.get_export_node_name(link.to_node)[1:]
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from_index = arm.node_utils.get_socket_index(node.outputs, link.from_socket)
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to_index = arm.node_utils.get_socket_index(link.to_node.inputs, link.to_socket)
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js = f'LivePatch.patchCreateNodeLink("{tree_name}", "{from_node_name}", "{to_node_name}", "{from_index}", "{to_index}");'
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write_patch(js)
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elif event_id == 'ln_update_prop':
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node: ArmLogicTreeNode
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prop_name: str
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node, prop_name = opt_data
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tree_name = arm.node_utils.get_export_tree_name(node.get_tree())
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node_name = arm.node_utils.get_export_node_name(node)[1:]
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value = arm.node_utils.haxe_format_prop(node, prop_name)
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js = f'LivePatch.patchUpdateNodeProp("{tree_name}", "{node_name}", "{prop_name}", {value});'
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write_patch(js)
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elif event_id == 'ln_socket_val':
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node: ArmLogicTreeNode
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socket: bpy.types.NodeSocket
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node, socket = opt_data
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socket_index = arm.node_utils.get_socket_index(node.inputs, socket)
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if socket_index != -1:
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tree_name = arm.node_utils.get_export_tree_name(node.get_tree())
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node_name = arm.node_utils.get_export_node_name(node)[1:]
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value = arm.node_utils.haxe_format_socket_val(socket.get_default_value())
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inp_type = socket.arm_socket_type
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if inp_type in ('VECTOR', 'RGB'):
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value = '{' + f'"x": {value[0]}, "y": {value[1]}, "z": {value[2]}' + '}'
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elif inp_type == 'RGBA':
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value = '{' + f'"x": {value[0]}, "y": {value[1]}, "z": {value[2]}, "w": {value[3]}' + '}'
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elif inp_type == 'BOOLEAN':
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value = str(value).lower()
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js = f'LivePatch.patchUpdateNodeInputVal("{tree_name}", "{node_name}", {socket_index}, {value});'
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write_patch(js)
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def on_operator(operator_id: str):
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"""As long as bpy.msgbus doesn't listen to changes made by
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operators (*), additionally notify the callback manually.
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(*) https://developer.blender.org/T72109
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"""
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if not __running:
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return
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# Don't re-export the scene for the following operators
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if operator_id in ("VIEW3D_OT_select", "OUTLINER_OT_item_activate", "OBJECT_OT_editmode_toggle", "NODE_OT_select", "NODE_OT_translate_attach_remove_on_cancel"):
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return
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if operator_id == "TRANSFORM_OT_translate":
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send_event("obj_location")
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elif operator_id in ("TRANSFORM_OT_rotate", "TRANSFORM_OT_trackball"):
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send_event("obj_rotation")
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elif operator_id == "TRANSFORM_OT_resize":
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send_event("obj_scale")
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# Rebuild
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else:
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patch_export()
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