armory/blender/props_ui.py
2016-12-13 01:09:17 +01:00

635 lines
23 KiB
Python

import bpy
import subprocess
import nodes_renderpath
from bpy.types import Menu, Panel, UIList
from bpy.props import *
from props_traits_clip import *
from props_traits_action import *
import armutils
import make
import make_utils
import make_state as state
import assets
import log
import webbrowser
# Menu in object region
class ObjectPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "object"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
if obj == None:
return
wrd = bpy.data.worlds['Arm']
if wrd.arm_export_hide_render == False:
layout.prop(obj, 'hide_render')
hide = obj.hide_render
else:
layout.prop(obj, 'game_export')
hide = not obj.game_export
if hide:
return
layout.prop(wrd, 'arm_object_advanced')
if wrd.arm_object_advanced:
if wrd.arm_export_hide_render == False:
layout.prop(obj, 'game_visible')
else:
layout.prop(obj, 'hide_render')
layout.prop(obj, 'spawn')
layout.prop(obj, 'mobile')
if obj.type == 'MESH':
layout.prop(obj, 'instanced_children')
if obj.instanced_children:
layout.label('Location')
row = layout.row()
row.prop(obj, 'instanced_children_loc_x')
row.prop(obj, 'instanced_children_loc_y')
row.prop(obj, 'instanced_children_loc_z')
layout.label('Rotation')
row = layout.row()
row.prop(obj, 'instanced_children_rot_x')
row.prop(obj, 'instanced_children_rot_y')
row.prop(obj, 'instanced_children_rot_z')
layout.label('Scale')
row = layout.row()
row.prop(obj, 'instanced_children_scale_x')
row.prop(obj, 'instanced_children_scale_y')
row.prop(obj, 'instanced_children_scale_z')
layout.prop(obj, 'override_material')
if obj.override_material:
layout.prop(obj, 'override_material_name')
if obj.type == 'ARMATURE':
layout.prop(obj, 'bone_animation_enabled')
if obj.bone_animation_enabled:
layout.prop(obj, 'edit_actions_prop')
if obj.edit_actions_prop:
layout.prop_search(obj, "start_action_name_prop", obj.data, "my_actiontraitlist", "Start Action")
else:
layout.prop(obj, 'object_animation_enabled')
if (obj.type == 'ARMATURE' and obj.bone_animation_enabled) or (obj.type != 'ARMATURE' and obj.object_animation_enabled):
layout.prop(obj, 'edit_tracks_prop')
if obj.edit_tracks_prop:
layout.prop_search(obj, "start_track_name_prop", obj, "my_cliptraitlist", "Start Clip")
# Tracks list
layout.label("Clips")
animrow = layout.row()
animrows = 2
if len(obj.my_cliptraitlist) > 1:
animrows = 4
row = layout.row()
row.template_list("MY_UL_ClipTraitList", "The_List", obj, "my_cliptraitlist", obj, "cliptraitlist_index", rows=animrows)
col = row.column(align=True)
col.operator("my_cliptraitlist.new_item", icon='ZOOMIN', text="")
col.operator("my_cliptraitlist.delete_item", icon='ZOOMOUT', text="")
if len(obj.my_cliptraitlist) > 1:
col.separator()
col.operator("my_cliptraitlist.move_item", icon='TRIA_UP', text="").direction = 'UP'
col.operator("my_cliptraitlist.move_item", icon='TRIA_DOWN', text="").direction = 'DOWN'
if obj.cliptraitlist_index >= 0 and len(obj.my_cliptraitlist) > 0:
animitem = obj.my_cliptraitlist[obj.cliptraitlist_index]
row = layout.row()
row.prop(animitem, "start_prop")
row.prop(animitem, "end_prop")
layout.prop(animitem, "speed_prop")
layout.prop(animitem, "loop_prop")
layout.prop(animitem, "reflect_prop")
# Menu in modifiers region
class ModifiersPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "modifier"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
if obj == None:
return
layout.operator("arm.invalidate_cache")
# Assume as first modifier
if len(obj.modifiers) > 0 and obj.modifiers[0].type == 'OCEAN':
layout.prop(bpy.data.worlds['Arm'], 'generate_ocean_base_color')
layout.prop(bpy.data.worlds['Arm'], 'generate_ocean_water_color')
layout.prop(bpy.data.worlds['Arm'], 'generate_ocean_fade')
# Menu in data region
class DataPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "data"
def draw(self, context):
layout = self.layout
obj = bpy.context.object
if obj == None:
return
if obj.type == 'CAMERA':
layout.prop(obj.data, 'is_probe')
if obj.data.is_probe == True:
layout.prop(obj.data, 'probe_texture')
layout.prop_search(obj.data, "probe_volume", bpy.data, "objects")
layout.prop(obj.data, 'probe_strength')
layout.prop(obj.data, 'probe_blending')
layout.prop(obj.data, 'is_mirror')
if obj.data.is_mirror == True:
layout.label('Resolution')
layout.prop(obj.data, 'mirror_resolution_x')
layout.prop(obj.data, 'mirror_resolution_y')
layout.prop(obj.data, 'frustum_culling')
layout.prop_search(obj.data, "renderpath_path", bpy.data, "node_groups")
elif obj.type == 'MESH' or obj.type == 'FONT' or obj.type == 'META':
layout.prop(obj.data, 'dynamic_usage')
layout.prop(obj.data, 'data_compressed')
layout.operator("arm.invalidate_cache")
elif obj.type == 'LAMP':
layout.prop(obj.data, 'lamp_clip_start')
layout.prop(obj.data, 'lamp_clip_end')
layout.prop(obj.data, 'lamp_fov')
layout.prop(obj.data, 'lamp_shadows_bias')
if obj.data.type == 'POINT':
layout.prop(obj.data, 'lamp_omni_shadows')
if obj.data.lamp_omni_shadows:
layout.label('Warning: Will result in performance loss.')
layout.label('Temporary implementation.')
elif obj.type == 'SPEAKER':
layout.prop(obj.data, 'loop')
layout.prop(obj.data, 'stream')
elif obj.type == 'ARMATURE':
layout.prop(obj.data, 'edit_actions')
if obj.data.edit_actions:
# Actions list
layout.label("Actions")
animrow = layout.row()
animrows = 2
if len(obj.data.my_actiontraitlist) > 1:
animrows = 4
row = layout.row()
row.template_list("MY_UL_ActionTraitList", "The_List", obj.data, "my_actiontraitlist", obj.data, "actiontraitlist_index", rows=animrows)
col = row.column(align=True)
col.operator("my_actiontraitlist.new_item", icon='ZOOMIN', text="")
col.operator("my_actiontraitlist.delete_item", icon='ZOOMOUT', text="")
if len(obj.data.my_actiontraitlist) > 1:
col.separator()
col.operator("my_actiontraitlist.move_item", icon='TRIA_UP', text="").direction = 'UP'
col.operator("my_actiontraitlist.move_item", icon='TRIA_DOWN', text="").direction = 'DOWN'
if obj.data.actiontraitlist_index >= 0 and len(obj.data.my_actiontraitlist) > 0:
item = obj.data.my_actiontraitlist[obj.data.actiontraitlist_index]
item.name = item.action_name_prop
row = layout.row()
row.prop_search(item, "action_name_prop", bpy.data, "actions", "Action")
layout.prop(obj.data, 'data_compressed')
class ScenePropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
layout = self.layout
scene = bpy.context.scene
if scene == None:
return
layout.prop(scene, 'game_export')
layout.prop(scene, 'gp_export')
if scene.gp_export:
layout.operator('arm.invalidate_gp_cache')
layout.prop(scene, 'data_compressed')
class InvalidateCacheButton(bpy.types.Operator):
'''Delete cached mesh data'''
bl_idname = "arm.invalidate_cache"
bl_label = "Invalidate Cache"
def execute(self, context):
context.object.data.mesh_cached = False
return{'FINISHED'}
class InvalidateGPCacheButton(bpy.types.Operator):
'''Delete cached grease pencil data'''
bl_idname = "arm.invalidate_gp_cache"
bl_label = "Invalidate Grease Pencil Cache"
def execute(self, context):
if context.scene.grease_pencil != None:
context.scene.grease_pencil.data_cached = False
return{'FINISHED'}
class MaterialPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "material"
def draw(self, context):
layout = self.layout
mat = bpy.context.material
if mat == None:
return
layout.prop(mat, 'cast_shadow')
layout.prop(mat, 'receive_shadow')
layout.prop(mat, 'overlay')
layout.prop(bpy.data.worlds['Arm'], 'arm_material_advanced')
if bpy.data.worlds['Arm'].arm_material_advanced:
layout.prop(mat, 'override_cull')
if mat.override_cull:
layout.prop(mat, 'override_cull_mode')
layout.prop(mat, 'override_shader')
if mat.override_shader:
layout.prop(mat, 'override_shader_name')
layout.prop(mat, 'override_shader_context')
if mat.override_shader_context:
layout.prop(mat, 'override_shader_context_name')
# layout.prop(mat, 'override_compare')
# if mat.override_compare:
# layout.prop(mat, 'override_compare_mode')
# layout.prop(mat, 'override_depthwrite')
# if mat.override_depthwrite:
# layout.prop(mat, 'override_depthwrite_mode')
layout.prop(mat, 'stencil_mask')
layout.prop(mat, 'skip_context')
layout.label('Height map')
layout.prop(mat, 'height_tess')
if mat.height_tess:
layout.prop(mat, 'height_tess_inner')
layout.prop(mat, 'height_tess_outer')
layout.prop(mat, 'height_tess_shadows')
if mat.height_tess_shadows:
layout.prop(mat, 'height_tess_shadows_inner')
layout.prop(mat, 'height_tess_shadows_outer')
layout.prop(mat, 'transluc_shadows')
class WorldPropsPanel(bpy.types.Panel):
bl_label = "Armory Props"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "world"
def draw(self, context):
layout = self.layout
# wrd = bpy.context.world
wrd = bpy.data.worlds['Arm']
layout.prop(wrd, 'generate_radiance')
if wrd.generate_radiance:
layout.prop(wrd, 'generate_radiance_size')
layout.prop(wrd, 'generate_radiance_sky')
if wrd.generate_radiance_sky:
layout.prop(wrd, 'generate_radiance_sky_type')
# layout.separator()
# TODO: migrate to compositor
# layout.label('Compositor')
# layout.prop(wrd, 'generate_letterbox')
# if wrd.generate_letterbox:
# layout.prop(wrd, 'generate_letterbox_size')
# layout.prop(wrd, 'generate_grain')
# if wrd.generate_grain:
# layout.prop(wrd, 'generate_grain_strength')
# layout.prop(wrd, 'generate_fog')
# if wrd.generate_fog:
# layout.prop(wrd, 'generate_fog_color')
# layout.prop(wrd, 'generate_fog_amounta')
# layout.prop(wrd, 'generate_fog_amountb')
class ArmoryHelpButton(bpy.types.Operator):
'''Open a website in the web-browser'''
bl_idname = "arm.help"
bl_label = "Help"
def execute(self, context):
webbrowser.open("http://armory3d.org/manual")
return{"FINISHED"}
# Menu in render region
class ArmoryPlayPanel(bpy.types.Panel):
bl_label = "Armory Play"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds['Arm']
if state.playproc == None and state.compileproc == None:
layout.operator("arm.play", icon="PLAY")
else:
layout.operator("arm.stop", icon="MESH_PLANE")
layout.prop(wrd, 'arm_play_runtime')
layout.prop(wrd, 'arm_play_viewport_camera')
if wrd.arm_play_viewport_camera:
layout.prop(wrd, 'arm_play_viewport_navigation')
layout.prop(wrd, 'arm_play_advanced')
if wrd.arm_play_advanced:
layout.prop(wrd, 'arm_play_console')
if armutils.with_krom():
layout.prop(wrd, 'arm_play_live_patch')
if wrd.arm_play_live_patch:
layout.prop(wrd, 'arm_play_auto_build')
layout.operator("arm.render", icon="RENDER_STILL")
layout.operator("arm.help")
class ArmoryBuildPanel(bpy.types.Panel):
bl_label = "Armory Build"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds['Arm']
if state.playproc == None and state.krom_running == False:
layout.operator("arm.build")
else:
layout.operator("arm.patch")
layout.operator("arm.kode_studio")
layout.operator("arm.clean_menu")
layout.prop(wrd, 'arm_project_target')
layout.prop(wrd, 'arm_build_advanced')
if wrd.arm_build_advanced:
layout.prop(wrd, 'arm_cache_shaders')
# layout.prop(wrd, 'arm_cache_envmaps')
layout.prop(wrd, 'arm_minimize')
layout.prop(wrd, 'arm_optimize_mesh')
layout.prop(wrd, 'arm_sampled_animation')
layout.prop(wrd, 'arm_deinterleaved_buffers')
layout.prop(wrd, 'arm_material_level')
layout.label('Libraries')
layout.prop(wrd, 'arm_physics')
layout.prop(wrd, 'arm_navigation')
class ArmoryProjectPanel(bpy.types.Panel):
bl_label = "Armory Project"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
info_text = ''
def draw(self, context):
layout = self.layout
wrd = bpy.data.worlds['Arm']
layout.prop(wrd, 'arm_project_name')
layout.prop(wrd, 'arm_project_package')
layout.prop_search(wrd, 'arm_khafile', bpy.data, 'texts', 'Khafile')
layout.prop_search(wrd, 'arm_command_line', bpy.data, 'texts', 'Command Line')
layout.operator('arm.publish')
layout.prop(wrd, 'arm_project_target')
layout.prop(wrd, 'arm_project_advanced')
if wrd.arm_project_advanced:
layout.prop(wrd, 'arm_loadbar')
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.prop(wrd, 'arm_export_hide_render')
layout.prop(wrd, 'arm_spawn_all_layers')
layout.label('Armory v' + wrd.arm_version)
layout.operator('arm.check_updates')
class ArmoryPlayButton(bpy.types.Operator):
'''Launch player in new window'''
bl_idname = 'arm.play'
bl_label = 'Play'
def execute(self, context):
if not armutils.check_saved(self):
return {"CANCELLED"}
if not armutils.check_camera(self):
return {"CANCELLED"}
nodes_renderpath.check_default()
assets.invalidate_enabled = False
make.play_project(self, 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 not armutils.check_saved(self):
return {"CANCELLED"}
if not armutils.check_camera(self):
return {"CANCELLED"}
nodes_renderpath.check_default()
assets.invalidate_enabled = False
if state.playproc == None:
log.clear()
# 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(self, True)
else:
make.patch_project()
make.compile_project()
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 armutils.check_saved(self):
return {"CANCELLED"}
assets.invalidate_enabled = False
make.build_project()
make.compile_project(watch=True)
assets.invalidate_enabled = True
return{'FINISHED'}
class ArmoryPatchButton(bpy.types.Operator):
'''Update currently running player instance'''
bl_idname = 'arm.patch'
bl_label = 'Live Patch'
def execute(self, context):
assets.invalidate_enabled = False
make.patch_project()
make.compile_project()
assets.invalidate_enabled = True
return{'FINISHED'}
class ArmoryFolderButton(bpy.types.Operator):
'''Open project folder'''
bl_idname = 'arm.folder'
bl_label = 'Project Folder'
def execute(self, context):
if not armutils.check_saved(self):
return {"CANCELLED"}
webbrowser.open('file://' + armutils.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/manual")
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 armutils.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 armutils.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 armutils.check_saved(self):
return {"CANCELLED"}
make.clean_project()
return{'FINISHED'}
class ArmoryPublishButton(bpy.types.Operator):
'''Build project ready for publishing'''
bl_idname = 'arm.publish'
bl_label = 'Publish Project'
def execute(self, context):
if not armutils.check_saved(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 armutils.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 ArmoryProjectPanel.info_text != '':
layout.label(ArmoryProjectPanel.info_text)
def register():
bpy.utils.register_module(__name__)
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_module(__name__)