forked from LeenkxTeam/LNXSDK
314 lines
12 KiB
Python
314 lines
12 KiB
Python
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import importlib
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import os
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import queue
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import sys
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import types
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import bpy
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from bpy.app.handlers import persistent
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import lnx
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import lnx.api
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import lnx.nodes_logic
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import lnx.make_state as state
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import lnx.utils
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import lnx.utils_vs
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from lnx import live_patch, log, make, props
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from lnx.logicnode import lnx_nodes
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if lnx.is_reload(__name__):
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lnx.api = lnx.reload_module(lnx.api)
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live_patch = lnx.reload_module(live_patch)
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log = lnx.reload_module(log)
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lnx_nodes = lnx.reload_module(lnx_nodes)
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lnx.nodes_logic = lnx.reload_module(lnx.nodes_logic)
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make = lnx.reload_module(make)
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state = lnx.reload_module(state)
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props = lnx.reload_module(props)
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lnx.utils = lnx.reload_module(lnx.utils)
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lnx.utils_vs = lnx.reload_module(lnx.utils_vs)
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else:
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lnx.enable_reload(__name__)
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@persistent
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def on_depsgraph_update_post(self):
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if state.proc_build is not None:
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return
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# Recache
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depsgraph = bpy.context.evaluated_depsgraph_get()
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for update in depsgraph.updates:
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uid = update.id
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if hasattr(uid, 'lnx_cached'):
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# uid.lnx_cached = False # TODO: does not trigger update
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if isinstance(uid, bpy.types.Mesh) and uid.name in bpy.data.meshes:
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bpy.data.meshes[uid.name].lnx_cached = False
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elif isinstance(uid, bpy.types.Curve) and uid.name in bpy.data.curves:
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bpy.data.curves[uid.name].lnx_cached = False
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elif isinstance(uid, bpy.types.MetaBall) and uid.name in bpy.data.metaballs:
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bpy.data.metaballs[uid.name].lnx_cached = False
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elif isinstance(uid, bpy.types.Armature) and uid.name in bpy.data.armatures:
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bpy.data.armatures[uid.name].lnx_cached = False
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elif isinstance(uid, bpy.types.NodeTree) and uid.name in bpy.data.node_groups:
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bpy.data.node_groups[uid.name].lnx_cached = False
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elif isinstance(uid, bpy.types.Material) and uid.name in bpy.data.materials:
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bpy.data.materials[uid.name].lnx_cached = False
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# Send last operator to Krom
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wrd = bpy.data.worlds['Lnx']
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if state.proc_play is not None and state.target == 'krom' and wrd.lnx_live_patch:
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ops = bpy.context.window_manager.operators
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if len(ops) > 0 and ops[-1] is not None:
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live_patch.on_operator(ops[-1].bl_idname)
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# Hacky solution to update leenkx props after operator executions.
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# bpy.context.active_operator doesn't always exist, in some cases
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# like marking assets for example, this code is also executed before
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# the operator actually finishes and sets the variable
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last_operator = getattr(bpy.context, 'active_operator', None)
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if last_operator is not None:
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on_operator_post(last_operator.bl_idname)
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def on_operator_post(operator_id: str) -> None:
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"""Called after operator execution. Does not work for operators
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executed in another context. Warning: this function is also called
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when the operator execution raised an exception!"""
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# 3D View > Object > Rigid Body > Copy from Active
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if operator_id == "RIGIDBODY_OT_object_settings_copy":
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# Copy leenkx rigid body settings
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source_obj = bpy.context.active_object
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for target_obj in bpy.context.selected_objects:
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target_obj.lnx_rb_linear_factor = source_obj.lnx_rb_linear_factor
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target_obj.lnx_rb_angular_factor = source_obj.lnx_rb_angular_factor
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target_obj.lnx_rb_angular_friction = source_obj.lnx_rb_angular_friction
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target_obj.lnx_rb_trigger = source_obj.lnx_rb_trigger
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target_obj.lnx_rb_deactivation_time = source_obj.lnx_rb_deactivation_time
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target_obj.lnx_rb_ccd = source_obj.lnx_rb_ccd
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target_obj.lnx_rb_collision_filter_mask = source_obj.lnx_rb_collision_filter_mask
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elif operator_id == "NODE_OT_new_node_tree":
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if bpy.context.space_data.tree_type == lnx.nodes_logic.LnxLogicTree.bl_idname:
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# In Blender 3.5+, new node trees are no longer called "NodeTree"
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# but follow the bl_label attribute by default. New logic trees
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# are thus called "Leenkx Logic Editor" which conflicts with Haxe's
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# class naming convention. To avoid this, we listen for the
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# creation of a node tree and then rename it.
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# Unfortunately, manually naming the tree has the unfortunate
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# side effect of not basing the new name on the name of the
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# previously opened node tree, as it is the case for Blender trees...
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bpy.context.space_data.edit_tree.name = "LogicTree"
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def send_operator(op):
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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 op.name == 'Move':
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vec = bpy.context.object.location
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js = 'var o = iron.Scene.active.getChild("' + obj + '"); o.transform.loc.set(' + str(vec[0]) + ', ' + str(vec[1]) + ', ' + str(vec[2]) + '); o.transform.dirty = true;'
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make.write_patch(js)
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elif op.name == 'Resize':
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vec = bpy.context.object.scale
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js = 'var o = iron.Scene.active.getChild("' + obj + '"); o.transform.scale.set(' + str(vec[0]) + ', ' + str(vec[1]) + ', ' + str(vec[2]) + '); o.transform.dirty = true;'
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make.write_patch(js)
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elif op.name == 'Rotate':
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vec = bpy.context.object.rotation_euler.to_quaternion()
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js = 'var o = iron.Scene.active.getChild("' + obj + '"); o.transform.rot.set(' + str(vec[1]) + ', ' + str(vec[2]) + ', ' + str(vec[3]) + ' ,' + str(vec[0]) + '); o.transform.dirty = true;'
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make.write_patch(js)
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else: # Rebuild
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make.patch()
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def always() -> float:
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# Force ui redraw
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if state.redraw_ui:
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for area in bpy.context.screen.areas:
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if area.type in ('NODE_EDITOR', 'PROPERTIES', 'VIEW_3D'):
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area.tag_redraw()
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state.redraw_ui = False
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return 0.5
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def poll_threads() -> float:
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"""Polls the thread callback queue and if a thread has finished, it
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is joined with the main thread and the corresponding callback is
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executed in the main thread.
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"""
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try:
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thread, callback = make.thread_callback_queue.get(block=False)
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except queue.Empty:
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return 0.25
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thread.join()
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try:
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callback()
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except Exception as e:
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# If there is an exception, we can no longer return the time to
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# the next call to this polling function, so to keep it running
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# we re-register it and then raise the original exception.
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bpy.app.timers.unregister(poll_threads)
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bpy.app.timers.register(poll_threads, first_interval=0.01, persistent=True)
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raise e
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# Quickly check if another thread has finished
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return 0.01
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loaded_py_libraries: dict[str, types.ModuleType] = {}
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context_screen = None
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@persistent
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def on_save_pre(context):
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# Ensure that files are saved with the correct version number
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# (e.g. startup files with an "Arm" world may have old version numbers)
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wrd = bpy.data.worlds['Lnx']
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wrd.lnx_version = props.lnx_version
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wrd.lnx_commit = props.lnx_commit
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@persistent
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def on_load_pre(context):
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unload_py_libraries()
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log.clear(clear_warnings=True, clear_errors=True)
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@persistent
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def on_load_post(context):
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global context_screen
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context_screen = bpy.context.screen
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props.init_properties_on_load()
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reload_blend_data()
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lnx.utils.fetch_bundled_script_names()
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wrd = bpy.data.worlds['Lnx']
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wrd.lnx_recompile = True
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lnx.api.remove_drivers()
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load_py_libraries()
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# Show trait users as collections
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lnx.utils.update_trait_collections()
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props.update_leenkx_world()
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def load_py_libraries():
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if bpy.data.filepath == '':
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# When a blend file is opened from the file explorer, Blender
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# first opens the default file and then the actual blend file,
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# so this function is called twice. Because the cwd is already
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# that of the folder containing the blend file, libraries would
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# be loaded/unloaded once for the default file which is not needed.
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return
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lib_path = os.path.join(lnx.utils.get_fp(), 'Libraries')
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if os.path.exists(lib_path):
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# Don't register nodes twice when calling register_nodes()
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lnx_nodes.reset_globals()
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# Make sure that Leenkx's categories are registered first (on top of the menu)
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lnx.logicnode.init_categories()
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libs = os.listdir(lib_path)
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for lib_name in libs:
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fp = os.path.join(lib_path, lib_name)
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if os.path.isdir(fp):
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if os.path.exists(os.path.join(fp, 'blender.py')):
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sys.path.append(fp)
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lib_module = importlib.import_module('blender')
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importlib.reload(lib_module)
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if hasattr(lib_module, 'register'):
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lib_module.register()
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log.debug(f'Leenkx: Loaded Python library {lib_name}')
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loaded_py_libraries[lib_name] = lib_module
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sys.path.remove(fp)
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# Register newly added nodes and node categories
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lnx.nodes_logic.register_nodes()
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def unload_py_libraries():
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for lib_name, lib_module in loaded_py_libraries.items():
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if hasattr(lib_module, 'unregister'):
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lib_module.unregister()
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lnx.log.debug(f'Leenkx: Unloaded Python library {lib_name}')
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loaded_py_libraries.clear()
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def reload_blend_data():
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leenkx_pbr = bpy.data.node_groups.get('Leenkx PBR')
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if leenkx_pbr is None:
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load_library('Leenkx PBR')
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custom_tilesheet = bpy.data.node_groups.get('CustomTilesheet')
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if custom_tilesheet is None:
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load_library('CustomTilesheet')
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def load_library(asset_name):
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if bpy.data.filepath.endswith('lnx_data.blend'): # Prevent load in library itself
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return
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sdk_path = lnx.utils.get_sdk_path()
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data_path = sdk_path + '/leenkx/blender/data/lnx_data.blend'
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data_names = [asset_name]
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# Import
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data_refs = data_names.copy()
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with bpy.data.libraries.load(data_path, link=False) as (data_from, data_to):
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data_to.node_groups = data_refs
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for ref in data_refs:
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ref.use_fake_user = True
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def post_register():
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"""Called in start.py after all Leenkx modules have been registered.
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It is also called in case of add-on reloads. Put code here that
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needs to be run once at the beginning of each session.
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"""
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if lnx.utils.get_os_is_windows():
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lnx.utils_vs.fetch_installed_vs(silent=True)
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def register():
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bpy.app.handlers.save_pre.append(on_save_pre)
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bpy.app.handlers.load_pre.append(on_load_pre)
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bpy.app.handlers.load_post.append(on_load_post)
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bpy.app.handlers.depsgraph_update_post.append(on_depsgraph_update_post)
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# bpy.app.handlers.undo_post.append(on_undo_post)
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bpy.app.timers.register(always, persistent=True)
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bpy.app.timers.register(poll_threads, persistent=True)
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if lnx.utils.get_fp() != '':
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# TODO: On windows, on_load_post is not called when opening .blend file from explorer
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if lnx.utils.get_os() == 'win':
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on_load_post(None)
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else:
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# load_py_libraries() is called by on_load_post(). This call makes sure that libraries are also loaded
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# when a file is already opened during add-on registration
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load_py_libraries()
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reload_blend_data()
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def unregister():
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unload_py_libraries()
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bpy.app.timers.unregister(poll_threads)
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bpy.app.timers.unregister(always)
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bpy.app.handlers.load_post.remove(on_load_post)
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bpy.app.handlers.load_pre.remove(on_load_pre)
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bpy.app.handlers.save_pre.remove(on_save_pre)
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bpy.app.handlers.depsgraph_update_post.remove(on_depsgraph_update_post)
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# bpy.app.handlers.undo_post.remove(on_undo_post)
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