optimize_cache = bpy.props.BoolProperty(name="Optimize cache", description="Optimize element order for vertex cache", default=True)
cache_size = bpy.props.IntProperty(name="Cache size", description="Simulated vertex cache size used in optimization", default=64, min=8, max=1024)
export_lines = bpy.props.BoolProperty(name="Export lines", description="Export edges without faces as lines", default=False)
+ export_uv = bpy.props.EnumProperty(name="Export UV", description="Export UV coordinates", default="UNIT0",
+ items=(("NONE", "None", "No UV coordinates are exported"),
+ ("UNIT0", "Unit 0", "UV coordinates for unit 0 are exported"),
+ ("ALL", "All", "All UV coordinates are exported")))
tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False)
+ tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="")
compound = bpy.props.BoolProperty(name="Compound", description="Combine all selected objects into one for exporting", default=False)
object = bpy.props.BoolProperty(name="Object", description="Export an object instead of a mesh", default=False)
material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False)
+ smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
+ items=(("NONE", "None", "No smoothing"),
+ ("BLENDER", "Blender", "Use Blender's vertex normals"),
+ ("MSPGL", "MspGL", "Compute vertex normals internally")))
def execute(self, context):
from . import export_mspgl