import bpy
-class MspGLProperties(bpy.types.Panel):
+class MspGLMeshProperties(bpy.types.Panel):
+ bl_idname = "MESH_PT_mspgl_properties"
+ bl_label = "MspGL properties"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "data"
+
+ @classmethod
+ def poll(cls, context):
+ return context.active_object.type=="MESH"
+
+ def draw(self, context):
+ mesh = context.active_object.data
+
+ self.layout.prop(mesh, "winding_test")
+
+class MspGLObjectProperties(bpy.types.Panel):
bl_idname = "OBJECT_PT_mspgl_properties"
bl_label = "MspGL properties"
bl_space_type = "PROPERTIES"
if obj.inherit_tech:
self.layout.prop(obj, "override_material");
self.layout.prop(obj, "compound");
+ self.layout.prop(obj, "lod_for_parent")
+ if obj.lod_for_parent:
+ self.layout.prop(obj, "lod_index")
def register_properties():
+ bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
bpy.types.Object.technique = bpy.props.StringProperty(name="Technique", description="Name of the technique to use for rendering")
bpy.types.Object.inherit_tech = bpy.props.BoolProperty(name="Inherit technique", description="Inherit from the technique to customize textures")
bpy.types.Object.override_material = bpy.props.BoolProperty(name="Override material", description="Override material in the inherited texture as well", default=True)
bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")
+ bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")
+ bpy.types.Object.lod_index = bpy.props.IntProperty(name="LoD index", description="Index of the level of detail", min=1, default=1)