import bpy
+class MspGLSceneProperties(bpy.types.Panel):
+ bl_idname = "SCENE_PT_mspgl_properties"
+ bl_label = "MspGL properties"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "scene"
+
+ def draw(self, context):
+ scene = context.scene
+
+ self.layout.prop(scene, "scene_type")
+
class MspGLMeshProperties(bpy.types.Panel):
bl_idname = "MESH_PT_mspgl_properties"
bl_label = "MspGL properties"
self.layout.prop(mesh, "winding_test")
self.layout.prop(mesh, "smoothing")
+ self.layout.prop(mesh, "use_strips")
self.layout.separator()
layout.prop(uniform, "name", text="", emboss=False, icon_value=icon)
layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
-classes = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
+classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
def register_properties():
for c in classes:
bpy.utils.register_class(c)
+ bpy.types.Scene.scene_type = bpy.props.EnumProperty(name="Scene type", description="Type of scene to use for exporting", default="SIMPLE",
+ items=(("SIMPLE", "Simple", "Objects are rendered in no specific order"),
+ ("ORDERED", "Ordered", "Objects are rendered in order by their name"),
+ ("ZSORTED", "Z-sorted", "Objects are rendered in order by their distance from the camera")))
+
bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
bpy.types.Mesh.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")))
bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
+ bpy.types.Mesh.use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine the mesh's triangles into triangle strips", default=True)
bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
bpy.types.Mesh.max_groups_per_vertex = bpy.props.IntProperty(name="Max groups", description="Maximum amount of groups per vertex", min=1, max=4, default=2)
bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",
items=(("NONE", "None", "Ignore all UV coordinates"),
("UNIT0", "Unit 0", "Use UV coordinates for unit 0"),
("ALL", "All", "Use all UV coordinates")))
- bpy.types.Mesh.tangent_vecs = bpy.props.BoolProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default=False)
+ bpy.types.Mesh.tangent_vecs = bpy.props.EnumProperty(name="Tangent vectors", description="Compute tangent vectors for vertices", default="AUTO",
+ items=(("NO", "No", "Do not export tangent vectors"),
+ ("AUTO", "Auto", "Automatically determine the need for tangent vectors"),
+ ("YES", "Yes", "Always export tangent vectors")))
bpy.types.Mesh.tangent_uvtex = bpy.props.StringProperty(name="Tangent UV layer", description="UV layer to use as basis for tangent vectors", default="")
bpy.types.Object.compound = bpy.props.BoolProperty(name="Compound with parent", description="Join this object to its parent when exporting")