X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=39911b85511a16b7df387b93ab9255393743fe36;hb=9d8e4aa5a9573b34fe06455af249c762433d47c0;hp=9d0d666a4f35661b3ce279fdf77a468040745d66;hpb=ec7e6f12a85a7dd65e57bf88b80c2d94601dd56f;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 9d0d666a..39911b85 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -1,6 +1,39 @@ 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") + self.layout.prop(mesh, "smoothing") + + self.layout.separator() + + col = self.layout.column() + col.label("Data selection") + col.prop(mesh, "use_lines") + col.prop(mesh, "vertex_groups") + col.prop(mesh, "max_groups_per_vertex") + + self.layout.separator() + + col = self.layout.column() + col.label("Texturing") + col.prop(mesh, "use_uv") + col.prop(mesh, "tbn_vecs") + col.prop(mesh, "tbn_uvtex") + +class MspGLObjectProperties(bpy.types.Panel): bl_idname = "OBJECT_PT_mspgl_properties" bl_label = "MspGL properties" bl_space_type = "PROPERTIES" @@ -14,10 +47,57 @@ class MspGLProperties(bpy.types.Panel): self.layout.prop(obj, "inherit_tech"); if obj.inherit_tech: self.layout.prop(obj, "override_material"); + self.layout.prop(obj, "material_tex") self.layout.prop(obj, "compound"); + self.layout.prop(obj, "lod_for_parent") + if obj.lod_for_parent: + self.layout.prop(obj, "lod_index") + +class MspGLMaterialProperties(bpy.types.Panel): + bl_idname = "MATERIAL_PT_mspgl_properties" + bl_label = "MspGL properties" + bl_space_type = "PROPERTIES" + bl_region_type = "WINDOW" + bl_context = "material" + + @classmethod + def poll(cls, context): + return context.active_object.active_material is not None + + def draw(self, context): + mat = context.active_object.active_material + if not mat: + return + + self.layout.prop(mat, "srgb_colors") + self.layout.prop(mat, "array_atlas"); + if mat.array_atlas: + self.layout.prop(mat, "array_layer"); def register_properties(): + 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.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.tbn_vecs = bpy.props.BoolProperty(name="TBN vectors", description="Compute tangent and binormal vectors for vertices", default=False) + bpy.types.Mesh.tbn_uvtex = bpy.props.StringProperty(name="TBN UV layer", description="UV layer to use as basis for TBN vectors", default="") + 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.override_material = bpy.props.BoolProperty(name="Override material", description="Override material in the inherited technique as well", default=True) + bpy.types.Object.material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False) 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, max=16, default=1) + + bpy.types.Material.srgb_colors = bpy.props.BoolProperty(name="sRGB colors", description="Export material colors as sRGB instead of linear", default=True) + bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array") + bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")