X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=c1c89804f3791a8268882fd8f997ec1338bc2f10;hb=110fea79f097b01491962f3d64d2108c2996b1ea;hp=0d5a6d46e044f4374c231761997753b3ea24e908;hpb=86721a55699193e63c76e8a0a7b0ced0416c1cce;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 0d5a6d46..c1c89804 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -1,5 +1,17 @@ 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" @@ -16,6 +28,7 @@ class MspGLMeshProperties(bpy.types.Panel): self.layout.prop(mesh, "winding_test") self.layout.prop(mesh, "smoothing") + self.layout.prop(mesh, "use_strips") self.layout.separator() @@ -40,6 +53,10 @@ class MspGLObjectProperties(bpy.types.Panel): bl_region_type = "WINDOW" bl_context = "object" + @classmethod + def poll(cls, context): + return context.active_object.type=="MESH" + def draw(self, context): obj = context.active_object @@ -129,25 +146,34 @@ class MspGLUniformList(bpy.types.UIList): 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")