max_strip_len = bpy.props.IntProperty(name="Max strip length", description="Maximum length for a triangle strip", default=1024, min=4, max=16384)
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)
- 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")))
- export_groups = bpy.props.BoolProperty(name="Vertex groups", description="Export vertex groups and weights", default=False)
def draw(self, context):
col = self.layout.column()
- col.prop(self, "export_lines")
col.prop(self, "compound")
- col.prop(self, "smoothing")
- col.prop(self, "export_groups")
self.general_col = col
self.layout.separator()
self.layout.separator()
- col = self.layout.column()
- col.label("Texturing")
- col.prop(self, "export_uv")
- col.prop(self, "tbn_vecs")
- col.prop(self, "tbn_uvtex")
- self.texturing_col = col
-
- self.layout.separator()
-
col = self.layout.column()
col.label("Vertex cache")
col.prop(self, "optimize_cache")
items=(("NONE", "None", "Ignore textures"),
("REF", "Referenced", "Reference external data"),
("INLINE", "Inline", "Embed textures in the object")))
- material_tex = bpy.props.BoolProperty(name="Material texture", description="Generate a texture based on material colors", default=False)
- srgb_colors = bpy.props.BoolProperty(name="sRGB colors", description="Export material colors as sRGB instead of linear", default=True)
separate_mesh = bpy.props.BoolProperty(name="Separate mesh", description="Write mesh data into a separate file", default=False)
+ shared_mesh = bpy.props.BoolProperty(name="Shared mesh", description="Use mesh name for mesh file to enable sharing", default=True)
separate_tech = bpy.props.BoolProperty(name="Separate technique", description="Write technique data into a separate file", default=False)
shared_tech = bpy.props.BoolProperty(name="Shared technique", description="Use material name for technique file to enable sharing", default=True)
col = self.general_col
col.prop(self, "external_tech")
col.prop(self, "export_lods")
-
- col = self.texturing_col
col.prop(self, "textures")
- col.prop(self, "material_tex")
- col.prop(self, "srgb_colors")
self.layout.separator();
col = self.layout.column()
col.label("Files")
col.prop(self, "separate_mesh")
+ if self.separate_mesh:
+ col.prop(self, "shared_mesh")
col.prop(self, "separate_tech")
if self.separate_tech:
col.prop(self, "shared_tech")
self.layout.operator(ExportMspGLArmature.bl_idname, text="Msp GL armature")
self.layout.operator(ExportMspGLScene.bl_idname, text="Msp GL scene")
-from .properties import MspGLProperties
+from .properties import MspGLMeshProperties, MspGLObjectProperties
def register():
bpy.utils.register_module(__name__)