]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Move most properties from exporters to the relevant types
[libs/gl.git] / blender / io_mspgl / properties.py
index 9f9d56c0eed8d1d2c6dd0a481fb310b658fb3d12..39911b85511a16b7df387b93ab9255393743fe36 100644 (file)
@@ -15,6 +15,23 @@ class MspGLMeshProperties(bpy.types.Panel):
                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"
@@ -30,6 +47,7 @@ class MspGLObjectProperties(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:
@@ -51,17 +69,35 @@ class MspGLMaterialProperties(bpy.types.Panel):
                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 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, default=1)
+       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")