]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Add a Blender operator to export the entire project at once
[libs/gl.git] / blender / io_mspgl / properties.py
index f52b97621a2bc4bba1888e0fa0ce1a28f4d5615c..469bc26844f7bea0f8424df45ca21e6f86ab4af1 100644 (file)
@@ -11,6 +11,7 @@ class MspGLSceneProperties(bpy.types.Panel):
                scene = context.scene
 
                self.layout.prop(scene, "scene_type")
+               self.layout.prop(scene, "export_disposition")
 
 class MspGLMeshProperties(bpy.types.Panel):
        bl_idname = "MESH_PT_mspgl_properties"
@@ -28,6 +29,7 @@ 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()
 
@@ -52,6 +54,10 @@ 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
 
@@ -125,6 +131,23 @@ class MspGLTextureNodeProperties(bpy.types.Panel):
                        self.layout.prop(node, "use_mipmap")
                        self.layout.prop(node, "max_anisotropy")
 
+class MspGLLightProperties(bpy.types.Panel):
+       bl_idname = "LIGHT_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=="LIGHT"
+
+       def draw(self, context):
+               light = context.active_object.data
+
+               if light.use_shadow:
+                       self.layout.prop(light, "shadow_map_size")
+
 class MspGLUniform(bpy.types.PropertyGroup):
        name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
        size: bpy.props.IntProperty(name="Size", description="Number of elements in the uniform", min=1, max=4, default=4)
@@ -141,7 +164,7 @@ 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 = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLUniform, MspGLUniformList]
+classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureNodeProperties, MspGLLightProperties, MspGLUniform, MspGLUniformList]
 
 def register_properties():
        for c in classes:
@@ -151,6 +174,11 @@ def register_properties():
                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.Scene.export_disposition = bpy.props.EnumProperty(name="Export disposition", description="What to do with this scene during project export", default="IGNORE",
+               items=(("IGNORE", "Ignore", "The scene won't be exported"),
+                       ("CONTENTS", "Contents only", "Objects in the scene will be exported, but not the scene itself"),
+                       ("SCENE", "Scene", "The scene will be exported"),
+                       ("SEQUENCE", "Sequence", "The scene will be exported along with a rendering sequence")))
 
        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",
@@ -158,6 +186,7 @@ def register_properties():
                        ("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",