]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Remove some rarely-used export settings
[libs/gl.git] / blender / io_mspgl / properties.py
index 1272c60e07559f5733f9b41c4b798a0f19be9d93..af3194039793bca343c9ce5dd03c8157cdf0b3d8 100644 (file)
@@ -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()
 
@@ -129,18 +142,24 @@ 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",