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"
col = self.layout.column()
col.label(text="Texturing")
col.prop(mesh, "use_uv")
- col.prop(mesh, "tbn_vecs")
- col.prop(mesh, "tbn_uvtex")
+ col.prop(mesh, "tangent_vecs")
+ col.prop(mesh, "tangent_uvtex")
class MspGLObjectProperties(bpy.types.Panel):
bl_idname = "OBJECT_PT_mspgl_properties"
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"),
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.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")
bpy.types.Object.lod_for_parent = bpy.props.BoolProperty(name="LoD for parent", description="This object is a level of detail for its parent")