checkin
[carveJwlIkooP6JGAAIwe30JlM.git] / blender_export.py
index b60b2e02fc8cf14550c3f2ace276c11545c48bec..6117ff871b80bbd0ead49466cec553776ac0176b 100644 (file)
@@ -837,6 +837,9 @@ class classtype_world_light( Structure ):
          _.type = 1
          _.angle = math.cos(data.spot_size*0.5)
       #}
+
+      if data.cv_data.bp0:
+         _.type += 2
    #}
 
    @staticmethod
@@ -1340,7 +1343,7 @@ def encoder_build_scene_graph( collection ):
 
    for obj in collection.all_objects:
    #{
-      if obj.parent: continue
+      #if obj.parent: continue
 
       def _extend( p, n, d ):
       #{
@@ -1915,7 +1918,7 @@ def encoder_process_definition( node_def ):
    #{
       obj      = node_def['obj']
       obj_type = obj.type
-      obj_co   = obj.location
+      obj_co   = obj.matrix_world @ Vector((0,0,0))
 
       if obj_type == 'ARMATURE':
          obj_classtype = 'classtype_skeleton'
@@ -2642,6 +2645,31 @@ class CV_MESH_SETTINGS(bpy.types.PropertyGroup):
    v3: bpy.props.FloatVectorProperty(name="v3",size=3)
 #}
 
+class CV_LIGHT_SETTINGS(bpy.types.PropertyGroup):
+#{
+   bp0: bpy.props.BoolProperty( name="bp0" );
+#}
+
+class CV_LIGHT_PANEL(bpy.types.Panel):
+#{
+   bl_label="[Skate Rift]"
+   bl_idname="SCENE_PT_cv_light"
+   bl_space_type='PROPERTIES'
+   bl_region_type='WINDOW'
+   bl_context='data'
+
+   def draw(_,context):
+   #{
+      active_object = context.active_object
+      if active_object == None: return
+
+      if active_object.type != 'LIGHT': return
+
+      data = active_object.data.cv_data
+      _.layout.prop( data, "bp0", text="Only on during night" )
+   #}
+#}
+
 class CV_OBJ_SETTINGS(bpy.types.PropertyGroup):
 #{
    uid: bpy.props.IntProperty( name="" )
@@ -2709,7 +2737,7 @@ class CV_BONE_SETTINGS(bpy.types.PropertyGroup):
 
 class CV_BONE_PANEL(bpy.types.Panel):
 #{
-   bl_label="Bone Config"
+   bl_label="[Skate Rift]"
    bl_idname="SCENE_PT_cv_bone"
    bl_space_type='PROPERTIES'
    bl_region_type='WINDOW'
@@ -3002,7 +3030,8 @@ class CV_INTERFACE(bpy.types.Panel):
 classes = [CV_OBJ_SETTINGS,CV_OBJ_PANEL,CV_COMPILE,CV_INTERFACE,\
            CV_MESH_SETTINGS, CV_SCENE_SETTINGS, CV_BONE_SETTINGS,\
            CV_BONE_PANEL, CV_COLLECTION_SETTINGS, CV_COMPILE_THIS,\
-           CV_MATERIAL_SETTINGS, CV_MATERIAL_PANEL ]
+           CV_MATERIAL_SETTINGS, CV_MATERIAL_PANEL, CV_LIGHT_SETTINGS,\
+           CV_LIGHT_PANEL]
 
 def register():
 #{
@@ -3019,6 +3048,7 @@ def register():
          bpy.props.PointerProperty(type=CV_COLLECTION_SETTINGS)
    bpy.types.Material.cv_data = \
          bpy.props.PointerProperty(type=CV_MATERIAL_SETTINGS)
+   bpy.types.Light.cv_data = bpy.props.PointerProperty(type=CV_LIGHT_SETTINGS)
 
    cv_view_draw_handler = bpy.types.SpaceView3D.draw_handler_add(\
       cv_draw,(),'WINDOW','POST_VIEW')