X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=blender_export.py;h=6117ff871b80bbd0ead49466cec553776ac0176b;hb=791f807111a1f740f745c67db642aa7a8bee56e8;hp=b6ca3e7208c71d054a869d3b65eeae01902907af;hpb=0ae443b3f6b4b753f9a2eba58da597ae8cb14b4f;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/blender_export.py b/blender_export.py index b6ca3e7..6117ff8 100644 --- a/blender_export.py +++ b/blender_export.py @@ -2,7 +2,7 @@ # ============================================================================= # # Copyright . . . -----, ,----- ,---. .---. -# 2021-2022 |\ /| | / | | | | /| +# 2021-2023 |\ /| | / | | | | /| # | \ / | +-- / +----- +---' | / | # | \ / | | / | | \ | / | # | \/ | | / | | \ | / | @@ -255,6 +255,40 @@ class classtype_gate(Structure): #} #} +class classtype_nonlocal_gate(classtype_gate): +#{ + def encode_obj(_,node,node_def): + #{ + node.classtype = 300 + + obj = node_def['obj'] + _.target = encoder_process_pstr( node_def['obj'].cv_data.strp ) + + if obj.type == 'MESH': + #{ + _.dims[0] = obj.data.cv_data.v0[0] + _.dims[1] = obj.data.cv_data.v0[1] + _.dims[2] = obj.data.cv_data.v0[2] + #} + else: + #{ + _.dims[0] = obj.cv_data.v0[0] + _.dims[1] = obj.cv_data.v0[1] + _.dims[2] = obj.cv_data.v0[2] + #} + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + layout.prop( obj.cv_data, "strp", text="Nonlocal ID" ) + + mesh = obj.data + layout.label( text=F"(i) Data is stored in {mesh.name}" ) + layout.prop( mesh.cv_data, "v0", text="Gate dimensions" ) + #} +#} + # Classtype 3 # # Purpose: player can reset here, its a safe place @@ -548,13 +582,14 @@ class classtype_skeleton(Structure): class classtype_bone(Structure): #{ _pack_ = 1 - _fields_ = [("deform",c_uint32), + _fields_ = [("flags",c_uint32), ("ik_target",c_uint32), ("ik_pole",c_uint32), - ("collider",c_uint32), - ("use_limits",c_uint32), - ("angle_limits",(c_float*3)*2), - ("hitbox",(c_float*3)*2)] + ("hitbox",(c_float*3)*2), + ("conevx",c_float*3), + ("conevy",c_float*3), + ("coneva",c_float*3), + ("conet",c_float)] def encode_obj(_, node,node_def): #{ @@ -563,19 +598,24 @@ class classtype_bone(Structure): armature_def = node_def['linked_armature'] obj = node_def['bone'] - _.deform = node_def['deform'] + _.flags = node_def['deform'] if 'ik_target' in node_def: #{ + _.flags |= 0x2 _.ik_target = armature_def['bones'].index( node_def['ik_target'] ) _.ik_pole = armature_def['bones'].index( node_def['ik_pole'] ) #} # For ragdolls # - if obj.cv_data.collider: + if obj.cv_data.collider != 'collider_none': #{ - _.collider = 1 + if obj.cv_data.collider == 'collider_box': + _.flags |= 0x4 + else: + _.flags |= 0x8 + _.hitbox[0][0] = obj.cv_data.v0[0] _.hitbox[0][1] = obj.cv_data.v0[2] _.hitbox[0][2] = -obj.cv_data.v1[1] @@ -586,13 +626,17 @@ class classtype_bone(Structure): if obj.cv_data.con0: #{ - _.use_limits = 1 - _.angle_limits[0][0] = obj.cv_data.mins[0] - _.angle_limits[0][1] = obj.cv_data.mins[2] - _.angle_limits[0][2] = -obj.cv_data.maxs[1] - _.angle_limits[1][0] = obj.cv_data.maxs[0] - _.angle_limits[1][1] = obj.cv_data.maxs[2] - _.angle_limits[1][2] = -obj.cv_data.mins[1] + _.flags |= 0x100 + _.conevx[0] = obj.cv_data.conevx[0] + _.conevx[1] = obj.cv_data.conevx[2] + _.conevx[2] = -obj.cv_data.conevx[1] + _.conevy[0] = obj.cv_data.conevy[0] + _.conevy[1] = obj.cv_data.conevy[2] + _.conevy[2] = -obj.cv_data.conevy[1] + _.coneva[0] = obj.cv_data.coneva[0] + _.coneva[1] = obj.cv_data.coneva[2] + _.coneva[2] = -obj.cv_data.coneva[1] + _.conet = obj.cv_data.conet #} #} #} @@ -761,6 +805,78 @@ class classtype_audio(Structure): #} #} +# Classtype 200 +# +# Purpose: world light +# +class classtype_world_light( Structure ): +#{ + _pack_ = 1 + _fields_ = [("type",c_uint32), + ("colour",c_float*4), + ("angle",c_float)] + + def encode_obj(_, node, node_def): + #{ + node.classtype = 200 + + obj = node_def['obj'] + data = obj.data + _.colour[0] = data.color[0] + _.colour[1] = data.color[1] + _.colour[2] = data.color[2] + _.colour[3] = data.energy + + if obj.data.type == 'POINT': + #{ + _.type = 0 + _.angle = 0.0 + #} + elif obj.data.type == 'SPOT': + #{ + _.type = 1 + _.angle = math.cos(data.spot_size*0.5) + #} + + if data.cv_data.bp0: + _.type += 2 + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + pass + #} +#} + +# Classtype 201 +# +# Purpose: lighting settings for world +# +class classtype_lighting_info(Structure): +#{ + _pack_ = 1 + _fields_ = [("colours",(c_float*3)*3), + ("directions",(c_float*2)*3), + ("states",c_uint32*3), + ("shadow_spread",c_float), + ("shadow_length",c_float), + ("ambient",c_float*3)] + + def encode_obj(_, node, node_def): + #{ + node.classtype = 201 + + # TODO + #} + + @staticmethod + def editor_interface( layout, obj ): + #{ + pass + #} +#} + class classtype_spawn_link(Structure): #{ _pack_ = 1 @@ -1009,8 +1125,8 @@ cxr_graph_mapping = \ }, "Mix": { - "Color1": material_tex_image("tex_diffuse"), - "Color2": material_tex_image("tex_decal") + "A": material_tex_image("tex_diffuse"), + "B": material_tex_image("tex_decal") }, }, "Normal": @@ -1063,9 +1179,20 @@ def material_info(mat): if isinstance( link_def, dict ): #{ - node_link = node.inputs[link] + node_link = None + for x in node.inputs: + #{ + if isinstance( x, bpy.types.NodeSocketColor ): + #{ + if link == x.name: + #{ + node_link = x + break + #} + #} + #} - if node_link.is_linked: + if node_link and node_link.is_linked: #{ # look for definitions for the connected node type # @@ -1124,8 +1251,11 @@ def encoder_process_material( mat ): dest.pstr_name = encoder_process_pstr( mat.name ) flags = 0x00 - if mat.cv_data.skate_surface: flags |= 0x1 - if mat.cv_data.collision: flags |= 0x2 + if mat.cv_data.collision: + flags |= 0x2 + if mat.cv_data.skate_surface: flags |= 0x1 + if mat.cv_data.grind_surface: flags |= (0x8|0x1) + if mat.cv_data.grow_grass: flags |= 0x4 dest.flags = flags @@ -1213,10 +1343,12 @@ 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 ): #{ + nonlocal collection + uid = _new_uid() tree = {} tree["uid"] = uid @@ -1225,7 +1357,7 @@ def encoder_build_scene_graph( collection ): tree["obj"] = n tree["parent"] = p n.cv_data.uid = uid - + # Descend into amature # if n.type == 'ARMATURE': @@ -1233,6 +1365,7 @@ def encoder_build_scene_graph( collection ): tree["bones"] = [None] # None is the root transform tree["ik_count"] = 0 tree["collider_count"] = 0 + tree["compile_animation"] = collection.cv_data.animations # Here also collects some information about constraints, ik and # counts colliders for the armature. @@ -1265,7 +1398,7 @@ def encoder_build_scene_graph( collection ): #} #} - if n.cv_data.collider: + if n.cv_data.collider != 'collider_none': tree['collider_count'] += 1 btree['deform'] = n.use_deform @@ -1281,7 +1414,6 @@ def encoder_build_scene_graph( collection ): # for obj1 in n.children: #{ - nonlocal collection for c1 in obj1.users_collection: #{ if c1 == collection: @@ -1336,18 +1468,18 @@ def encoder_vertex_push( vertex_reference, co,norm,uv,colour,groups,weights ): int(norm[2]*m+0.5), int(uv[0]*m+0.5), int(uv[1]*m+0.5), - colour[0]*m+0.5, # these guys are already quantized - colour[1]*m+0.5, # . - colour[2]*m+0.5, # . - colour[3]*m+0.5, # . - weights[0]*m+0.5, # v - weights[1]*m+0.5, - weights[2]*m+0.5, - weights[3]*m+0.5, - groups[0]*m+0.5, - groups[1]*m+0.5, - groups[2]*m+0.5, - groups[3]*m+0.5) + colour[0], # these guys are already quantized + colour[1], # . + colour[2], # . + colour[3], # . + weights[0], # v + weights[1], + weights[2], + weights[3], + groups[0], + groups[1], + groups[2], + groups[3]) if key in vertex_reference: return vertex_reference[key] @@ -1535,6 +1667,20 @@ def encoder_compile_mesh( node, node_def ): weights[ml] = max( weights[ml], 0 ) #} #} + #} + else: + #{ + li1 = tri.loops[(j+1)%3] + vi1 = data.loops[li1].vertex_index + e0 = data.edges[ data.loops[li].edge_index ] + + if e0.use_freestyle_mark and \ + ((e0.vertices[0] == vi and e0.vertices[1] == vi1) or \ + (e0.vertices[0] == vi1 and e0.vertices[1] == vi)): + #{ + weights[0] = 1 + #} + #} # Add vertex and expand bound box # @@ -1629,7 +1775,12 @@ def encoder_compile_armature( node, node_def ): # extra info node_def['anim_start'] = len(animdata) node_def['anim_count'] = 0 - + + if not node_def['compile_animation']: + #{ + return + #} + # Compile anims # if obj.animation_data: @@ -1767,10 +1918,14 @@ 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' + elif obj_type == 'LIGHT': + #{ + obj_classtype = 'classtype_world_light' + #} else: #{ obj_classtype = obj.cv_data.classtype @@ -1943,6 +2098,9 @@ def write_model(collection_name): #{ global g_encoder print( F"Model graph | Create mode '{collection_name}'" ) + folder = bpy.path.abspath(bpy.context.scene.cv_data.export_dir) + path = F"{folder}{collection_name}.mdl" + print( path ) collection = bpy.data.collections[collection_name] @@ -1958,8 +2116,6 @@ def write_model(collection_name): # Write # - # TODO HOLY - path = F"/home/harry/Documents/carve/models_src/{collection_name}.mdl" encoder_write_to_file( path ) print( F"Completed {collection_name}.mdl" ) @@ -2012,6 +2168,44 @@ def cv_draw_sphere( pos, radius, colour ): cv_draw_lines() #} +# Draw axis alligned sphere at position with radius +# +def cv_draw_halfsphere( pos, tx, ty, tz, radius, colour ): +#{ + global cv_view_verts, cv_view_colours + + ly = pos + tz*radius + lx = pos + ty*radius + lz = pos + tz*radius + + pi = 3.14159265358979323846264 + + for i in range(16): + #{ + t = ((i+1.0) * 1.0/16.0) * pi + s = math.sin(t) + c = math.cos(t) + + s1 = math.sin(t*2.0) + c1 = math.cos(t*2.0) + + py = pos + s*tx*radius + c *tz*radius + px = pos + s*tx*radius + c *ty*radius + pz = pos + s1*ty*radius + c1*tz*radius + + cv_view_verts += [ px, lx ] + cv_view_verts += [ py, ly ] + cv_view_verts += [ pz, lz ] + + cv_view_colours += [ colour, colour, colour, colour, colour, colour ] + + ly = py + lx = px + lz = pz + #} + cv_draw_lines() +#} + # Draw transformed -1 -> 1 cube # def cv_draw_ucube( transform, colour ): @@ -2067,9 +2261,9 @@ def cv_draw_line2( p0, p1, c0, c1 ): cv_draw_lines() #} -# Just the tx because we dont really need ty for this app +# # -def cv_tangent_basis_tx( n, tx ): +def cv_tangent_basis( n, tx, ty ): #{ if abs( n[0] ) >= 0.57735027: #{ @@ -2085,6 +2279,11 @@ def cv_tangent_basis_tx( n, tx ): #} tx.normalize() + _ty = n.cross( tx ) + + ty[0] = _ty[0] + ty[1] = _ty[1] + ty[2] = _ty[2] #} # Draw coloured arrow @@ -2098,7 +2297,8 @@ def cv_draw_arrow( p0, p1, c0 ): n.normalize() tx = Vector((1,0,0)) - cv_tangent_basis_tx( n, tx ) + ty = Vector((1,0,0)) + cv_tangent_basis( n, tx, ty ) cv_view_verts += [p0,p1, midpt+(tx-n)*0.15,midpt, midpt+(-tx-n)*0.15,midpt ] cv_view_colours += [c0,c0,c0,c0,c0,c0] @@ -2231,19 +2431,61 @@ def draw_limit( obj, center, major, minor, amin, amax, colour ): cv_draw_lines() #} +# Cone and twist limit +# +def draw_cone_twist( center, vx, vy, va ): +#{ + global cv_view_verts, cv_view_colours + axis = vy.cross( vx ) + axis.normalize() + + size = 0.12 + + cv_view_verts += [center, center+va*size] + cv_view_colours += [ (1,1,1,1), (1,1,1,1) ] + + for x in range(32): + #{ + t0 = (x/32) * math.tau + t1 = ((x+1)/32) * math.tau + + c0 = math.cos(t0) + s0 = math.sin(t0) + c1 = math.cos(t1) + s1 = math.sin(t1) + + p0 = center + (axis + vx*c0 + vy*s0).normalized() * size + p1 = center + (axis + vx*c1 + vy*s1).normalized() * size + + col0 = ( abs(c0), abs(s0), 0.0, 1.0 ) + col1 = ( abs(c1), abs(s1), 0.0, 1.0 ) + + cv_view_verts += [center, p0, p0, p1] + cv_view_colours += [ (0,0,0,0), col0, col0, col1 ] + #} + + cv_draw_lines() +#} + # Draws constraints and stuff for the skeleton. This isnt documented and wont be # def draw_skeleton_helpers( obj ): #{ global cv_view_verts, cv_view_colours + if obj.data.pose_position != 'REST': + #{ + return + #} + for bone in obj.data.bones: #{ - if bone.cv_data.collider and (obj.data.pose_position == 'REST'): + c = bone.head_local + a = Vector((bone.cv_data.v0[0], bone.cv_data.v0[1], bone.cv_data.v0[2])) + b = Vector((bone.cv_data.v1[0], bone.cv_data.v1[1], bone.cv_data.v1[2])) + + if bone.cv_data.collider == 'collider_box': #{ - c = bone.head_local - a = bone.cv_data.v0 - b = bone.cv_data.v1 vs = [None]*8 vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2])) @@ -2267,20 +2509,67 @@ def draw_skeleton_helpers( obj ): cv_view_verts += [(v1[0],v1[1],v1[2])] cv_view_colours += [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)] #} + #} + elif bone.cv_data.collider == 'collider_capsule': + #{ + v0 = b-a + major_axis = 0 + largest = -1.0 - center = obj.matrix_world @ c - if bone.cv_data.con0: + for i in range(3): #{ - draw_limit( obj, c, Vector((0,1,0)),Vector((0,0,1)), \ - bone.cv_data.mins[0], bone.cv_data.maxs[0], \ - (1,0,0,1)) - draw_limit( obj, c, Vector((0,0,1)),Vector((1,0,0)), \ - bone.cv_data.mins[1], bone.cv_data.maxs[1], \ - (0,1,0,1)) - draw_limit( obj, c, Vector((1,0,0)),Vector((0,1,0)), \ - bone.cv_data.mins[2], bone.cv_data.maxs[2], \ - (0,0,1,1)) + if abs(v0[i]) > largest: + #{ + largest = abs(v0[i]) + major_axis = i + #} #} + + v1 = Vector((0,0,0)) + v1[major_axis] = 1.0 + + tx = Vector((0,0,0)) + ty = Vector((0,0,0)) + + cv_tangent_basis( v1, tx, ty ) + r = (abs(tx.dot( v0 )) + abs(ty.dot( v0 ))) * 0.25 + l = v0[ major_axis ] - r*2 + + p0 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l*-0.5 ) + p1 = obj.matrix_world@Vector( c + (a+b)*0.5 + v1*l* 0.5 ) + + colour = [0.2,0.2,0.2,1.0] + colour[major_axis] = 0.5 + + cv_draw_halfsphere( p0, -v1, ty, tx, r, colour ) + cv_draw_halfsphere( p1, v1, ty, tx, r, colour ) + cv_draw_line( p0+tx* r, p1+tx* r, colour ) + cv_draw_line( p0+tx*-r, p1+tx*-r, colour ) + cv_draw_line( p0+ty* r, p1+ty* r, colour ) + cv_draw_line( p0+ty*-r, p1+ty*-r, colour ) + #} + else: + #{ + continue + #} + + center = obj.matrix_world @ c + if bone.cv_data.con0: + #{ + vx = Vector([bone.cv_data.conevx[_] for _ in range(3)]) + vy = Vector([bone.cv_data.conevy[_] for _ in range(3)]) + va = Vector([bone.cv_data.coneva[_] for _ in range(3)]) + draw_cone_twist( center, vx, vy, va ) + + #draw_limit( obj, c, Vector((0,0,1)),Vector((0,-1,0)), \ + # bone.cv_data.mins[0], bone.cv_data.maxs[0], \ + # (1,0,0,1)) + #draw_limit( obj, c, Vector((0,-1,0)),Vector((1,0,0)), \ + # bone.cv_data.mins[1], bone.cv_data.maxs[1], \ + # (0,1,0,1)) + #draw_limit( obj, c, Vector((1,0,0)),Vector((0,0,1)), \ + # bone.cv_data.mins[2], bone.cv_data.maxs[2], \ + # (0,0,1,1)) #} #} #} @@ -2356,6 +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="" ) @@ -2394,23 +2708,36 @@ class CV_OBJ_SETTINGS(bpy.types.PropertyGroup): ('classtype_logic_achievement',"classtype_logic_achievement","",101), ('classtype_logic_relay',"classtype_logic_relay","",102), ('classtype_spawn_link',"classtype_spawn_link","",150), + ('classtype_nonlocal_gate', "classtype_nonlocal_gate", "", 300) ]) #} class CV_BONE_SETTINGS(bpy.types.PropertyGroup): #{ - collider: bpy.props.BoolProperty(name="Collider",default=False) + collider: bpy.props.EnumProperty( + name="Collider Type", + items = [ + ('collider_none', "collider_none", "", 0), + ('collider_box', "collider_box", "", 1), + ('collider_capsule', "collider_capsule", "", 2), + ]) + v0: bpy.props.FloatVectorProperty(name="v0",size=3) v1: bpy.props.FloatVectorProperty(name="v1",size=3) con0: bpy.props.BoolProperty(name="Constriant 0",default=False) mins: bpy.props.FloatVectorProperty(name="mins",size=3) maxs: bpy.props.FloatVectorProperty(name="maxs",size=3) + + conevx: bpy.props.FloatVectorProperty(name="conevx",size=3) + conevy: bpy.props.FloatVectorProperty(name="conevy",size=3) + coneva: bpy.props.FloatVectorProperty(name="coneva",size=3) + conet: bpy.props.FloatProperty(name="conet") #} 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' @@ -2430,8 +2757,11 @@ class CV_BONE_PANEL(bpy.types.Panel): _.layout.label( text="Angle Limits" ) _.layout.prop( bone.cv_data, "con0" ) - _.layout.prop( bone.cv_data, "mins" ) - _.layout.prop( bone.cv_data, "maxs" ) + + _.layout.prop( bone.cv_data, "conevx" ) + _.layout.prop( bone.cv_data, "conevy" ) + _.layout.prop( bone.cv_data, "coneva" ) + _.layout.prop( bone.cv_data, "conet" ) #} #} @@ -2444,6 +2774,7 @@ class CV_SCENE_SETTINGS(bpy.types.PropertyGroup): class CV_COLLECTION_SETTINGS(bpy.types.PropertyGroup): #{ pack_textures: bpy.props.BoolProperty( name="Pack Textures", default=False ) + animations: bpy.props.BoolProperty( name="Export animation", default=True) #} class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup): @@ -2476,6 +2807,11 @@ class CV_MATERIAL_SETTINGS(bpy.types.PropertyGroup): default=True,\ description = "Should the game try to target this surface?" \ ) + grind_surface: bpy.props.BoolProperty( \ + name="Grind Surface", \ + default=False,\ + description = "Grind face?" \ + ) grow_grass: bpy.props.BoolProperty( \ name="Grow Grass", \ default=False,\ @@ -2528,12 +2864,19 @@ class CV_MATERIAL_PANEL(bpy.types.Panel): info = material_info( active_mat ) + if 'tex_diffuse' in info: + #{ + _.layout.label( icon='INFO', \ + text=F"{info['tex_diffuse'].name} will be compiled" ) + #} + _.layout.prop( active_mat.cv_data, "shader" ) _.layout.prop( active_mat.cv_data, "surface_prop" ) _.layout.prop( active_mat.cv_data, "collision" ) if active_mat.cv_data.collision: _.layout.prop( active_mat.cv_data, "skate_surface" ) + _.layout.prop( active_mat.cv_data, "grind_surface" ) _.layout.prop( active_mat.cv_data, "grow_grass" ) if active_mat.cv_data.shader == "terrain_blend": @@ -2658,6 +3001,7 @@ class CV_INTERFACE(bpy.types.Panel): #{ box.label( text=col.name + ".mdl" ) box.prop( col.cv_data, "pack_textures" ) + box.prop( col.cv_data, "animations" ) box.operator( "carve.compile_this" ) #} else: @@ -2686,7 +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(): #{ @@ -2703,6 +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')