kvs['origin'] = [pos[1],-pos[0],pos[2]]
kvs['angles'] = [0,180,0]
+ kvs['uniformscale'] = 1.0
else:
kvs = cxr_baseclass([ent_origin],{})
target = context['object'].instance_collection
angle[2] = euler[0]
kvs['angles'] = angle
+ kvs['uniformscale'] = obj.scale[0]
+
+ if target.cxr_data.shadow_caster:
+ kvs['enablelightbounce'] = 1
+ kvs['disableshadows'] = 0
+ else:
+ kvs['enablelightbounce'] = 0
+ kvs['disableshadows'] = 1
-
- kvs['enablelightbounce'] = 1
- kvs['disableshadows'] = 0
kvs['fademindist'] = -1
kvs['fadescale'] = 1
kvs['model'] = F"{asset_path('models',target)}.mdl".lower()
kvs['rendercolor'] = [255, 255, 255]
kvs['skin'] = 0
kvs['solid'] = 6
- kvs['uniformscale'] = 1.0
return kvs
o.write(F'$scale {transform["scale"]/100.0}\n')
o.write(F'$body _ "{uid}_ref.fbx"\n')
o.write(F'$staticprop\n')
- o.write(F'$origin {origin[0]} {origin[1]} {origin[2]}\n')
+ o.write(F'$origin {origin[0]:.6f} {origin[1]:.6f} {origin[2]:.6f}\n')
+ if mdl.cxr_data.preserve_order:
+ o.write(F"$preservetriangleorder\n")
+
+ if mdl.cxr_data.texture_shadows:
+ o.write(F"$casttextureshadows\n")
+
+ o.write(F"$surfaceprop {mdl.cxr_data.surfaceprop}\n")
+
if vphys != None:
o.write(F'$collisionmodel "{uid}_phy.fbx"\n')
o.write("{\n")
"Internal-Fail",\
"Non-Coplanar",\
"Non-Convex Polygon",\
- "Bad Result"]\
+ "Bad Result",\
+ "Invalid-Input"]\
[err.value]
if static.RUNNING:
elif active_object.type == 'LIGHT_PROBE':
layout.prop( properties, "size" )
+class CXR_COLLECTION_PANEL(bpy.types.Panel):
+ bl_label = "Source Settings"
+ bl_idname = "COL_PT_cxr"
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "collection"
+
+ def draw(self, context):
+ layout = self.layout
+ scene = context.scene
+
+ active_collection = bpy.context.collection
+
+ if active_collection != None:
+ layout.prop( active_collection.cxr_data, "shadow_caster" )
+ layout.prop( active_collection.cxr_data, "texture_shadows" )
+ layout.prop( active_collection.cxr_data, "preserve_order" )
+ layout.prop( active_collection.cxr_data, "surfaceprop" )
+
# Settings groups
# ------------------------------------------------------------------------------
class CXR_MODEL_SETTINGS(bpy.types.PropertyGroup):
last_hash: bpy.props.StringProperty( name="" )
asset_id: bpy.props.IntProperty(name="vmf_settings",default=0)
+ shadow_caster: bpy.props.BoolProperty( name="Shadow caster", default=True )
+ texture_shadows: bpy.props.BoolProperty( name="Texture Shadows", default=False )
+ preserve_order: bpy.props.BoolProperty( name="Preserve Order", default=False )
+ surfaceprop: bpy.props.StringProperty( name="Suface prop",default="default" )
class CXR_SCENE_SETTINGS(bpy.types.PropertyGroup):
project_name: bpy.props.StringProperty( name="Project Name" )
CXR_LIGHT_SETTINGS, CXR_SCENE_SETTINGS, CXR_DETECT_COMPILERS,\
CXR_ENTITY_PANEL, CXR_LIGHT_PANEL, CXR_PREVIEW_OPERATOR,\
CXR_VIEW3D, CXR_COMPILER_CHAIN, CXR_RESET_HASHES,\
- CXR_COMPILE_MATERIAL]
+ CXR_COMPILE_MATERIAL, CXR_COLLECTION_PANEL ]
vmt_param_dynamic_class = None