This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.
WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
         in previous versions (a few angle properties would use radians values as degrees...).
Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
                  (using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.
- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.
- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.
- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
                        it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
                        can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
                                                                           as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.
Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt
Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!
Differential Revision: http://developer.blender.org/D59
		
	
		
			
				
	
	
		
			196 lines
		
	
	
		
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			C++
		
	
	
	
	
	
			
		
		
	
	
			196 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
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 *                 Nathan Letwory
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file blender/collada/LightExporter.cpp
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 *  \ingroup collada
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 */
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#include <string>
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#include "COLLADASWColor.h"
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#include "COLLADASWLight.h"
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#include "BLI_math.h"
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#include "LightExporter.h"
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#include "collada_internal.h"
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template<class Functor>
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void forEachLampObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
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{
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	LinkNode *node;
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	for (node = export_set; node; node = node->next) {
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		Object *ob = (Object *)node->link;
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		if (ob->type == OB_LAMP && ob->data) {
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			f(ob);
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		}
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	}
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}
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LightsExporter::LightsExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryLights(sw), export_settings(export_settings) {
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}
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void LightsExporter::exportLights(Scene *sce)
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{
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	openLibrary();
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	forEachLampObjectInExportSet(sce, *this, this->export_settings->export_set);
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	closeLibrary();
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}
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void LightsExporter::operator()(Object *ob)
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{
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	Lamp *la = (Lamp *)ob->data;
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	std::string la_id(get_light_id(ob));
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	std::string la_name(id_name(la));
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	COLLADASW::Color col(la->r * la->energy, la->g * la->energy, la->b * la->energy);
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	float d, constatt, linatt, quadatt;
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	d = la->dist;
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	constatt = 1.0f;
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	if (la->falloff_type == LA_FALLOFF_INVLINEAR) {
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		linatt = 1.0f / d;
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		quadatt = 0.0f;
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	}
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	else {
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		linatt = 0.0f;
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		quadatt = 1.0f / (d * d);
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	}
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	// sun
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	if (la->type == LA_SUN) {
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		COLLADASW::DirectionalLight cla(mSW, la_id, la_name);
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		cla.setColor(col, false, "color");
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		cla.setConstantAttenuation(constatt);
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		exportBlenderProfile(cla, la);
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		addLight(cla);
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	}
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	// hemi
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	else if (la->type == LA_HEMI) {
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		COLLADASW::AmbientLight cla(mSW, la_id, la_name);
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		cla.setColor(col, false, "color");
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		cla.setConstantAttenuation(constatt);
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		exportBlenderProfile(cla, la);
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		addLight(cla);
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	}
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	// spot
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	else if (la->type == LA_SPOT) {
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		COLLADASW::SpotLight cla(mSW, la_id, la_name);
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		cla.setColor(col, false, "color");
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		cla.setFallOffAngle(RAD2DEGF(la->spotsize), false, "fall_off_angle");
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		cla.setFallOffExponent(la->spotblend, false, "fall_off_exponent");
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		cla.setConstantAttenuation(constatt);
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		cla.setLinearAttenuation(linatt);
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		cla.setQuadraticAttenuation(quadatt);
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		exportBlenderProfile(cla, la);
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		addLight(cla);
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	}
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	// lamp
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	else if (la->type == LA_LOCAL) {
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		COLLADASW::PointLight cla(mSW, la_id, la_name);
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		cla.setColor(col, false, "color");
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		cla.setConstantAttenuation(constatt);
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		cla.setLinearAttenuation(linatt);
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		cla.setQuadraticAttenuation(quadatt);
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		exportBlenderProfile(cla, la);
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		addLight(cla);
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	}
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	// area lamp is not supported
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	// it will be exported as a local lamp
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	else {
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		COLLADASW::PointLight cla(mSW, la_id, la_name);
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		cla.setColor(col, false, "color");
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		cla.setConstantAttenuation(constatt);
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		cla.setLinearAttenuation(linatt);
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		cla.setQuadraticAttenuation(quadatt);
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		exportBlenderProfile(cla, la);
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		addLight(cla);
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	}
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}
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bool LightsExporter::exportBlenderProfile(COLLADASW::Light &cla, Lamp *la)
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{
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	cla.addExtraTechniqueParameter("blender", "type", la->type);
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	cla.addExtraTechniqueParameter("blender", "flag", la->flag);
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	cla.addExtraTechniqueParameter("blender", "mode", la->mode);
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	cla.addExtraTechniqueParameter("blender", "gamma", la->k, "blender_gamma");
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	cla.addExtraTechniqueParameter("blender", "red", la->r);
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	cla.addExtraTechniqueParameter("blender", "green", la->g);
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	cla.addExtraTechniqueParameter("blender", "blue", la->b);
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	cla.addExtraTechniqueParameter("blender", "shadow_r", la->shdwr, "blender_shadow_r");
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	cla.addExtraTechniqueParameter("blender", "shadow_g", la->shdwg, "blender_shadow_g");
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	cla.addExtraTechniqueParameter("blender", "shadow_b", la->shdwb, "blender_shadow_b");
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	cla.addExtraTechniqueParameter("blender", "energy", la->energy, "blender_energy");
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	cla.addExtraTechniqueParameter("blender", "dist", la->dist, "blender_dist");
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	cla.addExtraTechniqueParameter("blender", "spotsize", RAD2DEGF(la->spotsize));
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	cla.addExtraTechniqueParameter("blender", "spotblend", la->spotblend);
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	cla.addExtraTechniqueParameter("blender", "halo_intensity", la->haint, "blnder_halo_intensity");
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	cla.addExtraTechniqueParameter("blender", "att1", la->att1);
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	cla.addExtraTechniqueParameter("blender", "att2", la->att2);
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	// \todo figure out how we can have falloff curve supported here
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	cla.addExtraTechniqueParameter("blender", "falloff_type", la->falloff_type);
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	cla.addExtraTechniqueParameter("blender", "clipsta", la->clipsta);
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	cla.addExtraTechniqueParameter("blender", "clipend", la->clipend);
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	cla.addExtraTechniqueParameter("blender", "bias", la->bias);
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	cla.addExtraTechniqueParameter("blender", "soft", la->soft);
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	cla.addExtraTechniqueParameter("blender", "compressthresh", la->compressthresh);
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	cla.addExtraTechniqueParameter("blender", "bufsize", la->bufsize);
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	cla.addExtraTechniqueParameter("blender", "samp", la->samp);
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	cla.addExtraTechniqueParameter("blender", "buffers", la->buffers);
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	cla.addExtraTechniqueParameter("blender", "filtertype", la->filtertype);
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	cla.addExtraTechniqueParameter("blender", "bufflag", la->bufflag);
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	cla.addExtraTechniqueParameter("blender", "buftype", la->buftype);
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	cla.addExtraTechniqueParameter("blender", "ray_samp", la->ray_samp);
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	cla.addExtraTechniqueParameter("blender", "ray_sampy", la->ray_sampy);
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	cla.addExtraTechniqueParameter("blender", "ray_sampz", la->ray_sampz);
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	cla.addExtraTechniqueParameter("blender", "ray_samp_type", la->ray_samp_type);
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	cla.addExtraTechniqueParameter("blender", "area_shape", la->area_shape);
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	cla.addExtraTechniqueParameter("blender", "area_size", la->area_size);
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	cla.addExtraTechniqueParameter("blender", "area_sizey", la->area_sizey);
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	cla.addExtraTechniqueParameter("blender", "area_sizez", la->area_sizez);
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	cla.addExtraTechniqueParameter("blender", "adapt_thresh", la->adapt_thresh);
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	cla.addExtraTechniqueParameter("blender", "ray_samp_method", la->ray_samp_method);
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	cla.addExtraTechniqueParameter("blender", "shadhalostep", la->shadhalostep);
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	cla.addExtraTechniqueParameter("blender", "sun_effect_type", la->shadhalostep);
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	cla.addExtraTechniqueParameter("blender", "skyblendtype", la->skyblendtype);
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	cla.addExtraTechniqueParameter("blender", "horizon_brightness", la->horizon_brightness);
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	cla.addExtraTechniqueParameter("blender", "spread", la->spread);
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	cla.addExtraTechniqueParameter("blender", "sun_brightness", la->sun_brightness);
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	cla.addExtraTechniqueParameter("blender", "sun_size", la->sun_size);
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	cla.addExtraTechniqueParameter("blender", "backscattered_light", la->backscattered_light);
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	cla.addExtraTechniqueParameter("blender", "sun_intensity", la->sun_intensity);
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	cla.addExtraTechniqueParameter("blender", "atm_turbidity", la->atm_turbidity);
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	cla.addExtraTechniqueParameter("blender", "atm_extinction_factor", la->atm_extinction_factor);
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	cla.addExtraTechniqueParameter("blender", "atm_distance_factor", la->atm_distance_factor);
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	cla.addExtraTechniqueParameter("blender", "skyblendfac", la->skyblendfac);
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	cla.addExtraTechniqueParameter("blender", "sky_exposure", la->sky_exposure);
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	cla.addExtraTechniqueParameter("blender", "sky_colorspace", la->sky_colorspace);
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	return true;
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}
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