io_scene_3ds: Added spotlight parameters #104564
@ -85,7 +85,10 @@ OBJECT_CAMERA = 0x4700 # This lets us know we are reading a camera object
|
||||
# >------ Sub defines of LIGHT
|
||||
LIGHT_MULTIPLIER = 0x465B # The light energy factor
|
||||
LIGHT_SPOTLIGHT = 0x4610 # The target of a spotlight
|
||||
LIGHT_SPOTROLL = 0x4656 # The roll angle of the spot
|
||||
LIGHT_SPOT_ROLL = 0x4656 # Light spot roll angle
|
||||
LIGHT_SPOT_SHADOWED = 0x4630 # Light spot shadow flag
|
||||
LIGHT_SPOT_SEE_CONE = 0x4650 # Light spot show cone flag
|
||||
LIGHT_SPOT_RECTANGLE = 0x4651 # Light spot rectangle flag
|
||||
|
||||
# >------ sub defines of CAMERA
|
||||
OBJECT_CAM_RANGES = 0x4720 # The camera range values
|
||||
@ -106,13 +109,29 @@ KFDATA_KFCURTIME = 0xB009
|
||||
KFDATA_OBJECT_NODE_TAG = 0xB002
|
||||
|
||||
# >------ sub defines of OBJECT_NODE_TAG
|
||||
OBJECT_NODE_ID = 0xB030
|
||||
OBJECT_NODE_HDR = 0xB010
|
||||
OBJECT_PIVOT = 0xB013
|
||||
OBJECT_INSTANCE_NAME = 0xB011
|
||||
POS_TRACK_TAG = 0xB020
|
||||
ROT_TRACK_TAG = 0xB021
|
||||
SCL_TRACK_TAG = 0xB022
|
||||
AMBIENT_NODE_TAG = 0xB001 # Ambient node tag
|
||||
OBJECT_NODE_TAG = 0xB002 # Object tree tag
|
||||
CAMERA_NODE_TAG = 0xB003 # Camera object tag
|
||||
TARGET_NODE_TAG = 0xB004 # Camera target tag
|
||||
LIGHT_NODE_TAG = 0xB005 # Light object tag
|
||||
LTARGET_NODE_TAG = 0xB006 # Light target tag
|
||||
SPOT_NODE_TAG = 0xB007 # Spotlight tag
|
||||
OBJECT_NODE_ID = 0xB030 # Object hierachy ID
|
||||
OBJECT_NODE_HDR = 0xB010 # Hierachy tree header
|
||||
OBJECT_INSTANCE_NAME = 0xB011 # Object instance name
|
||||
OBJECT_PIVOT = 0xB013 # Object pivot position
|
||||
OBJECT_BOUNDBOX = 0xB014 # Object boundbox
|
||||
OBJECT_MORPH_SMOOTH = 0xB015 # Object smooth angle
|
||||
POS_TRACK_TAG = 0xB020 # Position transform tag
|
||||
ROT_TRACK_TAG = 0xB021 # Rotation transform tag
|
||||
SCL_TRACK_TAG = 0xB022 # Scale transform tag
|
||||
FOV_TRACK_TAG = 0xB023 # Field of view tag
|
||||
ROLL_TRACK_TAG = 0xB024 # Roll transform tag
|
||||
COL_TRACK_TAG = 0xB025 # Color transform tag
|
||||
HOTSPOT_TRACK_TAG = 0xB027 # Hotspot transform tag
|
||||
FALLOFF_TRACK_TAG = 0xB028 # Falloff transform tag
|
||||
|
||||
ROOT_OBJECT = 0xFFFF # Root object
|
||||
|
||||
|
||||
# So 3ds max can open files, limit names to 12 in length
|
||||
@ -120,7 +139,6 @@ SCL_TRACK_TAG = 0xB022
|
||||
name_unique = [] # stores str, ascii only
|
||||
name_mapping = {} # stores {orig: byte} mapping
|
||||
|
||||
|
||||
def sane_name(name):
|
||||
name_fixed = name_mapping.get(name)
|
||||
if name_fixed is not None:
|
||||
@ -143,13 +161,11 @@ def sane_name(name):
|
||||
def uv_key(uv):
|
||||
return round(uv[0], 6), round(uv[1], 6)
|
||||
|
||||
|
||||
# size defines:
|
||||
SZ_SHORT = 2
|
||||
SZ_INT = 4
|
||||
SZ_FLOAT = 4
|
||||
|
||||
|
||||
class _3ds_ushort(object):
|
||||
"""Class representing a short (2-byte integer) for a 3ds file.
|
||||
*** This looks like an unsigned short H is unsigned from the struct docs - Cam***"""
|
||||
@ -1362,7 +1378,7 @@ def save(operator,
|
||||
object_chunk.add_variable("light", _3ds_string(sane_name(ob.name)))
|
||||
light_chunk.add_variable("location", _3ds_point_3d(ob.location))
|
||||
color_float_chunk.add_variable("color", _3ds_float_color(ob.data.color))
|
||||
energy_factor.add_variable("energy", _3ds_float(ob.data.energy * .001))
|
||||
energy_factor.add_variable("energy", _3ds_float(ob.data.energy * 0.001))
|
||||
light_chunk.add_subchunk(color_float_chunk)
|
||||
light_chunk.add_subchunk(energy_factor)
|
||||
|
||||
@ -1374,12 +1390,18 @@ def save(operator,
|
||||
pos_y = ob.location[1] + (ob.location[0] * math.tan(math.radians(90) - ob.rotation_euler[2]))
|
||||
pos_z = hypo * math.tan(math.radians(90) - ob.rotation_euler[0])
|
||||
spotlight_chunk = _3ds_chunk(LIGHT_SPOTLIGHT)
|
||||
spot_roll_chunk = _3ds_chunk(LIGHT_SPOTROLL)
|
||||
spot_roll_chunk = _3ds_chunk(LIGHT_SPOT_ROLL)
|
||||
spotlight_chunk.add_variable("target", _3ds_point_3d((pos_x, pos_y, pos_z)))
|
||||
spotlight_chunk.add_variable("hotspot", _3ds_float(round(hotspot, 4)))
|
||||
spotlight_chunk.add_variable("angle", _3ds_float(round(cone_angle, 4)))
|
||||
spot_roll_chunk.add_variable("roll", _3ds_float(round(ob.rotation_euler[1], 6)))
|
||||
spotlight_chunk.add_subchunk(spot_roll_chunk)
|
||||
if ob.data.show_cone:
|
||||
spot_cone_chunk = _3ds_chunk(LIGHT_SPOT_SEE_CONE)
|
||||
spotlight_chunk.add_subchunk(spot_cone_chunk)
|
||||
if ob.data.use_square:
|
||||
spot_square_chunk = _3ds_chunk(LIGHT_SPOT_RECTANGLE)
|
||||
spotlight_chunk.add_subchunk(spot_square_chunk)
|
||||
light_chunk.add_subchunk(spotlight_chunk)
|
||||
|
||||
# Add light to object info
|
||||
|
Loading…
Reference in New Issue
Block a user