io_scene_3ds: Added spotlight parameters #104564
@ -76,30 +76,32 @@ MAT_MAP_BCOL = 0xA368 # Blue mapping
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# >------ sub defines of OBJECT
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OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
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OBJECT_LIGHT = 0x4600 # This lets un know we are reading a light object
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OBJECT_LIGHT_SPOT = 0x4610 # The light is a spotloght.
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OBJECT_LIGHT_OFF = 0x4620 # The light off.
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OBJECT_LIGHT_ATTENUATE = 0x4625
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OBJECT_LIGHT_RAYSHADE = 0x4627
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OBJECT_LIGHT_SHADOWED = 0x4630
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OBJECT_LIGHT_LOCAL_SHADOW = 0x4640
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OBJECT_LIGHT_LOCAL_SHADOW2 = 0x4641
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OBJECT_LIGHT_SEE_CONE = 0x4650
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OBJECT_LIGHT_SPOT_RECTANGULAR = 0x4651
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OBJECT_LIGHT_SPOT_OVERSHOOT = 0x4652
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OBJECT_LIGHT_SPOT_PROJECTOR = 0x4653
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OBJECT_LIGHT_EXCLUDE = 0x4654
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OBJECT_LIGHT_RANGE = 0x4655
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OBJECT_LIGHT_ROLL = 0x4656
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OBJECT_LIGHT_SPOT_ASPECT = 0x4657
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OBJECT_LIGHT_RAY_BIAS = 0x4658
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OBJECT_LIGHT_INNER_RANGE = 0x4659
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OBJECT_LIGHT_OUTER_RANGE = 0x465A
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OBJECT_LIGHT_MULTIPLIER = 0x465B
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OBJECT_LIGHT_AMBIENT_LIGHT = 0x4680
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OBJECT_LIGHT = 0x4600 # This lets us know we are reading a light object
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OBJECT_CAMERA = 0x4700 # This lets us know we are reading a camera object
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#>------ Sub defines of LIGHT
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LIGHT_SPOTLIGHT = 0x4610 # The target of a spotlight
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LIGHT_OFF = 0x4620 # The light is off
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LIGHT_ATTENUATE = 0x4625 # Light attenuate flag
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LIGHT_RAYSHADE = 0x4627 # Light rayshading flag
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LIGHT_SPOT_SHADOWED = 0x4630 # Light spot shadow flag
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LIGHT_LOCAL_SHADOW = 0x4640 # Light shadow values 1
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LIGHT_LOCAL_SHADOW2 = 0x4641 # Light shadow values 2
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LIGHT_SPOT_SEE_CONE = 0x4650 # Light spot cone flag
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LIGHT_SPOT_RECTANGLE = 0x4651 # Light spot rectangle flag
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LIGHT_SPOT_OVERSHOOT = 0x4652 # Light spot overshoot flag
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LIGHT_SPOT_PROJECTOR = 0x4653 # Light spot bitmap name
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LIGHT_EXCLUDE = 0x4654 # Light excluded objects
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LIGHT_RANGE = 0x4655 # Light range
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LIGHT_SPOT_ROLL = 0x4656 # The roll angle of the spot
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LIGHT_SPOT_ASPECT = 0x4657 # Light spot aspect flag
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LIGHT_RAY_BIAS = 0x4658 # Light ray bias value
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LIGHT_INNER_RANGE = 0x4659 # The light inner range
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LIGHT_OUTER_RANGE = 0x465A # The light outer range
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LIGHT_MULTIPLIER = 0x465B # The light energy factor
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LIGHT_AMBIENT_LIGHT = 0x4680 # Light ambient flag
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# >------ sub defines of CAMERA
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OBJECT_CAMERA = 0x4700 # This lets un know we are reading a camera object
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OBJECT_CAM_RANGES = 0x4720 # The camera range values
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# >------ sub defines of OBJECT_MESH
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@ -112,15 +114,15 @@ OBJECT_SMOOTH = 0x4150 # The Object smooth groups
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OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
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# >------ sub defines of EDITKEYFRAME
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KFDATA_AMBIENT = 0xB001
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KFDATA_OBJECT = 0xB002
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KFDATA_CAMERA = 0xB003
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KFDATA_TARGET = 0xB004
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KFDATA_LIGHT = 0xB005
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KFDATA_L_TARGET = 0xB006
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KFDATA_SPOTLIGHT = 0xB007
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KFDATA_KFSEG = 0xB008
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KFDATA_CURTIME = 0xB009
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KFDATA_AMBIENT = 0xB001 # Keyframe ambient node
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KFDATA_OBJECT = 0xB002 # Keyframe object node
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KFDATA_CAMERA = 0xB003 # Keyframe camera node
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KFDATA_TARGET = 0xB004 # Keyframe target node
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KFDATA_LIGHT = 0xB005 # Keyframe light node
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KFDATA_LTARGET = 0xB006 # Keyframe light target node
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KFDATA_SPOTLIGHT = 0xB007 # Keyframe spotlight node
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KFDATA_KFSEG = 0xB008 # Keyframe start and stop
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KFDATA_KFCURTIME = 0xB009 # Keyframe current frame
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# KFDATA_KFHDR = 0xB00A
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# >------ sub defines of KEYFRAME_NODE
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@ -903,12 +905,12 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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temp_data = file.read(SZ_3FLOAT)
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contextLamp.data.color = struct.unpack('<3f', temp_data)
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new_chunk.bytes_read += SZ_3FLOAT
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elif CreateLightObject and new_chunk.ID == OBJECT_LIGHT_MULTIPLIER: # Intensity
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elif CreateLightObject and new_chunk.ID == LIGHT_MULTIPLIER: # Intensity
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temp_data = file.read(SZ_FLOAT)
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contextLamp.data.energy = (float(struct.unpack('f', temp_data)[0]) * 1000)
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new_chunk.bytes_read += SZ_FLOAT
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elif CreateLightObject and new_chunk.ID == OBJECT_LIGHT_SPOT: # Spotlight
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elif CreateLightObject and new_chunk.ID == LIGHT_SPOTLIGHT: # Spotlight
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temp_data = file.read(SZ_3FLOAT)
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contextLamp.data.type = 'SPOT'
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spot = mathutils.Vector(struct.unpack('<3f', temp_data))
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@ -927,10 +929,16 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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contextLamp.data.spot_size = math.radians(beam_angle)
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contextLamp.data.spot_blend = (1.0 - (hotspot / beam_angle)) * 2
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new_chunk.bytes_read += SZ_FLOAT
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elif CreateLightObject and new_chunk.ID == OBJECT_LIGHT_ROLL: # Roll
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elif CreateLightObject and new_chunk.ID == LIGHT_SPOT_ROLL: # Roll
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temp_data = file.read(SZ_FLOAT)
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contextLamp.rotation_euler[1] = float(struct.unpack('f', temp_data)[0])
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new_chunk.bytes_read += SZ_FLOAT
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elif CreateLightObject and new_chunk.ID == LIGHT_SPOT_SHADOWED: # Shadow
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newLight.use_shadow = True
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elif CreateLightObject and new_chunk.ID == LIGHT_SPOT_SEE_CONE: # Cone
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newLight.show_cone = True
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elif CreateLightObject and new_chunk.ID == LIGHT_SPOT_RECTANGLE: # Square
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newLight.use_square = True
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elif contextObName and new_chunk.ID == OBJECT_CAMERA and CreateCameraObject is False: # Basic camera support
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camera = bpy.data.cameras.new("Camera")
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@ -954,7 +962,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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contextCamera.rotation_euler[2] = -1 * (math.radians(90) - math.acos(cam[0] / focus))
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new_chunk.bytes_read += SZ_FLOAT
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temp_data = file.read(SZ_FLOAT)
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contextCamera.data.lens = float(struct.unpack('f', temp_data)[0])
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contextCamera.data.lens = float(struct.unpack('f', temp_data)[0]) # Focus
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new_chunk.bytes_read += SZ_FLOAT
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contextMatrix = None # Reset matrix
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CreateBlenderObject = False
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