io_scene_3ds: Added spotlight parameters #104564

Merged
Sebastian Sille merged 4 commits from nrgsille-io_scene_3ds into main 2023-04-22 14:29:02 +02:00
2 changed files with 79 additions and 49 deletions

View File

@ -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

View File

@ -76,30 +76,32 @@ MAT_MAP_BCOL = 0xA368 # Blue mapping
# >------ sub defines of OBJECT
OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
OBJECT_LIGHT = 0x4600 # This lets un know we are reading a light object
OBJECT_LIGHT_SPOT = 0x4610 # The light is a spotloght.
OBJECT_LIGHT_OFF = 0x4620 # The light off.
OBJECT_LIGHT_ATTENUATE = 0x4625
OBJECT_LIGHT_RAYSHADE = 0x4627
OBJECT_LIGHT_SHADOWED = 0x4630
OBJECT_LIGHT_LOCAL_SHADOW = 0x4640
OBJECT_LIGHT_LOCAL_SHADOW2 = 0x4641
OBJECT_LIGHT_SEE_CONE = 0x4650
OBJECT_LIGHT_SPOT_RECTANGULAR = 0x4651
OBJECT_LIGHT_SPOT_OVERSHOOT = 0x4652
OBJECT_LIGHT_SPOT_PROJECTOR = 0x4653
OBJECT_LIGHT_EXCLUDE = 0x4654
OBJECT_LIGHT_RANGE = 0x4655
OBJECT_LIGHT_ROLL = 0x4656
OBJECT_LIGHT_SPOT_ASPECT = 0x4657
OBJECT_LIGHT_RAY_BIAS = 0x4658
OBJECT_LIGHT_INNER_RANGE = 0x4659
OBJECT_LIGHT_OUTER_RANGE = 0x465A
OBJECT_LIGHT_MULTIPLIER = 0x465B
OBJECT_LIGHT_AMBIENT_LIGHT = 0x4680
OBJECT_LIGHT = 0x4600 # This lets us know we are reading a light object
OBJECT_CAMERA = 0x4700 # This lets us know we are reading a camera object
#>------ Sub defines of LIGHT
LIGHT_SPOTLIGHT = 0x4610 # The target of a spotlight
LIGHT_OFF = 0x4620 # The light is off
LIGHT_ATTENUATE = 0x4625 # Light attenuate flag
LIGHT_RAYSHADE = 0x4627 # Light rayshading flag
LIGHT_SPOT_SHADOWED = 0x4630 # Light spot shadow flag
LIGHT_LOCAL_SHADOW = 0x4640 # Light shadow values 1
LIGHT_LOCAL_SHADOW2 = 0x4641 # Light shadow values 2
LIGHT_SPOT_SEE_CONE = 0x4650 # Light spot cone flag
LIGHT_SPOT_RECTANGLE = 0x4651 # Light spot rectangle flag
LIGHT_SPOT_OVERSHOOT = 0x4652 # Light spot overshoot flag
LIGHT_SPOT_PROJECTOR = 0x4653 # Light spot bitmap name
LIGHT_EXCLUDE = 0x4654 # Light excluded objects
LIGHT_RANGE = 0x4655 # Light range
LIGHT_SPOT_ROLL = 0x4656 # The roll angle of the spot
LIGHT_SPOT_ASPECT = 0x4657 # Light spot aspect flag
LIGHT_RAY_BIAS = 0x4658 # Light ray bias value
LIGHT_INNER_RANGE = 0x4659 # The light inner range
LIGHT_OUTER_RANGE = 0x465A # The light outer range
LIGHT_MULTIPLIER = 0x465B # The light energy factor
LIGHT_AMBIENT_LIGHT = 0x4680 # Light ambient flag
# >------ sub defines of CAMERA
OBJECT_CAMERA = 0x4700 # This lets un know we are reading a camera object
OBJECT_CAM_RANGES = 0x4720 # The camera range values
# >------ sub defines of OBJECT_MESH
@ -112,15 +114,15 @@ OBJECT_SMOOTH = 0x4150 # The Object smooth groups
OBJECT_TRANS_MATRIX = 0x4160 # The Object Matrix
# >------ sub defines of EDITKEYFRAME
KFDATA_AMBIENT = 0xB001
KFDATA_OBJECT = 0xB002
KFDATA_CAMERA = 0xB003
KFDATA_TARGET = 0xB004
KFDATA_LIGHT = 0xB005
KFDATA_L_TARGET = 0xB006
KFDATA_SPOTLIGHT = 0xB007
KFDATA_KFSEG = 0xB008
KFDATA_CURTIME = 0xB009
KFDATA_AMBIENT = 0xB001 # Keyframe ambient node
KFDATA_OBJECT = 0xB002 # Keyframe object node
KFDATA_CAMERA = 0xB003 # Keyframe camera node
KFDATA_TARGET = 0xB004 # Keyframe target node
KFDATA_LIGHT = 0xB005 # Keyframe light node
KFDATA_LTARGET = 0xB006 # Keyframe light target node
KFDATA_SPOTLIGHT = 0xB007 # Keyframe spotlight node
KFDATA_KFSEG = 0xB008 # Keyframe start and stop
KFDATA_CURTIME = 0xB009 # Keyframe current frame
# KFDATA_KFHDR = 0xB00A
# >------ sub defines of KEYFRAME_NODE
@ -903,12 +905,12 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
temp_data = file.read(SZ_3FLOAT)
contextLamp.data.color = struct.unpack('<3f', temp_data)
new_chunk.bytes_read += SZ_3FLOAT
elif CreateLightObject and new_chunk.ID == OBJECT_LIGHT_MULTIPLIER: # Intensity
elif CreateLightObject and new_chunk.ID == LIGHT_MULTIPLIER: # Intensity
temp_data = file.read(SZ_FLOAT)
contextLamp.data.energy = (float(struct.unpack('f', temp_data)[0]) * 1000)
new_chunk.bytes_read += SZ_FLOAT
elif CreateLightObject and new_chunk.ID == OBJECT_LIGHT_SPOT: # Spotlight
elif CreateLightObject and new_chunk.ID == LIGHT_SPOTLIGHT: # Spotlight
temp_data = file.read(SZ_3FLOAT)
contextLamp.data.type = 'SPOT'
spot = mathutils.Vector(struct.unpack('<3f', temp_data))
@ -927,10 +929,16 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
contextLamp.data.spot_size = math.radians(beam_angle)
contextLamp.data.spot_blend = (1.0 - (hotspot / beam_angle)) * 2
new_chunk.bytes_read += SZ_FLOAT
elif CreateLightObject and new_chunk.ID == OBJECT_LIGHT_ROLL: # Roll
elif CreateLightObject and new_chunk.ID == LIGHT_SPOT_ROLL: # Roll
temp_data = file.read(SZ_FLOAT)
contextLamp.rotation_euler[1] = float(struct.unpack('f', temp_data)[0])
new_chunk.bytes_read += SZ_FLOAT
elif CreateLightObject and new_chunk.ID == LIGHT_SPOT_SHADOWED: # Shadow
newLight.use_shadow = True
elif CreateLightObject and new_chunk.ID == LIGHT_SPOT_SEE_CONE: # Cone
newLight.show_cone = True
elif CreateLightObject and new_chunk.ID == LIGHT_SPOT_RECTANGLE: # Square
newLight.use_square = True
elif contextObName and new_chunk.ID == OBJECT_CAMERA and CreateCameraObject is False: # Basic camera support
camera = bpy.data.cameras.new("Camera")
@ -954,7 +962,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
contextCamera.rotation_euler[2] = -1 * (math.radians(90) - math.acos(cam[0] / focus))
new_chunk.bytes_read += SZ_FLOAT
temp_data = file.read(SZ_FLOAT)
contextCamera.data.lens = float(struct.unpack('f', temp_data)[0])
contextCamera.data.lens = float(struct.unpack('f', temp_data)[0]) # Focus
new_chunk.bytes_read += SZ_FLOAT
contextMatrix = None # Reset matrix
CreateBlenderObject = False
@ -981,7 +989,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
# including these here means their OB_NODE_HDR are scanned
# another object is being processed
elif new_chunk.ID in {KFDATA_AMBIENT, KFDATA_OBJECT, KFDATA_CAMERA, KFDATA_LIGHT}:
elif new_chunk.ID in {KFDATA_AMBIENT, KFDATA_OBJECT, KFDATA_CAMERA, KFDATA_LIGHT, KFDATA_SPOTLIGHT}:
object_id = ROOT_OBJECT
tracking = 'OBJECT'
child = None