io_scene_3ds: Added spotlight aspect and projector #104813
@ -37,6 +37,11 @@ PCT_FLOAT = 0x0031 # percentage float
|
||||
MASTERSCALE = 0x0100 # Master scale factor
|
||||
|
||||
# >----- sub defines of OBJECTINFO
|
||||
USE_BITMAP = 0x1101 # The background image flag
|
||||
SOLIDBACKGND = 0x1200 # The background color (RGB)
|
||||
USE_SOLIDBGND = 0x1201 # The background color flag
|
||||
VGRADIENT = 0x1300 # The background gradient colors
|
||||
USE_VGRADIENT = 0x1301 # The background gradient flag
|
||||
AMBIENTLIGHT = 0x2100 # The color of the ambient light
|
||||
MATERIAL = 0xAFFF # This stored the texture info
|
||||
OBJECT = 0x4000 # This stores the faces, vertices, etc...
|
||||
@ -363,24 +368,24 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
|
||||
pivot_list = [] # pivots with hierarchy handling
|
||||
trackposition = {} # keep track to position for target calculation
|
||||
|
||||
def putContextMesh(context, myContextMesh_vertls, myContextMesh_facels, myContextMesh_flag,
|
||||
myContextMeshMaterials, myContextMesh_smooth, WORLD_MATRIX):
|
||||
def putContextMesh(context, ContextMesh_vertls, ContextMesh_facels, ContextMesh_flag,
|
||||
ContextMeshMaterials, ContextMesh_smooth, WORLD_MATRIX):
|
||||
|
||||
bmesh = bpy.data.meshes.new(contextObName)
|
||||
|
||||
if myContextMesh_facels is None:
|
||||
myContextMesh_facels = []
|
||||
if ContextMesh_facels is None:
|
||||
ContextMesh_facels = []
|
||||
|
||||
if myContextMesh_vertls:
|
||||
if ContextMesh_vertls:
|
||||
|
||||
bmesh.vertices.add(len(myContextMesh_vertls) // 3)
|
||||
bmesh.vertices.foreach_set("co", myContextMesh_vertls)
|
||||
bmesh.vertices.add(len(ContextMesh_vertls) // 3)
|
||||
bmesh.vertices.foreach_set("co", ContextMesh_vertls)
|
||||
|
||||
nbr_faces = len(myContextMesh_facels)
|
||||
nbr_faces = len(ContextMesh_facels)
|
||||
bmesh.polygons.add(nbr_faces)
|
||||
bmesh.loops.add(nbr_faces * 3)
|
||||
eekadoodle_faces = []
|
||||
for v1, v2, v3 in myContextMesh_facels:
|
||||
for v1, v2, v3 in ContextMesh_facels:
|
||||
eekadoodle_faces.extend((v3, v1, v2) if v3 == 0 else (v1, v2, v3))
|
||||
bmesh.polygons.foreach_set("loop_start", range(0, nbr_faces * 3, 3))
|
||||
bmesh.loops.foreach_set("vertex_index", eekadoodle_faces)
|
||||
@ -391,7 +396,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
|
||||
else:
|
||||
uv_faces = None
|
||||
|
||||
for mat_idx, (matName, faces) in enumerate(myContextMeshMaterials):
|
||||
for mat_idx, (matName, faces) in enumerate(ContextMeshMaterials):
|
||||
if matName is None:
|
||||
bmat = None
|
||||
else:
|
||||
@ -405,7 +410,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
|
||||
if uv_faces:
|
||||
uvl = bmesh.uv_layers.active.data[:]
|
||||
for fidx, pl in enumerate(bmesh.polygons):
|
||||
face = myContextMesh_facels[fidx]
|
||||
face = ContextMesh_facels[fidx]
|
||||
v1, v2, v3 = face
|
||||
|
||||
# eekadoodle
|
||||
@ -425,12 +430,12 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
|
||||
context.view_layer.active_layer_collection.collection.objects.link(ob)
|
||||
imported_objects.append(ob)
|
||||
|
||||
if myContextMesh_flag:
|
||||
if ContextMesh_flag:
|
||||
"""Bit 0 (0x1) sets edge CA visible, Bit 1 (0x2) sets edge BC visible and
|
||||
Bit 2 (0x4) sets edge AB visible. In Blender we use sharp edges for those flags."""
|
||||
for f, pl in enumerate(bmesh.polygons):
|
||||
face = myContextMesh_facels[f]
|
||||
faceflag = myContextMesh_flag[f]
|
||||
face = ContextMesh_facels[f]
|
||||
faceflag = ContextMesh_flag[f]
|
||||
edge_ab = bmesh.edges[bmesh.loops[pl.loop_start].edge_index]
|
||||
edge_bc = bmesh.edges[bmesh.loops[pl.loop_start + 1].edge_index]
|
||||
edge_ca = bmesh.edges[bmesh.loops[pl.loop_start + 2].edge_index]
|
||||
@ -443,9 +448,9 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
|
||||
if faceflag & 0x4:
|
||||
edge_ab.use_edge_sharp = True
|
||||
|
||||
if myContextMesh_smooth:
|
||||
if ContextMesh_smooth:
|
||||
for f, pl in enumerate(bmesh.polygons):
|
||||
smoothface = myContextMesh_smooth[f]
|
||||
smoothface = ContextMesh_smooth[f]
|
||||
if smoothface > 0:
|
||||
bmesh.polygons[f].use_smooth = True
|
||||
else:
|
||||
@ -507,7 +512,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
|
||||
tintcolor = None
|
||||
extend = 'wrap'
|
||||
alpha = False
|
||||
pct = 50
|
||||
pct = 70
|
||||
|
||||
contextWrapper.base_color = contextColor[:]
|
||||
contextWrapper.metallic = contextMaterial.metallic
|
||||
@ -601,8 +606,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
|
||||
parent_list[child_id] = childs_list[parent_id]
|
||||
|
||||
def calc_target(loca, target):
|
||||
pan = 0.0
|
||||
tilt = 0.0
|
||||
pan = tilt = 0.0
|
||||
plane = loca + target
|
||||
angle = math.radians(90) # Target triangulation
|
||||
check_sign = abs(loca.y) < abs(target.y)
|
||||
|
Loading…
Reference in New Issue
Block a user