io_scene_3ds: Added pivot origin option and fixed camera and light ranges #104818

Merged
Sebastian Sille merged 75 commits from :main into main 2023-08-05 00:02:57 +02:00
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@ -1557,7 +1557,7 @@ def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False, use
curtime = scene.frame_current curtime = scene.frame_current
kfdata = make_kfdata(revision, start, stop, curtime) kfdata = make_kfdata(revision, start, stop, curtime)
# Add AMBIENT, BACKGROUND, BITMAP and LAYER_FOG # Add AMBIENT, BACKGROUND and BITMAP
if world is not None and 'WORLD' in object_filter: if world is not None and 'WORLD' in object_filter:
ambient_chunk = _3ds_chunk(AMBIENTLIGHT) ambient_chunk = _3ds_chunk(AMBIENTLIGHT)
ambient_light = _3ds_chunk(RGB) ambient_light = _3ds_chunk(RGB)
@ -1583,6 +1583,8 @@ def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False, use
object_info.add_subchunk(background_image) object_info.add_subchunk(background_image)
object_info.add_subchunk(background_chunk) object_info.add_subchunk(background_chunk)
object_info.add_subchunk(background_flag) object_info.add_subchunk(background_flag)
# Add LAYER_FOG settings
fogshader = next((lk.from_socket.node for lk in ntree if lk.from_socket.identifier and lk.to_socket.identifier == 'Volume'), False) fogshader = next((lk.from_socket.node for lk in ntree if lk.from_socket.identifier and lk.to_socket.identifier == 'Volume'), False)
if fogshader: if fogshader:
fogflag = 0 fogflag = 0
@ -1593,10 +1595,10 @@ def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False, use
fog_chunk = _3ds_chunk(LAYER_FOG) fog_chunk = _3ds_chunk(LAYER_FOG)
fog_color_chunk = _3ds_chunk(RGB) fog_color_chunk = _3ds_chunk(RGB)
use_fog_flag = _3ds_chunk(USE_LAYER_FOG) use_fog_flag = _3ds_chunk(USE_LAYER_FOG)
fog_color_chunk.add_variable("color", _3ds_float_color(fogshader.inputs[0].default_value[:3])) fog_color_chunk.add_variable("color", _3ds_float_color(fogshader.inputs['Color'].default_value[:3]))
fog_chunk.add_variable("lowZ", _3ds_float(world.mist_settings.start)) fog_chunk.add_variable("lowZ", _3ds_float(world.mist_settings.start))
fog_chunk.add_variable("highZ", _3ds_float(world.mist_settings.depth)) fog_chunk.add_variable("highZ", _3ds_float(world.mist_settings.depth))
fog_chunk.add_variable("density", _3ds_float(fogshader.inputs[1].default_value)) fog_chunk.add_variable("density", _3ds_float(fogshader.inputs['Density'].default_value))
fog_chunk.add_variable("flags", _3ds_uint(fogflag)) fog_chunk.add_variable("flags", _3ds_uint(fogflag))
fog_chunk.add_subchunk(fog_color_chunk) fog_chunk.add_subchunk(fog_color_chunk)
object_info.add_subchunk(fog_chunk) object_info.add_subchunk(fog_chunk)