io_scene_3ds: Moved specular color texture to specular tint #104918
@ -104,6 +104,9 @@ OBJECT_PARENT = 0x4F10 # Parent id of the object
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# >------ Sub defines of LIGHT
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# >------ Sub defines of LIGHT
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LIGHT_MULTIPLIER = 0x465B # The light energy factor
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LIGHT_MULTIPLIER = 0x465B # The light energy factor
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LIGHT_INNER_RANGE = 0x4659 # Light inner range value
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LIGHT_OUTER_RANGE = 0x465A # Light outer range value
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LIGHT_ATTENUATE = 0x4625 # Light attenuation flag
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LIGHT_SPOTLIGHT = 0x4610 # The target of a spotlight
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LIGHT_SPOTLIGHT = 0x4610 # The target of a spotlight
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LIGHT_SPOT_ROLL = 0x4656 # Light spot roll angle
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LIGHT_SPOT_ROLL = 0x4656 # Light spot roll angle
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LIGHT_SPOT_SHADOWED = 0x4630 # Light spot shadow flag
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LIGHT_SPOT_SHADOWED = 0x4630 # Light spot shadow flag
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@ -1851,13 +1854,22 @@ def save(operator, context, filepath="", scale_factor=1.0, use_scene_unit=False,
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obj_light_chunk = _3ds_chunk(OBJECT_LIGHT)
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obj_light_chunk = _3ds_chunk(OBJECT_LIGHT)
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color_float_chunk = _3ds_chunk(RGB)
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color_float_chunk = _3ds_chunk(RGB)
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light_distance = translation[ob.name]
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light_distance = translation[ob.name]
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light_attenuate = _3ds_chunk(LIGHT_ATTENUATE)
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light_inner_range = _3ds_chunk(LIGHT_INNER_RANGE)
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light_outer_range = _3ds_chunk(LIGHT_OUTER_RANGE)
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light_energy_factor = _3ds_chunk(LIGHT_MULTIPLIER)
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light_energy_factor = _3ds_chunk(LIGHT_MULTIPLIER)
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object_chunk.add_variable("light", _3ds_string(sane_name(ob.name)))
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object_chunk.add_variable("light", _3ds_string(sane_name(ob.name)))
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obj_light_chunk.add_variable("location", _3ds_point_3d(light_distance))
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obj_light_chunk.add_variable("location", _3ds_point_3d(light_distance))
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color_float_chunk.add_variable("color", _3ds_float_color(ob.data.color))
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color_float_chunk.add_variable("color", _3ds_float_color(ob.data.color))
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light_outer_range.add_variable("distance", _3ds_float(ob.data.cutoff_distance))
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light_inner_range.add_variable("radius", _3ds_float(ob.data.shadow_soft_size))
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light_energy_factor.add_variable("energy", _3ds_float(ob.data.energy * 0.001))
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light_energy_factor.add_variable("energy", _3ds_float(ob.data.energy * 0.001))
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obj_light_chunk.add_subchunk(color_float_chunk)
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obj_light_chunk.add_subchunk(color_float_chunk)
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obj_light_chunk.add_subchunk(light_outer_range)
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obj_light_chunk.add_subchunk(light_inner_range)
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obj_light_chunk.add_subchunk(light_energy_factor)
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obj_light_chunk.add_subchunk(light_energy_factor)
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if ob.data.use_custom_distance:
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obj_light_chunk.add_subchunk(light_attenuate)
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if ob.data.type == 'SPOT':
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if ob.data.type == 'SPOT':
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cone_angle = math.degrees(ob.data.spot_size)
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cone_angle = math.degrees(ob.data.spot_size)
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@ -128,6 +128,7 @@ 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_INNER_RANGE = 0x4659 # The light inner range
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LIGHT_OUTER_RANGE = 0x465A # The light outer 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_MULTIPLIER = 0x465B # The light energy factor
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LIGHT_ATTENUATE = 0x4625 # Light attenuation flag
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LIGHT_AMBIENT_LIGHT = 0x4680 # Light ambient flag
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LIGHT_AMBIENT_LIGHT = 0x4680 # Light ambient flag
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# >------ sub defines of CAMERA
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# >------ sub defines of CAMERA
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@ -1128,8 +1129,14 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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contextMatrix = None # Reset matrix
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contextMatrix = None # Reset matrix
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elif CreateLightObject and new_chunk.ID == COLOR_F: # Color
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elif CreateLightObject and new_chunk.ID == COLOR_F: # Color
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contextLamp.data.color = read_float_array(new_chunk)
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contextLamp.data.color = read_float_array(new_chunk)
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elif CreateLightObject and new_chunk.ID == LIGHT_OUTER_RANGE: # Distance
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contextLamp.data.cutoff_distance = read_float(new_chunk)
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elif CreateLightObject and new_chunk.ID == LIGHT_INNER_RANGE: # Radius
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contextLamp.data.shadow_soft_size = read_float(new_chunk)
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elif CreateLightObject and new_chunk.ID == LIGHT_MULTIPLIER: # Intensity
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elif CreateLightObject and new_chunk.ID == LIGHT_MULTIPLIER: # Intensity
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contextLamp.data.energy = (read_float(new_chunk) * 1000)
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contextLamp.data.energy = (read_float(new_chunk) * 1000)
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elif CreateLightObject and new_chunk.ID == LIGHT_ATTENUATE: # Attenuation
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contextLamp.data.use_custom_distance = True
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# If spotlight chunk
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# If spotlight chunk
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elif CreateLightObject and new_chunk.ID == LIGHT_SPOTLIGHT: # Spotlight
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elif CreateLightObject and new_chunk.ID == LIGHT_SPOTLIGHT: # Spotlight
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