Ejemplo n.º 1
0
bool MayaObject::shadowMapCastingLight()
{
	if(!this->mobject.hasFn(MFn::kLight))
		return false;
	
	MFnDependencyNode lightFn(this->mobject);

	bool useDepthMapShadows = false;
	if(!getBool(MString("useDepthMapShadows"), lightFn,  useDepthMapShadows))
		return false;
	
	if(!useDepthMapShadows)
		return false;

	return true;
}
    // ------------------------------------
    bool LightExporter::exportLight ( const MDagPath& dagPath )
    {
        if ( !ExportOptions::exportLights() ) return false;

        MObject lightNode = dagPath.node();

        // Retrieve the Maya light object
        MStatus status;
        MFnLight lightFn(lightNode, &status); CHECK_STAT(status);
        if (status != MStatus::kSuccess) return false;

        // Get the maya light id.
        String mayaLightId = mDocumentExporter->dagPathToColladaId ( dagPath );

        // Generate a COLLADA id for the new object
        String colladaLightId;
        
        // Check if there is an extra attribute "colladaId" and use this as export id.
        MString attributeValue;
        DagHelper::getPlugValue ( lightNode, COLLADA_ID_ATTRIBUTE_NAME, attributeValue );
        if ( attributeValue != EMPTY_CSTRING )
        {
            // Generate a valid collada name, if necessary.
            colladaLightId = mDocumentExporter->mayaNameToColladaName ( attributeValue, false );
        }
        else
        {
            // Generate a COLLADA id for the new object
            colladaLightId = mDocumentExporter->dagPathToColladaId ( dagPath );
        }
        // Make the id unique and store it in a map.
        colladaLightId = mLightIdList.addId ( colladaLightId );
        mMayaIdColladaIdMap [ mayaLightId ] = colladaLightId;

        // Get a pointer to the stream writer.
        COLLADASW::StreamWriter* streamWriter = mDocumentExporter->getStreamWriter();

        // The light name
        String lightName = mDocumentExporter->dagPathToColladaName ( dagPath );

        // Figure out the type of light and create it
        COLLADASW::Light* light = NULL;
        MFn::Type type = lightNode.apiType();
        switch (type)
        {
        case MFn::kAmbientLight: 
            light = new COLLADASW::AmbientLight( streamWriter, colladaLightId, lightName ); 
            break; 
        case MFn::kDirectionalLight: 
            light = new COLLADASW::DirectionalLight( streamWriter, colladaLightId, lightName ); 
            break;
        case MFn::kSpotLight: 
            light = new COLLADASW::SpotLight( streamWriter, colladaLightId, lightName ); 
            break;
        case MFn::kPointLight: // Intentional pass-through
        default: 
            light = new COLLADASW::PointLight( streamWriter, colladaLightId, lightName ); 
            break;
        }

        // Export the original maya name.
        light->addExtraTechniqueParameter ( PROFILE_MAYA, PARAMETER_MAYA_ID, mayaLightId );

        // Get a pointer to the animation exporter.
        AnimationExporter* anim = mDocumentExporter->getAnimationExporter();
        bool animated = false;
        
        // Color/Intensity are the common attributes of all lights
        MColor mayaColor = lightFn.color ( &status ); CHECK_STAT(status);
        COLLADASW::Color lightColor ( mayaColor.r, mayaColor.g, mayaColor.b, mayaColor.a );
        animated = anim->addNodeAnimation ( lightNode, ATTR_COLOR, kColour, RGBA_PARAMETERS );
        light->setColor( lightColor, animated );

        float intensity = lightFn.intensity ( &status ); CHECK_STAT(status);
        animated = anim->addNodeAnimation ( lightNode, ATTR_INTENSITY, kSingle );
        light->setIntensity( intensity, animated );
		
		// Export light intensity
		light->addExtraTechniqueParameter(PROFILE_MAYA, ATTR_INTENSITY, intensity);


        // Add the type specific attributes
        if (lightNode.hasFn(MFn::kNonAmbientLight))
        {
            // Needed Point and Spot light types parameters: Attenuation and Attenuation_Scale
            // Attenuation in COLLADA is equal to Decay in Maya.
            MFnNonAmbientLight naLightFn(lightNode);
            int decayRate = naLightFn.decayRate(&status); CHECK_STAT(status);
            decayRate = std::min ( decayRate, 2 ); 
            decayRate = std::max ( decayRate, 0 );

            light->setConstantAttenuation ( ( decayRate == 0 ) ? 1.0f : 0.0f);
            light->setLinearAttenuation ( ( decayRate == 1 ) ? 1.0f : 0.0f);
            light->setQuadraticAttenuation ( ( decayRate == 2 ) ? 1.0f : 0.0f);
        }
        else if (lightNode.hasFn(MFn::kAmbientLight))
        {
            MFnAmbientLight ambientLightFn ( lightNode );
            float ambientShade = ambientLightFn.ambientShade();
            String paramSid = EMPTY_STRING;
            animated = anim->addNodeAnimation ( lightNode, ATTR_AMBIENT_SHADE, kSingle );
            if ( animated ) paramSid = ATTR_AMBIENT_SHADE;
            light->addExtraTechniqueParameter ( PROFILE_MAYA, MAYA_AMBIENTSHADE_LIGHT_PARAMETER, ambientShade, paramSid );
        }

        if (lightNode.hasFn(MFn::kSpotLight))
        {
            // Put in the needed spot light type attributes : Falloff, Falloff_Scale and Angle
            MFnSpotLight spotFn(lightNode);

            float fallOffAngle = COLLADABU::Math::Utils::radToDegF ( (float)spotFn.coneAngle( &status ) ); CHECK_STAT(status);
            animated = anim->addNodeAnimation ( lightNode, ATTR_CONE_ANGLE, ( SampleType ) ( kSingle | kAngle ) );
            light->setFallOffAngle ( fallOffAngle, animated );

            light->setFallOffExponent ( 1.0f );

            float penumbraValue = COLLADABU::Math::Utils::radToDegF ( (float)spotFn.penumbraAngle( &status ) ); CHECK_STAT(status);
            animated = anim->addNodeAnimation ( lightNode, ATTR_PENUMBRA_ANGLE, ( SampleType ) ( kSingle | kAngle ) );


			// Export spot setting
			float dropOff = (float)spotFn.dropOff(&status); CHECK_STAT(status);
			light->addExtraTechniqueParameter(PROFILE_MAYA, MAYA_PENUMBRA_LIGHT_PARAMETER, penumbraValue);
			light->addExtraTechniqueParameter(PROFILE_MAYA, MAYA_DROPOFF_LIGHT_PARAMETER, dropOff);


			// TODO
//            FCDLightTools::LoadPenumbra(light, penumbraValue, colladaLight->GetOuterAngle().GetAnimated());

            // TODO
//             animated = anim->addNodeAnimation ( lightNode, ATTR_DROP_OFF, kSingle );
//             light->setDropOff ( (float) spotFn.dropOff ( &status ), animated ); CHECK_MSTATUS(status);
        }
        
        SceneElement* sceneElement = NULL;
        SceneGraph* sceneGraph = mDocumentExporter->getSceneGraph();
        sceneElement = sceneGraph->findElement(dagPath);
        exportExtraAttributes(sceneElement, light);

        addLight ( *light );
        delete light;

        return true;
    }