Exemple #1
0
void MaterialItem::slot_export()
{
    const char* project_path = m_editor_context.m_project.get_path();
    const filesystem::path project_root_path = filesystem::path(project_path).parent_path();
    const filesystem::path file_path = absolute("material.dmt", project_root_path);
    const filesystem::path file_root_path = file_path.parent_path();

    QString filepath =
        get_save_filename(
            0,
            "Export...",
            "Disney Materials (*.dmt)",
            m_editor_context.m_settings,
            SETTINGS_FILE_DIALOG_PROJECTS);

    if (!filepath.isEmpty())
    {
        if (QFileInfo(filepath).suffix().isEmpty())
            filepath += ".dmt";

        filepath = QDir::toNativeSeparators(filepath);

        ParamArray parameters = m_entity->get_parameters();
        parameters.insert("__name", m_entity->get_name());
        parameters.insert("__model", m_entity->get_model());

        SettingsFileWriter writer;
        if (!writer.write(filepath.toStdString().c_str(), parameters))
        {
            show_error_message_box(
                "Exporting Error",
                "Failed to export the Disney Material file " + filepath.toStdString() + ".");
        }
    }
}
Exemple #2
0
void TestFixtureBase::create_color_entity(const char* name, const Spectrum& spectrum)
{
    ParamArray params;
    params.insert("color_space", "spectral");
    params.insert("wavelength_range", "400.0 700.0");

    const ColorValueArray values(spectrum.Samples, &spectrum[0]);

    m_scene.colors().insert(
        ColorEntityFactory::create(name, params, values));
}
Exemple #3
0
void TestFixtureBase::create_texture_instance(const char* name, const char* texture_name)
{
    ParamArray params;
    params.insert("addressing_mode", "clamp");
    params.insert("filtering_mode", "bilinear");

    m_scene.texture_instances().insert(
        TextureInstanceFactory::create(
            name,
            params,
            texture_name,
            Transformf::identity()));
}
Exemple #4
0
void TestFixtureBase::create_color_entity(const char* name, const Color3f& linear_rgb)
{
    ParamArray params;
    params.insert("color_space", "linear_rgb");

    const ColorValueArray values(3, &linear_rgb[0]);

    m_scene.colors().insert(
        ColorEntityFactory::create(name, params, values));
}
void ObjectCollectionItem::insert_objects(const string& path) const
{
    const string base_object_name =
        bf::path(path).replace_extension().filename().string();

    ParamArray params;
    params.insert("filename", path);

    SearchPaths search_paths;
    MeshObjectArray mesh_objects;

    if (!MeshObjectReader().read(
            search_paths,
            base_object_name.c_str(),
            params,
            mesh_objects))
        return;

    for (size_t i = 0; i < mesh_objects.size(); ++i)
    {
        MeshObject* object = mesh_objects[i];

        m_parent_item->add_item(object);

        m_parent.objects().insert(auto_release_ptr<Object>(object));

        const string object_instance_name = string(object->get_name()) + "_inst";

        auto_release_ptr<ObjectInstance> object_instance(
            ObjectInstanceFactory::create(
                object_instance_name.c_str(),
                ParamArray(),
                object->get_name(),
                Transformd::identity(),
                StringDictionary()));

        m_parent_item->add_item(object_instance.get());

        m_parent.object_instances().insert(object_instance);
    }

    if (!mesh_objects.empty())
    {
        m_parent.bump_version_id();
        m_editor_context.m_project_builder.slot_notify_project_modification();
    }
}
// Create a new instance of the default project.
auto_release_ptr<Project> DefaultProjectFactory::create()
{
    // Create a project.
    auto_release_ptr<Project> project(ProjectFactory::create("default"));

    // Add default configurations to the project.
    project->add_default_configurations();

    // Create a scene.
    auto_release_ptr<Scene> scene(SceneFactory::create());

    // Create an assembly.
    auto_release_ptr<Assembly> assembly(
        AssemblyFactory::create("assembly", ParamArray()));

    // Create an instance of the assembly and insert it into the scene.
    scene->assembly_instances().insert(
        AssemblyInstanceFactory::create(
            "assembly_inst",
            ParamArray(),
            *assembly,
            Transformd(Matrix4d::identity())));

    // Insert the assembly into the scene.
    scene->assemblies().insert(assembly);

    //
    // Camera.
    //

    {
        // Create a pinhole camera.
        // Film dimensions are 0.980 in × 0.735 in (24.892 mm x 18.669 mm).
        // Reference: http://en.wikipedia.org/wiki/Aspect_ratio_(image).
        ParamArray params;
        params.insert("film_dimensions", "0.024892 0.018669");
        params.insert("focal_length", "0.035");
        auto_release_ptr<Camera> camera(
            PinholeCameraFactory().create("camera", params));

        // Attach the camera to the scene.
        scene->set_camera(camera);
    }

    //
    // Frame.
    //

    {
        // Create a frame.
        ParamArray params;
        params.insert("camera", scene->get_camera()->get_name());
        params.insert("resolution", "640 480");
        params.insert("color_space", "srgb");
        auto_release_ptr<Frame> frame(FrameFactory::create("beauty", params));

        // Attach the frame to the project.
        project->set_frame(frame);
    }

    // Attach the scene to the project.
    project->set_scene(scene);

    // Return the newly created project.
    return project;
}