bool LightsExporter::exportBlenderProfile(COLLADASW::Light &cla, Lamp *la) { cla.addExtraTechniqueParameter("blender", "type", la->type); cla.addExtraTechniqueParameter("blender", "flag", la->flag); cla.addExtraTechniqueParameter("blender", "mode", la->mode); cla.addExtraTechniqueParameter("blender", "gamma", la->k, "blender_gamma"); cla.addExtraTechniqueParameter("blender", "red", la->r); cla.addExtraTechniqueParameter("blender", "green", la->g); cla.addExtraTechniqueParameter("blender", "blue", la->b); cla.addExtraTechniqueParameter("blender", "shadow_r", la->shdwr, "blender_shadow_r"); cla.addExtraTechniqueParameter("blender", "shadow_g", la->shdwg, "blender_shadow_g"); cla.addExtraTechniqueParameter("blender", "shadow_b", la->shdwb, "blender_shadow_b"); cla.addExtraTechniqueParameter("blender", "energy", la->energy, "blender_energy"); cla.addExtraTechniqueParameter("blender", "dist", la->dist, "blender_dist"); cla.addExtraTechniqueParameter("blender", "spotsize", la->spotsize); cla.addExtraTechniqueParameter("blender", "spotblend", la->spotblend); cla.addExtraTechniqueParameter("blender", "halo_intensity", la->haint, "blnder_halo_intensity"); cla.addExtraTechniqueParameter("blender", "att1", la->att1); cla.addExtraTechniqueParameter("blender", "att2", la->att2); // \todo figure out how we can have falloff curve supported here cla.addExtraTechniqueParameter("blender", "falloff_type", la->falloff_type); cla.addExtraTechniqueParameter("blender", "clipsta", la->clipsta); cla.addExtraTechniqueParameter("blender", "clipend", la->clipend); cla.addExtraTechniqueParameter("blender", "shadspotsize", la->shadspotsize); cla.addExtraTechniqueParameter("blender", "bias", la->bias); cla.addExtraTechniqueParameter("blender", "soft", la->soft); cla.addExtraTechniqueParameter("blender", "compressthresh", la->compressthresh); cla.addExtraTechniqueParameter("blender", "bufsize", la->bufsize); cla.addExtraTechniqueParameter("blender", "samp", la->samp); cla.addExtraTechniqueParameter("blender", "buffers", la->buffers); cla.addExtraTechniqueParameter("blender", "filtertype", la->filtertype); cla.addExtraTechniqueParameter("blender", "bufflag", la->bufflag); cla.addExtraTechniqueParameter("blender", "buftype", la->buftype); cla.addExtraTechniqueParameter("blender", "ray_samp", la->ray_samp); cla.addExtraTechniqueParameter("blender", "ray_sampy", la->ray_sampy); cla.addExtraTechniqueParameter("blender", "ray_sampz", la->ray_sampz); cla.addExtraTechniqueParameter("blender", "ray_samp_type", la->ray_samp_type); cla.addExtraTechniqueParameter("blender", "area_shape", la->area_shape); cla.addExtraTechniqueParameter("blender", "area_size", la->area_size); cla.addExtraTechniqueParameter("blender", "area_sizey", la->area_sizey); cla.addExtraTechniqueParameter("blender", "area_sizez", la->area_sizez); cla.addExtraTechniqueParameter("blender", "adapt_thresh", la->adapt_thresh); cla.addExtraTechniqueParameter("blender", "ray_samp_method", la->ray_samp_method); cla.addExtraTechniqueParameter("blender", "shadhalostep", la->shadhalostep); cla.addExtraTechniqueParameter("blender", "sun_effect_type", la->shadhalostep); cla.addExtraTechniqueParameter("blender", "skyblendtype", la->skyblendtype); cla.addExtraTechniqueParameter("blender", "horizon_brightness", la->horizon_brightness); cla.addExtraTechniqueParameter("blender", "spread", la->spread); cla.addExtraTechniqueParameter("blender", "sun_brightness", la->sun_brightness); cla.addExtraTechniqueParameter("blender", "sun_size", la->sun_size); cla.addExtraTechniqueParameter("blender", "backscattered_light", la->backscattered_light); cla.addExtraTechniqueParameter("blender", "sun_intensity", la->sun_intensity); cla.addExtraTechniqueParameter("blender", "atm_turbidity", la->atm_turbidity); cla.addExtraTechniqueParameter("blender", "atm_extinction_factor", la->atm_extinction_factor); cla.addExtraTechniqueParameter("blender", "atm_distance_factor", la->atm_distance_factor); cla.addExtraTechniqueParameter("blender", "skyblendfac", la->skyblendfac); cla.addExtraTechniqueParameter("blender", "sky_exposure", la->sky_exposure); cla.addExtraTechniqueParameter("blender", "sky_colorspace", la->sky_colorspace); 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; }
bool LightsExporter::exportBlenderProfile(COLLADASW::Light &cla, Light *la) { cla.addExtraTechniqueParameter("blender", "type", la->type); cla.addExtraTechniqueParameter("blender", "flag", la->flag); cla.addExtraTechniqueParameter("blender", "mode", la->mode); cla.addExtraTechniqueParameter("blender", "gamma", la->k, "blender_gamma"); cla.addExtraTechniqueParameter("blender", "red", la->r); cla.addExtraTechniqueParameter("blender", "green", la->g); cla.addExtraTechniqueParameter("blender", "blue", la->b); cla.addExtraTechniqueParameter("blender", "shadow_r", la->shdwr, "blender_shadow_r"); cla.addExtraTechniqueParameter("blender", "shadow_g", la->shdwg, "blender_shadow_g"); cla.addExtraTechniqueParameter("blender", "shadow_b", la->shdwb, "blender_shadow_b"); cla.addExtraTechniqueParameter("blender", "energy", la->energy, "blender_energy"); cla.addExtraTechniqueParameter("blender", "dist", la->dist, "blender_dist"); cla.addExtraTechniqueParameter("blender", "spotsize", RAD2DEGF(la->spotsize)); cla.addExtraTechniqueParameter("blender", "spotblend", la->spotblend); cla.addExtraTechniqueParameter("blender", "att1", la->att1); cla.addExtraTechniqueParameter("blender", "att2", la->att2); // \todo figure out how we can have falloff curve supported here cla.addExtraTechniqueParameter("blender", "falloff_type", la->falloff_type); cla.addExtraTechniqueParameter("blender", "clipsta", la->clipsta); cla.addExtraTechniqueParameter("blender", "clipend", la->clipend); cla.addExtraTechniqueParameter("blender", "bias", la->bias); cla.addExtraTechniqueParameter("blender", "soft", la->soft); cla.addExtraTechniqueParameter("blender", "bufsize", la->bufsize); cla.addExtraTechniqueParameter("blender", "samp", la->samp); cla.addExtraTechniqueParameter("blender", "buffers", la->buffers); cla.addExtraTechniqueParameter("blender", "area_shape", la->area_shape); cla.addExtraTechniqueParameter("blender", "area_size", la->area_size); cla.addExtraTechniqueParameter("blender", "area_sizey", la->area_sizey); cla.addExtraTechniqueParameter("blender", "area_sizez", la->area_sizez); return true; }