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# Copyright 2018-2019 The glTF-Blender-IO authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
import bpy
import math
from typing import Optional, List, Dict, Any
from io_scene_gltf2.blender.exp.gltf2_blender_gather_cache import cached
from ..com.gltf2_blender_extras import generate_extras
from io_scene_gltf2.io.com import gltf2_io_lights_punctual
from io_scene_gltf2.io.com import gltf2_io_debug
from io_scene_gltf2.blender.exp import gltf2_blender_gather_light_spots
from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree
@cached
def gather_lights_punctual(blender_lamp, export_settings) -> Optional[Dict[str, Any]]:
if not __filter_lights_punctual(blender_lamp, export_settings):
return None
light = gltf2_io_lights_punctual.Light(
color=__gather_color(blender_lamp, export_settings),
intensity=__gather_intensity(blender_lamp, export_settings),
spot=__gather_spot(blender_lamp, export_settings),
type=__gather_type(blender_lamp, export_settings),
range=__gather_range(blender_lamp, export_settings),
name=__gather_name(blender_lamp, export_settings),
extensions=__gather_extensions(blender_lamp, export_settings),
extras=__gather_extras(blender_lamp, export_settings)
)
return light.to_dict()
def __filter_lights_punctual(blender_lamp, export_settings) -> bool:
if blender_lamp.type in ["HEMI", "AREA"]:
gltf2_io_debug.print_console("WARNING", "Unsupported light source {}".format(blender_lamp.type))
return False
return True
def __gather_color(blender_lamp, export_settings) -> Optional[List[float]]:
emission_node = __get_cycles_emission_node(blender_lamp)
if emission_node is not None:
return list(emission_node.inputs["Color"].default_value)[:3]
return list(blender_lamp.color)
def __gather_intensity(blender_lamp, _) -> Optional[float]:
emission_node = __get_cycles_emission_node(blender_lamp)
if emission_node is not None:
if blender_lamp.type != 'SUN':
# When using cycles, the strength should be influenced by a LightFalloff node
result = gltf2_blender_search_node_tree.from_socket(
emission_node.inputs.get("Strength"),
gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeLightFalloff)
)
if result:
quadratic_falloff_node = result[0].shader_node
emission_strength = quadratic_falloff_node.inputs["Strength"].default_value / (math.pi * 4.0)
else:
gltf2_io_debug.print_console('WARNING',
'No quadratic light falloff node attached to emission strength property')
emission_strength = blender_lamp.energy
else:
emission_strength = emission_node.inputs["Strength"].default_value
return emission_strength
return blender_lamp.energy
def __gather_spot(blender_lamp, export_settings) -> Optional[gltf2_io_lights_punctual.LightSpot]:
if blender_lamp.type == "SPOT":
return gltf2_blender_gather_light_spots.gather_light_spot(blender_lamp, export_settings)
return None
def __gather_type(blender_lamp, _) -> str:
return {
"POINT": "point",
"SUN": "directional",
"SPOT": "spot"
}[blender_lamp.type]
def __gather_range(blender_lamp, export_settings) -> Optional[float]:
if blender_lamp.use_custom_distance:
return blender_lamp.cutoff_distance
return None
def __gather_name(blender_lamp, export_settings) -> Optional[str]:
return blender_lamp.name
def __gather_extensions(blender_lamp, export_settings) -> Optional[dict]:
return None
def __gather_extras(blender_lamp, export_settings) -> Optional[Any]:
if export_settings['gltf_extras']:
return generate_extras(blender_lamp)
return None
def __get_cycles_emission_node(blender_lamp) -> Optional[bpy.types.ShaderNodeEmission]:
if blender_lamp.use_nodes and blender_lamp.node_tree:
for currentNode in blender_lamp.node_tree.nodes:
is_shadernode_output = isinstance(currentNode, bpy.types.ShaderNodeOutputLight)
if is_shadernode_output:
if not currentNode.is_active_output:
continue
result = gltf2_blender_search_node_tree.from_socket(
currentNode.inputs.get("Surface"),
gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeEmission)
)
if not result:
continue
return result[0].shader_node
return None
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