public void ResetLights() { //<AmbientLight Color="White" /> //<DirectionalLight Color="White" Direction="-1,-1,-1" /> //<PointLight Color="White" ConstantAttenuation="1" LinearAttenuation="1" Position="0,0,0" QuadraticAttenuation="1" Range="0" /> //<SpotLight Color="White" ConstantAttenuation="1" Direction="-1,-1,-1" InnerConeAngle="10" LinearAttenuation="1" OuterConeAngle="10" Position="0,0,0" QuadraticAttenuation="1" Range="0" /> lights.Children.Clear(); MItDag dagIterator = new MItDag(MItDag.TraversalType.kDepthFirst, MFn.Type.kLight); for ( ; !dagIterator.isDone; dagIterator.next()) { MDagPath lightPath = new MDagPath(); dagIterator.getPath(lightPath); MFnLight light = new MFnLight(lightPath); bool isAmbient = light.lightAmbient; MColor mcolor = light.color; Color color = Color.FromScRgb(1.0f, mcolor.r, mcolor.g, mcolor.b); if (isAmbient) { AmbientLight ambient = new AmbientLight(color); lights.Children.Add(ambient); continue; } MFloatVector lightDirection = light.lightDirection(0, MSpace.Space.kWorld); Vector3D direction = new Vector3D(lightDirection.x, lightDirection.y, lightDirection.z); bool isDiffuse = light.lightDiffuse; try { MFnDirectionalLight dirLight = new MFnDirectionalLight(lightPath); DirectionalLight directional = new DirectionalLight(color, direction); lights.Children.Add(directional); continue; } catch { } MObject transformNode = lightPath.transform; MFnDagNode transform = new MFnDagNode(transformNode); MTransformationMatrix matrix = new MTransformationMatrix(transform.transformationMatrix); double [] threeDoubles = new double [3]; int rOrder = 0; //MTransformationMatrix.RotationOrder rOrder ; matrix.getRotation(threeDoubles, out rOrder, MSpace.Space.kWorld); matrix.getScale(threeDoubles, MSpace.Space.kWorld); MVector pos = matrix.getTranslation(MSpace.Space.kWorld); Point3D position = new Point3D(pos.x, pos.y, pos.z); try { MFnPointLight pointLight = new MFnPointLight(lightPath); PointLight point = new PointLight(color, position); //point.ConstantAttenuation =pointLight. ; // LinearAttenuation / QuadraticAttenuation //point.Range =pointLight.rayDepthLimit ; lights.Children.Add(point); continue; } catch { } try { MFnSpotLight spotLight = new MFnSpotLight(lightPath); MAngle InnerConeAngle = new MAngle(spotLight.coneAngle); MAngle OuterConeAngle = new MAngle(spotLight.penumbraAngle); SpotLight spot = new SpotLight(color, position, direction, OuterConeAngle.asDegrees, InnerConeAngle.asDegrees); spot.ConstantAttenuation = spotLight.dropOff; // LinearAttenuation / QuadraticAttenuation //spot.Range =spotLight.rayDepthLimit ; lights.Children.Add(spot); continue; } catch { } } }
private void buildLightNodes() { MItDependencyNodes it = new MItDependencyNodes(MFn.Type.kLight); while( !it.isDone ) { MObject mayaObj = it.thisNode; if( shouldPruneLight(mayaObj) ) { it.next(); continue; } // Create a new light and add it to the all lights list. MayaLight light = new MayaLight(); allLights.Add(light); light.id = allLights.Count - 1; // Get the dag node of the light for its name and parent. MFnDagNode dagNode = new MFnDagNode(mayaObj); dagNode.getPath(light.mayaObjectPath); light.name = dagNode.fullPathName; // First parent is the source transform node. light.sourceXform = pathXformMap[(new MFnDagNode(dagNode.parent(0))).fullPathName]; // Add the light to the dictionary to search by name. pathLightMap[light.name] = light; // // NOTE: Parent transforms of light sources in Maya can NOT be frozen, // so accessing them is guaranteed to not be frozen. // if( mayaObj.hasFn(MFn.Type.kAmbientLight) ) { MFnAmbientLight mayaLight = new MFnAmbientLight(mayaObj); light.type = MayaLight.Type.kAmbient; light.color = new Color(mayaLight.color.r, mayaLight.color.g, mayaLight.color.b, mayaLight.color.a); light.intensity = mayaLight.intensity; } else if( mayaObj.hasFn(MFn.Type.kDirectionalLight) ) { MFnDirectionalLight mayaLight = new MFnDirectionalLight(mayaObj); light.type = MayaLight.Type.kDirectional; light.color = new Color(mayaLight.color.r, mayaLight.color.g, mayaLight.color.b, mayaLight.color.a); light.intensity = mayaLight.intensity; } else if( mayaObj.hasFn(MFn.Type.kPointLight) ) { MFnPointLight mayaLight = new MFnPointLight(mayaObj); light.type = MayaLight.Type.kPoint; light.color = new Color(mayaLight.color.r, mayaLight.color.g, mayaLight.color.b, mayaLight.color.a); light.intensity = mayaLight.intensity; light.range = (float)mayaLight.centerOfIllumination; } else if( mayaObj.hasFn(MFn.Type.kSpotLight) ) { MFnSpotLight mayaLight = new MFnSpotLight(mayaObj); light.type = MayaLight.Type.kSpot; light.color = new Color(mayaLight.color.r, mayaLight.color.g, mayaLight.color.b, mayaLight.color.a); light.intensity = mayaLight.intensity; light.range = (float)mayaLight.centerOfIllumination; float mayaConeAngle = (float)(mayaLight.coneAngle * 0.5); light.coneInnerAngle = 57.29578f * mayaConeAngle; light.coneOuterAngle = 57.29578f * (mayaConeAngle + Math.Abs((float)mayaLight.penumbraAngle)); } it.next(); } }
public void ResetLights() { //<AmbientLight Color="White" /> //<DirectionalLight Color="White" Direction="-1,-1,-1" /> //<PointLight Color="White" ConstantAttenuation="1" LinearAttenuation="1" Position="0,0,0" QuadraticAttenuation="1" Range="0" /> //<SpotLight Color="White" ConstantAttenuation="1" Direction="-1,-1,-1" InnerConeAngle="10" LinearAttenuation="1" OuterConeAngle="10" Position="0,0,0" QuadraticAttenuation="1" Range="0" /> lights.Children.Clear () ; MItDag dagIterator =new MItDag (MItDag.TraversalType.kDepthFirst, MFn.Type.kLight) ; for ( ; !dagIterator.isDone ; dagIterator.next () ) { MDagPath lightPath =new MDagPath () ; dagIterator.getPath (lightPath) ; MFnLight light =new MFnLight (lightPath) ; bool isAmbient =light.lightAmbient ; MColor mcolor =light.color ; Color color =Color.FromScRgb (1.0f, mcolor.r, mcolor.g, mcolor.b) ; if ( isAmbient ) { AmbientLight ambient =new AmbientLight (color) ; lights.Children.Add (ambient) ; continue ; } MFloatVector lightDirection =light.lightDirection (0, MSpace.Space.kWorld) ; Vector3D direction =new Vector3D (lightDirection.x, lightDirection.y, lightDirection.z) ; bool isDiffuse =light.lightDiffuse ; try { MFnDirectionalLight dirLight =new MFnDirectionalLight (lightPath) ; DirectionalLight directional =new DirectionalLight (color, direction) ; lights.Children.Add (directional) ; continue ; } catch { } MObject transformNode =lightPath.transform ; MFnDagNode transform =new MFnDagNode (transformNode) ; MTransformationMatrix matrix =new MTransformationMatrix (transform.transformationMatrix) ; double [] threeDoubles =new double [3] ; int rOrder =0 ; //MTransformationMatrix.RotationOrder rOrder ; matrix.getRotation (threeDoubles, out rOrder, MSpace.Space.kWorld) ; matrix.getScale (threeDoubles, MSpace.Space.kWorld) ; MVector pos =matrix.getTranslation (MSpace.Space.kWorld) ; Point3D position =new Point3D (pos.x, pos.y, pos.z) ; try { MFnPointLight pointLight =new MFnPointLight (lightPath) ; PointLight point =new PointLight (color, position) ; //point.ConstantAttenuation =pointLight. ; // LinearAttenuation / QuadraticAttenuation //point.Range =pointLight.rayDepthLimit ; lights.Children.Add (point) ; continue ; } catch { } try { MFnSpotLight spotLight =new MFnSpotLight (lightPath) ; MAngle InnerConeAngle =new MAngle (spotLight.coneAngle) ; MAngle OuterConeAngle =new MAngle (spotLight.penumbraAngle) ; SpotLight spot =new SpotLight (color, position, direction, OuterConeAngle.asDegrees, InnerConeAngle.asDegrees) ; spot.ConstantAttenuation =spotLight.dropOff ; // LinearAttenuation / QuadraticAttenuation //spot.Range =spotLight.rayDepthLimit ; lights.Children.Add (spot) ; continue ; } catch { } } }
private void buildLightNodes() { MItDependencyNodes it = new MItDependencyNodes(MFn.Type.kLight); while (!it.isDone) { MObject mayaObj = it.thisNode; if (shouldPruneLight(mayaObj)) { it.next(); continue; } // Create a new light and add it to the all lights list. MayaLight light = new MayaLight(); allLights.Add(light); light.id = allLights.Count - 1; // Get the dag node of the light for its name and parent. MFnDagNode dagNode = new MFnDagNode(mayaObj); dagNode.getPath(light.mayaObjectPath); light.name = dagNode.fullPathName; // First parent is the source transform node. light.sourceXform = pathXformMap[(new MFnDagNode(dagNode.parent(0))).fullPathName]; // Add the light to the dictionary to search by name. pathLightMap[light.name] = light; // // NOTE: Parent transforms of light sources in Maya can NOT be frozen, // so accessing them is guaranteed to not be frozen. // if (mayaObj.hasFn(MFn.Type.kAmbientLight)) { MFnAmbientLight mayaLight = new MFnAmbientLight(mayaObj); light.type = MayaLight.Type.kAmbient; light.color = new Color(mayaLight.color.r, mayaLight.color.g, mayaLight.color.b, mayaLight.color.a); light.intensity = mayaLight.intensity; } else if (mayaObj.hasFn(MFn.Type.kDirectionalLight)) { MFnDirectionalLight mayaLight = new MFnDirectionalLight(mayaObj); light.type = MayaLight.Type.kDirectional; light.color = new Color(mayaLight.color.r, mayaLight.color.g, mayaLight.color.b, mayaLight.color.a); light.intensity = mayaLight.intensity; } else if (mayaObj.hasFn(MFn.Type.kPointLight)) { MFnPointLight mayaLight = new MFnPointLight(mayaObj); light.type = MayaLight.Type.kPoint; light.color = new Color(mayaLight.color.r, mayaLight.color.g, mayaLight.color.b, mayaLight.color.a); light.intensity = mayaLight.intensity; light.range = (float)mayaLight.centerOfIllumination; } else if (mayaObj.hasFn(MFn.Type.kSpotLight)) { MFnSpotLight mayaLight = new MFnSpotLight(mayaObj); light.type = MayaLight.Type.kSpot; light.color = new Color(mayaLight.color.r, mayaLight.color.g, mayaLight.color.b, mayaLight.color.a); light.intensity = mayaLight.intensity; light.range = (float)mayaLight.centerOfIllumination; float mayaConeAngle = (float)(mayaLight.coneAngle * 0.5); light.coneInnerAngle = 57.29578f * mayaConeAngle; light.coneOuterAngle = 57.29578f * (mayaConeAngle + Math.Abs((float)mayaLight.penumbraAngle)); } it.next(); } }