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(); } }
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(); } }