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lumiere_utils.py
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lumiere_utils.py
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import bpy
import os
import json
import bgl
import time
from bpy_extras import view3d_utils
from mathutils import (
Vector,
Matrix,
Quaternion,
Euler
)
from math import (
degrees,
radians,
floor,
sin,
asin,
tan,
cos,
sqrt,
atan,
atan2,
acos,
pi,
)
# -------------------------------------------------------------------- #
def raycast_shadow(self, event, context, range, shadow_hit=None, ray_max=1000.0):
"""Compute the location and rotation of the light from the angle or normal of the targeted face off the object"""
length_squared = 0
scene = context.scene
light = context.active_object
rv3d = context.region_data
region = context.region
coord = (event.mouse_region_x, event.mouse_region_y)
primary_col, light_col, platform_col = get_collection()
# Direction vector from the viewport to 2d coord
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, (coord))
# 3d view origin vector from the region
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, (coord))
# Define a default direction vector
ray_target = ray_origin + (view_vector * ray_max)
# Find the closest object
best_length_squared = -1
length_squared = 0
best_obj = None
# Find the position of the shadow
for obj_trgt, matrix_trgt in visible_objects_and_duplis(self, context, light):
ray_cast_origin = matrix_trgt.inverted() @ ray_origin
ray_cast_target = matrix_trgt.inverted() @ ray_target
if obj_trgt.type == 'MESH':
hit, normal_trgt, face_index = obj_ray_cast(obj_trgt, matrix_trgt, ray_cast_origin, ray_cast_target, invert=False)
if hit is not None :
hit_world = matrix_trgt @ hit
length_squared = (hit_world - light.location).length_squared
if best_obj is None or length_squared > best_length_squared:
best_length_squared = length_squared
best_obj = obj_trgt
# Get the normal of the face from the targeted object
normal = matrix_trgt.to_3x3().inverted().transposed() @ normal_trgt
normal.normalize()
# Define the direction based on the normal of the targeted object, the view angle or the bounding box
if light.parent == best_obj:
light.Lumiere.shadow = (0,0,0)
length_squared = -1
else:
light.Lumiere.shadow = hit_world
reflect_dir = Vector(shadow_hit) - Vector(light.Lumiere.shadow)
reflect_dir.normalize()
light_loc = Vector(shadow_hit) + (reflect_dir * range)
_matrix_trgt = matrix_trgt
_hit = hit
_light_loc = light_loc
_direction = reflect_dir
# Define location, rotation and scale
if length_squared > 0 :
rotaxis = (_direction.to_track_quat('Z','Y')).to_euler()
light.location = Vector((_light_loc[0], _light_loc[1], _light_loc[2]))
# Update rotation and tilt for spherical coordinate
x,y,z = light.location - Vector((light.Lumiere.hit))
r = sqrt(x**2 + y**2 + z**2)
theta = atan2(y, x)
if degrees(theta) < 0:
theta = radians(degrees(theta) + 360)
light.Lumiere.rotation = degrees(theta)
phi = acos( z / r )
light.Lumiere.tilt = degrees(phi)
light.rotation_euler = rotaxis
light.Lumiere.direction = _direction
light.Lumiere.light_mode = "None"
# -------------------------------------------------------------------- #
def raycast_light(self, event, context, range, ray_max=1000.0):
"""Compute the location and rotation of the light from the angle or normal of the targeted face off the object"""
length_squared = 0
scene = context.scene
light = context.active_object
rv3d = context.region_data
region = context.region
coord = (event.mouse_region_x, event.mouse_region_y)
primary_col, light_col, platform_col = get_collection()
# Direction vector from the viewport to 2d coord
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, (coord))
# 3d view origin vector from the region
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, (coord))
# Define a default direction vector
ray_target = ray_origin + (view_vector * ray_max)
invert = -1 if light.Lumiere.invert_ray_cast else 1
# Find the closest object
best_length_squared = -1.0
best_obj = None
# Find the position of the light using the reflect angle and the object targeted normal
for obj_trgt, matrix_trgt in visible_objects_and_duplis(self, context, light):
ray_cast_origin = matrix_trgt.inverted() @ ray_origin
ray_cast_target = matrix_trgt.inverted() @ ray_target
if obj_trgt.type == 'MESH':
hit, normal_trgt, face_index = obj_ray_cast(obj_trgt, matrix_trgt, ray_cast_origin, ray_cast_target)
if hit is not None :
hit_world = matrix_trgt @ hit
length_squared = (hit_world - ray_origin).length_squared
if best_obj is None or length_squared < best_length_squared:
best_length_squared = length_squared
best_obj = obj_trgt
# Get the normal of the face from the targeted object
normal = matrix_trgt.to_3x3().inverted().transposed() @ normal_trgt
normal.normalize()
# Define the direction based on the normal of the targeted object, the view angle or the bounding box
if light.Lumiere.reflect_angle == "Accurate":
reflect_dir = (view_vector).reflect(normal)*invert
elif light.Lumiere.reflect_angle == "Normal":
if obj_trgt.name in light_col.all_objects:
reflect_dir = -normal*invert
else:
reflect_dir = normal*invert
elif light.Lumiere.reflect_angle == "Estimated":
if light.Lumiere.auto_bbox_center:
if light.Lumiere.estimated_type == "Collection":
bbox_col = []
for obj in obj_trgt.users_collection[0].all_objects:
local_bbox_center = 0.125 * sum((Vector(b) for b in obj.bound_box), Vector())
global_bbox_center = obj.matrix_world @ local_bbox_center
bbox_col.append(tuple(global_bbox_center))
x,y,z=zip(*bbox_col)
center=(max(x)+min(x))/2, (max(y)+min(y))/2, (max(z)+min(z))/2
global_bbox_center = Vector(center)
else:
local_bbox_center = 0.125 * sum((Vector(b) for b in obj_trgt.bound_box), Vector())
global_bbox_center = obj_trgt.matrix_world @ local_bbox_center
else:
global_bbox_center = Vector(light.Lumiere.bbox_center)
light.Lumiere.bbox_center = global_bbox_center
reflect_dir = ((matrix_trgt @ hit) - global_bbox_center)*invert
reflect_dir.normalize()
# Define light location : Hit + Direction + Range
light_loc = (matrix_trgt @ hit) + (reflect_dir * range)
_matrix_trgt = matrix_trgt
_hit = hit
_light_loc = light_loc
_direction = reflect_dir
# Parent the light to the target object
light.parent = obj_trgt
light.matrix_parent_inverse = matrix_trgt.inverted()
# Define location, rotation and scale
if length_squared > 0:
# Point the light in another direction
if self.point :
track = light.location - Vector(_matrix_trgt @ _hit)
rotaxis = (track.to_track_quat('Z','Y')).to_euler()
else :
rotaxis = (_direction.to_track_quat('Z','Y')).to_euler()
light.location = Vector((_light_loc[0], _light_loc[1], _light_loc[2]))
light.Lumiere.hit = (_matrix_trgt @ _hit)
# Update rotation and tilt for spherical coordinate
x,y,z = light.location - Vector((light.Lumiere.hit))
r = sqrt(x**2 + y**2 + z**2)
theta = atan2(y, x)
if degrees(theta) < 0:
theta = radians(degrees(theta) + 360)
light.Lumiere.rotation = degrees(theta)
phi = acos( z / r )
light.Lumiere.tilt = degrees(phi)
light.rotation_euler = rotaxis
light.Lumiere.direction = _direction
light.Lumiere.light_mode = "None"
#Find the location of the shadow gizmo
shadow_helper(self, context, light)
# -------------------------------------------------------------------- #
def shadow_helper(self, context, light):
best_length_squared = -1
length_squared = 0
best_obj = None
# Find the position of the shadow helper on the farest object from the light
for obj_shd, matrix_shd in visible_objects_and_duplis(self, context, light):
ray_cast_origin = matrix_shd.inverted() @ Vector((light.location))
ray_cast_target = matrix_shd.inverted() @ Vector((light.Lumiere.hit))
if obj_shd.type == 'MESH':
hit, normal_trgt, face_index = obj_ray_cast(obj_shd, matrix_shd, ray_cast_origin, ray_cast_target, invert=False)
if light.parent == obj_shd:
light.Lumiere.shadow = (0,0,0)
if hit is not None and light.parent != obj_shd :
hit_world = matrix_shd @ hit
# length_squared = (hit_world - light.location).length_squared
# length_hit = (Vector((light.Lumiere.hit)) - light.location).length_squared
length_squared = (hit_world - light.location).length_squared
# print(length_hit)
# print(length_shd)
if length_squared > best_length_squared:
best_length_squared = length_squared
best_obj = obj_shd
light.Lumiere.shadow = hit_world
# -------------------------------------------------------------------- #
def visible_objects_and_duplis(self, context, light):
# Select the targeted object
depsgraph = context.evaluated_depsgraph_get()
primary_col, light_col, platform_col = get_collection()
if light.Lumiere.target :
obj_trgt = light.Lumiere.target
yield (obj_trgt, obj_trgt.matrix_world.copy())
else:
for dup in depsgraph.object_instances:
if dup.object.name not in light_col.all_objects or \
(dup.object.name in light_col.all_objects and \
(dup.object.Lumiere.color_type == 'Reflector' and dup.object.data.name != light.data.name)):
# Ignore the parent object when in shadow mode
# if (shadow and (dup.object.name != light.parent.name)) or not shadow :
if dup.is_instance:
yield (dup.instance_object, dup.instance_object.matrix_world.copy())
else:
yield (dup.object.original, dup.object.original.matrix_world.copy())
# -------------------------------------------------------------------- #
def obj_ray_cast(obj_trgt, matrix_trgt, ray_cast_origin, ray_cast_target, invert=False):
# Get the ray direction from the view angle to the targeted object
ray_cast_direction = ray_cast_target - ray_cast_origin
# Cast the ray to the targeted object
success, hit, normal, face_index = obj_trgt.ray_cast(ray_cast_origin, ray_cast_direction)
# Find the back of the object
# https://github.com/nortikin/sverchok/issues/660
if invert:
max_intersections = 10
fudge_distance = 0.0001
direction = (ray_cast_direction - hit)
dir_len = direction.length
amount = fudge_distance / dir_len
i = 1
while (face_index != -1):
# Linear interpolation
hit = hit.lerp(direction, amount)
success2, hit2, normal2, face_index2 = obj_trgt.ray_cast(hit, ray_cast_direction)
if face_index2 == -1:
break
else:
hit = hit2
success = success2
normal = normal2
face_index = face_index2
i += 1
if i > max_intersections:
break
if success:
return hit, normal, face_index
else:
return None, None, None
# -------------------------------------------------------------------- #
def create_2d_circle(step, radius, rotation = 0, center_x=0, center_y=0):
""" Create the vertices of a 2d circle at (0,0) """
#https://stackoverflow.com/questions/8487893/generate-all-the-points-on-the-circumference-of-a-circle
indices = []
verts = [(center_x, center_y)] + [(
cos(2*pi / step*x + rotation)*radius + center_x,
sin(2*pi / step*x + rotation)*radius + center_y
) for x in range(0, step+1)]
for idx in range(len(verts) - 1):
i1 = idx+1
i2 = idx+2 if idx+2 <= step else 1
indices.append((0,i1,i2))
return(verts, indices)
# -------------------------------------------------------------------- #
def draw_circle(center_circle, radius_circle, steps):
""" Return the coordinates + indices of a circle using a triangle fan """
indices = []
center_x, center_y = center_circle
radiusx = radius_circle[0] - center_circle[0]
radiusy = radius_circle[1] - center_circle[1]
radius = sqrt(radiusx**2 + radiusy**2)
rotation = radians(radius_circle[1] - center_circle[1]) / 2
# Get the vertices of a 2d circle
verts, indices = create_2d_circle(steps, radius, rotation, center_x, center_y)
return(verts, indices)
# -------------------------------------------------------------------- #
def export_props_group(self, context, name, light_selected):
"""Export the group of lights data in JSON format"""
lumiere_group = {}
lumiere_group['Group_'+name] = {}
for light in light_selected:
lumiere_dict = export_props_light(self, context, light)
lumiere_group['Group_'+name][light.name] = lumiere_dict[light.name]
return(lumiere_group)
# -------------------------------------------------------------------- #
def export_props_light(self, context, light):
"""Export the current light data in JSON format"""
lumiere_dict = {}
lumiere_dict[light.name] = {}
lumiere_dict[light.name]['Lumiere'] = light['Lumiere'].to_dict()
lumiere_dict[light.name]['Lumiere']['light_type'] = light.Lumiere.light_type
lumiere_dict[light.name]['rotation'] = tuple(light.matrix_world.to_euler())
lumiere_dict[light.name]['scale'] = tuple(light.scale)
lumiere_dict[light.name]['location'] = tuple(light.location)
mat = get_mat_name(light)
if light.type == "LIGHT":
colramp = light.data.node_tree.nodes["ColorRamp"].color_ramp
falloff_ramp = light.data.node_tree.nodes["Falloff colRamp"].color_ramp
lumiere_dict[light.name]['smooth'] = light.data.node_tree.nodes["Light Falloff"].inputs[1].default_value
if light.data.type == "AREA" :
lumiere_dict[light.name]['shape'] = light.data.shape
else:
colramp = mat.node_tree.nodes['ColorRamp'].color_ramp
falloff_ramp = mat.node_tree.nodes['Falloff colRamp'].color_ramp
lumiere_dict[light.name]['smooth'] = mat.node_tree.nodes['Light Falloff'].inputs[1].default_value
# Gradient coloramp
if light.Lumiere.color_type in ("Linear", "Spherical", "Gradient"):
lumiere_dict[light.name]['gradient'] = {}
lumiere_dict[light.name]['interpolation'] = colramp.interpolation
for i in range(len(colramp.elements)):
lumiere_dict[light.name]['gradient'].update({colramp.elements[i].position: colramp.elements[i].color[:]})
# Falloff coloramp
lumiere_dict[light.name]['falloff_ramp'] = {}
for i in range(len(falloff_ramp.elements)):
lumiere_dict[light.name]['falloff_ramp'].update({falloff_ramp.elements[i].position: falloff_ramp.elements[i].color[:]})
return(lumiere_dict)
# -------------------------------------------------------------------- #
def get_mat_name(light):
"""Return the name of the material of the light"""
if light.type == 'MESH':
mat = light.active_material
else:
mat = light.data
return(mat)
# -------------------------------------------------------------------- #
def get_lumiere_dict():
"""Return the file of the exported lights in a dict format"""
current_file_dir = os.path.dirname(__file__)
file_name = os.path.join(current_file_dir, "lumiere_dictionary.json")
# Try to open the Lumiere export dictionary
try:
with open(file_name, 'r', encoding='utf-8') as file:
my_dict = json.loads(file.read())
file.close()
except :
# print("\n[Lumiere ERROR]\n")
# import traceback
# traceback.print_exc()
my_dict = {}
return(my_dict)
# -------------------------------------------------------------------- #
def update_lumiere_dict(my_dict):
"""Update the file of the exported lights"""
current_file_dir = os.path.dirname(__file__)
with open(current_file_dir + "\\" + "lumiere_dictionary.json", "w", encoding='utf-8') as file:
json.dump(my_dict, file, sort_keys=True, indent=4, ensure_ascii=False)
file.close()
# -------------------------------------------------------------------- #
def cartesian_coordinates(r, theta, phi, hit=(0,0,0)):
"""Return the cartesian coordinates from a radius, inclination (phi) and azimuth (theta)"""
# https://en.wikipedia.org/wiki/Spherical_coordinate_system
x = r * sin(phi) * cos(theta) + hit[0]
y = r * sin(phi) * sin(theta) + hit[1]
z = r * cos(phi) + hit[2]
return Vector((x, y, z))
# -------------------------------------------------------------------- #
def getSunPosition(localTime = 12.0, latitude = 48.87, longitude = 2.67, northOffset = 1.00, utcZone = 0, month = 12, day = 22, year = 2012, distance = 5):
"""
Compute the sun position based on latitude and longitude
The sun position is from the addon 'sun_position' from Michael Martin (xaire)
https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/Scripts/3D_interaction/Sun_Position/
"""
longitude *= -1 # for internal calculations
utcTime = localTime + utcZone # Set Greenwich Meridian Time
if latitude > 89.93: # Latitude 90 and -90 gives
latitude = radians(89.93) # erroneous results so nudge it
elif latitude < -89.93:
latitude = radians(-89.93)
else:
latitude = radians(latitude)
t = julianTimeFromY2k(utcTime, year, month, day)
e = radians(obliquityCorrection(t))
L = apparentLongitudeOfSun(t)
solarDec = sunDeclination(e, L)
eqtime = calcEquationOfTime(t)
timeCorrection = (eqtime - 4 * longitude) + 60 * utcZone
trueSolarTime = ((utcTime - utcZone) * 60.0 + timeCorrection) % 1440
hourAngle = trueSolarTime / 4.0 - 180.0
if hourAngle < -180.0:
hourAngle += 360.0
csz = (sin(latitude) * sin(solarDec) +
cos(latitude) * cos(solarDec) *
cos(radians(hourAngle)))
if csz > 1.0:
csz = 1.0
elif csz < -1.0:
csz = -1.0
zenith = acos(csz)
azDenom = cos(latitude) * sin(zenith)
if abs(azDenom) > 0.001:
azRad = ((sin(latitude) *
cos(zenith)) - sin(solarDec)) / azDenom
if abs(azRad) > 1.0:
azRad = -1.0 if (azRad < 0.0) else 1.0
azimuth = 180.0 - degrees(acos(azRad))
if hourAngle > 0.0:
azimuth = -azimuth
else:
azimuth = 180.0 if (latitude > 0.0) else 0.0
if azimuth < 0.0:
azimuth = azimuth + 360.0
exoatmElevation = 90.0 - degrees(zenith)
if exoatmElevation > 85.0:
refractionCorrection = 0.0
else:
te = tan(radians(exoatmElevation))
if exoatmElevation > 5.0:
refractionCorrection = (
58.1 / te - 0.07 / (te ** 3) + 0.000086 / (te ** 5))
elif (exoatmElevation > -0.575):
s1 = (-12.79 + exoatmElevation * 0.711)
s2 = (103.4 + exoatmElevation * (s1))
s3 = (-518.2 + exoatmElevation * (s2))
refractionCorrection = 1735.0 + exoatmElevation * (s3)
else:
refractionCorrection = -20.774 / te
refractionCorrection = refractionCorrection / 3600
solarElevation = 90.0 - degrees(zenith)
solarAzimuth = azimuth + northOffset
Sun_AzNorth = solarAzimuth
Sun_Theta = pi / 2 - radians(solarElevation)
Sun_Phi = radians(solarAzimuth) * -1
location = setSunPosition(Sun_Theta, Sun_Phi, distance)
rotation = ((radians(solarElevation - 90), 0, radians(-solarAzimuth)))
return location, rotation
def setSunPosition(Sun_Theta, Sun_Phi, distance = 1):
locX = sin(Sun_Phi) * sin(-Sun_Theta) * distance
locY = sin(Sun_Theta) * cos(Sun_Phi) * distance
locZ = cos(Sun_Theta) * distance
try:
return (locX, locY, locZ)
except:
pass
def sunDeclination(e, L):
return (asin(sin(e) * sin(L)))
def calcEquationOfTime(t):
epsilon = obliquityCorrection(t)
ml = radians(meanLongitudeSun(t))
e = eccentricityEarthOrbit(t)
m = radians(meanAnomalySun(t))
y = tan(radians(epsilon) / 2.0)
y = y * y
sin2ml = sin(2.0 * ml)
cos2ml = cos(2.0 * ml)
sin4ml = sin(4.0 * ml)
sinm = sin(m)
sin2m = sin(2.0 * m)
etime = (y * sin2ml - 2.0 * e * sinm + 4.0 * e * y *
sinm * cos2ml - 0.5 * y ** 2 * sin4ml - 1.25 * e ** 2 * sin2m)
return (degrees(etime) * 4)
def obliquityCorrection(t):
ec = obliquityOfEcliptic(t)
omega = 125.04 - 1934.136 * t
return (ec + 0.00256 * cos(radians(omega)))
def obliquityOfEcliptic(t):
return ((23.0 + 26.0 / 60 + (21.4480 - 46.8150) / 3600 * t -
(0.00059 / 3600) * t ** 2 + (0.001813 / 3600) * t ** 3))
def julianTimeFromY2k(utcTime, year, month, day):
century = 36525.0 # Days in Julian Century
epoch = 2451545.0 # Julian Day for 1/1/2000 12:00 gmt
jd = getJulianDay(year, month, day)
return ((jd + (utcTime / 24)) - epoch) / century
def getJulianDay(year, month, day):
if month <= 2:
year -= 1
month += 12
A = floor(year / 100)
B = 2 - A + floor(A / 4.0)
jd = (floor((365.25 * (year + 4716.0))) +
floor(30.6001 * (month + 1)) + day + B - 1524.5)
return jd
def apparentLongitudeOfSun(t):
return (radians(trueLongitudeOfSun(t) - 0.00569 - 0.00478 *
sin(radians(125.04 - 1934.136 * t))))
def trueLongitudeOfSun(t):
return (meanLongitudeSun(t) + equationOfSunCenter(t))
def meanLongitudeSun(t):
return (280.46646 + 36000.76983 * t + 0.0003032 * t ** 2) % 360
def eccentricityEarthOrbit(t):
return (0.016708634 - 0.000042037 * t - 0.0000001267 * t ** 2)
def equationOfSunCenter(t):
m = radians(meanAnomalySun(t))
c = ((1.914602 - 0.004817 * t - 0.000014 * t ** 2) * sin(m) +
(0.019993 - 0.000101 * t) * sin(m * 2) +
0.000289 * sin(m * 3))
return c
def meanAnomalySun(t):
return (357.52911 + t * (35999.05029 - 0.0001537 * t))
# -------------------------------------------------------------------- #
def update_light_direction(self, context, sun_direction, light = None):
# Credits : https://www.youtube.com/watch?v=YXso7kNzxIU
xAng = sun_direction[0]
yAng = sun_direction[1]
zAng = sun_direction[2]
vec = Vector((0.0,0.0,1.0))
xMat = Matrix(((1.0,0.0,0.0), (0.0, cos(xAng), -sin(xAng)), (0.0, sin(xAng), cos(xAng))))
yMat = Matrix(((cos(yAng), 0.0, sin(yAng)), (0.0, 1.0, 0.0), (-sin(yAng), 0.0, cos(yAng))))
zMat = Matrix(((cos(zAng), -sin(zAng), 0.0), (sin(zAng), cos(zAng), 0.0), (0.0, 0.0, 1.0)))
vec = xMat @ vec
vec = yMat @ vec
vec = zMat @ vec
return vec
# -------------------------------------------------------------------- #
def update_sky(self, context, sun_direction, light = None):
# Credits : https://www.youtube.com/watch?v=YXso7kNzxIU
xAng = sun_direction[0]
yAng = sun_direction[1]
zAng = sun_direction[2]
vec = Vector((0.0,0.0,1.0))
xMat = Matrix(((1.0,0.0,0.0), (0.0, cos(xAng), -sin(xAng)), (0.0, sin(xAng), cos(xAng))))
yMat = Matrix(((cos(yAng), 0.0, sin(yAng)), (0.0, 1.0, 0.0), (-sin(yAng), 0.0, cos(yAng))))
zMat = Matrix(((cos(zAng), -sin(zAng), 0.0), (sin(zAng), cos(zAng), 0.0), (0.0, 0.0, 1.0)))
vec = xMat @ vec
vec = yMat @ vec
vec = zMat @ vec
bpy.data.worlds['Lumiere_world'].node_tree.nodes['Sky Texture'].sun_direction = vec
bpy.data.worlds['Lumiere_world'].node_tree.nodes['Sun normal'].outputs[0].default_value = vec
bpy.data.worlds['Lumiere_world'].node_tree.nodes['Blackbody'].inputs[0].default_value = 4000 + (1780 * vec.z)
if light is not None:
mat = get_mat_name(light)
blackbody = mat.node_tree.nodes['Blackbody']
#4000 -> HORIZON // 5780 -> Daylight
light.Lumiere.blackbody = 4000 + (1780 * vec.z)
# -------------------------------------------------------------------- #
def get_collection():
"""Return the Lumiere collections"""
addon_prefs = get_preferences()
if addon_prefs.primary_collection in bpy.context.scene.collection.children.keys():
primary_col = bpy.context.scene.collection.children[addon_prefs.primary_collection]
if addon_prefs.lights_collection in primary_col.children:
light_col = primary_col.children[addon_prefs.lights_collection]
else:
light_col = None
#
# if addon_prefs.camera_collection in primary_col.children:
# camera_col = primary_col.children[addon_prefs.camera_collection]
# else:
# camera_col = None
if addon_prefs.platform_collection in primary_col.children:
platform_col = primary_col.children[addon_prefs.platform_collection]
else:
platform_col = None
else:
primary_col = light_col = platform_col = None
return primary_col, light_col, platform_col
# -------------------------------------------------------------------- #
def create_collections(self, primary=None, lights=None, platform=None):
# Create a new collection and link it to the scene.
addon_prefs = get_preferences()
primary_col, light_col, platform_col = get_collection()
# Primary collection
if addon_prefs.primary_collection not in bpy.data.collections:
primary_col = bpy.data.collections.new(addon_prefs.primary_collection)
bpy.context.scene.collection.children.link(primary_col)
# else:
# self.report({'WARNING'}, "Collection {} already exist, please change the name in the preferences.".format(addon_prefs.primary_collection))
# Lights collection
if addon_prefs.lights_collection not in bpy.data.collections:
light_col = bpy.data.collections.new(addon_prefs.lights_collection)
primary_col.children.link(light_col)
# else:
# self.report({'WARNING'}, "Collection {} already exist, please change the name in the preferences.".format(addon_prefs.lights_collection))
# Platform collection
if addon_prefs.platform_collection not in bpy.data.collections:
platform_col = bpy.data.collections.new(addon_prefs.platform_collection)
primary_col.children.link(platform_col)
# else:
# self.report({'WARNING'}, "Collection {} already exist, please change the name in the preferences.".format(addon_prefs.platform_collection))
# Camera collection
# if addon_prefs.camera_collection not in bpy.data.collections:
# camera_col = bpy.data.collections.new(addon_prefs.camera_collection)
# primary_col.children.link(camera_col)
# else:
# self.report({'WARNING'}, "Collection {} already exist, please change the name in the preferences.".format(addon_prefs.camera_collection))
# -------------------------------------------------------------------- #
def update_spherical_coordinate(self, context, light=None):
"""Incline (tilt) and rotate the light around the targeted point"""
if light is None:
light = bpy.data.objects[self.id_data.name]
r = light.Lumiere.range
# θ theta is azimuthal angle, the angle of the rotation around the z-axis (aspect)
theta = radians(light.Lumiere.rotation)
# φ phi is the polar angle, rotated down from the positive z-axis (slope)
phi = radians(light.Lumiere.tilt)
light.location = cartesian_coordinates(r, theta, phi, light.Lumiere.hit)
track = light.location - Vector(light.Lumiere.hit)
rotaxis = (track.to_track_quat('Z','Y'))
light.rotation_euler = rotaxis.to_euler()
# Update direction for range update
light.Lumiere.direction = rotaxis @ Vector((0.0, 0.0, 1.0))
# -------------------------------------------------------------------- #
def get_package():
""" Return the package name. """
return os.path.basename(os.path.dirname(os.path.realpath(__file__)))
# -------------------------------------------------------------------- #
def get_preferences():
""" Return the preferences. """
__package__ = os.path.basename(os.path.dirname(os.path.realpath(__file__)))
preferences = bpy.context.preferences
return preferences.addons[__package__].preferences
# -------------------------------------------------------------------- #
def create_2d_gizmo(self, context, type, icon_name, alpha, color, color_highlight, alpha_highlight, scale_basis, operator = None, action = None, arg = None, operation = None):
"""Create a gizmo"""
gizmo = self.gizmos.new(type)
if operator is not None:
op = gizmo.target_set_operator("lumiere." + operator)
op.action = action
op.arg = arg
if operation:
op.operation = operation
gizmo.icon = icon_name
gizmo.draw_options = {'BACKDROP', 'OUTLINE', 'HELPLINE'}
gizmo.alpha = alpha
gizmo.color = color
gizmo.color_highlight = color_highlight
gizmo.alpha_highlight = alpha_highlight
gizmo.scale_basis = scale_basis
return gizmo