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lamp_out.py
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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
from math import radians
import bpy
from mathutils import Matrix
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, IntProperty, FloatVectorProperty
from sverchok.data_structure import node_id, Matrix_generate, updateNode, match_long_repeat, get_data_nesting_level, ensure_nesting_level
from sverchok.node_tree import SverchCustomTreeNode
class SvLampOutNode(SverchCustomTreeNode, bpy.types.Node):
"""
Triggers: Lamp
Tooltip: Generate Lamp objects
"""
bl_idname = "SvLampOutNode"
bl_label = "Lamp"
bl_icon = 'LIGHT' #"OUTLINER_OB_LAMP"
replacement_nodes = [('SvLightViewerNode', None, None)]
activate: BoolProperty(
name="Activate", default=True,
description='When enabled this will process incoming data',
update=updateNode)
lamp_name: StringProperty(
default='Lamp_Alpha',
description="sets which base name the object will use",
update=updateNode)
lamp_types = [
("POINT", "Point", "Omnidirectional point light source", "LAMP_POINT", 0),
("SUN", "Sun", "Constant direction parallel light source", "LAMP_SUN", 1),
("SPOT", "Spot", "Directional cone light source", "LAMP_SPOT", 2),
("HEMI", "Hemi", "180 degrees constant light source (not supported in Cycles)", "LAMP_HEMI", 3),
("AREA", "Area", "Directional area light source", "LAMP_AREA", 4)
]
def update_type(self, context):
is_spot = (self.type == 'SPOT')
self.inputs['Spot Size'].hide_safe = not is_spot
self.inputs['Spot Blend'].hide_safe = not is_spot
updateNode(self, context)
type: EnumProperty(
name="Type", description="Light source type",
items=lamp_types, default="POINT", update=update_type)
area_types = [
("RECTANGLE", "Rectangle", "Rectangular area", 0),
("SQUARE", "Square", "Square area", 1)
]
def update_area_type(self, context):
square = (self.type != 'AREA' or self.area_type == 'SQUARE')
self.inputs['Size'].hide_safe = not square
self.inputs['Size X'].hide_safe = square
self.inputs['Size Y'].hide_safe = square
updateNode(self, context)
area_type: EnumProperty(
name="Area type", description="Area shape type", default="RECTANGLE",
items=area_types, update=update_area_type)
size: FloatProperty(
name="Size", description="Light source size", default=0.1, update=updateNode)
size_x: FloatProperty(
name="Size X", description="Light source size", default=0.1, update=updateNode)
size_y: FloatProperty(
name="Size Y", description="Light source size", default=0.1, update=updateNode)
spot_size: FloatProperty(
name="Spot Size", description="Angle of the spotlight beam (degrees)",
default=45.0, min=0.0, max=180.0, update=updateNode)
spot_blend: FloatProperty(
name="Spot Blend", description="The softness of the spotlight edge",
default=0.15, min=0.0, max=1.0, update=updateNode)
strength: FloatProperty(
name="Strength", description="Lamp power",
default=100.0, min=0.0, max=1000000, update=updateNode)
show_cone: BoolProperty(
name="Show cone", description="Draw transparent cone in the 3D View",
default=False, update=updateNode)
max_bounces: IntProperty(
name="Max Bounces", description="Maximum number of bounces the lamp will contribute to the render",
min=1, max=1000000, default=1024, update=updateNode)
cast_shadow: BoolProperty(
name="Cast shadow", description="Lamp casts shadows",
default=True, update=updateNode)
multiple_imporance: BoolProperty(
name="Multiple importance", description="Use multiple importance sampling for the lamp",
default=True, update=updateNode)
use_nodes: BoolProperty(
name="Use Nodes", description="Use node tree instead of directly specified color",
default=True, update=updateNode)
light_color: FloatVectorProperty(
name="Color", description="Light color", update=updateNode,
default=(1.0, 1.0, 1.0, 1.0), size=4, min=0.0, max=1.0, subtype='COLOR')
emission_node_name: StringProperty(
name="Emission Node", description="Name of Emission node in the lamp shader, that contains Sthrength and Color inputs",
default="Emission", update=updateNode)
def sv_init(self, context):
self.inputs.new('SvMatrixSocket', 'Origin')
self.inputs.new('SvStringsSocket', 'Size').prop_name = 'size'
i = self.inputs.new('SvStringsSocket', 'Size X')
i.prop_name = 'size_x'
i.hide_safe = True
i = self.inputs.new('SvStringsSocket', 'Size Y')
i.prop_name = 'size_y'
i.hide_safe = True
i = self.inputs.new('SvStringsSocket', 'Spot Size')
i.prop_name = 'spot_size'
i.hide_safe = True
i = self.inputs.new('SvStringsSocket', 'Spot Blend')
i.prop_name = 'spot_blend'
i.hide_safe = True
i = self.inputs.new('SvStringsSocket', 'Strength')
i.prop_name = 'strength'
color_socket = self.inputs.new('SvColorSocket', "Color")
color_socket.prop_name = 'light_color'
self.outputs.new('SvObjectSocket', 'Objects')
def draw_buttons(self, context, layout):
view_icon = 'LIGHT' if self.activate else 'ERROR'
layout.prop(self, "activate", text="UPD", toggle=True, icon=view_icon)
layout.prop(self, 'lamp_name')
layout.prop(self, 'type')
if self.type == 'AREA':
layout.prop(self, 'area_type')
def draw_buttons_ext(self, context, layout):
self.draw_buttons(context, layout)
layout.prop(self, 'use_nodes')
layout.prop(self, 'max_bounces')
layout.prop(self, 'cast_shadow')
layout.prop(self, 'multiple_imporance')
if self.type == 'SPOT':
layout.prop(self, 'show_cone')
layout.prop(self, 'emission_node_name')
def get_children(self):
objects = bpy.data.objects
objs = [obj for obj in objects if obj.type == 'LIGHT']
# criteria, basename must be in object.keys and the value must be self.basemesh_name
return [o for o in objs if o.get('basename') == self.lamp_name]
def make_lamp(self, index, object):
origin, size, size_x, size_y, strength, spot_size, spot_blend, color = object
if get_data_nesting_level(color) == 2:
color = color[0]
if isinstance(size, (list, tuple)):
size = size[0]
if isinstance(size_x, (list, tuple)):
size_x = size_x[0]
if isinstance(size_y, (list, tuple)):
size_y = size_y[0]
if isinstance(strength, (list, tuple)):
strength = strength[0]
if isinstance(spot_size, (list, tuple)):
spot_size = spot_size[0]
if isinstance(spot_blend, (list, tuple)):
spot_blend = spot_blend[0]
scene = bpy.context.scene
# ensure we use a collection
collections = bpy.data.collections
collection = collections.get(self.lamp_name)
if not collection:
collection = collections.new(self.lamp_name)
bpy.context.scene.collection.children.link(collection)
lamps_data = bpy.data.lights
objects = bpy.data.objects
name = self.lamp_name + "_" + str(index)
if name in objects:
lamp_object = objects[name]
if lamp_object.data.type != self.type:
lamp_object.data.type = self.type
else:
lamp_data = lamps_data.new(name = name, type = self.type)
lamp_object = objects.new(name = name, object_data = lamp_data)
collection.objects.link(lamp_object)
lamp_object['idx'] = index
lamp_object['madeby'] = self.name
lamp_object['basename'] = self.lamp_name
lamp_object.matrix_local = origin
lamp = lamp_object.data
lamp.type = self.type
lamp.color = color[:3]
if self.type in ('POINT', 'SUN', 'SPOT'):
lamp.shadow_soft_size = size
elif self.type == 'AREA' and self.area_type == 'SQUARE':
lamp.shape = 'SQUARE'
lamp.size = size
elif self.type == 'AREA' and self.area_type == 'RECTANGLE':
lamp.shape = 'RECTANGLE'
lamp.size = size_x
lamp.size_y = size_y
if self.type == 'SPOT':
lamp.spot_size = radians(spot_size)
lamp.spot_blend = spot_blend
lamp.show_cone = self.show_cone
if lamp.cycles:
lamp.cycles.max_bounces = self.max_bounces
lamp.cycles.cast_shadow = self.cast_shadow
lamp.cycles.use_multiple_importance_sampling = self.multiple_imporance
lamp.use_nodes = True
if self.emission_node_name and self.emission_node_name in lamp.node_tree.nodes:
node = lamp.node_tree.nodes[self.emission_node_name]
node.inputs['Strength'].default_value = strength
if len(color) != 4:
raise Exception("Color data must contain 4 floats (RGBA), not {}".format(len(color)))
node.inputs['Color'].default_value = color
def process(self):
if not self.activate:
return
origins = self.inputs['Origin'].sv_get()
sizes_sq = self.inputs['Size'].sv_get()
sizes_x = self.inputs['Size X'].sv_get()
sizes_y = self.inputs['Size Y'].sv_get()
spot_sizes = self.inputs['Spot Size'].sv_get()
spot_blends = self.inputs['Spot Blend'].sv_get()
strengths = self.inputs['Strength'].sv_get()
colors = self.inputs['Color'].sv_get()
# next is not needed
# if get_data_nesting_level(colors) == 3:
# colors = colors[0]
objects = match_long_repeat([origins, sizes_sq, sizes_x, sizes_y, strengths, spot_sizes, spot_blends, colors])
for index, object in enumerate(zip(*objects)):
self.make_lamp(index, object)
self.remove_non_updated_objects(index)
objs = self.get_children()
self.outputs['Objects'].sv_set(objs)
def remove_non_updated_objects(self, obj_index):
objs = self.get_children()
objs = [obj.name for obj in objs if obj['idx'] > obj_index]
if not objs:
return
lamps_data = bpy.data.lights
objects = bpy.data.objects
collection = bpy.data.collections.get(self.lamp_name)
# remove excess objects
for object_name in objs:
obj = objects[object_name]
obj.hide_select = False
collection.objects.unlink(obj)
objects.remove(obj, do_unlink=True)
# delete associated lamps data
for object_name in objs:
lamps_data.remove(lamps_data[object_name])
def load_from_json(self, node_data: dict, import_version: float):
if import_version <= 0.08:
self.type = node_data.get("lamp_type", "POINT")
def register():
bpy.utils.register_class(SvLampOutNode)
def unregister():
bpy.utils.unregister_class(SvLampOutNode)