[Bf-extensions-cvs] [c933c583] master: Fix: issues with the camera and light source
Clemens Barth
noreply at git.blender.org
Fri Mar 15 21:23:30 CET 2019
Commit: c933c58356970c0de38a48ead04dae26e8f95ab5
Author: Clemens Barth
Date: Fri Mar 15 21:20:07 2019 +0100
Branches: master
https://developer.blender.org/rBAc933c58356970c0de38a48ead04dae26e8f95ab5
Fix: issues with the camera and light source
For instance, the old 'RAY_SHADOW' thing of the light source was removed and
the 90° camera rotation is now deactivated. I need to see how one can rotate
the camera around its own axis ... .
===================================================================
M io_mesh_pdb/import_pdb.py
===================================================================
diff --git a/io_mesh_pdb/import_pdb.py b/io_mesh_pdb/import_pdb.py
index c72b64fb..ffad2267 100644
--- a/io_mesh_pdb/import_pdb.py
+++ b/io_mesh_pdb/import_pdb.py
@@ -575,20 +575,26 @@ def camera_light_source(use_camera,
# 4 is the size of the matrix.
camera.rotation_euler = Matrix.Rotation(angle, 4, axis_vec).to_euler()
+ print(camera.rotation_euler)
+
# Rotate the camera around its axis by 90° such that we have a nice
# camera position and view onto the object.
bpy.ops.object.select_all(action='DESELECT')
camera.select_set(True)
- bpy.ops.transform.rotate(value=(90.0*2*pi/360.0),
- axis=object_camera_vec,
- constraint_axis=(False, False, False),
- orient_type='GLOBAL',
- mirror=False, proportional='DISABLED',
- proportional_edit_falloff='SMOOTH',
- proportional_size=1, snap=False,
- snap_target='CLOSEST', snap_point=(0, 0, 0),
- snap_align=False, snap_normal=(0, 0, 0),
- release_confirm=False)
+
+ # This will be done at some point ...
+ #
+ #bpy.ops.transform.rotate(value=(90.0*2*pi/360.0),
+ # axis=object_camera_vec,
+ # orient_matrix=camera.rotation_euler,
+ # constraint_axis=(False, False, False),
+ # orient_type='GLOBAL',
+ # mirror=False, proportional='DISABLED',
+ # proportional_edit_falloff='SMOOTH',
+ # proportional_size=1, snap=False,
+ # snap_target='CLOSEST', snap_point=(0, 0, 0),
+ # snap_align=False, snap_normal=(0, 0, 0),
+ # release_confirm=False)
# Here a lamp is put into the scene, if chosen.
if use_light == True:
@@ -605,10 +611,9 @@ def camera_light_source(use_camera,
light_xyz_vec = object_center_vec + object_light_vec
# Create the lamp
- light_data = bpy.data.lights.new(name="A_light", type="POINT")
+ light_data = bpy.data.lights.new(name="A_light", type="SUN")
light_data.distance = 500.0
light_data.energy = 3.0
- light_data.shadow_method = 'RAY_SHADOW'
lamp = bpy.data.objects.new("A_light", light_data)
lamp.location = light_xyz_vec
bpy.context.collection.objects.link(lamp)
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