[Bf-extensions-cvs] [b695b981] master: Fix: issues with the camera and light source
Clemens Barth
noreply at git.blender.org
Fri Mar 15 21:24:27 CET 2019
Commit: b695b9816e268d84e4b5b968dfa333d81c59bc9c
Author: Clemens Barth
Date: Fri Mar 15 21:23:33 2019 +0100
Branches: master
https://developer.blender.org/rBACb695b9816e268d84e4b5b968dfa333d81c59bc9c
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 ... . Furthermore, in the code the light source
is now named as 'light' and not as 'lamp'.
===================================================================
M io_mesh_xyz/import_xyz.py
===================================================================
diff --git a/io_mesh_xyz/import_xyz.py b/io_mesh_xyz/import_xyz.py
index 2434e1f3..a9274d29 100644
--- a/io_mesh_xyz/import_xyz.py
+++ b/io_mesh_xyz/import_xyz.py
@@ -359,7 +359,7 @@ def import_xyz(Ball_type,
put_to_center,
put_to_center_all,
use_camera,
- use_lamp,
+ use_light,
filepath_xyz):
# List of materials
@@ -539,43 +539,44 @@ def import_xyz(Ball_type,
# 4 is the size of the matrix.
camera.rotation_euler = Matrix.Rotation(angle, 4, axis_vec).to_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 ...
+ #
+ ## 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)
# Here a lamp is put into the scene, if chosen.
- if use_lamp == True:
+ if use_light == True:
# This is the distance from the object measured in terms of %
# of the camera distance. It is set onto 50% (1/2) distance.
- lamp_dl = sqrt(object_size) * 15 * 0.5
+ light_dl = sqrt(object_size) * 15 * 0.5
# This is a factor to which extend the lamp shall go to the right
# (from the camera point of view).
- lamp_dy_right = lamp_dl * (3.0/4.0)
+ light_dy_right = light_dl * (3.0/4.0)
# Create x, y and z for the lamp.
- object_lamp_vec = Vector((lamp_dl,lamp_dy_right,lamp_dl))
- lamp_xyz_vec = object_center_vec + object_lamp_vec
+ object_light_vec = Vector((light_dl,light_dy_right,light_dl))
+ light_xyz_vec = object_center_vec + object_light_vec
# Create the lamp
- lamp_data = bpy.data.lamps.new(name="A_lamp", type="POINT")
- lamp_data.distance = 500.0
- lamp_data.energy = 3.0
- lamp_data.shadow_method = 'RAY_SHADOW'
- lamp = bpy.data.objects.new("A_lamp", lamp_data)
- lamp.location = lamp_xyz_vec
- bpy.context.collection.objects.link(lamp)
+ light_data = bpy.data.lights.new(name="A_lamp", type="SUN")
+ light_data.distance = 500.0
+ light_data.energy = 3.0
+ light = bpy.data.objects.new("A_lamp", light_data)
+ light.location = light_xyz_vec
+ bpy.context.collection.objects.link(light)
bpy.context.scene.world.light_settings.use_ambient_occlusion = True
bpy.context.scene.world.light_settings.ao_factor = 0.2
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