using System; using System.Collections.Generic; using Autodesk.Max; using BabylonExport.Entities; namespace Max2Babylon { partial class BabylonExporter { void ExportDefaultLight(BabylonScene babylonScene) { var babylonLight = new BabylonLight(); babylonLight.name = "Default light"; babylonLight.id = Guid.NewGuid().ToString(); babylonLight.type = 3; babylonLight.groundColor = new float[] { 0, 0, 0 }; babylonLight.direction = new[] { 0, 1.0f, 0 }; babylonLight.intensity = 1; babylonLight.diffuse = new[] { 1.0f, 1.0f, 1.0f }; babylonLight.specular = new[] { 1.0f, 1.0f, 1.0f }; babylonScene.LightsList.Add(babylonLight); } private void ExportLight(IIGameNode lightNode, BabylonScene babylonScene) { if (lightNode.MaxNode.GetBoolProperty("babylonjs_noexport")) { return; } var gameLight = lightNode.IGameObject.AsGameLight(); var initialized = gameLight.InitializeData; var babylonLight = new BabylonLight(); RaiseMessage(lightNode.Name, 1); babylonLight.name = lightNode.Name; babylonLight.id = lightNode.MaxNode.GetGuid().ToString(); // Type var maxLight = (lightNode.MaxNode.ObjectRef as ILightObject); var lightState = Loader.Global.LightState.Create(); maxLight.EvalLightState(0, Tools.Forever, lightState); switch (lightState.Type) { case LightType.OmniLgt: babylonLight.type = 0; break; case LightType.SpotLgt: babylonLight.type = 2; babylonLight.angle = (float)(maxLight.GetFallsize(0, Tools.Forever) * Math.PI / 180.0f); babylonLight.exponent = 1; break; case LightType.DirectLgt: babylonLight.type = 1; break; case LightType.AmbientLgt: babylonLight.type = 3; babylonLight.groundColor = new float[] { 0, 0, 0 }; break; } // Shadows if (maxLight.ShadowMethod == 1) { if (lightState.Type == LightType.DirectLgt) { ExportShadowGenerator(lightNode.MaxNode, babylonScene); } else { RaiseWarning("Shadows maps are only supported for directional lights", 2); } } // Position var wm = lightNode.GetObjectTM(0); var position = wm.Translation; babylonLight.position = new float[] { position.X, position.Y, position.Z }; // Direction var target = gameLight.LightTarget; if (target != null) { var targetWm = target.GetObjectTM(0); var targetPosition = targetWm.Translation; var direction = targetPosition.Subtract(position).Normalize; babylonLight.direction = new float[] { direction.X, direction.Y, direction.Z }; } else { var vDir = Loader.Global.Point3.Create(0, -1, 0); vDir = wm.ExtractMatrix3().VectorTransform(vDir).Normalize; babylonLight.direction = new float[] { vDir.X, vDir.Y, vDir.Z }; } var maxScene = Loader.Core.RootNode; // Exclusion var inclusion = maxLight.ExclList.TestFlag(1); //NT_INCLUDE var checkExclusionList = maxLight.ExclList.TestFlag(2); //NT_AFFECT_ILLUM if (checkExclusionList) { var excllist = new List(); var incllist = new List(); foreach (var meshNode in maxScene.NodesListBySuperClass(SClass_ID.Geomobject)) { if (meshNode.CastShadows == 1) { var inList = maxLight.ExclList.FindNode(meshNode) != -1; if (inList) { if (inclusion) { incllist.Add(meshNode.GetGuid().ToString()); } else { excllist.Add(meshNode.GetGuid().ToString()); } } } } babylonLight.includedOnlyMeshesIds = incllist.ToArray(); babylonLight.excludedMeshesIds = excllist.ToArray(); } // Other fields babylonLight.intensity = maxLight.GetIntensity(0, Tools.Forever); babylonLight.diffuse = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Tools.Forever).ToArray() : new float[] { 0, 0, 0 }; babylonLight.specular = lightState.AffectDiffuse ? maxLight.GetRGBColor(0, Tools.Forever).ToArray() : new float[] { 0, 0, 0 }; if (maxLight.UseAtten) { babylonLight.range = maxLight.GetAtten(0, 1, Tools.Forever); } // Animations var animations = new List(); ExportVector3Animation("position", animations, key => { var mat = lightNode.GetObjectTM(key); var pos = mat.Translation; return new float[] { pos.X, pos.Y, pos.Z }; }); ExportVector3Animation("direction", animations, key => { var wmLight = lightNode.GetObjectTM(key); var positionLight = wmLight.Translation; var lightTarget = gameLight.LightTarget; if (lightTarget != null) { var targetWm = lightTarget.GetObjectTM(key); var targetPosition = targetWm.Translation; var direction = targetPosition.Subtract(positionLight).Normalize; return new float[] { direction.X, direction.Y, direction.Z }; } else { var vDir = Loader.Global.Point3.Create(0, -1, 0); vDir = wmLight.ExtractMatrix3().VectorTransform(vDir).Normalize; return new float[] { vDir.X, vDir.Y, vDir.Z }; } }); ExportFloatAnimation("intensity", animations, key => new[] { maxLight.GetIntensity(key, Tools.Forever) }); babylonLight.animations = animations.ToArray(); if (lightNode.MaxNode.GetBoolProperty("babylonjs_autoanimate")) { babylonLight.autoAnimate = true; babylonLight.autoAnimateFrom = (int)lightNode.MaxNode.GetFloatProperty("babylonjs_autoanimate_from"); babylonLight.autoAnimateTo = (int)lightNode.MaxNode.GetFloatProperty("babylonjs_autoanimate_to"); babylonLight.autoAnimateLoop = lightNode.MaxNode.GetBoolProperty("babylonjs_autoanimateloop"); } babylonScene.LightsList.Add(babylonLight); } } }