Source code for blendify.lights.common

from .base import Light
from ..internal.types import Vector3d


[docs] class PointLight(Light): def __init__( self, strength: float, shadow_soft_size: float, color: Vector3d, tag: str, cast_shadows: bool = True, **kwargs ): """Creates PointLight light source in Blender Args: strength (float): strength of the light source emitted over the entire area of the light in all directions shadow_soft_size (float): light size for ray shadow sampling (Raytraced shadows) in [0, inf] color (Vector3d): color of the light source cast_shadows (bool, optional): whether the light source casts shadows or not (default: True) rotation_mode (str): type of rotation representation. Can be one of the following: - "quaternionWXYZ" - WXYZ quaternion - "quaternionXYZW" - XYZW quaternion - "rotvec" - axis-angle representation of rotation - "rotmat" - 3x3 rotation matrix - "euler<mode>" - Euler angles with the specified order of rotation, e.g. XYZ, xyz, ZXZ, etc. Refer to scipy.spatial.transform.Rotation.from_euler for details. - "look_at" - look at rotation, the rotation is defined by the point to look at and, optional, the rotation around the forward direction vector (a single float value in tuple or list) rotation (RotationParams): rotation parameters according to the rotation_mode - for "quaternionWXYZ" and "quaternionXYZW" - Vec4d - for "rotvec" - Vec3d - for "rotmat" - Mat3x3 - for "euler<mode>" - Vec3d - for "look_at" - Vec3d, Positionable or Tuple[Vec3d/Positionable, float], where float is the rotation around the forward direction vector in degrees translation (Vector3d, optional): translation applied to the Blender object (default: (0,0,0)) tag (str): name of the created object in Blender """ blender_light = self._blender_create_light(tag, "POINT") super().__init__(**kwargs, tag=tag, blender_object=blender_light) self.color = color self.strength = strength self.cast_shadows = cast_shadows self.shadow_soft_size = shadow_soft_size @property def shadow_soft_size(self) -> float: return self.blender_light.data.shadow_soft_size @shadow_soft_size.setter def shadow_soft_size(self, val: float): self.blender_light.data.shadow_soft_size = val
[docs] class DirectionalLight(Light): def __init__( self, strength: float, angular_diameter: float, color: Vector3d, tag: str, cast_shadows: bool = True, **kwargs ): """Creates DirectionalLight light source in Blender Args: strength (float): strength of the light source in watts per meter squared (W/m^2) angular_diameter (float): angular diameter of the Sun as seen from the Earth in [0, 3.14159] color (Vector3d): color of the light source cast_shadows (bool, optional): whether the light source casts shadows or not (default: True) rotation_mode (str): type of rotation representation. Can be one of the following: - "quaternionWXYZ" - WXYZ quaternion - "quaternionXYZW" - XYZW quaternion - "rotvec" - axis-angle representation of rotation - "rotmat" - 3x3 rotation matrix - "euler<mode>" - Euler angles with the specified order of rotation, e.g. XYZ, xyz, ZXZ, etc. Refer to scipy.spatial.transform.Rotation.from_euler for details. - "look_at" - look at rotation, the rotation is defined by the point to look at and, optional, the rotation around the forward direction vector (a single float value in tuple or list) rotation (RotationParams): rotation parameters according to the rotation_mode - for "quaternionWXYZ" and "quaternionXYZW" - Vec4d - for "rotvec" - Vec3d - for "rotmat" - Mat3x3 - for "euler<mode>" - Vec3d - for "look_at" - Vec3d, Positionable or Tuple[Vec3d/Positionable, float], where float is the rotation around the forward direction vector in degrees translation (Vector3d, optional): translation applied to the Blender object (default: (0,0,0)) tag (str): name of the created object in Blender """ blender_light = self._blender_create_light(tag, "SUN") super().__init__(**kwargs, tag=tag, blender_object=blender_light) self.color = color self.strength = strength self.cast_shadows = cast_shadows self.angular_diameter = angular_diameter @property def angular_diameter(self) -> float: return self.blender_light.data.angle @angular_diameter.setter def angular_diameter(self, val: float): self.blender_light.data.angle = val
[docs] class SpotLight(Light): def __init__( self, strength: float, spot_size: float, spot_blend: float, color: Vector3d, shadow_soft_size: float, tag: str, cast_shadows: bool = True, **kwargs ): """Creates SpotLight light source in Blender Args: strength (float): strength of the light source that light would emit over its entire area if it wasn't limited by the spot angle spot_size (float): angle of the spotlight beam in [0.0174533, 3.14159] spot_blend (float): the softness of the spotlight edge in [0, 1] color (Vector3d): color of the light source shadow_soft_size (float): light size for ray shadow sampling (Raytraced shadows) in [0, inf] cast_shadows (bool, optional): whether the light source casts shadows or not (default: True) rotation_mode (str): type of rotation representation. Can be one of the following: - "quaternionWXYZ" - WXYZ quaternion - "quaternionXYZW" - XYZW quaternion - "rotvec" - axis-angle representation of rotation - "rotmat" - 3x3 rotation matrix - "euler<mode>" - Euler angles with the specified order of rotation, e.g. XYZ, xyz, ZXZ, etc. Refer to scipy.spatial.transform.Rotation.from_euler for details. - "look_at" - look at rotation, the rotation is defined by the point to look at and, optional, the rotation around the forward direction vector (a single float value in tuple or list) rotation (RotationParams): rotation parameters according to the rotation_mode - for "quaternionWXYZ" and "quaternionXYZW" - Vec4d - for "rotvec" - Vec3d - for "rotmat" - Mat3x3 - for "euler<mode>" - Vec3d - for "look_at" - Vec3d, Positionable or Tuple[Vec3d/Positionable, float], where float is the rotation around the forward direction vector in degrees translation (Vector3d, optional): translation applied to the Blender object (default: (0,0,0)) tag (str): name of the created object in Blender """ # spot_size: Angle of the spotlight beam (float in [0.0174533, 3.14159]) default 0.785398 # spot_blend: The softness of the spotlight edge (float in [0, 1]) default 0.15 blender_light = self._blender_create_light(tag, "SPOT") super().__init__(**kwargs, tag=tag, blender_object=blender_light) self.color = color self.strength = strength self.spot_size = spot_size self.spot_blend = spot_blend self.cast_shadows = cast_shadows self.shadow_soft_size = shadow_soft_size @property def spot_size(self) -> float: return self.blender_light.data.spot_size @spot_size.setter def spot_size(self, val: float): self.blender_light.data.spot_size = val @property def spot_blend(self) -> float: return self.blender_light.data.spot_blend @spot_blend.setter def spot_blend(self, val: float): self.blender_light.data.spot_blend = val @property def shadow_soft_size(self) -> float: return self.blender_light.data.shadow_soft_size @shadow_soft_size.setter def shadow_soft_size(self, val: float): self.blender_light.data.shadow_soft_size = val