def create_shape_sphere(paramset: ParamSet, object2world: Transform, world2object: Transform) -> Sphere: radius = paramset.find_float("radius", 1.0) zmin = paramset.find_float("zmin", -radius) zmax = paramset.find_float("zmax", radius) phimax = paramset.find_float("phimax", 360.0) shape = Sphere(object2world, world2object, radius, zmin, zmax, phimax) return shape
def create_perspective_camera(paramset: ParamSet, cam2world: Transform, film: Film) -> PerspectiveCamera: shutteropen = paramset.find_float("shutteropen", 0.0) shutterclose = paramset.find_float("shutterclose", 1.0) if shutterclose < shutteropen: shutterclose, shutteropen = shutteropen, shutterclose lensradius = paramset.find_float("lensradius", 0.0) focaldistance = paramset.find_float("focaldistance", 1e30) frame = paramset.find_float("frameaspectratio", float(film.width) / float(film.height)) fov = paramset.find_float("fov", 90.0) halffov = paramset.find_float("halffov", -1.0) if halffov > 0.0: # hack for structure synth, which exports half of the full fov fov = 2.0 * halffov screen_window = [float] * 4 if frame > 1.0: screen_window[0] = -frame screen_window[1] = frame screen_window[2] = -1.0 screen_window[3] = 1.0 else: screen_window[0] = -1.0 screen_window[1] = 1.0 screen_window[2] = -1.0 / frame screen_window[3] = 1.0 / frame camera = PerspectiveCamera(cam2world, screen_window, shutteropen, shutterclose, lensradius, focaldistance, fov, film) return camera
def create_spotLight(paramSet: ParamSet, light2world: Transform) -> PointLight: from maths.matrix44 import Matrix44 from maths.vector4d import Vector4d I = paramSet.find_spectrum("I", Spectrum(1.0)) sc = paramSet.find_spectrum("scale", Spectrum(1.0)) coneangle = paramSet.find_float("coneangle", 30.0) conedelta = paramSet.find_float("conedeltaangle", 5.0) # Compute spotlight world to light transformation frome = paramSet.find_point("from", Point3d(0.0, 0.0, 0.0)) to = paramSet.find_point("to", Point3d(0.0, 0.0, 1.0)) direction = (to - frome).get_normalized() du, dv = Transform.create_coordinateSystem(dir) m = Matrix44.create_from_vector4d( Vector4d(du.x, du.y, du.z, 0.0), Vector4d(dv.x, dv.y, dv.z, 0.0), Vector4d(direction.x, direction.y, direction.z, 0.0), Vector4d(0.0, 0.0, 0.0, 1.0)) dirToZ = Transform(m) light2world = light2world * Transform.create_translate(frome.ex, frome.ey, frome.ez) * dirToZ.get_invert() return SpotLight(light2world, I * sc, coneangle, coneangle - conedelta)
def create_surface_integrator_direct_lighting(paramset: ParamSet) -> DirectLightingIntegrator: samples_count = paramset.find_int("nsamples", 2048) max_distance = paramset.find_float("maxdist", infinity_max_f) #todo depth etc integrator = DirectLightingIntegrator(samples_count, max_distance) return integrator
def create_surface_integrator_ambient_occlusion(paramset: ParamSet) -> AmbientOcclusionIntegrator: samples_count = paramset.find_int("nsamples", 2048) max_distance = paramset.find_float("maxdist", infinity_max_f) integrator = AmbientOcclusionIntegrator(samples_count, max_distance) return integrator
def create_projection_light(paramSet: ParamSet, light2world: Transform) -> PointLight: I = paramSet.find_spectrum("I", Spectrum(1.0)) sc = paramSet.find_spectrum("scale", Spectrum(1.0)) fov = paramSet.find_float("fov", 45.) texname = paramSet.find_filename("mapname", "") return ProjectionLight(light2world, I * sc, texname, fov)