def __init__(self, cam2world: Transform, projection_matrix: Transform, screen_window: [float]*4, shutter_open: float, shutter_close: float, lensr: float, focald: float, film: Film): super().__init__(cam2world, shutter_open, shutter_close, film) self.cameraToScreen = projection_matrix self.screenToRaster = \ Transform.create_translate(-screen_window[0], -screen_window[3], 0.0) * \ Transform.create_scale(1.0 / (screen_window[1] - screen_window[0]), 1.0 / (screen_window[2] - screen_window[3]), 1.0) * \ Transform.create_scale(film.width, film.height, 1.0) self.rasterToScreen = Transform.get_invert(self.screenToRaster) self.rasterToCamera = self.rasterToScreen * Transform.get_invert(self.cameraToScreen) self.lensRadius = lensr self.focalDistance= focald
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 __init__(self, l2w: Transform, samples_count: int=1): self.lightToWorld = l2w self.worldToObject = l2w.get_invert() self.samples_count = max(1, samples_count)