""" lighting.py -------------- Hold basic information about lights. Forked from the light model in `pyrender`: https://github.com/mmatl/pyrender """ import numpy as np from .. import util from .. import visual from .. import transformations # default light color _DEFAULT_RGBA = np.array([60, 60, 60, 255], dtype=np.uint8) class Light(util.ABC): """ Base class for all light objects. Attributes ---------- name : str, optional Name of the light. color : (4,) uint8 RGBA value for the light's color in linear space. intensity : float Brightness of light. The units that this is defined in depend on the type of light: point and spot lights use luminous intensity in candela (lm/sr) while directional lights use illuminance in lux (lm/m2). radius : float Cutoff distance at which light's intensity may be considered to have reached zero. Supported only for point and spot lights Must be > 0.0 If None, the radius is assumed to be infinite. """ def __init__(self, name=None, color=None, intensity=None, radius=None): if name is None: # if name is not passed, make it something unique self.name = 'light_{}'.format(util.unique_id(6).upper()) else: # otherwise assign it self.name = name self.color = color self.intensity = intensity self.radius = radius @property def color(self): return self._color @color.setter def color(self, value): if value is None: self._color = _DEFAULT_RGBA else: value = visual.to_rgba(value) if len(value.shape) == 2: value = value[0] if value.shape != (4,): raise ValueError("couldn't convert color to RGBA!") # uint8 RGB color self._color = value @property def intensity(self): return self._intensity @intensity.setter def intensity(self, value): if value is not None: self._intensity = float(value) else: self._intensity = 1.0 @property def radius(self): return self._radius @radius.setter def radius(self, value): if value is None or value < 0.0: self._radius = value else: self._radius = float(value) class DirectionalLight(Light): """ Directional lights are light sources that act as though they are infinitely far away and emit light in the direction of the local -z axis. This light type inherits the orientation of the node that it belongs to; position and scale are ignored except for their effect on the inherited node orientation. Because it is at an infinite distance, the light is not attenuated. Its intensity is defined in lumens per metre squared, or lux (lm/m2). Attributes ---------- name : str, optional Name of the light. color : (4,) unit8 RGBA value for the light's color in linear space. intensity : float Brightness of light. The units that this is defined in depend on the type of light. point and spot lights use luminous intensity in candela (lm/sr), while directional lights use illuminance in lux (lm/m2). radius : float Cutoff distance at which light's intensity may be considered to have reached zero. Supported only for point and spot lights, must be > 0. If None, the radius is assumed to be infinite. """ def __init__(self, name=None, color=None, intensity=None, radius=None): super(DirectionalLight, self).__init__( name=name, color=color, intensity=intensity, radius=radius ) class PointLight(Light): """ Point lights emit light in all directions from their position in space; rotation and scale are ignored except for their effect on the inherited node position. The brightness of the light attenuates in a physically correct manner as distance increases from the light's position (i.e. brightness goes like the inverse square of the distance). Point light intensity is defined in candela, which is lumens per square radian (lm/sr). Attributes ---------- name : str, optional Name of the light. color : (4,) uint8 RGBA value for the light's color in linear space. intensity : float Brightness of light. The units that this is defined in depend on the type of light. point and spot lights use luminous intensity in candela (lm/sr), while directional lights use illuminance in lux (lm/m2). radius : float Cutoff distance at which light's intensity may be considered to have reached zero. Supported only for point and spot lights, must be > 0. If None, the radius is assumed to be infinite. """ def __init__(self, name=None, color=None, intensity=None, radius=None): super(PointLight, self).__init__( name=name, color=color, intensity=intensity, radius=radius ) class SpotLight(Light): """ Spot lights emit light in a cone in the direction of the local -z axis. The angle and falloff of the cone is defined using two numbers, the `innerConeAngle` and `outerConeAngle`. As with point lights, the brightness also attenuates in a physically correct manner as distance increases from the light's position (i.e. brightness goes like the inverse square of the distance). Spot light intensity refers to the brightness inside the `innerConeAngle` (and at the location of the light) and is defined in candela, which is lumens per square radian (lm/sr). A spot light's position and orientation are inherited from its node transform. Inherited scale does not affect cone shape, and is ignored except for its effect on position and orientation. Attributes ---------- name : str, optional Name of the light. color : (4,) uint8 RGBA value for the light's color in linear space. intensity : float Brightness of light. The units that this is defined in depend on the type of light. point and spot lights use luminous intensity in candela (lm/sr), while directional lights use illuminance in lux (lm/m2). radius : float Cutoff distance at which light's intensity may be considered to have reached zero. Supported only for point and spot lights, must be > 0. If None, the radius is assumed to be infinite. innerConeAngle : float Angle, in radians, from centre of spotlight where falloff begins. Must be greater than or equal to `0` and less than `outerConeAngle`. outerConeAngle : float Angle, in radians, from centre of spotlight where falloff ends. Must be greater than `innerConeAngle` and less than or equal to `PI / 2.0`. """ def __init__(self, name=None, color=None, intensity=None, radius=None, innerConeAngle=0.0, outerConeAngle=np.pi / 4.0): super(SpotLight, self).__init__( name=name, color=color, intensity=intensity, radius=radius ) self.outerConeAngle = outerConeAngle self.innerConeAngle = innerConeAngle @property def innerConeAngle(self): return self._innerConeAngle @innerConeAngle.setter def innerConeAngle(self, value): if value < 0.0 or value > self.outerConeAngle: raise ValueError('Invalid value for inner cone angle') self._innerConeAngle = float(value) @property def outerConeAngle(self): return self._outerConeAngle @outerConeAngle.setter def outerConeAngle(self, value): if value < 0.0 or value > np.pi / 2.0 + 1e-9: raise ValueError('Invalid value for outer cone angle') self._outerConeAngle = float(value) def autolight(scene): """ Generate a list of lights for a scene that looks decent. Parameters -------------- scene : trimesh.Scene Scene with geometry Returns -------------- lights : [Light] List of light objects transforms : (len(lights), 4, 4) float Transformation matrices for light positions. """ # create two default point lights lights = [PointLight(), PointLight()] # create two translation matrices for bounds corners transforms = [transformations.translation_matrix(b) for b in scene.bounds] return lights, transforms