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remove TODOs
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Assets/FbxExporters/Editor/FbxExporter.cs

Lines changed: 1 addition & 38 deletions
Original file line numberDiff line numberDiff line change
@@ -901,59 +901,22 @@ protected bool ExportLight (GameObject unityGo, FbxScene fbxScene, FbxNode fbxNo
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}
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// The color of the light.
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var unityLightColor = unityLight.color;
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fbxLight.Color.Set (new FbxDouble3(unityLightColor.r, unityLightColor.g, unityLightColor.b));
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// TODO: commandBufferCount Number of command buffers set up on this light (Read Only).
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// cookie The cookie texture projected by the light.
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var unityCookieTexture = unityLight.cookie;
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if (unityCookieTexture !=null)
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{
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// Find its filename
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var textureSourceFullPath = AssetDatabase.GetAssetPath (unityCookieTexture);
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if (textureSourceFullPath != "") {
917-
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// get absolute filepath to texture
919-
textureSourceFullPath = Path.GetFullPath (textureSourceFullPath);
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921-
fbxLight.FileName.Set (textureSourceFullPath);
922-
fbxLight.DrawGroundProjection.Set (true);
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fbxLight.DrawVolumetricLight.Set (true);
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fbxLight.DrawFrontFacingVolumetricLight.Set (false);
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}
926-
}
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928-
// TODO: cullingMask This is used to light certain objects in the scene selectively.
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// TODO: flare The flare asset to use for this light.
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// Set the Intensity of a light is multiplied with the Light color.
932-
fbxLight.Intensity.Set (unityLight.intensity * 100.0f /*compensate for Maya scaling by system units*/ );
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934-
// TODO: isBaked Is the light contribution already stored in lightmaps and/or lightprobes (Read Only).
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// TODO: lightmapBakeType This property describes what part of a light's contribution can be baked.
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fbxLight.Intensity.Set (unityLight.intensity * UnitScaleFactor /*compensate for Maya scaling by system units*/ );
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// Set the range of the light.
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// applies-to: Point & Spot
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// => FarAttenuationStart, FarAttenuationEnd
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fbxLight.FarAttenuationStart.Set (0.01f /* none zero start */);
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fbxLight.FarAttenuationEnd.Set(unityLight.range*UnitScaleFactor);
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943-
// TODO: renderMode How to render the light.
944-
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// shadows Set how this light casts shadows
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// applies-to: Point & Spot
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bool unityLightCastShadows = unityLight.shadows != LightShadows.None;
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fbxLight.CastShadows.Set (unityLightCastShadows);
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// TODO: shadowBias Shadow mapping constant bias.
951-
// TODO: shadowCustomResolution The custom resolution of the shadow map.
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// TODO: shadowNearPlane Near plane value to use for shadow frustums.
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// TODO: shadowNormalBias Shadow mapping normal-based bias.
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// TODO: shadowResolution The resolution of the shadow map.
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// TODO: shadowStrength Strength of light's shadows.
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fbxNode.SetNodeAttribute (fbxLight);
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959922
// set +90 post rotation on x to counteract for FBX light's facing -Y direction by default

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