def RunSimulation(self):
        trinity.settings.SetValue('frustumCullingDisabled', 1)
        trinity.settings.SetValue('eveSpaceSceneVisibilityThreshold', 0)
        trinity.settings.SetValue('eveSpaceSceneLowDetailThreshold', 0)
        trinity.settings.SetValue('eveSpaceSceneMediumDetailThreshold', 0)
        ut.StartTasklet(self._PumpBlue)
        import sceneutils
        scene = sceneutils.GetOrCreateScene()
        scene.objects.append(self.redNodeMutated)
        self._UpdateBoundingBox(True)
        rj = trinity.CreateRenderJob('CallbackJob')
        projection = trinity.TriProjection()
        projection.PerspectiveFov(1, 1, 1, 10000000)
        rj.steps.append(trinity.TriStepSetProjection(projection))
        view = trinity.TriView()
        view.SetLookAtPosition((50000, 0, 0), (0, 0, 0), (0, 1, 0))
        rj.steps.append(trinity.TriStepSetView(view))
        rj.steps.append(trinity.TriStepUpdate(scene))
        rj.steps.append(trinity.TriStepRenderScene(scene))
        rj.steps.append(trinity.TriStepPythonCB(self.AccumulateBounds))
        rj.ScheduleRecurring()
        for i in range(self._passes):
            self.activeIndex[0] = i
            for cs in self.curveSets:
                cs.Play()

            for sys in self.systems:
                sys.ClearParticles()

            self.started[0] = True
            ut.SleepSim(self._time)

        rj.UnscheduleRecurring()
        self._pumpBlue = False
Ejemplo n.º 2
0
 def SetClientToolsScene(self, scene):
     if scene is None:
         self.clientToolsScene = None
     else:
         self.clientToolsScene = blue.BluePythonWeakRef(scene)
     self.AddStep('UPDATE_TOOLS', trinity.TriStepUpdate(scene))
     self.AddStep('RENDER_TOOLS', trinity.TriStepRenderScene(scene))
Ejemplo n.º 3
0
 def Set2DBackdropScene(self, backdrop):
     if backdrop is not None:
         self.AddStep('UPDATE_BACKDROP', trinity.TriStepUpdate(backdrop))
         self.AddStep('RENDER_BACKDROP',
                      trinity.TriStepRenderScene(backdrop))
     else:
         self.RemoveStep('UPDATE_BACKDROP')
         self.RemoveStep('RENDER_BACKDROP')
Ejemplo n.º 4
0
def CreateRenderJob(size,
                    view,
                    projection,
                    bgColor=None,
                    transparent=False,
                    postProcessingQuality=2,
                    antiAliasingQuality=3):
    """
    Creates a Jessica render job and adds functionality for 2D sprite background and overlays.
    """
    def _GetRenderStepPosition(renderJob, name):
        for i, each in enumerate(renderJob.steps):
            if each.name == name:
                return i

        return i

    if transparent:
        clearColor = bgColor or (0.0, 0.0, 0.0, 0.0)
        format = trinity.PIXEL_FORMAT.B8G8R8A8_UNORM
    else:
        clearColor = bgColor or (0.0, 0.0, 0.0, 1.0)
        format = trinity.PIXEL_FORMAT.B8G8R8X8_UNORM
    rt = trinity.Tr2RenderTarget(size, size, 1, format)
    rt.name = 'MyRT'
    ds = trinity.Tr2DepthStencil()
    ds.Create(size, size, trinity.DEPTH_STENCIL_FORMAT.D24S8, 0, 0)
    ds.name = 'MyDS'
    vp = trinity.TriViewport()
    vp.width = size
    vp.height = size
    renderJob = CreateJessicaSpaceRenderJob()
    renderJob.updateJob = None
    renderJob.CreateBasicRenderSteps()
    renderJob.OverrideSettings('hdrEnabled', True)
    settings = renderJob.GetSettings()
    settings['postProcessingQuality'] = postProcessingQuality
    settings['aaQuality'] = antiAliasingQuality
    renderJob.SetSettings(settings)
    renderJob.SetClearColor(clearColor)
    renderJob.OverrideSettings('bbFormat', format)
    renderJob.SetActiveCamera(view=view, projection=projection)
    renderJob.SetViewport(vp)
    renderJob.OverrideBuffers(rt, ds)
    renderJob.Enable(False)
    bgStep = trinity.TriStepRenderScene()
    bgStep.name = 'BACKGROUND_SPRITE'
    bgSprite1 = CreateSprite(1.0, size)
    bgSprite2 = CreateSprite(1.0, size)
    bgSpriteScene = trinity.Tr2Sprite2dScene()
    bgSpriteScene.children.append(bgSprite1)
    bgSpriteScene.children.append(bgSprite2)
    bgStep.scene = bgSpriteScene
    pos = _GetRenderStepPosition(renderJob, 'CLEAR')
    renderJob.steps.insert(pos + 1, bgStep)
    setattr(renderJob, 'iconTexture', bgSprite1.texturePrimary)
    setattr(renderJob, 'backgroundTexture', bgSprite2.texturePrimary)
    oStep = trinity.TriStepRenderScene()
    oStep.name = 'OVERLAY_SPRITES'
    oSprite1 = CreateSprite(1.0, size)
    oSprite1.blendMode = 2
    oSprite2 = CreateSprite(16.0 / size, size)
    oSpriteScene = trinity.Tr2Sprite2dScene()
    oSpriteScene.children.append(oSprite1)
    oSpriteScene.children.append(oSprite2)
    oStep.scene = oSpriteScene
    pos2 = _GetRenderStepPosition(renderJob, 'END_RENDERING')
    renderJob.steps.insert(pos2 + 1, oStep)
    setattr(renderJob, 'overlayTexture', oSprite1.texturePrimary)
    setattr(renderJob, 'techTexture', oSprite2.texturePrimary)
    setattr(renderJob, 'renderTarget', rt)
    return renderJob
Ejemplo n.º 5
0
 def _CreateBasicRenderSteps(self):
     self.AddStep('UPDATE_SCENE', trinity.TriStepUpdate(self.GetScene()))
     self.AddStep('RENDER_SCENE',
                  trinity.TriStepRenderScene(self.GetScene()))
Ejemplo n.º 6
0
 def _CreateBasicRenderSteps(self):
     self.AddStep('UPDATE_SCENE', trinity.TriStepUpdate(self.GetScene()))
     self.AddStep('CLEAR', trinity.TriStepClear((0.0, 0.0, 0.0, 0.0), 1.0))
     self.AddStep('RENDER_SCENE',
                  trinity.TriStepRenderScene(self.GetScene()))