Example #1
0
 def CreateBracketCurveSet(self):
     self.bracketCurveSet = trinity.TriCurveSet()
     self.bracketCurveSet.Play()
     step = trinity.TriStepUpdate()
     step.object = self.bracketCurveSet
     step.name = 'Update brackets'
     self.renderJob.steps.append(step)
Example #2
0
 def CreateBracketCurveSet(self):
     self.bracketCurveSet = trinity.TriCurveSet()
     self.bracketCurveSet.Play()
     step = trinity.TriStepUpdate()
     step.object = self.bracketCurveSet
     step.name = 'Update brackets'
     self.renderJob.AddStep('UPDATE_BRACKETS', step)
    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
Example #4
0
 def SetUI(self, ui):
     if ui is None:
         self.RemoveStep('UPDATE_UI')
         self.RemoveStep('RENDER_UI')
     else:
         self.AddStep('UPDATE_UI', trinity.TriStepUpdate(ui))
         self.AddStep('RENDER_UI', trinity.TriStepRenderUI(ui))
Example #5
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))
 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')
Example #7
0
 def CreateBracketCurveSet(self):
     """ Create a curveset to update any uiprimitives.Bracket present """
     self.bracketCurveSet = trinity.TriCurveSet()
     self.bracketCurveSet.Play()
     step = trinity.TriStepUpdate()
     step.object = self.bracketCurveSet
     step.name = 'Update brackets'
     self.renderJob.AddStep('UPDATE_BRACKETS', step)
Example #8
0
 def CreateBracketCurveSet(self):
     """ Create a curveset to update any Bracket present """
     self.bracketCurveSet = trinity.TriCurveSet()
     self.bracketCurveSet.Play()
     step = trinity.TriStepUpdate()
     step.object = self.bracketCurveSet
     step.name = 'Update brackets'
     self.renderJob.steps.append(step)
Example #9
0
 def _CreateBasicRenderSteps(self):
     self.AddStep('UPDATE_SCENE', trinity.TriStepUpdate(self.GetScene()))
     self.AddStep('BEGIN_RENDER', trinity.TriStepRenderPass(self.GetScene(), trinity.TRIPASS_BEGIN_RENDER))
     self.AddStep('END_RENDERING', trinity.TriStepRenderPass(self.GetScene(), trinity.TRIPASS_END_RENDER))
     self.AddStep('RENDER_MAIN_PASS', trinity.TriStepRenderPass(self.GetScene(), trinity.TRIPASS_MAIN_RENDER))
     self._CreateDepthPass()
     self._CreateBackgroundStep()
     self.AddStep('CLEAR', trinity.TriStepClear((0.0, 0.0, 0.0, 0.0), 1.0))
     if self.clientToolsScene is not None:
         self.SetClientToolsScene(self.clientToolsScene.object)
Example #10
0
 def EnableSceneUpdate(self, isEnabled):
     if isEnabled:
         self.AddStep('UPDATE_SCENE',
                      trinity.TriStepUpdate(self.GetScene()))
     else:
         self.RemoveStep('UPDATE_SCENE')
Example #11
0
 def _CreateBasicRenderSteps(self):
     self.AddStep('UPDATE_SCENE', trinity.TriStepUpdate(self.GetScene()))
     self.AddStep('RENDER_SCENE',
                  trinity.TriStepRenderScene(self.GetScene()))
 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()))