コード例 #1
0
def load_room(file_path: str) -> Tuple[dict, List[Command]]:
    from mixer.broadcaster.common import bytes_to_int, int_to_message_type
    import json

    # todo factorize file reading with network reading
    room_medata = None
    commands = []
    with open(file_path, "rb") as f:
        data = f.read(4)
        string_length = bytes_to_int(data)
        attributes_string = f.read(string_length).decode()
        room_medata = json.loads(attributes_string)
        while True:
            prefix_size = 14
            msg = f.read(prefix_size)
            if not msg:
                break

            frame_size = bytes_to_int(msg[:8])
            command_id = bytes_to_int(msg[8:12])
            message_type = bytes_to_int(msg[12:])

            msg = f.read(frame_size)

            commands.append(
                Command(int_to_message_type(message_type), msg, command_id))

    assert room_medata is not None

    return room_medata, commands
コード例 #2
0
ファイル: material.py プロジェクト: UPBGE/blender-addons
def build_material(data):
    material_name_length = common.bytes_to_int(data[:4])
    start = 4
    end = start + material_name_length
    material_name = data[start:end].decode()
    start = end

    material = get_or_create_material(material_name)
    nodes = material.node_tree.nodes
    # Get a principled node
    principled = None
    if nodes:
        for n in nodes:
            if n.type == "BSDF_PRINCIPLED":
                principled = n
                break

    if not principled:
        logger.error("Cannot find Principled BSDF node")
        return

    index = start

    # Transmission ( 1 - opacity)
    transmission, index = common.decode_float(data, index)
    transmission = 1 - transmission
    principled.inputs["Transmission"].default_value = transmission
    file_name, index = common.decode_string(data, index)
    if len(file_name) > 0:
        invert = material.node_tree.nodes.new("ShaderNodeInvert")
        material.node_tree.links.new(principled.inputs["Transmission"], invert.outputs["Color"])
        tex_image = material.node_tree.nodes.new("ShaderNodeTexImage")
        try:
            tex_image.image = bpy.data.images.load(get_resolved_file_path(file_name))
            tex_image.image.colorspace_settings.name = "Non-Color"
        except Exception as e:
            logger.error("could not load file %s ...", get_resolved_file_path(file_name))
            logger.error("... %s", e)
        material.node_tree.links.new(invert.inputs["Color"], tex_image.outputs["Color"])

    # Base Color
    base_color, index = common.decode_color(data, index)
    material.diffuse_color = (base_color[0], base_color[1], base_color[2], 1)
    principled.inputs["Base Color"].default_value = material.diffuse_color
    index = build_texture(principled, material, "Base Color", True, data, index)

    # Metallic
    material.metallic, index = common.decode_float(data, index)
    principled.inputs["Metallic"].default_value = material.metallic
    index = build_texture(principled, material, "Metallic", False, data, index)

    # Roughness
    material.roughness, index = common.decode_float(data, index)
    principled.inputs["Roughness"].default_value = material.roughness
    index = build_texture(principled, material, "Roughness", False, data, index)

    # Normal
    file_name, index = common.decode_string(data, index)
    if len(file_name) > 0:
        normal_map = material.node_tree.nodes.new("ShaderNodeNormalMap")
        material.node_tree.links.new(principled.inputs["Normal"], normal_map.outputs["Normal"])
        tex_image = material.node_tree.nodes.new("ShaderNodeTexImage")
        try:
            tex_image.image = bpy.data.images.load(get_resolved_file_path(file_name))
            tex_image.image.colorspace_settings.name = "Non-Color"
        except Exception as e:
            logger.error("could not load file %s ...", get_resolved_file_path(file_name))
            logger.error("... %s", e)
        material.node_tree.links.new(normal_map.inputs["Color"], tex_image.outputs["Color"])

    # Emission
    emission, index = common.decode_color(data, index)
    principled.inputs["Emission"].default_value = emission
    index = build_texture(principled, material, "Emission", False, data, index)