def __init__(self, world, autopilot): self.world = world self.autopilot = autopilot blueprint_library = self.world.get_blueprint_library() self.vehicle = None i = 0 while True: try: self.vehicle = world.spawn_actor( # blueprint_library.find('vehicle.tesla.model3'), blueprint_library.find('vehicle.ford.mustang'), self.world.get_map().get_spawn_points()[i]) break except RuntimeError: i += 1 self.vehicle.set_simulate_physics(True) left_transform = carla.Transform( carla.Location(x=2.25, y=-0.15, z=0.9), carla.Rotation(pitch=-0)) right_transform = carla.Transform( carla.Location(x=2.25, y=+0.15, z=0.9), carla.Rotation(pitch=-0)) size = (1024, 720) fov = 45 self.sensors = { 'left': create_camera(self.vehicle, size, fov, left_transform), 'right': create_camera(self.vehicle, size, fov, right_transform), 'semantic': create_camera(self.vehicle, size, fov, left_transform, 'sensor.camera.semantic_segmentation'), 'depth': create_camera(self.vehicle, size, fov, left_transform, 'sensor.camera.depth'), } self.frame = None self.delta_seconds = 1.0 self._queues = [] self._settings = None bp = self.world.get_blueprint_library().find('sensor.other.collision') self.collision_sensor = world.spawn_actor(bp, carla.Transform(), attach_to=self.vehicle) self.collision_intensity = 0 def collision_handler(event): impulse = event.normal_impulse self.collision_intensity = (impulse.x**2 + impulse.y**2 + impulse.z**2)**0.5 self.collision_sensor.listen(collision_handler)
# Parameters hdri_path = "./assets/HDRIs/green_point_park_2k.hdr" # Scene Building scene = bpy.data.scenes["Scene"] world = scene.world ## Reset utils.clean_objects() ## Object focus_target_object = set_scene_objects() ## Camera camera_object = utils.create_camera(location=(0.0, -10.0, 0.0)) utils.add_track_to_constraint(camera_object, focus_target_object) utils.set_camera_params(camera_object.data, focus_target_object, lens=72, fstop=0.5) ## Lights utils.build_environment_texture_background(world, hdri_path) # Render Setting utils.set_cycles_renderer(scene, resolution_percentage, output_file_path, camera_object,
# Scene Building scene = bpy.data.scenes["Scene"] world = scene.world ## Reset utils.clean_objects() ## Animation utils.set_animation(scene, fps=24, frame_start=1, frame_end=48) ## Object focus_target_object = set_scene_objects() ## Camera camera_object = utils.create_camera(location=(0.0, -12.5, 2.2)) utils.add_track_to_constraint(camera_object, focus_target_object) utils.set_camera_params(camera_object.data, focus_target_object) ## Background utils.build_rgb_background(world, rgb=(0.0, 0.0, 0.0, 1.0)) ## Composition utils.build_scene_composition(scene, dispersion=0.0) print("test") # Render Setting utils.set_output_properties(scene, resolution_percentage, output_file_path) utils.set_cycles_renderer(scene, camera_object,
camera_position, target_position = (3, -10, 8), (0.3, -1.8, 0.5) # DE #camera_position, target_position = (3, -10, 8), (0.3, 0.0, 0.5) # AT #camera_position, target_position = (3, -10, 8), (-0.1, -0.4, 1.0) # CH #camera_position, target_position = (-2, -10, 8), (0.0, -2.6, 1.0) # GB #camera_type, ortho_scale = 'ORTHO', 15 camera_type, ortho_scale = 'PERSP', 18 render_idx = 0 # Remove all elements in scene bpy.ops.object.select_all() bpy.ops.object.delete(use_global=False) # Create scene target = utils.create_target(target_position) camera = utils.create_camera(camera_position, target=target, camera_type=camera_type, ortho_scale=ortho_scale, lens=28) #type='ORTHO', ortho_scale=12) sun = utils.create_lamp((-5, 5, 10), 'SUN', target=target) # Set background color bpy.context.scene.world.color = (0.7, 0.7, 0.7) # Ambient occlusion bpy.context.scene.world.light_settings.use_ambient_occlusion = True # TODO update below line #bpy.context.scene.world.light_settings.samples = 8 # Load points from existing geojson file or load them with Overpass API filepath = 'total_flexfare.json'.format(iso_a2, tag_key, tag_value) if os.path.exists(filepath): points, names = utils_osm.load_points(filepath)
bm.free() obj = bpy.data.objects.new("Voronoi", me) bpy.context.scene.collection.objects.link(obj) # Create and assign materials to object for color in colors: mat = utils.create_material(convert_hsv(color)) obj.data.materials.append(mat) if __name__ == '__main__': print(__file__) # Remove all elements utils.remove_all() # Create object voronoi_landscape() # Create camera and lamp target = utils.create_target((0, 0, 3)) utils.create_camera((-8, -12, 11), target, type='ORTHO', ortho_scale=5) utils.create_light((5, -5, 10), target=target, type='SUN') # Render scene utils.render('rendering', 'vornoi_landscape', 512, 512, render_engine='CYCLES')
diameter1=r2, diameter2=r2, depth=0.1*r2, matrix=T @ M0 @ M1 @ Rot) return bm if __name__ == '__main__': # Remove all elements bpy.ops.object.select_all(action="SELECT") bpy.ops.object.delete(use_global=False) # Creata phyllotaxis flower flower = PhyllotaxisFlower(bpy.context.scene) # Create camera and lamp target = utils.create_target((0, 0, -1.5)) camera = utils.create_camera((-21.0, -21.0, 12.5), target, 35) sun = utils.create_light((-5, 5, 10), 'SUN', target=target) # Select colors palette = [(3,101,100), (205,179,128)] # Convert color and apply gamma correction palette = [tuple(pow(float(c)/255, 2.2) for c in color) for color in palette] # Smooth surface and add subsurf modifier utils.set_smooth(flower.obj, 2) # Set background color of scene bpy.context.scene.world.use_nodes = False bpy.context.scene.world.color = palette[0]
# Creata fractal tetrahedron bm = bmesh.new() tetrahedron_base_points = tetrahedron_points(5) recursive_tetrahedron(bm, tetrahedron_base_points, level=4) # Create obj and mesh from bmesh object mesh = bpy.data.meshes.new("TetrahedronMesh") bm.to_mesh(mesh) bm.free() obj = bpy.data.objects.new("Tetrahedron", mesh) bpy.context.collection.objects.link(obj) # Create camera and lamp target = utils.create_target((0, 0, 1)) utils.create_camera((-8, 10, 5), target, type='ORTHO', ortho_scale=10) utils.create_light((10, -10, 10), target=target, type='SUN', energy=100) # Select colors palette = [(181, 221, 201, 255), (218, 122, 61, 255)] palette = [utils.colorRGB_256(color) for color in palette] # Adjust color to Blender # Set background color of scene bpy.context.scene.world.node_tree.nodes["Background"] \ .inputs[0].default_value = palette[0] # Set material for object mat = utils.create_material(palette[1]) obj.data.materials.append(mat) # Render scene