def _compute_syncable_objects(self): """ Compute the relation between objects in the current scene and objects in the main logic scene. The logic is a bit complex, as in the case of group, we can have objects with the same name (but different ids). So, in this case, we follow the hierarchy on both scene to find correspondance (assuming no recursive group) known_ids is used to track objects alreay referenced and not include it twice (and possibly missing the fact that the same name can reference multiples different objects) I'm definitively not sure it is correct at all, it is a really really dark corner of Blender :). But it seems to do the job! """ scene_map = blenderapi.get_scene_map() logger.info("Scene %s from %s" % (self.scene_name, repr(scene_map.keys()))) self._scene = scene_map[self.scene_name] self._morse_scene = scene_map['S.MORSE_LOGIC'] self._scene_syncable_objects = [] known_ids = set() for obj in self._scene.objects: if obj.name != '__default__cam__' and id(obj) not in known_ids: members = obj.groupMembers if not members: self._scene_syncable_objects.append( (obj, self._morse_scene.objects[obj.name])) known_ids.add(id(obj)) else: main_members = self._morse_scene.objects[ obj.name].groupMembers for i in range(0, len(main_members)): self._scene_syncable_objects.append( (members[i], main_members[i])) known_ids.add(id(members[i])) childs = members[i].childrenRecursive main_childs = main_members[i].childrenRecursive for child in childs: self._scene_syncable_objects.append( (child, main_childs[child.name])) known_ids.add(id(child))
def _compute_syncable_objects(self): """ Compute the relation between objects in the current scene and objects in the main logic scene. The logic is a bit complex, as in the case of group, we can have objects with the same name (but different ids). So, in this case, we follow the hierarchy on both scene to find correspondance (assuming no recursive group) known_ids is used to track objects alreay referenced and not include it twice (and possibly missing the fact that the same name can reference multiples different objects) I'm definitively not sure it is correct at all, it is a really really dark corner of Blender :). But it seems to do the job! """ scene_map = blenderapi.get_scene_map() logger.info("Scene %s from %s"% (self.scene_name, repr(scene_map.keys()) ) ) self._scene = scene_map[self.scene_name] self._morse_scene = scene_map['S.MORSE_LOGIC'] self._scene_syncable_objects = [] known_ids = set() for obj in self._scene.objects: if obj.name != '__default__cam__' and id(obj) not in known_ids: members = obj.groupMembers if not members: self._scene_syncable_objects.append( (obj, self._morse_scene.objects[obj.name])) known_ids.add(id(obj)) else: main_members = self._morse_scene.objects[obj.name].groupMembers for i in range(0, len(main_members)): self._scene_syncable_objects.append( (members[i], main_members[i])) known_ids.add(id(members[i])) childs = members[i].childrenRecursive main_childs = main_members[i].childrenRecursive for child in childs: self._scene_syncable_objects.append( (child, main_childs[child.name])) known_ids.add(id(child))
def _setup_video_texture(self): """ Prepare this camera to use the bge.texture module. Extract the references to the Blender camera and material where the images will be rendered. """ for child in self.bge_object.children: # The camera object that will produce the image in Blender if 'CameraRobot' in child.name: camera = child # The object that contains the material where the image is rendered if 'CameraMesh' in child.name: screen = child # Considering it consists of a single mesh mesh = child.meshes[0] # Get the material name for material in mesh.materials: material_index = material.getMaterialIndex() mesh_material_name = mesh.getMaterialName(material_index) if 'MAScreenMat' in mesh_material_name: material_name = mesh_material_name try: logger.debug("\tCAMERA: %s" % camera.name) logger.debug("\tSCREEN: %s" % screen.name) logger.debug("\tMATERIAL: %s" % material_name) except UnboundLocalError: logger.error("The video camera could not be properly initialized." "The children object could not be found." "Best solution is to re-link the camera.") return False # Get the reference to the scene scene_map = blenderapi.get_scene_map() logger.info("Scene %s from %s" % (self.scene_name, repr(scene_map.keys()))) self._scene = scene_map[self.scene_name] self._morse_scene = scene_map['S.MORSE_LOGIC'] # Link the objects using bge.texture if not blenderapi.hascameras(): blenderapi.initcameras() mat_id = blenderapi.texture().materialID(screen, material_name) vt_camera = blenderapi.texture().Texture(screen, mat_id) vt_camera.source = blenderapi.texture().ImageRender( self._scene, camera) # Set the focal length of the camera using the Game Logic Property camera.lens = self.image_focal logger.info("\tFocal length of the camera is: %s" % camera.lens) # Set the clipping distances of the camera using the Game Logic Property camera.near = self.near_clipping logger.info("\tNear clipping distance of the camera is: %s" % camera.near) camera.far = self.far_clipping logger.info("\tFar clipping distance of the camera is: %s" % camera.far) # Set the background to be used for the render vt_camera.source.background = self.bg_color # Define an image size. It must be powers of two. Default 512 * 512 vt_camera.source.capsize = [self.image_width, self.image_height] logger.info("Camera '%s': Exporting an image of capsize: %s pixels" % (self.name(), vt_camera.source.capsize)) # Reverse the image (boolean game-property) vt_camera.source.flip = self.vertical_flip try: # Use the Z-Buffer as an image texture for the camera if 'retrieve_zbuffer' in self.bge_object: vt_camera.source.zbuff = self.bge_object['retrieve_zbuffer'] except AttributeError as detail: logger.warn("%s\nPlease use Blender > 2.65 for Z-Buffer support" % detail) try: # Use the Z-Buffer as input with an array of depths if 'retrieve_depth' in self.bge_object: vt_camera.source.depth = self.bge_object['retrieve_depth'] except AttributeError as detail: logger.warn("%s\nPlease use Blender > 2.65 for Z-Buffer support" % detail) blenderapi.cameras()[self.name()] = vt_camera
def _setup_video_texture(self): """ Prepare this camera to use the bge.texture module. Extract the references to the Blender camera and material where the images will be rendered. """ for child in self.bge_object.children: # The camera object that will produce the image in Blender if 'CameraRobot' in child.name: camera = child # The object that contains the material where the image is rendered if 'CameraMesh' in child.name: screen = child # Considering it consists of a single mesh mesh = child.meshes[0] # Get the material name for material in mesh.materials: material_index = material.getMaterialIndex() mesh_material_name = mesh.getMaterialName(material_index) if 'MAScreenMat' in mesh_material_name: material_name = mesh_material_name try: logger.debug("\tCAMERA: %s" % camera.name) logger.debug("\tSCREEN: %s" % screen.name) logger.debug("\tMATERIAL: %s" % material_name) except UnboundLocalError: logger.error("The video camera could not be properly initialized." "The children object could not be found." "Best solution is to re-link the camera.") return False # Get the reference to the scene scene_map = blenderapi.get_scene_map() logger.info("Scene %s from %s"% (self.scene_name, repr(scene_map.keys()) ) ) self._scene = scene_map[self.scene_name] self._morse_scene = scene_map['S.MORSE_LOGIC'] """ Compute the relation between objects in the current scene and objects in the main logic scene. The logic is a bit complex, as in the case of group, we can have objects with the same name (but different ids). So, in this case, we follow the hierarchy on both scene to find correspondance (assuming no recursive group) known_ids is used to track objects alreay referenced and not include it twice (and possibly missing the fact that the same name can reference multiples different objects) I'm definitively not sure it is correct at all, it is a really really dark corner of Blender :). But it seems to do the job! """ self._scene_syncable_objects = [] known_ids = set() for obj in self._scene.objects: if obj.name != '__default__cam__' and id(obj) not in known_ids: if blenderapi.version() < (2, 63, 0): members = None elif blenderapi.version() < (2, 64, 0): members = obj.group elif blenderapi.version() < (2, 65, 0): members = obj.group_parent else: members = obj.groupMembers if not members: self._scene_syncable_objects.append( (obj, self._morse_scene.objects[obj.name])) known_ids.add(id(obj)) else: if blenderapi.version() < (2, 64, 0): main_members = self._morse_scene.objects[obj.name].group elif blenderapi.version() < (2, 65, 0): main_members = self._morse_scene.objects[obj.name].group_parent else: main_members = self._morse_scene.objects[obj.name].groupMembers for i in range(0, len(main_members)): self._scene_syncable_objects.append( (members[i], main_members[i])) known_ids.add(id(members[i])) childs = members[i].childrenRecursive main_childs = main_members[i].childrenRecursive for child in childs: self._scene_syncable_objects.append( (child, main_childs[child.name])) known_ids.add(id(child)) # Link the objects using bge.texture if not blenderapi.hascameras(): blenderapi.initcameras() mat_id = blenderapi.texture().materialID(screen, material_name) vt_camera = blenderapi.texture().Texture(screen, mat_id) vt_camera.source = blenderapi.texture().ImageRender(self._scene, camera) # Set the focal length of the camera using the Game Logic Property camera.lens = self.image_focal logger.info("\tFocal length of the camera is: %s" % camera.lens) # Set the clipping distances of the camera using the Game Logic Property camera.near = self.near_clipping logger.info("\tNear clipping distance of the camera is: %s" % camera.near) camera.far = self.far_clipping logger.info("\tFar clipping distance of the camera is: %s" % camera.far) # Set the background to be used for the render vt_camera.source.background = self.bg_color # Define an image size. It must be powers of two. Default 512 * 512 vt_camera.source.capsize = [self.image_width, self.image_height] logger.info("Camera '%s': Exporting an image of capsize: %s pixels" % (self.name(), vt_camera.source.capsize)) # Reverse the image (boolean game-property) vt_camera.source.flip = self.vertical_flip try: # Use the Z-Buffer as an image texture for the camera if self.retrieve_zbuffer: vt_camera.source.zbuff = True # Use the Z-Buffer as input with an array of depths if self.retrieve_depth: vt_camera.source.depth = True except AttributeError as detail: logger.warn("%s\nPlease use Blender > 2.65 for Z-Buffer support" % detail) blenderapi.cameras()[self.name()] = vt_camera
def _setup_video_texture(self): """ Prepare this camera to use the bge.texture module. Extract the references to the Blender camera and material where the images will be rendered. """ for child in self.bge_object.children: # The camera object that will produce the image in Blender if 'CameraRobot' in child.name: camera = child # The object that contains the material where the image is rendered if 'CameraMesh' in child.name: screen = child # Considering it consists of a single mesh mesh = child.meshes[0] # Get the material name for material in mesh.materials: material_index = material.getMaterialIndex() mesh_material_name = mesh.getMaterialName(material_index) if 'MAScreenMat' in mesh_material_name: material_name = mesh_material_name try: logger.debug("\tCAMERA: %s" % camera.name) logger.debug("\tSCREEN: %s" % screen.name) logger.debug("\tMATERIAL: %s" % material_name) except UnboundLocalError: logger.error("The video camera could not be properly initialized." "The children object could not be found." "Best solution is to re-link the camera.") return False # Get the reference to the scene scene_map = blenderapi.get_scene_map() logger.info("Scene %s from %s"% (self.scene_name, repr(scene_map.keys()) ) ) self._scene = scene_map[self.scene_name] self._morse_scene = scene_map['S.MORSE_LOGIC'] # Link the objects using bge.texture if not blenderapi.hascameras(): blenderapi.initcameras() mat_id = blenderapi.texture().materialID(screen, material_name) vt_camera = blenderapi.texture().Texture(screen, mat_id) vt_camera.source = blenderapi.texture().ImageRender(self._scene, camera) # Set the focal length of the camera using the Game Logic Property camera.lens = self.image_focal logger.info("\tFocal length of the camera is: %s" % camera.lens) # Set the clipping distances of the camera using the Game Logic Property camera.near = self.near_clipping logger.info("\tNear clipping distance of the camera is: %s" % camera.near) camera.far = self.far_clipping logger.info("\tFar clipping distance of the camera is: %s" % camera.far) # Set the background to be used for the render vt_camera.source.background = self.bg_color # Define an image size. It must be powers of two. Default 512 * 512 vt_camera.source.capsize = [self.image_width, self.image_height] logger.info("Camera '%s': Exporting an image of capsize: %s pixels" % (self.name(), vt_camera.source.capsize)) # Reverse the image (boolean game-property) vt_camera.source.flip = self.vertical_flip try: # Use the Z-Buffer as an image texture for the camera if 'retrieve_zbuffer' in self.bge_object: vt_camera.source.zbuff = self.bge_object['retrieve_zbuffer'] except AttributeError as detail: logger.warn("%s\nPlease use Blender > 2.65 for Z-Buffer support" % detail) try: # Use the Z-Buffer as input with an array of depths if 'retrieve_depth' in self.bge_object: vt_camera.source.depth = self.bge_object['retrieve_depth'] except AttributeError as detail: logger.warn("%s\nPlease use Blender > 2.65 for Z-Buffer support" % detail) blenderapi.cameras()[self.name()] = vt_camera
def _setup_video_texture(self): """ Prepare this camera to use the bge.texture module. Extract the references to the Blender camera and material where the images will be rendered. """ for child in self.bge_object.children: # The camera object that will produce the image in Blender if 'CameraRobot' in child.name: camera = child # The object that contains the material where the image is rendered if 'CameraMesh' in child.name: screen = child # Considering it consists of a single mesh mesh = child.meshes[0] # Get the material name for material in mesh.materials: material_index = material.getMaterialIndex() mesh_material_name = mesh.getMaterialName(material_index) if 'MAScreenMat' in mesh_material_name: material_name = mesh_material_name try: logger.debug("\tCAMERA: %s" % camera.name) logger.debug("\tSCREEN: %s" % screen.name) logger.debug("\tMATERIAL: %s" % material_name) except UnboundLocalError: logger.error("The video camera could not be properly initialized." "The children object could not be found." "Best solution is to re-link the camera.") return False # Get the reference to the scene scene_map = blenderapi.get_scene_map() logger.info("Scene %s from %s" % (self.scene_name, repr(scene_map.keys()))) self._scene = scene_map[self.scene_name] self._morse_scene = scene_map['S.MORSE_LOGIC'] """ Compute the relation between objects in the current scene and objects in the main logic scene. The logic is a bit complex, as in the case of group, we can have objects with the same name (but different ids). So, in this case, we follow the hierarchy on both scene to find correspondance (assuming no recursive group) known_ids is used to track objects alreay referenced and not include it twice (and possibly missing the fact that the same name can reference multiples different objects) I'm definitively not sure it is correct at all, it is a really really dark corner of Blender :). But it seems to do the job! """ self._scene_syncable_objects = [] known_ids = set() for obj in self._scene.objects: if obj.name != '__default__cam__' and id(obj) not in known_ids: if blenderapi.version() < (2, 63, 0): members = None elif blenderapi.version() < (2, 64, 0): members = obj.group elif blenderapi.version() < (2, 65, 0): members = obj.group_parent else: members = obj.groupMembers if not members: self._scene_syncable_objects.append( (obj, self._morse_scene.objects[obj.name])) known_ids.add(id(obj)) else: if blenderapi.version() < (2, 64, 0): main_members = self._morse_scene.objects[ obj.name].group elif blenderapi.version() < (2, 65, 0): main_members = self._morse_scene.objects[ obj.name].group_parent else: main_members = self._morse_scene.objects[ obj.name].groupMembers for i in range(0, len(main_members)): self._scene_syncable_objects.append( (members[i], main_members[i])) known_ids.add(id(members[i])) childs = members[i].childrenRecursive main_childs = main_members[i].childrenRecursive for child in childs: self._scene_syncable_objects.append( (child, main_childs[child.name])) known_ids.add(id(child)) # Link the objects using bge.texture if not blenderapi.hascameras(): blenderapi.initcameras() mat_id = blenderapi.texture().materialID(screen, material_name) vt_camera = blenderapi.texture().Texture(screen, mat_id) vt_camera.source = blenderapi.texture().ImageRender( self._scene, camera) # Set the focal length of the camera using the Game Logic Property camera.lens = self.image_focal logger.info("\tFocal length of the camera is: %s" % camera.lens) # Set the clipping distances of the camera using the Game Logic Property camera.near = self.near_clipping logger.info("\tNear clipping distance of the camera is: %s" % camera.near) camera.far = self.far_clipping logger.info("\tFar clipping distance of the camera is: %s" % camera.far) # Set the background to be used for the render vt_camera.source.background = self.bg_color # Define an image size. It must be powers of two. Default 512 * 512 vt_camera.source.capsize = [self.image_width, self.image_height] logger.info("Camera '%s': Exporting an image of capsize: %s pixels" % (self.name(), vt_camera.source.capsize)) # Reverse the image (boolean game-property) vt_camera.source.flip = self.vertical_flip try: # Use the Z-Buffer as an image texture for the camera if self.retrieve_zbuffer: vt_camera.source.zbuff = True # Use the Z-Buffer as input with an array of depths if self.retrieve_depth: vt_camera.source.depth = True except AttributeError as detail: logger.warn("%s\nPlease use Blender > 2.65 for Z-Buffer support" % detail) blenderapi.cameras()[self.name()] = vt_camera