コード例 #1
0
ファイル: blender_object.cpp プロジェクト: nttputus/blensor
void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override)
{
	if(scene->need_motion() == Scene::MOTION_NONE)
		return;

	/* get camera object here to deal with camera switch */
	BL::Object b_cam = b_scene.camera();
	if(b_override)
		b_cam = b_override;

	/* go back and forth one frame */
	int frame = b_scene.frame_current();

	for(int motion = -1; motion <= 1; motion += 2) {
		scene_frame_set(b_scene, frame + motion);

		/* camera object */
		if(b_cam)
			sync_camera_motion(b_cam, motion);

		/* mesh objects */
		sync_objects(b_v3d, motion);
	}

	scene_frame_set(b_scene, frame);
}
コード例 #2
0
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Syncronise all scene data
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void BlenderSync::sync_data(BL::SpaceView3D b_v3d, BL::Object b_override, BL::RenderLayer *layer, int motion) {
    sync_render_layers(b_v3d, layer ? layer->name().c_str() : 0);
    sync_passes(layer);
    sync_kernel();
    sync_shaders(); //Environment here so far...
    sync_objects(b_v3d, motion);
} //sync_data()
コード例 #3
0
void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override)
{
    if(scene->need_motion() == Scene::MOTION_NONE)
        return;

    /* get camera object here to deal with camera switch */
    BL::Object b_cam = b_scene.camera();
    if(b_override)
        b_cam = b_override;

    Camera prevcam = *(scene->camera);

    /* go back and forth one frame */
    int frame = b_scene.frame_current();

    for(int motion = -1; motion <= 1; motion += 2) {
        b_scene.frame_set(frame + motion, 0.0f);

        /* camera object */
        if(b_cam)
            sync_camera_motion(b_cam, motion);

        /* mesh objects */
        sync_objects(b_v3d, motion);
    }

    b_scene.frame_set(frame, 0.0f);

    /* tag camera for motion update */
    if(scene->camera->motion_modified(prevcam))
        scene->camera->tag_update();
}
コード例 #4
0
void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override, void **python_thread_state)
{
	if(scene->need_motion() == Scene::MOTION_NONE)
		return;

	/* get camera object here to deal with camera switch */
	BL::Object b_cam = b_scene.camera();
	if(b_override)
		b_cam = b_override;

	Camera prevcam = *(scene->camera);
	
	/* go back and forth one frame */
	int frame = b_scene.frame_current();

	for(int motion = -1; motion <= 1; motion += 2) {
		/* we need to set the python thread state again because this
		 * function assumes it is being executed from python and will
		 * try to save the thread state */
		python_thread_state_restore(python_thread_state);
		b_scene.frame_set(frame + motion, 0.0f);
		python_thread_state_save(python_thread_state);

		/* camera object */
		if(b_cam)
			sync_camera_motion(b_cam, motion);

		/* mesh objects */
		sync_objects(b_v3d, motion);
	}

	/* we need to set the python thread state again because this
	 * function assumes it is being executed from python and will
	 * try to save the thread state */
	python_thread_state_restore(python_thread_state);
	b_scene.frame_set(frame, 0.0f);
	python_thread_state_save(python_thread_state);

	/* tag camera for motion update */
	if(scene->camera->motion_modified(prevcam))
		scene->camera->tag_update();
}
コード例 #5
0
ファイル: blender_object.cpp プロジェクト: sobotka/blender
void BlenderSync::sync_motion(BL::RenderSettings &b_render,
                              BL::Depsgraph &b_depsgraph,
                              BL::Object &b_override,
                              int width,
                              int height,
                              void **python_thread_state)
{
  if (scene->need_motion() == Scene::MOTION_NONE)
    return;

  /* get camera object here to deal with camera switch */
  BL::Object b_cam = b_scene.camera();
  if (b_override)
    b_cam = b_override;

  Camera prevcam = *(scene->camera);

  int frame_center = b_scene.frame_current();
  float subframe_center = b_scene.frame_subframe();
  float frame_center_delta = 0.0f;

  if (scene->need_motion() != Scene::MOTION_PASS &&
      scene->camera->motion_position != Camera::MOTION_POSITION_CENTER) {
    float shuttertime = scene->camera->shuttertime;
    if (scene->camera->motion_position == Camera::MOTION_POSITION_END) {
      frame_center_delta = -shuttertime * 0.5f;
    }
    else {
      assert(scene->camera->motion_position == Camera::MOTION_POSITION_START);
      frame_center_delta = shuttertime * 0.5f;
    }

    float time = frame_center + subframe_center + frame_center_delta;
    int frame = (int)floorf(time);
    float subframe = time - frame;
    python_thread_state_restore(python_thread_state);
    b_engine.frame_set(frame, subframe);
    python_thread_state_save(python_thread_state);
    sync_camera_motion(b_render, b_cam, width, height, 0.0f);
    sync_objects(b_depsgraph, 0.0f);
  }

  /* always sample these times for camera motion */
  motion_times.insert(-1.0f);
  motion_times.insert(1.0f);

  /* note iteration over motion_times set happens in sorted order */
  foreach (float relative_time, motion_times) {
    /* center time is already handled. */
    if (relative_time == 0.0f) {
      continue;
    }

    VLOG(1) << "Synchronizing motion for the relative time " << relative_time << ".";

    /* fixed shutter time to get previous and next frame for motion pass */
    float shuttertime = scene->motion_shutter_time();

    /* compute frame and subframe time */
    float time = frame_center + subframe_center + frame_center_delta +
                 relative_time * shuttertime * 0.5f;
    int frame = (int)floorf(time);
    float subframe = time - frame;

    /* change frame */
    python_thread_state_restore(python_thread_state);
    b_engine.frame_set(frame, subframe);
    python_thread_state_save(python_thread_state);

    /* sync camera, only supports two times at the moment */
    if (relative_time == -1.0f || relative_time == 1.0f) {
      sync_camera_motion(b_render, b_cam, width, height, relative_time);
    }

    /* sync object */
    sync_objects(b_depsgraph, relative_time);
  }

  /* we need to set the python thread state again because this
   * function assumes it is being executed from python and will
   * try to save the thread state */
  python_thread_state_restore(python_thread_state);
  b_engine.frame_set(frame_center, subframe_center);
  python_thread_state_save(python_thread_state);

  /* tag camera for motion update */
  if (scene->camera->motion_modified(prevcam))
    scene->camera->tag_update();
}