本文整理匯總了Python中bpy_extras.object_utils.world_to_camera_view方法的典型用法代碼示例。如果您正苦於以下問題:Python object_utils.world_to_camera_view方法的具體用法?Python object_utils.world_to_camera_view怎麽用?Python object_utils.world_to_camera_view使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類bpy_extras.object_utils
的用法示例。
在下文中一共展示了object_utils.world_to_camera_view方法的5個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。
示例1: get_bone_locs
# 需要導入模塊: from bpy_extras import object_utils [as 別名]
# 或者: from bpy_extras.object_utils import world_to_camera_view [as 別名]
def get_bone_locs(self, scene, bpy_camera_obj):
'''
Calculate the bone location, given the camera parameters
'''
n_bones = 24
render_scale = scene.render.resolution_percentage / 100
render_size = (int(scene.render.resolution_x * render_scale),
int(scene.render.resolution_y * render_scale))
bone_locations_2d = np.empty((n_bones, 2))
bone_locations_3d = np.empty((n_bones, 3), dtype='float32')
# obtain the coordinates of each bone head in image space
for bone_idx in range(n_bones):
bone = self.armature.pose.bones[self.gender_name+'_'+part_match['bone_%02d' % bone_idx]]
co_3d = self.armature.matrix_world * bone.head
co_2d = world2cam(scene, bpy_camera_obj, co_3d)
bone_locations_3d[bone_idx] = (co_3d.x,
co_3d.y,
co_3d.z)
bone_locations_2d[bone_idx] = (round(co_2d.x * render_size[0]),
round(co_2d.y * render_size[1]))
return(bone_locations_2d, bone_locations_3d)
示例2: get_render_location
# 需要導入模塊: from bpy_extras import object_utils [as 別名]
# 或者: from bpy_extras.object_utils import world_to_camera_view [as 別名]
def get_render_location(mypoint):
v1 = mathutils.Vector(mypoint)
scene = bpy.context.scene
co_2d = object_utils.world_to_camera_view(scene, scene.camera, v1)
# Get pixel coords
render_scale = scene.render.resolution_percentage / 100
render_size = (int(scene.render.resolution_x * render_scale),
int(scene.render.resolution_y * render_scale))
return [round(co_2d.x * render_size[0]), round(co_2d.y * render_size[1])]
示例3: get_render_location
# 需要導入模塊: from bpy_extras import object_utils [as 別名]
# 或者: from bpy_extras.object_utils import world_to_camera_view [as 別名]
def get_render_location(self, context, coord):
scene = context.scene
co_2d = object_utils.world_to_camera_view(scene, scene.camera, coord)
# Get pixel coords
render_scale = scene.render.resolution_percentage / 100
render_size = (int(scene.render.resolution_x * render_scale),
int(scene.render.resolution_y * render_scale))
return Vector(round(co_2d.x * render_size[0]), round(co_2d.y * render_size[1]))
示例4: DefRenderOnlyInCamera
# 需要導入模塊: from bpy_extras import object_utils [as 別名]
# 或者: from bpy_extras.object_utils import world_to_camera_view [as 別名]
def DefRenderOnlyInCamera():
# crea grupos
if "INCAMERA" not in bpy.data.groups:
bpy.data.groups.new("INCAMERA")
if "NOTINCAMERA" not in bpy.data.groups:
bpy.data.groups.new("NOTINCAMERA")
# limpio grupos
for ob in bpy.data.objects:
if ob.name in bpy.data.groups["INCAMERA"].objects:
bpy.data.groups["INCAMERA"].objects.unlink(ob)
if ob.name in bpy.data.groups["NOTINCAMERA"].objects:
bpy.data.groups["NOTINCAMERA"].objects.unlink(ob)
# ordeno grupos
for ob in bpy.data.objects:
obs = False
if ob.type == "MESH":
tm = ob.to_mesh(bpy.context.scene, True, "RENDER")
for vert in tm.vertices:
cam = world_to_camera_view(
bpy.context.scene,
bpy.context.scene.camera,
vert.co + ob.location)
if cam[0] >= -0 and cam[0] <= 1 and cam[1] >= 0 and cam[1] <= 1:
obs = True
del(tm)
else:
obs = True
if obs:
bpy.data.groups["INCAMERA"].objects.link(ob)
else:
bpy.data.groups["NOTINCAMERA"].objects.link(ob)
示例5: autoCrop
# 需要導入模塊: from bpy_extras import object_utils [as 別名]
# 或者: from bpy_extras.object_utils import world_to_camera_view [as 別名]
def autoCrop(dummy):
margin = bpy.context.scene.automatic_render_border_margin
sc = bpy.context.scene
sc.render.use_border = True
x, y = [], []
objetos = [bpy.context.visible_objects[:] if len(
bpy.context.selected_objects) == 0 else
bpy.context.selected_objects[:]]
for ob in objetos[0]:
if ob.type in ["MESH", "FONT", "CURVE", "META"] and ob.is_visible(sc):
nmesh = ob.to_mesh(sc, True, "RENDER")
for vert in nmesh.vertices:
gl = ob.matrix_world * vert.co
cc = world_to_camera_view(sc, sc.camera, gl)
x.append(cc[0])
y.append(cc[1])
bpy.data.meshes.remove(nmesh)
if ob.dupli_type == "GROUP" and ob.type == "EMPTY":
for iob in ob.dupli_group.objects:
if iob.type == "MESH" and ob.is_visible(sc):
nmesh = iob.to_mesh(sc, True, "RENDER")
for vert in nmesh.vertices:
gl = ob.matrix_world * iob.matrix_world * vert.co
cc = world_to_camera_view(sc, sc.camera, gl)
x.append(cc[0])
y.append(cc[1])
bpy.data.meshes.remove(nmesh)
x.sort()
y.sort()
sc.render.border_min_x = x[0] - margin
sc.render.border_max_x = x[-1] + margin
sc.render.border_min_y = y[0] - margin
sc.render.border_max_y = y[-1]+margin
del x
del y