From: Antonio Ospite Date: Tue, 10 Apr 2007 19:15:44 +0000 (+0200) Subject: Process only object that are on visible layers X-Git-Tag: vrm-0.3~7 X-Git-Url: https://git.ao2.it/vrm.git/commitdiff_plain/370e7d2e378c3348f51e3ef4afb8c4b2e658605b?ds=inline Process only object that are on visible layers * Filter objects on hidden layers * Factor the light setup initialization out from renderer init Signed-off-by: Antonio Ospite --- diff --git a/vrm.py b/vrm.py index 84e4588..6a69a66 100755 --- a/vrm.py +++ b/vrm.py @@ -85,6 +85,7 @@ __bpydoc__ = """\ # * Scene clipping done using bounding box instead of object center # * Fix camera type selection for blender>2.43 (Thanks to Thomas Lachmann) # * Compatibility with python 2.3 +# * Process only object that are on visible layers. # # --------------------------------------------------------------------- @@ -1885,18 +1886,7 @@ class Renderer: # Render from the currently active camera #self.cameraObj = self._SCENE.getCurrentCamera() - # Get the list of lighting sources - obj_lst = self._SCENE.getChildren() - self.lights = [ o for o in obj_lst if o.getType() == 'Lamp'] - - # When there are no lights we use a default lighting source - # that have the same position of the camera - if len(self.lights) == 0: - l = Lamp.New('Lamp') - lobj = Object.New('Lamp') - lobj.loc = self.cameraObj.loc - lobj.link(l) - self.lights.append(lobj) + self.lights = [] ## @@ -1985,6 +1975,10 @@ class Renderer: # global processing of the scene + self._filterHiddenObjects(workScene) + + self._buildLightSetup(workScene) + self._doSceneClipping(workScene) self._doConvertGeometricObjsToMesh(workScene) @@ -1997,6 +1991,7 @@ class Renderer: # Per object activities Objects = workScene.getChildren() + print "Total Objects: %d" % len(Objects) for i,obj in enumerate(Objects): print "\n\n-------" @@ -2109,6 +2104,38 @@ class Renderer: # Scene methods + def _filterHiddenObjects(self, scene): + """Discard object that are on hidden layers in the scene. + """ + + Objects = scene.getChildren() + + visible_obj_list = [ obj for obj in Objects if + set(obj.layers).intersection(set(scene.getLayers())) ] + + for o in Objects: + if o not in visible_obj_list: + scene.unlink(o) + + scene.update() + + + + def _buildLightSetup(self, scene): + # Get the list of lighting sources + obj_lst = scene.getChildren() + self.lights = [ o for o in obj_lst if o.getType() == 'Lamp' ] + + # When there are no lights we use a default lighting source + # that have the same position of the camera + if len(self.lights) == 0: + l = Lamp.New('Lamp') + lobj = Object.New('Lamp') + lobj.loc = self.cameraObj.loc + lobj.link(l) + self.lights.append(lobj) + + def _doSceneClipping(self, scene): """Clip whole objects against the View Frustum. @@ -2126,6 +2153,7 @@ class Renderer: fovy = fovy * 360.0/pi Objects = scene.getChildren() + for o in Objects: if o.getType() != 'Mesh': continue; @@ -2170,6 +2198,7 @@ class Renderer: #geometricObjTypes = ['Mesh', 'Surf', 'Curve'] Objects = scene.getChildren() + objList = [ o for o in Objects if o.getType() in geometricObjTypes ] for obj in objList: old_obj = obj @@ -2216,6 +2245,7 @@ class Renderer: Objects = scene.getChildren() + #Objects.sort(by_obj_center_pos) Objects.sort(by_nearest_bbox_point)