glitch3d 0.1.2 → 0.1.4

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
checksums.yaml CHANGED
@@ -1,7 +1,7 @@
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data/.gitignore CHANGED
@@ -13,3 +13,4 @@
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  !/fixtures/textures/*
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  !/fixtures/skull.obj
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  .DS_Store
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+ *.png
data/README.md CHANGED
@@ -43,7 +43,7 @@ To install this gem onto your local machine, run `bundle exec rake install`. To
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  ## Contributing
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- Bug reports and pull requests are welcome on GitHub at https://github.com/[USERNAME]/glitch3d. This project is intended to be a safe, welcoming space for collaboration, and contributors are expected to adhere to the [Contributor Covenant](http://contributor-covenant.org) code of conduct.
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+ Bug reports and pull requests are welcome on GitHub at https://github.com/pskl/glitch3d. This project is intended to be a safe, welcoming space for collaboration, and contributors are expected to adhere to the [Contributor Covenant](http://contributor-covenant.org) code of conduct.
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  ## License
@@ -9,6 +9,7 @@ import mathutils
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  import random
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  import uuid
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  import sys
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+ import logging
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  REFLECTOR_SCALE = 5
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  REFLECTOR_STRENGTH = 12
@@ -17,6 +18,7 @@ PROPS_NUMBER = 100
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  SHADERS = ['ShaderNodeBsdfGlossy', 'ShaderNodeBsdfDiffuse', 'ShaderNodeBsdfVelvet', 'ShaderNodeEmission']
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  props = []
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  YELLOW = (1,0.7,0.1,1)
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+ WORDS = ['POWER', 'MONEY', 'SEX', 'BLOOD', 'DOLLARS', 'PSKL', 'SKYNET', 'LOVE']
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  def debug():
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  code.interact(local=dict(globals(), **locals()))
@@ -59,7 +61,7 @@ def rand_rotation_value():
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  return round(random.uniform(0, 1), 10)
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  def rand_location_value():
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- return round(random.uniform(-8, 8), 10)
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+ return round(random.uniform(-4, 4), 10)
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  def rand_color_vector():
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  return (rand_color_value(), rand_color_value(), rand_color_value(), 1)
@@ -72,7 +74,7 @@ def rand_scale_vector():
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  return(scale, scale, scale)
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  def unwrap_model(obj):
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- if obj == camera_object:
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+ if obj == camera_object or obj.name.startswith('Text'):
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  return False
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  context.scene.objects.active = obj
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  bpy.ops.object.mode_set(mode='EDIT')
@@ -80,17 +82,18 @@ def unwrap_model(obj):
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  bpy.ops.object.mode_set(mode='OBJECT')
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  def get_args():
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- parser = argparse.ArgumentParser()
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- # get all script args
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- _, all_arguments = parser.parse_known_args()
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- double_dash_index = all_arguments.index('--')
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- script_args = all_arguments[double_dash_index + 1: ]
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- # add parser rules
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- parser.add_argument('-f', '--file', help="obj file to render")
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- parser.add_argument('-n', '--shots-number', help="number of shots desired")
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- parser.add_argument('-m', '--mode', help="quality mode: low | high")
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- parsed_script_args, _ = parser.parse_known_args(script_args)
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- return parsed_script_args
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+ parser = argparse.ArgumentParser()
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+ # get all script args
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+ _, all_arguments = parser.parse_known_args()
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+ double_dash_index = all_arguments.index('--')
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+ script_args = all_arguments[double_dash_index + 1: ]
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+ # add parser rules
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+ parser.add_argument('-f', '--file', help="obj file to render")
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+ parser.add_argument('-n', '--shots-number', help="number of shots desired")
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+ parser.add_argument('-m', '--mode', help="quality mode: low | high")
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+ parser.add_argument('-p', '--path', help="root path of assets")
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+ parsed_script_args, _ = parser.parse_known_args(script_args)
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+ return parsed_script_args
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  def camera_rotation_string(camera):
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  return str(int(camera.rotation_euler.x)) + ' ' + str(int(camera.rotation_euler.y)) + ' ' + str(int(camera.rotation_euler.z))
@@ -113,8 +116,10 @@ def create_cycles_material():
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  return material
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  def random_texture():
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- texture_folder_path = os.path.dirname(__file__).replace('lib/glitch3d/bpy', 'fixtures/textures/')
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  texture_path = texture_folder_path + random.choice(os.listdir(texture_folder_path))
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+ logging.info('---------')
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+ logging.info(texture_folder_path)
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+ logging.info('---------')
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  return bpy.data.images.load(texture_path)
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  def assign_texture_to_material(material, texture):
@@ -157,3 +162,20 @@ def duplicate_object(obj):
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  new_object.data = obj.data.copy()
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  context.scene.objects.link(new_object)
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  return new_object
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+
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+ def random_text():
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+ return random.choice(WORDS)
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+
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+ def spawn_text():
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+ identifier = str(uuid.uuid1())
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+ new_curve = bpy.data.curves.new(type="FONT",name="Curve - " + identifier)
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+ new_curve.extrude = 0.15
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+ new_text = bpy.data.objects.new("Text - " + identifier, new_curve)
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+ new_text.data.body = random_text()
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+ bpy.context.scene.objects.link(new_text)
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+ return new_text
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+
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+ def shuffle(obj):
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+ obj.location = rand_location()
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+ obj.scale = rand_scale_vector()
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+ obj.rotation_euler = rand_rotation()
@@ -19,6 +19,7 @@ mode = args.mode
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  shots_number = int(args.shots_number)
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  context = bpy.context
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+ texture_folder_path = str(args.path) + '/../fixtures/textures/'
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  # Scene
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  new_scene = bpy.data.scenes.new("Automated Render Scene")
@@ -38,18 +39,14 @@ context.scene.render.image_settings.file_format='PNG'
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  if mode == 'high':
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  context.scene.render.image_settings.compression = 90
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- context.scene.cycles.samples = 100
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+ context.scene.cycles.samples = 400
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  context.scene.render.resolution_percentage = 100
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  # Add background to world
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- texture_path = os.path.expanduser('fixtures/textures/checkered_texture.jpg')
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  world = bpy.data.worlds[0]
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  world.use_nodes = True
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  world_node_tree = world.node_tree
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- output_node = world_node_tree.nodes['Background']
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- texture_node = world_node_tree.nodes.new('ShaderNodeTexImage')
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- world_node_tree.links.new(texture_node.outputs['Color'], output_node.inputs['Color'])
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- texture_node.image = bpy.data.images.load(texture_path)
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+ world_node_tree.nodes['Background'].inputs[0].default_value = rand_color_vector()
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  # Delete current objects
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  for index, obj in enumerate(bpy.data.objects):
@@ -128,26 +125,19 @@ for index in range(1, int(PROPS_NUMBER)):
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  new_object.location = rand_location()
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  texture_object(new_object)
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- for index in range(1, int(PROPS_NUMBER)):
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- new_object = duplicate_object(torus)
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- props.append(new_object)
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- new_object.location = rand_location()
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- texture_object(new_object)
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-
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- for index in range(1, int(PROPS_NUMBER)):
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- new_object = duplicate_object(cone)
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- props.append(new_object)
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- new_object.location = rand_location()
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- texture_object(new_object)
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-
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  # Import guns
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  for index in range(1, 5):
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  new_object = duplicate_object(m4a1)
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  props.append(new_object)
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+ shuffle(new_object)
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+ texture_object(new_object)
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+
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+ for index in range(1, len(WORDS)):
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+ new_object = spawn_text()
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+ props.append(new_object)
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+ new_object.scale = (0.75, 0.75, 0.75)
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  new_object.location = rand_location()
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- new_object.scale = rand_scale_vector()
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  new_object.rotation_euler = rand_rotation()
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- texture_object(new_object)
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  for model in bpy.data.objects:
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  unwrap_model(model)
@@ -1,3 +1,3 @@
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  module Glitch3d
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- VERSION = "0.1.2"
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+ VERSION = "0.1.4"
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  end
data/lib/glitch3d.rb CHANGED
@@ -136,7 +136,9 @@ module Glitch3d
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  '-n',
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  shots_number.to_s,
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  '-m',
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- @quality
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+ @quality,
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+ '-p',
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+ File.dirname(__FILE__).to_s
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  ]
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  unless system(*args)
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  fail 'Make sure Blender is correctly installed'
metadata CHANGED
@@ -1,14 +1,14 @@
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  --- !ruby/object:Gem::Specification
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  name: glitch3d
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  version: !ruby/object:Gem::Version
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- version: 0.1.2
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+ version: 0.1.4
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  platform: ruby
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  authors:
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  - pskl
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  autorequire:
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  bindir: bin
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  cert_chain: []
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- date: 2017-03-13 00:00:00.000000000 Z
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+ date: 2017-03-19 00:00:00.000000000 Z
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  dependencies:
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  - !ruby/object:Gem::Dependency
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  name: bundler
@@ -92,10 +92,6 @@ files:
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  - fixtures/male_head.obj
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  - fixtures/skull.obj
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  - fixtures/textures/checkered_texture.jpg
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- - fixtures/textures/clouds.jpg
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- - fixtures/textures/flowers.jpg
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- - fixtures/textures/flowers1.jpg
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- - fixtures/textures/granite.jpg
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  - glitch3d.gemspec
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  - lib/glitch3d.rb
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  - lib/glitch3d/bpy/helpers.py
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