我正在研究基于搅拌机制作的 3D 模型创建地图图块,
地图是 16 x 16 的搅拌机。
我有 4 个不同的缩放级别,每个图块都是 100 x 100 像素。整个地图在最大缩小级别是 4 x 4 瓦片,构成 400 x 400 的图像。
最放大的级别是 256 x 256 显然构建了 25600 x 25600 的图像
我需要的是一个可以从模型创建瓷砖的搅拌机脚本。
我以前从未用 python 编写过,所以我一直在尝试调整一些已经存在的脚本。
到目前为止,我已经想出了一个脚本,但效果不是很好。我很难让瓷砖无缝排列。我不太关心改变相机的高度,因为我总是可以在 6400 x 6400 图像上创建相同的缩小图块,并将生成的图像分割成正确的图块。
这是我到目前为止所得到的......
#!BPY
"""
Name: 'Export Map Tiles'
Blender: '242'
Group: 'Export'
Tip: 'Export to Map'
"""
import Blender
from Blender import Scene,sys
from Blender.Scene import Render
def init():
thumbsize = 200
CameraHeight = 4.4
YStart = -8
YMove = 4
XStart = -8
XMove = 4
ZoomLevel = 1
Path = "/Images/Map/"
Blender.drawmap = [thumbsize,CameraHeight,YStart,YMove,XStart,XMove,ZoomLevel,Path]
def show_prefs():
buttonthumbsize = Blender.Draw.Create(Blender.drawmap[0]);
buttonCameraHeight = Blender.Draw.Create(Blender.drawmap[1])
buttonYStart = Blender.Draw.Create(Blender.drawmap[2])
buttonYMove = Blender.Draw.Create(Blender.drawmap[3])
buttonXStart = Blender.Draw.Create(Blender.drawmap[4])
buttonXMove = Blender.Draw.Create(Blender.drawmap[5])
buttonZoomLevel = Blender.Draw.Create(Blender.drawmap[6])
buttonPath = Blender.Draw.Create(Blender.drawmap[7])
block = []
block.append(("Image Size", buttonthumbsize, 0, 500))
block.append(("Camera Height", buttonCameraHeight, -0, 10))
block.append(("Y Start", buttonYStart, -10, 10))
block.append(("Y Move", buttonYMove, 0, 5))
block.append(("X Start", buttonXStart,-10, 10))
block.append(("X Move", buttonXMove, 0, 5))
block.append(("Zoom Level", buttonZoomLevel, 1, 10))
block.append(("Export Path", buttonPath,0,200,"The Path to save the tiles"))
retval = Blender.Draw.PupBlock("Draw Map: Preferences" , block)
if retval:
Blender.drawmap[0] = buttonthumbsize.val
Blender.drawmap[1] = buttonCameraHeight.val
Blender.drawmap[2] = buttonYStart.val
Blender.drawmap[3] = buttonYMove.val
Blender.drawmap[4] = buttonXStart.val
Blender.drawmap[5] = buttonXMove.val
Blender.drawmap[6] = buttonZoomLevel.val
Blender.drawmap[7] = buttonPath.val
Export()
def Export():
scn = Scene.GetCurrent()
context = scn.getRenderingContext()
def cutStr(str): #cut off path leaving name
c = str.find("\\")
while c != -1:
c = c + 1
str = str[c:]
c = str.find("\\")
str = str[:-6]
return str
#variables from gui:
thumbsize,CameraHeight,YStart,YMove,XStart,XMove,ZoomLevel,Path = Blender.drawmap
XMove = XMove / ZoomLevel
YMove = YMove / ZoomLevel
Camera = Scene.GetCurrent().getCurrentCamera()
Camera.LocZ = CameraHeight / ZoomLevel
YStart = YStart + (YMove / 2)
XStart = XStart + (XMove / 2)
#Point it straight down
Camera.RotX = 0
Camera.RotY = 0
Camera.RotZ = 0
TileCount = 4**ZoomLevel
#Because the first thing we do is move the camera, start it off the map
Camera.LocY = YStart - YMove
for i in range(0,TileCount):
Camera.LocY = Camera.LocY + YMove
Camera.LocX = XStart - XMove
for j in range(0,TileCount):
Camera.LocX = Camera.LocX + XMove
Render.EnableDispWin()
context.extensions = True
context.renderPath = Path
#setting thumbsize
context.imageSizeX(thumbsize)
context.imageSizeY(thumbsize)
#could be put into a gui.
context.imageType = Render.PNG
context.enableOversampling(0)
#render
context.render()
#save image
ZasString = '%s' %(int(ZoomLevel))
XasString = '%s' %(int(j+1))
YasString = '%s' %(int((3-i)+1))
context.saveRenderedImage("Z" + ZasString + "X" + XasString + "Y" + YasString)
#close the windows
Render.CloseRenderWindow()
try:
type(Blender.drawmap)
except:
#print 'initialize extern variables'
init()
show_prefs()