Created
August 23, 2018 09:50
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# Initialize the camera | |
camera = bpy.data.cameras.new('Camera') | |
camera_obj = bpy.data.objects.new('Camera', camera) | |
scene.objects.link(camera_obj) | |
scene.objects.active = camera_obj | |
scene.camera = camera_obj | |
camera_obj.select = True | |
camera_obj.location = (0, 0, 0) | |
camera_obj.rotation_euler = (np.radians(45), 0, 0) | |
############################################################################ | |
#obj = blender_utils.object_to_scene(OBJECT_DEFINITIONS[0][0], OBJECT_DEFINITIONS[0][1]) | |
loc = (0,6,-6) | |
bpy.ops.mesh.primitive_cube_add(location=loc) | |
obj = bpy.context.selected_objects[0] | |
obj.location = loc | |
obj.rotation_euler = (0, 0.0, 0.0) | |
obj.scale = (1.2, 1.2, 1.2) | |
obj.select = True | |
resolution_x = scene.render.resolution_x | |
resolution_y = scene.render.resolution_y | |
aspect_ratio = resolution_x / resolution_y | |
vertices = obj.data.vertices | |
screen_coords = [] | |
for v in obj.data.vertices: | |
co_3d = obj.matrix_world * v.co | |
co_2d = bpy_extras.object_utils.world_to_camera_view(scene, camera_obj, co_3d) | |
# If you want pixel coords | |
render_scale = scene.render.resolution_percentage / 100.0 | |
render_size = (int(scene.render.resolution_x * render_scale), | |
int(scene.render.resolution_y * render_scale)) | |
x = round(viewport_size[0] * (1.0- co_2d.x)) | |
y = round(viewport_size[1] * (1.0- co_2d.y)) | |
screen_coords.append((x,y)) |
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